"game" via 柠檬杀手 in Google Reader

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Jun 29, 2007, 4:33:25 PM6/29/07
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"game" via 柠檬杀手 in Google Reader

Midieval 2 : Total War Conquering the New World by darthstormtrooper

Posted: 29 Jun 2007 03:05 PM CDT

My idea for a new video game would be an expansion for Midieval 2 : Total War. It would have the same factions, maybe some new ones, but it would be for all next gen consoles.

You would be able to command your whole army in third person, or you could play as your general or your troops. You could even do a caracter create to where you can customize your armor and his special attacks. The more battles and the more people you kill will result in promotion.

Basic gameplay will be like a Oblivion/Spartan:Total Warior. For the Wii you would be able to attack however you want. for the X-box and PS3 there will be a little more limitations.

That was my game idea for today. This is my first submition so thanks.

DFC: Will The PS3 Run Last In The Console Race?

Posted: 29 Jun 2007 10:22 AM CDT

In the latest report from DFC Intelligence, the analyst group returns to an earlier report on whether the PS3 could find itself running last in the console race, answering their own question in light of the past year with "a hedging 'probably not.'" The full text of the report, released on the analyst firm's website, follows below: "This time last year DFC Intelligence asked the question: "Could Sony go from First to Worst?" At the ...

Product: Grand Theft Auto IV Using NaturalMotion's Euphoria

Posted: 29 Jun 2007 09:57 AM CDT

Following earlier news that Rockstar had chosen NaturalMotion's procedural animation package Endorphin for use in several next gen products, the company has confirmed that the software is being used for Grand Theft Auto IV, as showcased in its latest trailer. The company sent word that the latest "Looking for the Special Someone" trailer, captured in real-time from actual console hardware, is running Rockstar's proprietary R.A.G.E. engine, using NaturalMotion's software for its character animation. Euphoria allows ...

Ubisoft's Mind Quiz Pulled For Offensive Content

Posted: 29 Jun 2007 09:35 AM CDT

According to a BBC report, Ubisoft's DS title Mind Quiz has been pulled from store shelves after a radio show caller complained the brain training title "rated her efforts in a manner derogatory to the disabled." The caller made her comments on BBC Radio Ulster's Nolan Show, saying she was "shocked when she had performed poorly at one part of the game" and the game made the offending remark. "I thought it was absolutely appalling ...

You need balance in your life like a game needs to be balanced

Posted: 29 Jun 2007 02:06 PM CDT

Brian Reynolds on the Asian Dynasties-India: IGN has posted an interview with Brian Reynolds, studio head at Big Huge Games, discussing the Y pack for Age of Empires III. I had the Indian civilization in mind a while ago when I mentioned that I thought one would be a surprise to most of you. I am happy to see India make an appearance in one of our Age games. It has been considered before and was a reasonable candidate for inclusion in both the original Age of Empires and Age of Empires II: The Age of Kings. One reason we left them out in the past is that their architecture is so unique. We didn’t want to invest the resources to create a building set for just the Indians and they would have looked strange using buildings created for the Middle East or China/Japan/Korea. Our reading of history didn’t show them in conflict with neighbors in any way similar to how the Europeans have gone after each other for millennia, or the countries in the Middle East, or east Asia. So there wasn’t a natural enemy to present with them, although you could make a case for India being an empire in its own right, being made up of many smaller kingdoms. Big Huge was willing to invest in Indian buildings and they look very cool to me, so the Indians are in and so are their elephants.

http://pc.ign.com/articles/799/799064p1.html

Asian Dynasties Code Complete Milestone Next: Code complete sounds close to finished but actually there is a lot of work yet to do once this milestone is passed. This means all the major features are in and working, but a lot of testing, balancing, and polish is yet to go. I had a glitch in my testing where some economic buildings were failing to work, but it turns out I had just copied over a new build rather than erase and copy over fresh. When I got the build properly, everything worked as it should.

Age III on PBS NOVA: A documentary program shown recently on this program used the Age of Empires III scenario editor to portray some historical events. The program was titled The Great Inca Rebellion and discussed battles around Lima, Peru, in which the Inca tried to expel Spanish conquistadores that had occupied the city. A Baltimore graphics studio used our software, aided by the skills of our own designers Karen McMullan and Vance Hampton, to recreate some scenes for the program. Ensemble Studios was not mentioned in the credits and should have been.
I found the show interesting, as I do most NOVA documentaries. I was surprised at how many times Age of Empires III graphics were employed. I thought they fit in very well, except they did slow down a little with FPS (frames per second refresh rate) when they had a thousand units on screen.
The show considered the question of how a relatively small band of conquistadores could possibly conquer and then hold a huge empire. The proposed answer is that the Spanish had powerful Indian allies who wanted to overthrow their Inca rulers, much as Cortez was able to recruit Indian allies wishing to overthrow the Aztecs. In addition, the program presented forensic evidence of the earliest known gunshot victim in the Americas. PBS often makes these programs available for viewing online and if they do that for this one I will try to let you know. Learn more about the program here.

http://www.pbs.org/wgbh/nova/inca/

Mexico’s President Plays Age of Empires: Kotaku reports that President Felipe Calderon is a gamer and that his favorite is Age of Empires. Based on my experience from talking to gamers in Mexico City, I would guess his favorite civilization is the Aztecs . Oscar Santos from our community team tells me that the comments by the President were significant mainly because he supports the idea that gamers should be free to play what they wish. This is in contrast to the governor of the State of Chihuahua who blocked the sale of a Ghost Recon game that portrayed Mexicans from a border city as insurgents and terrorists.

 http://kotaku.com/gaming/age-of-empires/mexicos-gaming-presidente-272241.php

Thanks IT: We lost power in our entire building one day and we were told that it would be restored sometime that evening. Dwayne Gravitt of our IT department went back to our offices at 10:30 PM, climbed 15 flights of stairs, and waited in the dark until power was restored. At that point he made sure that our servers and all other critical resources were functioning properly before heading home in the early hours of the next day. We are working toward some important milestones for Halo Wars and having everything ready to go that next morning was a good thing.

Age of Empires Board Game Published: The long awaited board game, based on Age of Empires III, has been published and is in game stores now. The early reviews on boardgamegeek.com are very encouraging and the game is currently rated very high. We will have to see how the rating holds up as more people play it and voice their opinions. Ensemble Studios ordered a copy for everyone who works here, so I expect some feedback from our own people soon. Check out reviews and other information about the game here.

 http://www.boardgamegeek.com/game/22545

Video Games Addiction Revisited: A policy group within the American Medical Association (AMA) recently proposed that video game addiction be listed as a disorder in a mental health manual to be published by the American Psychiatric Association (APA) in 20012. But addiction experts within the AMA strongly opposed the idea. The Entertainment Software Association aligned itself with the APA position that “this so-called video game addiction is not a mental disorder,” although the APA said it would consider the proposal if the science warrants it. Of special concern are the online role-playing games that are particularly immersive and compelling. Until some definitive evidence backs up the AMA concerns I continue to believe that games themselves are not the problem, but too much playing may be evidence of other issues the individual needs to deal with.
At Ensemble Studios we recruit passionate gamers when we can, but we also want reasonably well-rounded people who can fit it. We have a large WoW interest group for sure, and many Xbox Live accounts, but also groups that together go skiing, hunting, and bar-hopping. There is a morning basketball group, a flag-football group, and golf outings are popular. I believe we include people who played inter-collegiate lacrosse, basketball, and football. We have comic book fans, film buffs, and musicians. One of our guys is an accomplished woodworker and makes his own furniture. Most of our people are married and many are raising families.

You need balance in your life like a game needs to be balanced.

Bruce Shelley

[NetShowBT][国内首发][最新移植大作游戏][Lost Planet Extreme][失落的星球][EN][DVD9] (大小:7.08G 人气:38 下载:355 完成:2 种子:1)

Posted: 29 Jun 2007 02:18 PM CDT

发布简介:PLost.Planet.Extreme.Condition-Unleashed失落的星球/P< />P&/P< />P【游戏� 饷妗坑蜗访疲菏涞男乔蛴⑽拿疲篖ost Planet Extreme Condition游戏制作:Ca pcom 游戏发行:Capcom&&&&&&&&&&& &&&&&&&&&&&&&&&& amp;&&&&&& 游戏语种:英文游戏类型:Sci-Fi Shooter&am p;&&&&&&&&&&&&&&&amp ;& 官方网址:http://www.lostplanet-thegame.com/游侠0day信息网:http://0d ay.ali213.net/jump.asp?id=5138所属 ...
下载地址:http://gamebt.ali213.net/download-spot-1-268.html

Saw by adamlarimer

Posted: 29 Jun 2007 01:15 PM CDT

Using the same basis for the movie "saw", your captured by a phsyco and put into a situation were you must figure out the clues and series of tests to make it out alive. Of course, using this plot line would require a copyright release. It would be kind of a survival-horror video game with a puzzle solving twist. This is what will set this game apart from games such as "Silent Hill" and "Resident Evil"!

Inside the Developers Studio: Nina Kristensen

Posted: 29 Jun 2007 12:59 PM CDT


1. What game do you have at E3 this year?
Heavenly Sword - I saw that you, the readers here, have given us 3,700+ votes in the poll on this blog as one of the most anticipated titles of the year, so thanks!!!

2. Tell us more about your game. What’s the story?
The game is a blast to play, we’ve been flattered by the great write-ups so far. We have a great story line as well so here it is: Heavenly Sword is a story of revenge and redemption centering around our heroine Nariko…she’s the one in the screen shot above. She was born into a clan who had been guarding the Heavenly Sword for generations. They had been expecting a god to be born to reclaim the sword, but instead got Nariko. She has been seen as a curse on the clan ever since and when King Bohan invades, the idea of her being an omen of evil fractures the clan. As the King persecutes and decimates them, Nariko is the one that many blame. In a moment of desperation she decides to take charge and use the Heavenly Sword to destroy King Bohan and his army…

3. What did you do on this game that you couldn’t do on another platform?
We’re exploring how to utilize as much of the power of the PS3 as we can to create a powerful atmosphere. There’s a lot of stuff in there, and everything in the game is designed with this in mind. With the level of fidelity we have been able to achieve in performances (detailed facial animations etc), we’re looking to draw you in, to emotionally engage you. Within the combat (which is comprised of thousands of animations), we introduce cinematic cameras to show off your coolest moves. The environments are huge and filled with atmospherics to make it feel alive and real. You can smash up pretty much everything in the environment and all these objects behave naturally under physics. There’s a colossal amount of things going on at once, and you’ll know it from the moment you pick up the controller!

4. What do you think is the coolest aspect of this game?
The super-style moves are the coolest. They’re big and dramatic, you have to work quite hard to get them (especially the level 3 ones) and they completely annihilate the enemy. It’s just so much fun. My personal fav is the one where you drag a guy massively up into the air, ride him back down, slam him into the floor, and while you’re cart wheeling off him, a huge shockwave from his impact with the floor wipes out everyone else.

5. Describe it in five words or less.
Big Sword, Hot Girl!!

more…

Product: Reachin Releases HaptX Haptics Engine

Posted: 29 Jun 2007 06:14 AM CDT

Sweden-based Reachin Technologies has announced the release of HaptX, the company's new computer games-focused haptics engine which it says will let players "feel the details of the objects actual attributes such as surface textures, material characteristics and weight in an unprecedented realistic way." The company says the engine "embeds 10 years of the company's R& D and know-how, adds a revolutionary new dimension of communication between the user and the computer, integrating seamlessly with next-generation ...

Vicious Engine Gets Serious With IBM

Posted: 29 Jun 2007 09:00 AM CDT

Developer Vicious Cycle has announced that its middleware solution Vicious Engine has been chosen by design agency Center Line to create INNOV8, a new business process management simulator for tech giant IBM. IBM calls Innov8 "an immersive 3-D educational game simulator designed to bridge the gap between the roles of IT teams and business leaders in an organization." The title was produced in conjunction with Duke University graduate students and the University of North Carolina, ...

Die!Jaydie Die!

Posted: 29 Jun 2007 10:05 AM CDT

我们来做新的辐射版衫,与Pepsi/Coca合作发售核子可乐吧。

这个人是PCZone的编辑,请用口水淹死他。

f3.jpg

Blending Virtual Worlds and the real world.

Posted: 29 Jun 2007 12:03 PM CDT

Its all fun and games, until somebody gets hurt.  That what my friends and I would say to each other when we were kids and about to do something stupid and dangerous.  Like wrestling while climbing trees or using homemade bike ramps to jump over neighborhood friends.  Sure virtual worlds and games are fun until something more important comes along.  This is starting to change.

There is a revolution of sorts occurring, and the revolution has to do with the remarkable success of some MMORPGs and the increasing popularity of virtual communities.  There is a remarkable amount of time and energy put into these the environments, and a growing number of us would rather be in the VU than the RU.  The question then becomes how to get people to be productive while being virtual, and this is where the revolution takes place.

Its all about patterns.  We humans see patterns everywhere.  Patterns in language, patterns in biology, patterns in design, patterns in motion, patterns in sewing.  We create patterns through our behavior and how we solve problems.   Because we are self-aware, we can recognize and learn how we develop these patterns, and subsequently, we can teach ways to create new patterns.  We develop patterns in our virtual communities and our games.  The leveling treadmill creates a very recognizable pattern in many of todays games and team combat games like Planetside create an array of attack and defend patterns. 

Lets say we want to study a pandemic emergency, and try to contain the breakout of a new virulent virus strain.  These types of simulations already exist to show containment speeds and mortality rates, what they lack is insight into the effectiveness of containment steps and quarantine.  Introduce the simulation into the virtual world and allow communities to apply variances to the model, and patterns begin to develop.   As the masses collectively think through a problem, knowledge is gained.

We can apply the same model to traffic systems.  Care to be an air-traffic controller for a virtual airport?  How about changing the settings of all the traffic lights in Times Square during rush hour to try and improve traffic flow?  Or be a virtual passenger on a newly designed monorail system?  How about attending a virtual concert in a newly designed arena to help understand traffic patterns?  We could even have a bladder meter that lets you know when to go wait in line at the virtual bathroom.

In all seriousness, there are many great uses for these technologies, and we've only just begun to scratch the surface.  NASA is already studying the challenges of colonizing the moon and the stresses of a year long manned flight to Mars.  I have a feeling many of us will experience these feats in virtual worlds long before the missions themselves get anywhere near completed.   

Google and NASA pair up for virtual space exploration

Reacting to the recent increases in mining accidents, mining companies are beginning to virtualize many aspects of mining, and are already having some success.  I imagine at some point, miners will no longer need to enter and descend into dangerous mine shafts.

The Future of Mining

Of course home and personal use of virtual world technology is going to phenomenal.  I think it still has a way to go.  Here is a semi-decent, if not hysterically funny, effort that might be better at simulating motion sickness.

VirtuSphere ("its a prototype")

I saw something similar to the Expresso Bike in a gym a few years back.  It was a stairmaster machine with a video console of a snowmobile race attached.  The faster I stepped on the stairmaster, the faster my snowmobile went.  I played that game for about 45 minutes trying to win the snowmobile race.  I had never used a stairmaster before, so it was about 2 weeks before I could tie my shoes or walk without a painful limp.  Great concept though, and something we will certainly be seeing more of.

All of this fun isn't just reserved for the macro world either, there will be plenty going on in the micro world as well, especially in the area of medical research and treatment.  Virtual surgery is already a valuable teaching aid, but soon surgeries will be virtualized in real time, with robotic instruments performing the actual tasks of micro-surgery.  Nanotube technology and the construction of micro instruments and tools will provide a whole new miniature perspective for us to experience since we will need to work at the molecular level. 

Hopefully by then there will be implants available so that I don't have to carry this bulky laptop around anymore.

WoW To Add Flesh To Bones in China

Posted: 29 Jun 2007 11:01 AM CDT

According to WoW, the art for the ‘Scourge’ race will be redone in the Chinese version of the game. El articulo:

The9 (Nasdaq: NCTY) changed the looks of the Scourge race in its licensed MMORPG World of Warcraft (WoW) on June 26, reports Southern Metropolitan News. Scourge are an undead race that in previous versions showed part flesh and part skeleton. The9 modified the look to show no skeleton, and changed scourge corpses from bones to tombs. The9 claimed that it made the change because the original look of the Scourge race was too scary and thus unlikely to pass new Chinese censorship review.

I can only assume they mean the Undead race, which is only one part of the Scourge, according to WoW’s backstory. And if you knew that, you might be a giant nerd.

The article does not mention whether or not the dozens of other skeletons in the game will be touched at all. Longtime Zen readers will know that this isn’t something new — remember these Magic cards that have been modified for the Chinese market? WotC is now so spooked by the Chinese approval process that they even change skeletons lying on the ground.

Still, it’s always interesting to see how cultural norms differ from country to country. American readers, you know that feeling of disbelief you’re feeling right now? That’s about the same feeling Europeans feel when we freak out over here at the sight of a female nipple.

Rise of the Argonauts IGN Preview

Posted: 29 Jun 2007 09:36 AM CDT

While im all for big name sequels, its the prospect of getting great new franchises that makes me all giddy. From Liquid Entertainment comes Rise of the Argonauts, an action RPG with a healty dose of God of War type...

Continue.

一天内的变化

Posted: 29 Jun 2007 11:27 AM CDT

本来有很多感想想写,结果在一天之后,发现心平如水。
  • 想不到大师心中也会有波澜起伏啊
    ---- Atry (Email) 评论于 2007-06-30 01:23:12

What in the World is a Fictional Securities Exchange?

Posted: 29 Jun 2007 10:39 AM CDT

I have spent a fair bit of time recently studying the major stock exchanges in Second Life (particularly WSE and AVIX).  Initially, I assumed these exchanges would be serving the same basic roles as in real life:  to allow business owners an easy way to raise capital for expansion from a broad community of investors.  However, it is hard to maintain this perspective when the WSE includes the following text on all prospectuses, right after the entry allowing (but not requiring) management teams to post their real-life information:

  • (Real life details are optional as the WSE is a fictional securities exchange based on avatars in the virtual world of Second Life.)

My original intent was to post my thoughts on how to improve the functioning of SL’s capital markets through listing and disclosure requirements—but such a post makes sense only if the markets are actually intended to raise capital.  If the markets are simply a game, my assumptions about the goals of the market are invalid, and I wouldn't know what to recommend.   (Would regulations need to be maximize fun, rather than liquidity of capital flows?)

Since many Terra Novans have written extensively on the boundary between games and real life, particularly as it pertains to legal and economic matters, I would like to poll readers on the following issues (weigh in on the ones that interest you):

  • Are SL exchanges actually intended to me ways for people to raise capital?  Those who want to answer 'yes' must explain why listed firms are frequently owned almost entirely (e.g., 90% or more) by the CEO and other officers.  Apparently, raising outside capital is not the top priority for many management teams. 
  • What does it mean for WSE to be a “fictional securities exchange?”  After all, real people are investing real money (as there is an active curency exchange converting Lindens into US$) in the hopes of getting a real return through the efforts of real people.  Does WSE say this simply to stave off real-world governmental regulation (by the SEC, for example)?
  • Are stock exchanges in SL just a game?  If so, is there still a reason for residents to create a quasi-regulatory body (like the SLEC, a group of SL residents seeking to develop stricter listing standards and other practices.)  If not, how long till the SEC or NASD comes knocking?
  • Alternatively, are the exchanges simply a way for unscrupulous residents to fleece their naïve compatriots?  Accusations of questionable behavior and outright fraud are certainly common (and strongly denied), both targeting and emanating from major players in the exchanges.  Does this make inworld regulatory oversight by a group like the SLEC essential, or would that simply add a veneer of credibility to what might simply be corrupt enterprises? (Please note that I am no claims about the motives or morals of the leaders of the exchanges, management teams or investors.  To get some evidence on what SL residents think, look at comment threads here, here and here.)

Building a Virtual World on a Budget

Posted: 29 Jun 2007 10:17 AM CDT

To those low-budget, indie game developers busy making massively multi-player games (especially MMORPGs), I salute you!

As an old-school MUD / MUSH player and developer (though not NEARLY as old-school as these guys), I entertained the thought myself for a a few months after exiting the games biz back in 2000. In fact, the engine that became Void War was originally for a Massively Multi-player RPG - albeit for a much smaller-scale one that I envisioned as more of a super-MUD than a mini-EverQuest at the time.

A cooler head prevailed, and I backed off that project.

But there are several nutcases out there who are still chasing passion instead of reason, and I think the gaming world is richer for them.

Eric "Malevolent" Rhea has a great write-up on the challenges and pitfalls of indie MMORPG development based on his painfully current experiences developing Wraith: The Iron Horse, a 3D MMORPG (being developed in Torque, I note...), which has just hit their Beta milestone.

I wish 'em the best of luck!

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

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 Chicken Invaders 3

If Only My Math Teacher Could See Me Now

Posted: 29 Jun 2007 09:47 AM CDT

I don't remember what grade I was in when I first learned about things like points, lines, and rays. It might have been third grade. I remember seeing rays represented as arrows made out of pieces of yarn in the textbook. I remember anticipating the lesson because we were going to learn about RAYS.

Like... laser rays? Ray guns?

While those sci-fi weapons were named after behavior that approximated that of a mathematical ray, I was too young to have a clue. When we learned about rays, the word that came to my mind was:

"Huh?"

Something which has an origin - a point - but no width, no length, only a direction? It goes out to infinity? What kind of useless made-up bull-hockey is this? Why are we learning this? What POSSIBLE use could this ever have in my life?

Little did I realize just how much use it would be. Even in ordinary business application programming, some of this stuff comes in handy (particularly if you are doing any GUI programming). But as a game programmer? I live in a world of rays, vectors, lines, line segments, normals, dot products, cross products, sines, cosines, arctangents, the Pythagorean theorem, matrix transformations, and quaternions.

Can the AI see the hero? Do a vector subtract of the AI's point to the hero's point. Measure its length using the Pythagorean theorum. Is it within visible range? If so, turn it into a ray using the AI's start location, and normalize that line segment by dividing it by its just-calculated length. Now use a ray test against the environment. If no collision occurs, or if the collision distance (calculated using good ol' Pythagoras's trick) is further away than the original range, then the AI can see the hero.

(Oh, yeah, and the old game programmer's trick... don't find the square root in the Pythagorean theorum if you are just comparing distances --- compare the squares. You don't need to perform the costly square root operation until you absolutely need to know the exact distance... such as when you are normalizing the vector).

You never know when this stuff could come in handy.

So there's something to tell your kids when they complain about their math class.


(Vaguely) related randomness:
* Losing Your Limits Without Losing Your Mind
* On Game Engines and Swarm Missiles
* My Worst Bug Ever (that ray can bite you if you aren't careful...)
* Jet Moto Memories
.

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

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 Chicken Invaders 3

Q& A: Flagship's Roper Talks Hellgate Pricing, Mythos

Posted: 29 Jun 2007 05:37 AM CDT

Flagship Studios was founded in 2003 by David Brevik, Erich Schaefer, Max Schaefer and Bill Roper: ex-Blizzard North and Blizzard Entertainment executives instrumental in the development of titles like Warcraft, StarCraft, and the Diablo series. In March 2005, the company announced its first title, Hellgate: London, an RPG that takes inspiration from the Diablo series, but adds a first person view point. The title attracted some criticism from fans earlier this year after its revenue ...

Capcom Rules Out Merger, Hints At Acquisitions

Posted: 29 Jun 2007 05:32 AM CDT

While discussing the company's fiscal 2006 consolidated financial results, Capcom executives have outlined their projections for the next financial years and suggested that while they do not plan any mergers with Japanese companies they are looking to acquire Western businesses. Speaking to shareholders, company director and managing corporate officer Kazuhiko Abe attributed the strong sales of Dead Rising, Lost Planet and Monster Hunter Freedom 2 to changes in the company's structure, which has seen the ...

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Blood and Fury: Slashers by Hay

Posted: 29 Jun 2007 04:06 PM CDT

Slasher: the main enemy that you will be fighting, but also the one of the most dangerous. They are the production of a chaos molecule reaching a human being that is near or touching a metal object. The molecule fuses the two together, and creates a slasher through a painful process that lasts just over a week. The transformation is seperated into four stages, where new symptoms appear or old ones are multiplied.
Stage one, day one :
Mood swings, tinted eyes start to develop.
Stage one, day two through day four:
Severe mood swings, random violent behavior, starts to distest light, wrists and ankles feel sore, eyes become more tinted.
Stage two, day five through day six:
Increasingly violent acts, red or black eyes fully develop, skin dries out at light, hard nubs appear over the body, the most large being on the wrists
Stage three, day seven through eight:
Talk becomes incoherent (only growls and grunts), behavior borders on psychopathic, light causes severe pain (sears retinas and dries skin fatally) , small metallic blades start painfully extending from the nubs, growing no longer than four inches, except on the arms and feet where the average is a foot.
Stage four, day nine:
blades grow out of ankles and wrists, bending the hand/foot backward and extending the weapon to five feet. The subject is then a full-blown slasher.

There will be three different slasher types you will be fighting, stage three and four slashers, and battle-hardened slashers, ones that have survived and have become experts of combat.
The slashers don't have that much health, but are very fast and agile. Their anatomy is still pretty much the same, so you still can bash out its kneecaps or shoot it in the neck.
They would provide a great enemy to fight...
please leave suggestions, as I am more than open for them

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Jun 30, 2007, 2:30:21 PM6/30/07
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Interview at Cross Gamer

Posted: 30 Jun 2007 12:53 PM CDT

I did an interview with Dan Roy as part of his thesis work and it is posted now over at Cross Gamer. Dan recently did a panel on cross-platform MMOs (especially mobile) at GDC last year, so there’s a bunch of stuff related to ideas on that front.

《死亡暗礁》(Dead Reefs)破解版

Posted: 29 Jun 2007 04:54 PM CDT

《死亡暗礁》(Dead Reefs)破解版
转自sharevirus
游戏译名:死亡暗礁
英文名称:Dead Reefs
游戏类型:冒险解谜
游戏制作:Streko-Graphics, Inc.
游戏发行:DreamCatcher Interactive, Inc.
游戏语言:英文
【游戏简介】
数百年前有一个被诅咒的英伦小岛,叫做死亡暗礁(dead reefs)。游戏中玩家扮演一名叫Amideo Finvinero的侦探,深入小岛调查。玩家必须寻找线索和证据,为了解释种种神秘的事件。
很久以前,海盗们通过点燃信号焰火引诱船队接近这个小岛。当船队离岸边很近时,海盗们就冲上甲板,屠杀所有的船员,然后就洗劫所有有价值的东西逃走。一个晚上,海盗们洗劫了一艘修道士的船只,在杀光所有的人之后,偷走了一个魔法宝物。诅咒就降临到了整个岛上,岛上的居民开始一个接一个的神秘死去。 数百年以后,当死亡事件再次来临时,Amideo被召集来,查出事情的真相。
【游戏截图】



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《精灵协奏曲》(Dear Pianissimo)繁体中文普通版附追加曲

Posted: 29 Jun 2007 09:34 PM CDT

《精灵协奏曲》(Dear Pianissimo)繁体中文普通版附追加曲
英文名:Dear Pianissimo
中文名:精灵协奏曲
开发制作:工画堂
代理发行:光谱资讯
上市时间:2006年8月11日
游戏类型:MSC
配置要求:
操作系统:Windows 98/Me/2000/XP
CPU:Intel Pentium III 800 MHz
内存:512MB 内存(RAM)
硬盘:3 GB 硬盘空间
显示卡:支援 DirectX8.1 并有 8MB 记忆体之显示卡
音效卡:支援 Direct Sound 的音效卡
解析度:640 X 480 增强色以上

感谢 冻月之悲恸供源
安装参考:
1.解压至任意目录;
2.运行njcom260安装南极星(序列号在Serial.txt);
3.运行DearPia开始游戏,Atl+Enter为全屏/窗口切换。
PS:原版只有80 MB剩下的是为MUSIC FANS准备的至今所有追加曲(DP06除外)。

游戏介绍:(腾讯)
《精灵协奏曲》是由工画堂黑猫组所制作的音乐恋爱游戏,随着故事进行,由主角弹琴,女主角唱歌,一面练习音乐演奏,一面培养感情。这次游戏中的音乐,词曲皆由唱过多部游戏动画主题曲的女歌手桥本小姐编写。歌唱部分,则是邀请荣获声优Awards最佳女配角奖的后藤邑子小姐,担任女主角暮里菜葱的歌喉。玩家要将键盘化为钢琴,演奏出扣人心弦的旋律,为一段纠缠着生与死的矛盾恋情,寻找携手共赴未来的契机。
玩家所扮演的愁在披萨店打工,负责送外卖,这天,他送外卖的途中,不知道是命运的捉弄,或是凑巧的情缘,他和素不相识的女主角菜葱错身而过两次。会注意到这个女孩,是因为她外表生就一副柔弱稳重,是会引起男人保护欲的类型,然而,从她嘴里唱出来的歌声,却足可以与任何惊声尖叫互相比拟。
原本只是偶然的错身而过,可是,酒醉驾车真的是很不好的,一场车祸意外,同时夺走了男女主角的生命,抱着遗憾的两人,就在游戏中的世界,生与死的狭缝之中清醒过来,他们在这里获得了重生的机会,可是条件却是,必须在音乐比赛中打败另一个人,两个人因缘际会在这里培养出感情,却又不得不面对必须在比赛中打败另一个人,将他推入真正死亡的矛盾。究竟要获胜取得重生的机会好,还是为了对方,放弃这难得的机会?玩家在游戏中看到的,不仅只有男女主角之间的不安犹豫,这里还有许许多多的人,面临着类似的矛盾窘境,考验着人性。
游戏截图:

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The Reiser Story

Posted: 30 Jun 2007 11:36 AM CDT

This article at Wired is an amazing story. However, I am struck by how much attention is paid to violent videogames — by the writer, by the accused, by the courts who presumably discuss the briefs — when it seems pretty clear that everyone in the story is a deeply screwed up person to begin with.

Does “geek discrimination” exist? Sure, and I am sure that in the courts, the issue of whether Reiser played violent games with his 6 year old was a factor. But surely somewhere along the line the drugs, self-mutilation, adultery, and murders by the lover deserve a bit more weight in the deliberations? Yikes.

Society really needs to stop seeing interest in violent videogames as a motive cause, and instead start seeing extreme fascination with violence in general as a warning flag. I read this article the same day I first browsed an issue of Entertainment Weekly with the headline emblazoned on the cover “Top 25 Action Movies Of All Time!!” — Kill Bill, Die Hard, etc etc.

I am sure Reiser saw Kill Bill. It was a geek thing to do. I bet nobody in this case filed court papers with the title of a movie in them.

流浪的狗狗

Posted: 30 Jun 2007 11:01 AM CDT

   认识我的朋友都知道我一直惧怕小动物,所有的猫猫狗狗,无论多可爱,我都只敢远观,不敢靠近。在别人摸过了那些猫猫狗狗后,如果想碰我,那是绝对不可能的。我总是死盯着曾经接触到小动物的部位,不许越雷池半步。

    深圳是个多人养狗的地方,我住的这栋楼就经常遇见狗。我家的对面就有一只整天见人就叫的狗,吵闹的让人生恨,而晚上无论多热,我都一定要关窗子睡觉的,因为窗外总有一只大狗在半夜嚎叫。我对小动物的没有爱心的指数是有目共睹的。我从不会主动接触一只小动物,如果它们主动来接触我,我肯定乱跑。

   昨天我和GG去超市买东西,回家的时候,在马路的三角安全岛上看到了一只流浪狗,紧紧贴在铁柱子上,不停的喘气,全身脏的发黑,一副快要死亡的样子。我心里一阵难过,回家很久,我一直在想这只狗的命运。GG说这只狗生了重病,活不久了。

   今天,我们出去吃饭,回来的时候去百安居看下灯罩,刚走到门口,我又第一眼看到了那只可怜的狗蜷缩在百安居的门口的角落下面避雨,神态非常可怜。此时,我已经相信这只狗和我有缘,因为我一向怕狗,但是这只狗没有让我产生一丝恐惧的感觉,只有可怜。在百安居里非常速度的逛了一圈,心里非常挣扎,最后我实在忍不住,拉着GG直接跑到超市里买了一包狗狗吃的鸡肉条,飞奔回来喂它。它依然蜷缩在那里,非常害怕,眼睛里面甚至有眼泪。GG说,这只狗肯定被人打过,所以才这样可怜。我试图扔了很多根肉条给它,它都不敢吃,站了起来,闻了一下。我一直在一边边比画,边说,吃啊,吃啊,能吃的,给你买的。这时候,突然从旁边走来一个人站到这里看百安居的特价信息。狗狗吓的赶紧沿着路走,然后往楼梯下面跑。我看它停了下来,追了过去,然后把吃的肉条远远的比划着递给它,它盯了我很久,才放心的吃了第一根肉条,看的出它很饿,我大喜,赶紧丢剩下的肉条给它。一根比一根近,到最后,狗狗就站到我面前了。GG让我亲手喂它,我有点忧郁,一是还是害怕,二是我怕它害怕。GG说没事的,然后示范给我看,我也喂了它一根。我很开心,赶紧把手里的肉条都喂给它吃,然后让GG赶紧去那边把我们丢在那里它没吃的肉条拿回来喂它,它吃的很开心。居然还跑回我们刚才喂它的地方,发现了最后半小条的肉条吃下。我决定收留它,如果它是头非常漂亮的狗狗,肯定有很多人愿意收养它,或者它健康一点,也许也有,但是它不是。它是只非常可怜的流浪狗,没有家,没有好好吃过东西。那些养尊处优的狗狗是无法体验这样的流浪狗的生活的。它只是条又丑又可怜的中犬,曾经被人欺负过。

    我向它打招呼,让它跟我走,它有点犹豫。GG说往前走,它会跟的。我走了几步回头,发现它真的跟我们走,但是非常害怕路上的行人,小心的躲避着他们。走到花园城电视屏下就不肯走了,我让GG在那里陪它,非常速度的跑向超市又买了一大包夹肉心的狗粮飞奔出来,在收银台就迫不及待的打开了袋子,小姐表情古怪的看了我一眼。我终于非常速度的飞到狗狗旁边,丢下香香的狗粮,对它说,这里,它就会跟着过来吃,一边喂一边引,准备把它带回家。路上行人侧目,也管不着。带着他过马路,GG说怕它会跟我去药店,就自己去药房给我取药去。我就站在新一代的广场边喂它吃,一边喂我还一边叨叨,叫它狗宝,说它是只笨狗,傻狗,想到贵的要死的狗粮和其他要养狗办的手续等,一边和它说,我养不起你怎么办呢?(我是很现实的人呀,要真的收养狗狗肯定得要负责人家一辈子,不能让随便待它,但是办个狗证都要那么贵)。它一直埋头苦吃,看起来像极了贪吃的小孩子,一定是很多天没有好好吃过了。过马路的时候,狗狗站在人堆里面,不敢钻到我们身边,我对它摇了摇狗粮的袋子,它立刻跑到我身边了。GG大晕,我得意非凡,一边喂它,一边带着它往家走。

    然而在家门口的时候,它不敢进去了,即便我喂狗粮,它也不肯进来。这时候从里面走出一只白色小狗,非常乖巧可爱那种,这只狗狗居然立刻过去亲了它一下- -~我发誓,那一刻我和GG都很震惊的看着它这一举动……但是白色小狗很明显不是吃素的,立刻打算追逐它,被它的主人制止了……我和GG走到电梯口,回头看着那只狗狗,无论我怎么喂狗粮,怎么摆手,它都不肯进来,只是站在门口深深的看着我们。我们进到铁门后,我死死盯着它,它还是站在那里看着我们,然后低下头吃我刚给它倒在门口的狗粮。可能是被人类伤害多了,不敢进入人类的世界里面。

    我很难过的看着狗狗消失在门口,不知道它今天晚上在哪里过夜?外面的急风骤雨,它有没有地方可以避雨?明天早上,我要去看它。   

July Guest Margaret Corbit

Posted: 30 Jun 2007 10:06 AM CDT

Corbit We're thrilled to have Margaret Corbit joining us as a guest author this July.  We asked Margaret (shown right on the Great Wall) to introduce herself:

How did a middle-aged white girl plant ecologist get into virtual worlds? Fair question. I worked at a supercomputing center for 15 years. At the same time that I was writing my thesis on hedgerows as conservation corridors for forest wildflowers, I was working full time at the Cornell Theory Center as the science writer. Then came the Web. And I was launched into visualization and interactivity and an online science book in 1993. Woo Hoo! One of my other lives is that of a graphic artist.

As the Web tsunami flooded us over us and into enterprise, I met Bruce Damer in October 1998 at a Webnet meeting in Toronto, and moved into 3D lock, stock, and barrel. I had already posted VRML worlds in our first Web site and was frustrated with the digital divide (at that time, the disconnectivity of most of the rest of the world). Bruce, playing Digigardener, was demonstrating a world over a phone line. Through the Contact Consortium I learned to play in Blaxxun, Cosmo Worlds, and then began my own projects in Active Worlds. This led to VLearn3D.org, now an archive of five fun years. More recently I have dabbled in SL, participated in some amazing planning projects for Croquet pre-Quack, and sniffed around Multiverse—very exciting to see all these variations on the Metaverse.

I believe that virtual worlds are intrinsically fun. I have also been pegged as a hopeless Pollyanna on more than one occasion. I am still learning about the relationships between games and virtual worlds. I think it’s a continuum. Surprisingly, not all the folks that participate in our programs necessarily want to create games in their worlds, but that is their very first reaction. I was lucky enough to attend one of Ernest Adams’ workshops and to have interacted with Dave Schwarz as he founded the Game Dsign Initiative at Cornell (GDIAC) and Andy Phelps at RIT. I co-teach a Fine Arts course at Cornell, Studio in Space and Time, with photography professor Barry Perlus, and struggle to get these people, who ought to be able to go there, to think beyond the landscape metaphor.

My favorite worlds remain to this day the worlds that emerged from the Art Center College of Design under the guidance of Mike Heim and the Cyberforum. Where is the next artistic guru? Maybe Tobey Crockett will step up….

Right now I am preparing to run a workshop for teams of educators that will introduce them to virtual worlds and to our approach for launching folks into their own creative projects in this medium (called for now the SciFair Model). We have college faculty, middle school educators, graduate and undergraduate students coming to Ithaca for a few days of fun under the virtual sun.

And I have just moved administratively within the University to the office of the Associate Provost for Outreach. I think that says something about the maturing of the medium!

Thanks so much for joining us, Margaret -- we're looking forward to the discussion!

眼花缭乱的明星们

Posted: 29 Jun 2007 01:47 PM CDT

今晚去看了music radio和音乐之声举办的颁奖礼。到场好多大陆,港台,新加坡,马来西亚的重量级歌手。
梁静如,品冠,吴克群,陈坤,蔡依林,陶哲,辛晓琪,张亚东,宋柯,张信哲,183,水木年华,范玮琪,花儿,阿信,李宇春,林俊杰。。。。。。。。。。。。
朋友很够意思,我坐在了内场第四排。看的真切,
场内异常热闹,各明星的歌迷会都有组织的在现场,我算是见识了fans的力量。热闹非凡。喊声此起彼伏。最壮观的要算是李宇春的fans啦
阿信唱《离歌》的时候,我激动的几乎疯了 。我终于见到他了,好好好开心啊。
但是恨自己,偏偏相机忘记带了。
还是用手机拍到没电。
今天太晚了。明天再来放照片吧
我满足的去睡了
 

待宵

Posted: 30 Jun 2007 06:47 AM CDT

        这次写的简单一点,没有条理一点,懒一点,只希望能够写完就算不错了。
 
       6月30啦,整整过了一个月——一个开始和一个还没有到来的结局——虽然我感觉它即将到来了,而且并不让人高兴。
       再过几个小时就是7月啦,唔唔,七月离得是那么的近却又越来越的遥远。从明天开始又意味着什么呢?
       累了吗?该休息了吗?投个硬币吧,即使投之前也不愿意去定义正反面的意义,那就看着硬币慢慢的下落呈现出唯一的一面。即使——不去定义那正反面的意义也不要紧,那一次又一次的扔出去的过程足以构成了每天每时,自己去想想该怎么定义这正反两面,不知不觉又构成了每分每秒——即使不去想也不要紧,因为也许那枚硬币从来就只有一面。
       想逃避了吗?想去消失那两个星期来狠狠的玩游戏了么?这样的感觉很让人憧憬,就像是今天打牌时的无忧无虑。玩游戏的目的有哪些——娱乐、消磨时间、兴趣、工作、生活还有逃避。那么我清楚的知道现在去玩游戏,那就是逃避,永远的逃避。从另一个位面跑回来,那就是另一个世界。游戏对我来说那一定不是这个意义!
       其实并不喜欢这么个状况。我是个盗贼阿,GM活生生的给我套上全身铠甲,给我把小锤子让我高举着来祈祷“荣誉即吾命”。即使坐上那老的发臭的太古金龙,高喊着“我的帽子,我忘了我的帽子!”,我也情愿只在底下做一个小小的插银汤匙的半身人,在最后被一脚踩成灰烬。我是不是该骂一下万恶的GM,想起自己在hf开着maphack去嘲弄无辜的菜鸟的时候,那也许在自己迎接noob头衔的时候,可以不去刷那不该刷的屏。人生是一个多么平衡的游戏,做宅男就应该有做宅男的觉悟!
 
       那么,喜欢么?
       喜欢阿。如果不喜欢就没有这么多的痛苦,如果不喜欢就没有这么多的不舍。是吧,我相信我在做着自己应该做的以及能够做的事情。无奈吗?痛苦吗?这就是多年来最大的代价吧。总是在说服自己勇敢的面对,在真正到来的时候,才能发现自己那隐藏的很久的脆弱的东西。嗯,好吧,我是很弱的,只要不是弱到不敢于面对,那还不算坏,对吧?喜欢一个人,也许就是这个样子吧。再好再坏,自己总要以感激的心态去面对过程与结局。
     
       哈哈,又写不下去了~待宵,不是开端也不是结束——待宵之下的夜明,等够看到的有几人呢?辉夜姬的五道难题,我至今没有破开。如今我是否能看到那no miss,no bomb的夜明呢?
 
       唔唔,喜欢一个人就要勇敢的去承受,仅以此文做个save point~~虽然根本就没有那张记忆卡……
     
 
       

大连之行

Posted: 29 Jun 2007 10:24 PM CDT

好地方,依山傍海,吸着那里的空气也是一种享受。

Music List: Dear friends

Posted: 30 Jun 2007 03:18 AM CDT

无比郁闷

Posted: 30 Jun 2007 05:45 AM CDT

        好不容易来更新我的blog,花了整整4个小时写了1000余字,居然不小心踢掉了电源。于是连个草稿都没有给我留下~~
        好吧,这次就不能怪我了,虽然这个月里更新过的4篇都在最后关头被我cut掉了,但是这次我是真的打算认认真真的写完的。上帝阿,你不想让我写就直说嘛,不要浪费我的感情~~好吧好吧,我再去写一篇,不过这次就不要指望我还能整出人能够看得懂的东西出来,ok?
 

[转]Welcome to The world of <b>Galgame</b>----第一次也是最后一次的游戏推荐

Posted: 24 Jun 2007 12:34 AM CDT

1999年出品的Kanon,是KEY一炮打响的作品,讲述了发生在雪之小镇上的动人故事;2000年出品的AIR,是Galgame历史上里程碑意义的作品,“以剧情决胜负”至此成为Galgame界的不二法门;2004年出品的Clannad,是KEY社四年磨一剑的宏篇巨制,众多资深玩家心目中 ...

VC入门的一条路

Posted: 30 Jun 2007 06:44 PM CDT

 from

http://book.77169.org/ask22/how147405.htm
 
 回复人: coolc(石头里的魔) ( ) 信誉:100  2002-09-24 14:21:17Z  得分:20

 
 
 
?
这类问题问了很多回了?
热心的朋友们也都说过好多遍了
给你转贴网上的一篇文章吧,很有启发(真的不错,已经推荐给很多人了,你根据自己的情况,参

考一下吧),今天终于知道是谁写的了,非常感谢他


匈牙利命名法

Posted: 30 Jun 2007 05:49 PM CDT

from
http://www.kaoiki.com/read.php?100

匈牙利命名法  大 | 中 | 小  [ 2006/07/06 11:07 | by admin ]
匈牙利命名法是一种编程时的命名规范。基本原则是:变量名=属性+类型+对象描述,其中每一对象的名称都要求有明确含义,可以取对象名字全称或名字的一部分。命名要基于容易记忆容易理解的原则。保证名字的连贯性是非常重要的。


C++的不同数据类型要求的存储空间

Posted: 30 Jun 2007 05:44 PM CDT

C++的不同数据类型要求的存储空间
    名称                字节数


杂谈:暴雪称霸游戏业界的六大秘密绝招

Posted: 30 Jun 2007 05:24 PM CDT


 来自:http://173yingzi.blog.sohu.com/52266519.html


作者:影子

  综观暴雪十余年的发展,从游戏的创作、发布到修改一系列流程的运作手段上,暴雪绝对可以称得上是世界游戏公司的老大。我们从中不难发现,暴雪有六个“大招”让他能够做到呼风唤雨。


ココロの問題

Posted: 30 Jun 2007 12:01 AM CDT

非常喜欢keroro ED6的主题曲,越听越有味道,尤其喜欢歌词,歌名叫ココロの問題,翻译过来就是《心的问题》

ココロの問題
K.O.K.O.R.O どんなもんだい!
K.O.K.O.R.O それがなんだい!
K.O.K.O.R.O それが問題!
K.O.K.O.R.O ココロの問題
どうしてそんな顔すんの? そういう言い方がキライだから!
ホント前からむかついてた ムキになってバカじゃないの?
しかめっ面 泣きっ面
仲直りをしたいけれど
気分最悪 共倒れ
好きになるほど 意地になって行くよ
コロコロココロ転がって ふざけてふくれて吹き出した
分かり合えるから別にいい
だけどそんなに怖い顔しないで
やらなきゃいけない事より 今は君とケンカしていたい
君だけが知ってる本当の気持ち
ココロの問題 今日も難航であります。
ちょっと言い過ぎた気もするな 別になんも気にしてないよ
なんでこうなったんだっけ? あのね、えっと、憶えてないや
手を伸ばせば 掴めそうな
君の手が遠くにあるよ
ジェットコースター急上昇
いつもの街が もっと輝いて行くよ
コロコロココロ転がって 腫れた目がハレバレ晴れてく
たまにならケンカもなんかいいね
だからそんな顔してテレないで
やらなきゃいけない事より 今は君と手をつないでたい
君だけが知ってる本当の気持ち
ココロの問題 今日も順調であります!!
K.O.K.O.R.O どんなもんだい!
K.O.K.O.R.O それがなんだい!
K.O.K.O.R.O それが問題!
K.O.K.O.R.O ココロの問題
君と出会えたこの星で 友達になれた一瞬で
ドキドキしている気持ちが大事
だからそんな真面目に悩まないで
答えを探しているより 先に笑っちゃった方がいい
君だけが知ってる本当の気持ち
ココロの問題 今日も快調であります!!
K.O.K.O.R.O ココロの問題 
K.O.K.O.R.O ココロの問題




K・E・R・O・R・O Keroro軍曹
K・O・K・O・R・O 心的問題
K・E・R・O・R・O Keroro軍曹
K・O・K・O・R・O 心的問題

幹麻做出那個表情啊?
因為我討厭他那種說話方式啊!
真的在他面前發火了
真的動怒的話 那豈不是傻瓜?
愁眉苦臉 一臉哭相
雖然想跟他和好如初
心情太差 兩敗俱傷
就是因為喜歡才會變得如此固執倔強
跟你相遇的這個星球
在和你成為朋友的那一瞬間
偶爾這樣吵吵架或許也不錯
所以就板著臉不再對你甜言蜜語
雖然做出這種不幹不願的事
但現在還是希望和你攜手同行
這份真正的心情只有你才知道
這是心的問題 今天也一切如意是也!!

K・O・K・O・R・O 心的問題
K・O・K・O・R・O 心的問題

Links for 2007-06-29 [del.icio.us]

Posted: 30 Jun 2007 12:00 AM CDT

Comic Snap Reviews 06-29-07

Posted: 30 Jun 2007 12:34 AM CDT

multipleman300.jpg

Hits, Mehs, or Misses, and spoilers galore, as per usual.

World War Hulk: Frontline #1: Hey, what I wanted to see out of Civil War: Frontline… a look at the consequences from a street level perspective, and without spurious historical comparisons. Excellent stuff. More interesting than World War Hulk #1. HIT

Daredevil #98: Daredevil’s wife gets kidnapped (that was fast) and he rescues her, but the inklings of the subplot behind it all begin to show up. HIT

Invincible #43: Invincible considers quitting school, and the return of Allen the Alien. And the Immortal quits… all with the usual great final page. It’s hard to review Invincible because it’s the same structure, but always interesting. It really is “probably the best superhero comic book in the universe”! HIT

World War Hulk: X-Men #1: AKA World War Hulk/X-Universe recap issue. Now with sarcastic Hulk, and silly ending! Intelligent Beast not included. MISS

Ultimate X-Men #83: Murdering Nightcrawler as the new leader of the Morlocks is cute, but the issue doesn’t particularly make sense. Some of the back scenes are establishing another team of mutants (perhaps it’ll spin off into Ultimate New X-Men or something) but the core story just seems to be about random fights and new mutants every issue. MISS

Ultimate Fantastic Four #43: Ultimate Silver Surfer is wacky and brings death! I had a little trouble following the Ultimatized versions of various Marvel military personnel, and there didn’t seem to ever be a big threat. But it’s all still in setup, I suppose. And Pasqual Ferry’s art still rocks. MEH

Countdown #44: Still a mess. Return of the Monarch, more stuff with the Forerunner character that we don’t care about, Captain Marvel and Mary Marvel fight. The most interesting piece is the Pied Piper and Trickster being remorseful about the Rogues killing Bart Allen, and what that means… though the more tantalizing parts of that were in the weekly DC Nation column. Very close to dropping this title. MISS

Jack of Fables #12: Experience the mystery… of KEVIN! And, oh yeah, Jack gets Excalibur shoved in him at the end, like he’s The Stone. Great stuff. HIT

X-Factor #20: Madrox says: “THIS IS MUTANT TOWN!” Not really, but close. And Layla Miller, having the not-so-mutant power of narrative flow, proves her prowess again. HIT

Cable & Deadpool #44: Yeah, heroic sacrifice aside, still don’t care about Cable, still only wanted to see Deadpool. “Must… use… Shatner voice… to reach… statue…” HIT

Thunderbolts #115: A very strong issue where… well, I’m not sure who wins, but finally the team falls apart, and the good guys get some breaks. HIT

Supergirl and the Legion of Superheroes #31: Still can’t follow this series. (I shouldn’t be surprised after 30 issues.) But some nice snippets of dialogue, and for whatever reason, I found the Gobi Rainforest amusing. MEH

She-Hulk #19: Unlike the main Hulk book, this one still deals with the Dr. Jekyll/Mr. Hyde type of story, but in new and interesting ways while bringing back one of the big Hulk baddies, along with some interesting (if predictable) legal maneuvering. Also, advancing of sideplot, and a great Howard the Duck reference. Seriously, how much more can you ask for? HIT

Amazons Attack #3: Any number of ways that this book pissed me off, and it all stinks of editorial piledriving. There’s a footnote on nearly every page referring to another comic that you should read. And the plot just could not make less sense. I mean, really, the President declaring women’s groups as terrorists? Instead of making military action? Guhhh. MISS

Superman/Batman #37: Alien monster thing gets Killer Croc to steal Kryptonian thing. Superman is shocked by everything, and Metropolis turns into Kryptonite. Solicitation for next issue: “Kryptonite destroys Metropolis” Not even worth punctuation, apparently. MISS

Green Lantern: Sinestro Corps Special: Woah. That book rocked and pulled no punches. Every major Green Lantern menace come out at the end, and are joined by the new (big) Sinestro Corps. Action packed, with a number of surprises (though other reviewers point out you probably need to know your DCU history to follow it completely) and some surprising character moments. Great stuff. HIT

Immortal Iron Fist #6: OK, so it’s an ongoing series and not a mini, and that’s great news for us. This one’s worth picking up in the trade, and the last issue of “Book One” seals the deal. HIT

Black Panther #28: Fantastic Four on Skrull Homeworld versus wise-cracking Galactus Marvel Zombies. It has a lot of difficulty establishing a credible tone, neither wacky nor serious. Also, I’m a little pissed that this title and Fantastic Four are basically the same title being made twice a month. MEH

Blue Beetle #16: Hey, wow, genuine believable human interaction that relies upon some DC knowledge but not too much. Along with some neat magic mojo, and a transformation into a dentist. A surprisingly strong issue. HIT

JSA Classified #27: Part two of Wildcat versus Sportsmaster’s gambling addiction! Is is it just me, or does every issue of this series seem like a stretch… that all the good ideas for these characters end up in the JSA main title? MEH

Fantastic Four #547: Really, this title is the Fantastic Six, as there’s some joinups, Sue gets captured, and yet another world destroying alien race. (I only hope that it was just a fake out, because that’s much better.) MEH

探寻手机的摩尔定律

Posted: 29 Jun 2007 01:18 AM CDT

 探寻手机的摩尔定律
 
对IT领域稍有了解的人都知道,电脑性能的发展遵循一个稳定的摩尔定律,即处理器的计算能力每隔18个月就会翻一番。早在90年代初,美国的未来学家就通过该定律预测了电脑战胜人类国际象棋冠军的时间,误差仅有一年。
 
那么,在移动设备领域,我们的手机性能是否也有着类似的规律呢?我最近研究了一下2004~2007诺基亚三款旗舰机型的数据,见下图:
 
 
 
这三款机器分别是2004年7月上市的7610、2005年10月上市的N70 和 2007年5月上市的N95。从图中的数据可以看出,7610与N70的上市间隔了15个月,CPU的性能增长了接近80%,这一点与摩尔定律是近似吻合的。但是,N95与N70的上市间隔了19个月,性能却只增长了50%,其发展速度明显减缓。而从另一个方面即存储能力的角度观察,我们会发现从7610到N70到N95,手机的内存却经历了150%和700%的疯狂增长。
这其中反映的问题,我想是由以下两个原因造成的:
 
1)在软件的层面,厂商始终缺乏足够的应用软件来激发市场的强烈需求,因此手机终端的计算性能发展是减缓的。这也是因为,手机产业正在经历一个从2G到3G、从生活方式导向到多媒体功能导向的过渡阶段。而手机计算性能发展的减缓,也暗示着手机应用软件还蕴含着极大的成长空间。
 
2)虽然手机应用软件需求与供应的低下导致了手机计算性能发展的减缓,但手机作为其另外一个身份——随身媒体,则获得了极大的加速成长。手机内存容量的飞速增加,除了手机操作系统本身的日趋庞大以外,用户存储各种音乐、图片、视频剪辑等媒体内容的需求,也是一个最主要的原因。
 
手机媒体的兴盛,表示着以生活方式为主要导向的2G/2.5G时代已经走向高度成熟的末期。随着3G的普遍引入,手机终端必将进入下一个以多媒体功能导向的全新时代。
 
Leeforce

 

LEEFORCE VIEW

http://www.leeforce.com

~ 转载请注明出处 ~

 

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索尼的高管都是数字天才

Posted: 01 Jul 2007 01:00 PM CDT

索尼澳洲的主管Michel Ephraim说PS3自发行以来,销量几乎每个星期都超过Wii和XBox 360。Ephraim说“除了上周,PS3都超过Wii和XBox360”。

实际上自3月23日上市以来,PS3在澳洲卖出5万台,而上周任天堂表示Wii在澳洲自发行以来共售出10万台。

做市场营销的总是千方百计把自己说成什么方面的第一,但众目睽睽之下又不敢瞎说,所以就玩很多文字游戏,如果不是全球市场第一,就说是某个特定狭窄市场第一;还不行就说再加个定语,说是某个区域;再不行就加上时间段,想这位主管一样,掐头去尾,就要中段。

No Tags

《行会2》(The Guild 2)繁体中文版

Posted: 30 Jun 2007 09:42 PM CDT

《行会2》(The Guild 2)繁体中文版
配置要求:
作业系统:Windows XP / Vista
中央处理器:Intel Pentium 4 1.8GHZ 以上之处理器
记忆体:512 MB以上
硬碟空间:3 GB 以上剩餘硬碟空间
光碟机:4 倍速以上 DVD 光碟机
显示卡:支援 DirectX 9.0c,并具 128 MB 以上记忆体之 3D 显示卡。

此资源是台湾skrifkr制作发布,十分感谢他的发布,我们才能玩到这款好游戏
CDK:P3FP-NH5YY7-598933-PN2JDC-9ZB22Z
此为 SF4.X 加密
请使用最新版的 Alcohol 120% 1.9.6 Build 5403 or DT 4.09.1 版以上掛载便可正常进入游戏

游戏简介:
  生活模拟游戏《理想人生》国际中文版以中古欧洲为舞台,融合人生模拟与角色扮演元素;玩家要从四大职业领域中选择一个来维持自己的生活,以小市民为出发点,发展事业、拓展社交、娶妻生子,坐上翻云覆雨的重要地位。
  光谱表示,游戏背景设定在欧洲中古世纪末期,十字军东征结束数年后,平民与贵族之间的高墙逐渐被打破,只要有荣誉、好运和财富,就连商人和工匠都可以掌控大权;国王和领导者们依赖商人金钱的时代到来,他们心甘情愿付出代价,於是行会制度在这个时代因应而生,成为重要的社会结构。
  光谱指出,游戏强调高自由度,开始的时候,玩家可以为自己的角色决定姓名、性别、星座、职业、信仰、才能、技能,以及重要的外表,每一项设定都对游戏内容有或多或少的影响,各有其优缺点。星座会影响你天生的能力;技能运用得当,可以让你经常荷包饱满;信仰在十字军东征的时代,你所信仰的宗教,可能会帮你很大的忙,也可能会为你惹来杀身之祸,如果你因此决定不信仰任何宗教,那么,你将不容於世,最终将被逼得投靠恶魔。
  最重要的职业决定了你要如何玩这个游戏,你可以选择当商人、学者、工匠,甚至是盗匪,赚钱的方法,依据职业而有所不同,而且,不管是正派经营,还是黑市交易,只要是可以取得金钱的手段,只要你手段高明,想怎么做,完全随你高兴。


游戏截图:

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

更健壮的 C++ 对象生命期管理

Posted: 01 Jul 2007 10:29 AM CDT

以下的这个 C++ 技巧是前段时间一个同事介绍给我的,而他是从 fmod 中看来。当时听过后没怎么在意,主要是因为这两年对 C++ 的奇技淫巧兴趣不大了。今天跟另一同事讨论一些设计问题时,突然觉得似乎在某些地方还有点用途,就向人介绍了一番。讲完了后觉得其实还是有点意思,不妨写在 blog 上。

问题的由来是这样的:音频播放的模块中比较难处理的一个问题是,波形(wave sample)数据对象的生命期管理问题。因为你拿到一个对象后,很可能只对它做一个播放(play)的操作,然后就不会再理会它了。但是这个对象又不能立刻被释放掉。因为声卡还在处理这些数据呢。我们往往希望在声音停止后,自动销毁掉这个对象。

另一些时候,我们还需要对正在播放的声音做更细致的控制。尤其在实现 3d 音效,或是做类似多普勒效应的声音效果的时候。

C++ 中传统的方法是用智能指针的方式来管理声音对象,但这依赖语言本身的一些特性。fmod 提供了诸多语言的接口,它在为 C++ 提供接口的时候利用了一个更为巧妙的方法。

声音的类工厂并不需要生产出一个真正的对象指针,而是返回一个唯一 ID 。但是在语法层面上看,它却是一个对象指针。也就是说,如果你用调试器去看这个指针的值,他很有可能是 1,2,3,4 这样的数字。

如果这个类不提供任何虚方法,也没有直接可以访问的成员函数的话,对这个指针做任何成员函数调用其实都是合法的。因为 C++ 的普通成员函数调用仅仅只是把对象指针做为一个特殊的叫做 this 的参数传入函数而已。比如这样的代码是完全可以正常运行的:

class A {
public:
    void test() {
        printf("%d",(int)this);
    }
};

int main()
{
   ((A*)1)->test();
    return 0;
}

那么库的实现只需要在每个成员函数的开始,利用一张 hash 表,把 this 表示的 id 转换成内部真正的对象指针即可。如果这个 id 对应的对象已经被销毁,则可以安全的退出函数调用。

这个技巧提高了库的健壮性,其代价是每次成员函数调用都需要多一次 hash 表查询操作。如果想优化一下性能的话,不妨 cache 住最近访问过的对象。

历史上的今天!LIAN-LI PC-V1000 plusII 入手!

Posted: 01 Jul 2007 09:05 AM CDT

祝!
LIAN-LI PC-V1000 plusII 入手!
正式进入初级DIYER行列!

[游戏力量]网络游戏任务就该这样设计!

Posted: 01 Jul 2007 08:14 AM CDT

网络游戏任务就该这样做!

1.任务,可以不是系统给与的,用户之间可以自己形成任务。系统要做的是,把这种任务,频繁化,规范化,然后才能形成乐趣
2.触发的方法写的不够详尽,可以按照赛道内,赛道外,随机,条件出发,区域触发等方式来细分
3.表现形式忽略了一个最重要的乐趣:用户自己一样可以构成任务表现形式,而且乐趣很大。但你过于强调了系统给与的
4.任务与系统结合,为什么不可以和游戏外的内容结合?

很爽 11:17:39
群主   我那YY文   能发上去吗?
Spy 11:17:50
哪个?
可以啊
我先看看

很爽 11:18:16
竞速游戏任务系统设计

Susaro 11:19:34
如果你的文章好,那我就借来用了,可以吗?
好文章就要用来幸福大家

Susaro 11:33:23
文章有点流于形式
1.任务,可以不是系统给与的,用户之间可以自己形成任务。系统要做的是,把这种任务,频繁化,规范化,然后才能形成乐趣
2.触发的方法写的不够详尽,可以按照赛道内,赛道外,随机,条件出发,区域触发等方式来细分
3.表现形式忽略了一个最重要的乐趣:用户自己一样可以构成任务表现形式,而且乐趣很大。但你过于强调了系统给与的
4.任务与系统结合,为什么不可以和游戏外的内容结合?
以上

很爽 11:34:08
玩家发布任务??

冰力恰恰 11:34:23
用户开房间 其实也能算成任务

Susaro 11:34:48
NO
理解一下
游戏的乐趣其实不一定来源于游戏本身
网络游戏这种情况更甚

Susaro 11:35:13
小冰答对了一条
但是请解释为什么

可可 11:35:15
给玩家空间,让玩家自己找出乐趣,比如 跑跑的接力赛
这么理解对不?

很爽 11:36:00
那是我对任务 这个含义  理解的太狭隘了 

很爽 11:37:17
1.任务,可以不是系统给与的,用户之间可以自己形成任务。系统要做的是,把这种任务,频繁化,规范化,然后才能形成乐趣
3.表现形式忽略了一个最重要的乐趣:用户自己一样可以构成任务表现形式,而且乐趣很大。但你过于强调了系统给与的
4.任务与系统结合,为什么不可以和游戏外的内容结合?
以上能不能举例说明   我理解不了

Susaro 11:37:41
A召集B、C、D来跑跑
B、C、D不在线
A如果能成功召集,那也是完成了一个“任务”
那么,把这个召集的方法做到跑跑里……这就是对“1”的一个用例

很爽 11:40:03
A召集B、C、D来跑跑
B、C、D不在线
A如果能成功召集,那也是完成了一个"任务"
那么,把这个召集的方法做到跑跑里……这就是对"1"的一个用例
这个岂不是会导致   刷任务作弊?

很爽 11:40:25
不过   看了之后 确实豁然开朗   以前没想过

Susaro 11:40:37
把现实的规则有选择并且合理的归纳到游戏里…………

Spy 11:40:40
想像力啊想像力。。。动起来
59U26J 11:41:00
等你们讨论好了我再总结一下~

男秘Dragame 11:41:31
:)

Spy 11:41:50
等你总结好了我再归纳一下

Susaro 11:42:14
……那谁来讨论……

Spy 11:42:23

男秘Dragame 11:42:25
饿 最后由我男秘书 负责把你们两这没意义的内容删除
59U26J 11:42:28

男秘Dragame 11:42:38
哇哈哈哈哈

Susaro 11:43:30
“2”说的只是一种分类推演方法,这样可以让条理更清晰,你在写的时候也不容遗忘重点

Spy 11:44:21
 Susaro这下你满意了么

Susaro 11:44:44
“3”和“1”的用例有关联
“4”则是说,线下活动,运营推广活动,都是网络游戏内容的一部分,为什么不考虑和它们关联下

Susaro 11:45:15
解释完了
爱死你了Spy
来,让叔叔抱抱

附:《竞速游戏任务系统设计》的地址:http://bbs.gameres.com/upload/sf_20077121138.doc

 

[游戏力量]一种数值设定的过程

Posted: 30 Jun 2007 07:27 PM CDT

该数值设定相关的功能建立在假象的基础之上……

基本的步骤是:

1、进行基本功能的假设…
2、建立数据模型,并根据实际情况调整功能。
3、设定数值方向。
4、调整数据模型中的数值,以实现数值方向;如数值方向无法实现,根据实际情况做如下处理:调整数值方向、调整数据模型。
5、得到一组预期的数值,能满足数值设定方向;数值设计完成。

内中由于功能不完整存在诸多纰漏,欢迎大家下载附件,来玩游戏“大家来找茬”………

http://bbs.gameres.com/upload/sf_2007630171449.rar

[游戏力量]单独看数值没有意义!

Posted: 30 Jun 2007 07:24 PM CDT

1、隔离开相关的功能和数据项看EXP功能没有任何意义。
2、上面这句话对其他数据、公式同样适用。


龍‖炎黄 17:06:59
你这组数据是怎么得到的?
 
我是匿名者 17:07:43
我们正在抄的一款游戏的经验

龍‖炎黄 17:07:59
泡泡堂?
泡泡堂用的是这样的折线

我是匿名者 17:08:06
肯定不是

我是匿名者 17:08:45
一般游戏的经验是线性成长的,中间没波折啊,这个每5级有个波折,你想出公式了吗

龍‖炎黄 17:09:14
问一个问题哈 1、在你们抄的那款游戏中,如何获得经验?2、在你们的游戏中如何获得经验 
 
我是匿名者 17:09:22
自己练级啊

我是匿名者 17:09:43
去国外的服务器玩,获得的数据

龍‖炎黄 17:09:48
你是指 打怪?把完整的功能告诉我
 
龍‖炎黄 17:10:35
在几级 会更换目标怪物?

我是匿名者 17:12:21
这个太笼统了

龍‖炎黄 17:12:25
折线公式可以用于阶段性奖励比较大的情况下… 不知道你们怎么设计的

我是匿名者 17:12:40
这个是不含任何奖励的

龍‖炎黄 17:12:48
比如 1~9获得钱 10级阶段性的获得一套装备
 
龍‖炎黄 17:13:03
我是指达到级别时获得的奖励
 
我是匿名者 17:13:05
我说的是经验,没谈其它的

我是匿名者 17:13:29
经验值成长比较麻烦,因为不是线性的

龍‖炎黄 17:13:52
用户为什么要获得经验?是因为要提高等级。为什么要提高等级?是因为获得奖励…
是相关联的…

我是匿名者 17:14:15
我关心的仅仅是这个EXP成长的规律而已

龍‖炎黄 17:14:51
水晶 这个是不能分隔出来看的哦…
 
我是匿名者 17:15:10
只是要一个公式啊,有这么复杂?

龍‖炎黄 17:17:31
我只是很奇怪 为什么要学这个公式 呵呵 
 
我是匿名者 17:17:44
只是我个人的兴趣而已

龍‖炎黄 17:17:51
哦 
 
龍‖炎黄 17:17:56
原来如此…
 
我是匿名者 17:18:15
因为其它技能,SP成长我都反推出了公式,就这个没推出来,所以是个心结

龍‖炎黄 17:18:31
哦 我还以为是你们公司在用

我是匿名者 17:18:34
虽然知道可以每级单独设计的
我知道游戏中可以每级确定经验值,不用反推经验,但个人有这个爱好,呵呵

龍‖炎黄 17:21:00
呵呵 原来你就是要反推公式 我还以为你要做数值设计

我是匿名者 17:21:57
不是的

龍‖炎黄 17:36:22
是分段的 每十级一个公式
 
龍‖炎黄 17:36:36
看趋势线就知道了
 
龍‖炎黄 17:37:20
这个肯定是一开始就没设定公式 只是取了一组需要的数值
 
龍‖炎黄 17:37:40
不然公式不能那么复杂…
 
我是匿名者 17:38:01
好象不是这样的,前面是10级一个规律,后面是每5级一个规律,递减,你看看

我是匿名者 17:38:43
如果一个经验值需要每10级或5级一个公式,还不如直接填数字

龍‖炎黄 17:39:22
呵呵  可能就是直接填表的
 
我是匿名者 17:39:43
...
直接添表,那为什么不是整数呢
这些数据根本没规律啊
如果添表的话很不和逻辑

龍‖炎黄 17:40:44
规律是 多长时间提升一级… 这个就要根据具体的功能来算了

我是匿名者 17:41:09
你的意思是怪的等级与经验,也是这个公式的函数之1?

龍‖炎黄 17:41:16
是啊
通过什么方式获得经验?

我是匿名者 17:41:25
这个游戏主要是打怪

龍‖炎黄 17:41:34
当用户打A怪的时候升级?打B怪时多长时间升级?

我是匿名者 17:41:58
也就是说这个公式其实含盖了怪物经验/怪物等级/玩家每集升级时间三个函数?

龍‖炎黄 17:42:02
经验本身没有意义
是的

我是匿名者 17:42:18
那怎么推?

龍‖炎黄 17:42:28
最终需要的是知道 用户多长时间提升一级(既获得奖励)。

我是匿名者 17:42:31
怪物的经验这个我好象有

我是匿名者 17:42:42
终于有些开悟了

我是匿名者 17:42:47
谢了

龍‖炎黄 17:42:47
恩…

[游戏力量]Mr.Driller2的游戏设计分析(情景模拟的应用)

Posted: 30 Jun 2007 07:22 PM CDT

游戏简介

   这是一款由NAMCO在2000年左右开发的PUZ(益智类游戏)类游戏。该游戏与一般的益智类游戏有很多相同的地方(例如:俄罗斯方块),采用类似俄罗斯方块的游戏视角。具有一般PUZ类游戏的底板、方块、移动、胜负规则。除此之外增加了角色的设计。
   玩家在游戏中的行为方式是通过挖掘相邻方块,向屏幕下端推进;目标是到达一定的地底深度。而在这个向下推进的过程中,由于岩石、生命消耗、血瓶等设计的存在,使得玩家受到价值驱动的影响,选择非直线的推进方式。
   这一非线形的推进方式受到方块的组成、消除、下落、停止、融合规则的影响,使得玩家在做出决策的过程中所面对的各种选择蕴涵了策略性或模式挑战,从而使游戏富有了游戏乐趣。


基本规则

A、空间规则:游戏是在一个9*N的正方形网格空间内展开,其中9是横向格数,N是纵向延伸的网格数,具体的数量由各关卡的设定决定。采用类似俄罗斯方块的游戏视角,根据角色的移动纵向卷轴。所有游戏中的实体都只能是从一个网格内移动到另一网格内,而不可能是处于网格之间。

B、操作& 行为:玩家在游戏中的行为是通过操作一个角色完成的。玩家在游戏中的操作包括:①、选择十字方向;②、挖掘。玩家的行为包括:①、角色下方无承接方块时或承接方块向下掉落时,角色向下掉落,直到有承接方块且承接方块静止则停下;②、玩家在承接方块之上时,可长按←→方向键向左右移动,当相邻方块的层数大于玩家所在位置的方块层数一层,则不可移动;③、按一下十字方向键,调整钻头方向。④、向钻头指向的方向挖掘相临方块。

C、方块&方块体:游戏中的基本物件是方块,以及由同色方块组成的方块体。包含如下几种规则:方块体的消除、方块体的组成、方块体的下落、方块体的形成。①、方块:具有颜色属性,可以按规则和同色的方块组成方块体,一个方块也可以看作方块体。②、方块体的组成:某色方块以及十字相临方向的同色方块,并以次递推延伸直到十字方向无同色的方块,则停止记数。所有这些方块的集合称为某色方块体。

D、方块体的相关规则:①、方块体的消除:在两种情况下方块体会消除;1、方块体内某一方块被玩家挖掘,则该方块体被消除。2、由4个以上的方块组成的方块体在下落停止后会震荡消除。②、方块体的下落:当方块体中所有方块底端无承接物时,会向下垂直掉落。方块体首先晃动一段时间(T1),然后以一定速率垂直下落V(T2/层)。③、方块体的融合:当方块体在下落&静止的过程中,十字方向上有同色方块,则两个方块体将融合成一个。融合后新的方块体接受方块体的相关规则设定。④、方块体的停止:在任何情况下,方块体中任意方块之下有承接物,则方块体将处于静止状态。

E、角色生命改变规则&特殊物件:①、玩家角色固定时间比率消耗固定数量的生命值。②、玩家多次挖掘坚硬的岩石(一块单独存在)后将立即消耗一定数量的HP,同时岩石消失。③、玩家移动到血瓶上能增加HP,同时血瓶消失。(另:挖掘岩石消耗的HP等于血瓶补给的HP。)

F、胜利&死亡规则:①、角色死亡规则:1、玩家角色的HP消耗至零时将死亡。2、玩家被掉落的方块砸中而处于相临方块中时,直接死亡。角色重生时将清楚死亡位置以及周围横向相临一格之上的方块。②、胜利积分规则:1、玩家挖掘的深度达到关卡设计的预计值,完成游戏获得胜利。2、方块消除将获得积分,同时获得胜利会记录完成关卡的时间;玩家可以将自己的获胜记录上传至网上。

规则组合的乐趣


   把这一部分叫做规则组合的乐趣,是因为通过删减然后重新增加上面的规则,可以发现它们对游戏最终呈现的乐趣都有不同的影响。换言之,这些规则的组合导致了最终的游戏乐趣。
&#61618;·基本规则之下的玩家行为
   假设该游戏只有基本规则,即:玩家可以向四个相临方向挖掘方块。这个时候玩家的行为可以看作是未做规约,缺乏价值导向的无序行为。玩家可以在任意位置挖掘任意方块,然后再次选择任意位置挖掘任意方块,直到没有方块可以挖掘为止。这只是在理想状态下玩家可能的行为,事实上玩家不会选择这种行为,机械的挖掘方块没有乐趣。人类不喜欢干没有目的的事情。
    假设增加一条规则:挖掘到一定的深度将赢得游戏。在这条规则的影响之下,玩家将选择一直向下挖掘;但这个过程并没有乐趣,试下闭上眼睛完成挖掘操作&#61514;。玩家很快会厌倦这种游戏方式。
    在基本规则的影响下,玩家最有可能采用的赢取比赛的方式是一直向下挖掘。而这个过程具有如下两个特点:1、游戏空间中的其余方块将不会被玩家使用。2、一直向下挖掘的过程中没有游戏乐趣。
&#61618;·趋利避害和赛跑设计
   考虑“岩石”和“血瓶”的设计。“岩石”的作用是阻止玩家的行进路线,而要打破岩石,需要消耗大量的生命。在这种情况下,玩家要避免损耗生命会选择绕开岩石,挖掘左右的方块体,继续前进。而“血瓶”的作用则是,引导玩家向某一个特点的点挖掘。前者以惩罚的方式、后者以奖励的方式,将挖掘变成一种非线性有价值导向的行为。这是一种近乎简单生物体的“趋利避害”式的行为。
   在该游戏中还有如下两条规则:1、玩家角色固定时间比率消耗固定数量的生命值;2、玩家角色的HP消耗至零时将死亡。这两条规则的存在意味着玩家需要不断的向下挖掘,寻找血瓶,补给生命;只有这样才能逃避死亡的惩罚。在这么一个过程中,玩家处于一种逐渐增强的压力之中(和死神赛跑?),只有到达指定的目标点(血瓶)补给生命才能释放这种压力。
&#61618;·核心可玩性
   之上的规则导致了两个结果:1、玩家需要一直快速的向下挖掘;2、在这个向下挖掘的过程中,不可能采用线形挖掘的方式。这两种行为属于简单条件反射行为。游戏设计者为这个非线性的推进过程,增加了方块体的相关规则。我认为正是这几条规则的设计使这款游戏产生了乐趣。
   规则:当方块体中所有方块底端无承接物时,会向下垂直掉落。反之保持停止状态。这条规则意味着,玩家可以挖掘巨大方块之下的部分承接方块,并在方块之下继续向下挖掘保持安全。另外玩家也可以在方块下落完全之前制造承接方块,以保证自己的安全。
规则:方块体首先晃动一段时间(T1),然后以一定速率垂直下落V(T2/层)。玩家处于下落方块体之下并不会立即受到惩罚,而是收到一个危险的讯号,然后才有可能受到方块掉落造成的惩罚。而在这个过程中,玩家可以通过继续向旁边挖掘方块,躲开垂直掉落的方块体;以绕过惩罚。
   规则:当方块体在下落&静止的过程中,十字方向上有同色方块,则两个方块体将融合成一个。针对这条规则,玩家可以通过观察相临的列是否可通过挖掘一部分方块体,形成方块体下落融合的可能。
    以上的几种行为是规则和关卡的组合所造成,将这些行为在游戏中合理的使用将导致一个更安全的游戏过程。因为这些规则的组合并非直观可见的,不会马上被玩家所掌握,需要玩家在不断的尝试才能形成思维模块。这种思维模块的形成,将使玩家能在之后的游戏中更快速的调用,做出更加安全的动作(奖励的一种)。由做的较差到做的较好的过程形成了一种学习的乐趣。


后记

   这篇文章采用规则拆分重组的方式,分析每条规则对游戏乐趣造成的影响。这款游戏中规则组合产生的乐趣,比现在所写下的要多。这篇文章的目的是表达自己对游戏设计的一些理解:游戏的乐趣来源与规则之间的组合。而确定是否需要某规则,则是模拟规则组合之下玩家的心理活动,看这个过程中是否存在乐趣。

[游戏力量]排版对策划的作用?

Posted: 30 Jun 2007 07:21 PM CDT

   为什么这么说呢?可能有人想我是做策划的,又不是做编辑的,只要把内容写出来,章节不乱就好了,排版那不是策划做的事情。
   到这里我想问几个问题:
1、策划文档是给谁看的?给自己?给程序?给美术?给测试?还是给任何一个可能的人看?
2、看策划文档的人都要那些?他们想看到什么?
3、策划文档的目的是什么?如何达到这个目的?
   上面三个问题可能很多人可以很快的给出答案,包括那些刚入门的和想入门的人,而且看似第2个问题和第一个问题很类似,估计在想我是不是脑子糊涂了,一个问题问两遍。
   我先给一下我的答案,策划文档是给自己看,给相关部门人员看,给老板看,给运营看,给市场看,可以说整个游戏公司的所有部门都有可能看到这个策划案。
   文档告诉测试要测什么,测试在里头找测试重点、要点、以及任何可能出现问题的地方。文档告诉美术这个设计我需要什么样的美术资源,美术知道要做那些来配合设计。文档告诉程序我要实现那些功能,需要达到什么效果。
   而其他人呢?不管是市场也好运营也好,看过策划案才能知道怎么去制作一个合适噱头,去吸引玩家去宣传。老板看过你的策划案才能知道你要做什么,想做什么,做出来是什么。
   可以说每个人对文档所关注的点都不同,关注的方便内容都不同,那么也就决定了每个人对一个设计案的阅读方式不同。
   那么我们制作一个策划案的目的是什么,简单的说就是实现一个功能,并通过文档说明这个功能将通过什么样的方式达到,然后交由其他部门,通过这个文档的说明来实现这个功能,并更新到游戏里。
   这里有一个重点要注意,你如何将对方想要知道的东西去明确的表达出来?缜密的思考,严谨的态度是必不可少的,完善你的文档设计是必然的。但当你这些都做到了之后,你觉得不少点什么吗?
   少了对排版的要求,我们知道,每个看文档的人他们的侧重点都不同,那么如何让看文档的人能关注自己想关注的内容就要靠排版了。
   这里的排版不是单纯的将文档分成段落,那是包含了很多内容的排版。
   简单的来说,将每个人所只想看到的东西放在一起是最好的,比如美术,我们把美术资源要求放在一起,因为美术并不用太关心程序如何实现功能,他们只关心美术的要求。同样的,程序不会对美术的要求感兴趣,只需要知道这个任务中是否需要美术提供新资源就好了,关注点在于这个功能的作用,实现方式,实现效果。
   那么我们现在至少知道,把每个人想关注的东西尽量集中书写是必要的。要知道,除去你自己,除去审核你文档的人,你不要奢望其他人能很仔细的把你的文档一字不漏的看过去,那是不现实的,所以集中表达是必要的。
   集中表达我们做到了,那么还有什么问题呢?我们知道一些大点的任务设计中,可能涉及了很多东西,所以我们下来要做的是分类整理。
   什么是分类整理呢?简单说,我们把一个任务分成几个块,把每一个块进行详细的描写、阐述,这一般是针对程序的。比如我们做一个战斗任务,那么就涉及如何接任务,如何开始战斗,战斗中出现各种情况如何处理,战斗结束如何处理,任务完成如何处理,等几个部分,那么我们所要做的分类整理就是把这几个部门做归类,也就是说做成几个模块。
   对程序来说就是完成几个模块的制作,每个模块相对是独立的,比如战斗与任务奖励就是独立的,接任务的条件和战斗就是独立的,当然这些独立都是相对的。作为策划而言,把一个任务拆分成几个模块然后每个模块详细描述就是分类整理。
    完成所有的模块后,将这些模块连接起来就是整个设计案了,为什么要这么做呢?这里我们设想一下,假设你写一个任务,需要程序在不同的页面、章节里去寻找自己需要知道的内容,你认为程序会满意吗?想来是不会了,换做是你自己也一定很愤怒。而如果我们把这些分好,放在一起,程序想要了解什么很轻松,很容易,而且很完整不用四处寻找,那么你认为程序会认可吗?答案是肯定的。
   做好了分类整理那么是不是说排版就结束了呢?从大方面来说是这样,但从细节来说还欠缺点东西,要知道我们是做策划的,策划是干什么的?就是搞细节的,那是策划的本行。
   这里要提醒一点,做策划不要怕做表格,不要怕找截图,不要怕一句话要拆成几行写。为什么呢?表格好理解,阅读清晰,截图是为了直观说明,那么一句话拆几行是什么意思呢?
   这里一句话的意思是,当我们一句话里包含几个并列内容时,不要怕把这些内容一行一个的写出来,包括一个段落也是一样的。为什么样呢?其实说白了也是为了阅读方便。比如你有某个要求存在10个限制条件,你放在一句话里用顿号分隔,和你把每个条件各自一行的进行说明那个一个看起来更舒服?那一个看起来更不容易看漏?
   要知道,我们不是靠写文字给出版社挣稿费的,我们是为了把问题说清楚,把要求说清楚说准确,让其他部门能做出符合要求的作品来,所以不要怕我们用的页数、章节多,那对我们不是问题,也不是我们需要去考虑的。
   这些都做好了那么整个排版也就基本完成了,其实说白了,排版不过是让每个看文档的人可以更方便的查看自己想查看的东西,方便其他人能集中了解自己想要了解的东西。排版就是使文档更清晰、集中、明确。
   我以为一个好的文档不光是内容的完整,方便阅读也是非常重要的一个方面,排版对于设计而言确实起不到让设计更优秀的作用,但可以起到让别人更准确的把握你的设计的作用。
   要知道,我们做完一个文档,其他人拿到手里是不可能不找你询问的,也不可能让其他人通过文档就100%的继承你的想法,而我们可以通过一些其实很普通很通俗的方法去缓解和弥补这些问题。
   我想做为一个策划人员大概都不希望每天被人追着问,你这里是什么意思,那里是什么意思吧?
   做个小总结吧,排版都包括那些内容:
1、章节分明、内容集中
2、合理的分类整理,拆成合理的小模块
3、可以并列的内容以类似条目的方式表述

  希望可以让我们的策划案做的更完美! 

[游戏力量]普通策划之程序遇到问题怎么解决?

Posted: 30 Jun 2007 07:14 PM CDT

昨天在群里有人问了这么问题:一个普通策划,被主管问:“如果程序有问题,你会怎么解决?”

首先,这个问题会导致一个歧义:是程序代码有问题,还是程序员有问题?这会产生两个不同的答案。

如果是程序代码有问题
1.这个策划能写代码,而且很强(必备条件,很多公司都是能者多劳,所以这个策划平时也做程序的工作。否则不成立。)
2.这个策划不会写代码

前者,当仁不让,如果没有其他人能解决这个问题,或者事态紧急,其他人还没有到位,那就自己上了。
后者,代码出现问题并且被人发现,那肯定是出现了可以被触发的Bug,所以这个策划可以用如下办法:
A.测试人员或者自己重现Bug,确定大致原因,为到位的程序人员缩小检索范围,如不能重现,通过客服联系到能触发的用户进行咨询。
B.查询Bug记录,确认是否有相同或者类似的Bug出现过,也是为到位的程序人员缩小检索范围。
C.联系相关人员,进入异常事件处理流程。

前后这两者配合,效果明显!

如果是程序员有问题
1.底层架构不支持
2.工作量会超出工期允许范围
3.技术能力不足

1.如果策划提交的方案实现之后可以带来更大的收益,那么该策划应该向自己的上级或者项目负责人进行汇报,然后由他们进入项目评估流程决定是否改动架构。当然,如果架构还没有搭建,那么该流程的结论可以很快得出,如果已经搭建完成,那么该策划……争取在下个产品里实现你的好设计。
2.启用替代设计方案,当然,如果原方案实现之后可以带来更大的收益,一样的,策划应该向自己的上级或者项目负责人进行汇报,然后由他们进入项目评估流程决定是否可以牺牲时间。如果答案肯定,恭喜,如果答案是否,那么该策划……争取在下个产品里实现你的好设计。
3.首先得了解一件事,对项目来说,也许用不到最高深的技术,而是够用就行,那么方案是不是满足够用就行?如果不是,其实问题就已经返回了1和2;如果是够用,但是是程序员自己的能力确实欠缺,那么,请拿出证据向你的上级或者项目负责人申诉。

[游戏力量]网络游戏是什么?

Posted: 30 Jun 2007 07:12 PM CDT

1、 网络游戏不只是游戏;可以是聊天室;并且网络游戏可以包含任何网络内容和形式。
2、 网络游戏最大变化因素在于人;这决定了不会有两个相同的游戏过程和体验。
3、 单机游戏的生命周期是几十个小时,两三遍通关;而网络游戏是连续的几年。这决定了与机器玩的乐趣不可能有效的运用在网络游戏中;而目前为止,用户之间的交互,是延长网络游戏生命周期的有效手段。
4、 网络游戏提供的是一种服务;而不是类似单机游戏经营模式的“Fire and Forget”。这意味着你需要持续的进行维护,不断的创造、满足用户的需求。

可苦可乐殿下 10:52:02
嗯。。。。
黎叔。。。网游,不是游戏?

Susaro 10:53:05
网游?有游戏的特征,这个特征可大可小

Miu 11:02:27
网游,就是一个有丰富的行为、动作、表情……支持的多人聊天室
而且通常是主题聊天室

可苦可乐殿下 11:04:01
网游类似社区

59U26J 11:04:17
还是单机好玩~

很爽 11:04:35
这些都为网游成为一个情色活动的平台  提供了条件

59U26J 11:04:45

59U26J 11:04:50
我支持这点

59U26J 11:05:02
所以qq也是这样

Miu 11:05:08
单机:和机器玩
网游:和人玩
哪个好玩?

Miu 11:05:16
我不知道。。。

59U26J 11:05:30
单机变化丰富

7815 11:05:33
玩游戏,战网模式最好。

59U26J 11:05:52
RPG 和解迷游戏呢?

59U26J 11:06:00
这些游戏不需要战网吧
所以没有绝对好和不好的
RPG其实相当于是一个大战网。

Miu 11:06:19
单机的变化都写在程序里,最多加点伪随机数的影响以产生变数

轩辕 11:07:40
而网络是无迹可寻的
一款单机最多玩3-4遍就可以透析整个游戏
而网络游戏永远不可用同一种模式

59U26J 11:08:17
谁让你玩3、4遍了?

Miu 11:08:18
不光是聊天啊
虽然说是聊天室,但你可以花更多的时间在里面做动作或者其他行为

59U26J 11:08:30
动作都是打怪无聊哦~

Miu 11:08:36
PK呢?

Miu 11:08:47
用户之间的经营对抗呢?

59U26J 11:08:49
一直pk也无聊啊~

Miu 11:09:12
与人斗,其乐无穷

7815 11:09:32
网络嘛,就是与人斗。个人与人个,个人与团体,团体与团体。

可苦可乐殿下 11:09:36
与天斗,其乐无穷

7815 11:09:37
为了能在斗争中取胜,就不得不走单机(网络)这条路。这是传统的模式。

59U26J 11:09:44
你玩使命召唤的时候那种享受是网游中没有的

7815 11:09:59
但现在的网游都变味了。

7815 11:10:06
失去了游戏性。

可苦可乐殿下 11:10:07
是啊
7815 11:10:20
这也是不得不为之。

轩辕 11:08:52
在游戏玩第一遍的时候单机和网游一样好玩
再继续玩下去,单机就不如网游了

可苦可乐殿下 11:10:21
我只是从画面来看。

59U26J 11:10:40
所以说网游中与人争斗获得的乐趣只是一种而已

可苦可乐殿下 11:10:45
觉得次时代的游戏机游戏实在是太强了

59U26J 11:10:46
并不是游戏的全部

59U26J 11:11:07
一个人有一个人的乐趣

7815 11:11:13
是啊。过份强调与人斗,就成了竞技网游了。

Grass wind  11:12:00
呵呵••网游只是一种商品,卖的就是服务,只要用户愿意玩,愿意消费这就够了•••其他的我不考虑•••

[游戏力量]提供一个职业设定的方法

Posted: 30 Jun 2007 07:10 PM CDT

职业属性分类(简单点):体力  魔力  伤害输出  

A职业:拥有技能a,b,c;
B职业:拥有技能d,e,f;
C职业:拥有技能g,h,i。

为了体现职业分类,所以定义职业:
A:远攻伤害输出高
B:近攻伤害输出高
C:平均

因此,技能定义
a:远攻技能
b:移动加速技能
c:
d:近攻技能
e:限制移动技能
f:
g:弱攻击技能
h:异常效果驱散技能
i:

推演用例
B远距离遭遇A:A攻击B,并使用b意图保持距离,B使用e让A无法移动,然后接近猛攻。
问题:
1.e克制b,那么A除非在B靠近前解决B,否则会处于无法攻击的地位;
2.设远距攻击距离为R,B移动速度为S,那么求 (R/S)与B体力、A伤害输出的关系;
3.如e不能克制b(简单点,e不能在b有效期内替代b),那么在B现有技能无法对A进行有效伤害,如果在设计上允许这种情况出现,则C需要在此时和B站在同一战线上,对A施放驱散技能。
3.1如果在设计上不允许……(该分支暂时不讨论)。


举例完毕。
注意一点,这时候纯粹是数学游戏,与具体是什么职业、用什么武器、穿什么装备没有任何关系。

[游戏力量]连连看的数值分析(数值与乐趣的绑定)

Posted: 30 Jun 2007 07:07 PM CDT

一、基础部分
 
1、 用户消除一对方块需要的时间:x=3*N*M。其中3s为我们预期的目标用户平均完成一次操作的时间,N是游戏难度的调整系数,M是期望偏差调整值(在收集样本之后,证明3秒不符合我们的预期,调整该数值)。默认的N、M调整系数是1。

2、 预期用户在2s内完成一次操作的几率是25%,在2~4s内完成一次操作的几率是50%,4s以上完成一次操作的几率是25%(该预期数值可以用于调整游戏的难度)。

3、 样本收集:选择目标用户进行测试。必要环境:游戏中没有任何事件。获取用户完成一局游戏的时间(Fullfill Time),该局游戏方块的对数(Diamonds)。记录:(FullfillTime/ Diamonds)数值,根据取样数,计算置信区间,验证3s的期望值是否正确。

4、 计算一局方块对数;一局方块对数= 实际方块数/2。

5、 根据一局方块对数、预期的消除一对方块需要的时间,我们可以计算出预期的一局游戏的时间。一局游戏时间 = 一局方块对数(Diamonds)* x。同时我们也可以得出以刺激点为单位的时间线。
 
二、数值调整方案
 
1、每消除一对剩余总时间:第一对(TotalTime+TimeIncSpeed-x)(大于TotalTime,则总时间为TotalTime);第二对(TotalTime+2(TimeIncSpeed-x));第n对(TotalTime+n(TimeIncSpeed-x))(注:TotalTime持续减少是一个压力持续增加的过程;TimeIncSpeed >x意味着流逝的时间有很大几率步足。)。

2、消除所有方块,我们至多给用户的总时间:T=TotalTime+(Diamonds-1)×TimeIncSpeed. 用户的消除速度:T/ Diamonds(s/对)。用该数值与预期的用户平均操作时间比较,相同则难度适中,该数值低则难度过高(事件对时间的影响,直接在T上计算;如一个Bomb事件,相当于增加了给用户的3s游戏时间)。

3、TotalTime也意味着允许的用户连续卡壳时间(4s以上,称为卡壳),根据1计算出的结果既是:在每一对方块消除后允许的连续卡壳(连续MISS)时间(与一2进行比较,可知每一对方块消除后,用户输掉的几率有多大)。

4、用户在HitTimeIncSpeed时间内完成第二次操作,能保持连击;假设用户A消除一对方块的平均时间为2s每对。则用户A能保持一直连击(换言之鼓励用户在HitTimeIncSpeed内完成一次操作)。

6、总积分下限和上限:设一局游戏有n对方块;下限(n×BaseScoreUnit);上限(n×BaseScoreUnit+n×(n-1)×HitScoreUnit÷2)。调整BaseScoreUnit和HitScoreUnit的比例。如HitScoreUnit比重大,则能引导用户更多的连击。

7、一局游戏某事件出现次数的期望值。Diamonds×Probability。
 
三、事件
 
1、Bomb事件:事件发生后消除一对方块,相当于增加3s的总时间。

2、Random事件:思维卡壳的补偿设计(3s包含卡壳时间),相当于提高用户消除方块的速度。

3、Scoreplus事件:额外积分奖励。

4、Slowdown事件:相当于增加总时间,增加连击的几率(增加的游戏时间:t/v-t)。v=新的时间流逝速度÷正常时间流逝速度。

5、TimeStop事件:相当于增加总时间(效果=Value(平均值)+Value/3)。
 
四、调整方案(不管调整什么数值,都需要调整下面三点来控制难度规模。)

1、不管调整哪项参数,都需要保证二1中每一次剩余时间大于0。

2、根据二3,估算游戏中每一次消除后的游戏难度;例:TotalTime = 3s、TimeIncSpeed = 3s。则完成总游戏的几率为:(0.75)20=……(总之很低)

3、二2,得出用户完成游戏至少需要的消除速度。
 
五、范例
 
1、 死亡边缘:设游戏中总的方块对数为20对。TotalTime = 16s、TimeIncSpeed = 1s,则用户最大可能的方块消除对数为5对。每消除一对生成一个TimeStop事件。每个TimeStop事件能停止时间3s。(注:在最极端的情况下,用户连续消除7对无事件方块,剩余13对方块,时间剩余为3s;其中一半方块带有TimeStop事件。在这种情况下,用户每消除一对事件方块,获得额外的一次消除方块的机会,总时间增加1秒。用户始终处于总时间不足的压力状态)。

2、 随机事件:设游戏中总的方块对数为20对。TotalTime = 17s、TimeIncSpeed = 2s,我们给用户的总时间:17+19×2 = 55s。预估用户在一局游戏中的卡壳次数为4次。则每消除4对方块生成一对Random事件方块。

3、 教学关卡:设游戏中总的方块对数为20对。TotalTime = 20s、TimeIncSpeed = 3s,保证游戏结束时,每种事件都生成一次。用户玩完该局游戏能把所有的事件都接触一次(所有事件的出现几率)。则每个事件的触发几率为0.05(二6期望值计算),这种情况下仍然有一定几率不触发事件,可适当调高几率,保证事件触发。

4、 连击关卡:两连很容易,以后连击难度增加。在这种情况下,用户每次获得第一个连击奖励画面。如果奖励画面做的足够漂亮,有可能引起用户连续的获得第二个连击奖励画面的诉求。HitTotalTime =3s、TimeIncSpeed = 2s,第一次75%几率完成连击,之后用户有75%*75%=56%的几率2连击,之后完成连击的几率越来越低(用户的操作时间符合正态分布,保持连击的几率越来越低);但在惯性、积分奖励、画面奖励的引导下,用户的操作速度有很大可能保持在一个较快的状态,同时因为自己的当前操作速度高于一般操作速度,担心连击失败(不能继续获得以上奖励),而保持紧张感(鉴于用户可能保持在一个较快的状态,可以将TimeIncSpeed调低,暂定为2s)。

[游戏力量]用户需求与游戏的关系

Posted: 30 Jun 2007 07:08 PM CDT

1、 用户的特征决定了他们会怎么实现自己的需求。
2、 旧特征和新特征的比例?
3、 破坏既有需求,导致开发成本过高…


蚂蚁的小手 13:02:23
讨论 用户需求和游戏的关系

Susaro 13:05:47
昨天 妖狼 举了一个例子,很合适做开头
那就是,尿泥

Susaro 13:06:17
幼儿园小朋友和尿泥玩
有人问,为什么是尿而不是水

Miu 13:06:18
用尿和泥

Sol.Rush 13:06:35
因为尿随处可得

Susaro 13:06:44
回答好精辟——因为都是和稀泥,尿比水方便

Miu 13:07:32
我们小时候玩泥巴就不用尿和的

妖狼 13:07:36
所以这里牵扯一个环境问题

Susaro 13:07:42
具体是什么年代,我给你们参考
妖狼 31岁了

Miu 13:07:46
随便找团泥就可以捏了

妖狼 13:08:00
不同的时期,相同年龄阶层的人有不同的思想和偏好

Susaro 13:08:04
再问问 妖狼 那时的地理环境

Miu 13:08:19
西安...是比较干

Miu 13:08:36
得用尿和!得用尿

妖狼 13:08:39
我们那边是北方,都是单位的小孩,接水要去楼里接

Masato 13:08:54
我认为这个问题先观察一下:什么情形下才会选择尿和泥。。

很爽 13:08:54
恩   确实 

妖狼 13:09:21
时间,环境,年龄

Masato 13:09:23
我们这里是广东,照样有小孩玩尿泥。

Susaro 13:09:27
假设  和尿泥 是一个游戏
那么它的 用户群 大家刚才已经讨论出来了

Susaro 13:10:04
我们取 比例 大的特征,小概率 只能作参考,否则会干扰判断

妖狼 13:10:41
其实我想如果把尿和水都当作可以和泥的液体元素,排除觉得尿脏的问题,那么为什么用尿不用水这个问题就不存在了

Susaro 13:11:02
而且,和尿泥 的具体实现过程,就是给与用户需求(特定需求)实现途径

妖狼 13:11:12
而作为小孩来水,脏是没概念的,只有方便不方便,好玩不好玩,开心不开心的问题

Susaro 13:11:38
小孩对于 脏 的概念是后天形成的
并且是由环境影响的

Susaro 13:12:11
所以,那个时候的小孩可以完全不去考虑“脏”的概念

蒼靈淨世ヅ 13:12:20
你们再说什么?

蒼靈淨世ヅ 13:12:55
....

妖狼 13:13:19
苍灵换个颜色吧,你那个字的颜色刺眼

妖狼 13:13:26
我们这些用户会抵制的

妖狼 13:13:36
不符合俺们对色彩的需求啊

妖狼 13:13:54
是色彩搭配

Susaro 13:13:57
小孩想要和尿泥,和尿泥就是他们的需求
他们的特征是:“脏”的概念淡薄;地域干燥;使用水不方便

Susaro 13:14:32
那么本来是是 和稀泥 的事,就变成了 和尿泥

Susaro 13:19:41
用户需求和游戏的关系
刚才,和尿泥 的例子只是说明了用户的特征决定了他们会怎么实现自己的需求
但是用户的需求实现方法可以和用户的特征不吻合

Susaro 13:20:28
简单说就是这样
(旧特征*a+新特征*b)/2

Susaro 13:21:22
a+b=1
其中a和b的比例是可以调整的,这取决于你希望用户多快就能适应新特征和你愿意舍弃多少不适应新特征的用户

Susaro 13:22:04
希望快,而且不怕损失,那么b可以大
希望逐渐过渡,降低损失,那么就是a大

蒼靈淨世ヅ 13:23:58
 但是公式是不可少的!

妖狼 13:24:35
能换个鲜亮点的颜色吗?
我眼神不好,看不清除,太亮了刺眼,太暗了看不清除

妖狼 13:25:25
正规的黑色就好了

妖狼 13:25:36
黑白做颜色对比正好

蒼靈淨世ヅ 13:26:16
蓝色?

Susaro 13:26:57
继续了
和尿泥的新特征出现了
1.那群小孩回家就被家长收拾了
2.有人把水管修到了小孩们玩尿泥的地方
接下来会产生什么样的变化?

妖狼 13:27:39
比较起来你还是用灰色吧

妖狼 13:27:57
起码比你用绿色,蓝色我看起来轻松点

妖狼 13:28:14
不玩泥巴了
因为被收拾了
知道玩泥巴会被收拾

Susaro 13:28:36
字体的颜色是 蒼靈淨世ヅ 做的游戏

妖狼 是你的用户,
那么妖狼刚才提的问题全都是 有关用户需求的实际应用

Susaro 13:28:59
需求分析 其实大家每天都在做的

Susaro 13:29:39
不玩 尿泥 是一种结果,还有其他的 结果没?

龍‖炎黄 13:31:09
1\改用水活…
2\不活了 过家家

妖狼 13:32:00
接了水管和泥巴会变成滋水枪

妖狼 13:32:20
因为水资源丰富了,游戏的主体会转移

Susaro 13:32:43
假设我们需要的结果是 要小孩和稀泥,但不是用尿
那么 妖狼(40755332) 13:28:15
不玩泥巴了
龍‖炎黄(27069060) 13:31:16
2\不活了 过家家
妖狼(40755332) 13:32:01
接了水管和泥巴会变成滋水枪
都不是我们要的结果

妖狼 13:32:56
不过确实是这样的

Susaro 13:33:09
那就是新特征过于强烈,破坏了用户需求
我们的前提是保证用户 和稀泥,但不是用尿
和稀泥的游戏已经做出来了,现在要做过家家,水枪游戏,开发成本承受不了
所以,就从修改新特征上着手

Susaro 13:36:51
所以 新特征 是有效的,但是破坏了用户需求
在这里不合适

有意义的游戏要素之二——融合性

Posted: 01 Jul 2007 08:47 AM CDT

有意义的游戏要素之一——可辨别性
摘译自《Rules of Play: Game Design Fundamentals》第三章


另一项构成有意义的游戏的要素是将行为和结果融合在游戏的大情景中。意思是玩家所采取的行为不仅会在游戏里产生即时的效果,同时还会影响到游戏后期的经历。国际象棋是一个深刻而有意义的游戏,因为精妙的布局会直接影响到复杂的中盘,而中盘又会延展到残局时的强力冲突。每一步棋都会对之后的行棋产生影响。

让我们来看一个多项的体育项目,比如十项全能。比赛的第一个项目是短跑。如果规则强行规定即便在短跑项目中获胜对之后的比赛没有任何价值会怎么样呢?想象一下会发生什么:运动员会尽可能慢地走到终点,设法为其他更有价值的项目保存体力。不然他们还应该做什么呢?尽管他们之中的一个会赢得短跑项目,但这对之后的比赛中无足轻重。而如果根据名次,运动员能赢得分数,各个项目的分数会累积,那么短跑项目中的行为和结果就融合在了一起。

游戏中事件的可辨别性告诉玩家发生了什么(我打中了一只怪物),融合性让玩家知道这如何影响到之后的游戏(如果我继续打这只怪物,我就能杀死它。如果我杀够了一定数量的怪物,我就能够提升一个等级。)。玩家所采取的每一个行为都会被编织进整个游戏经历的这张大网之中:这才能让游戏过程变得真正有意义起来。

Fallout 3: Developer Q & A with the Press (Part 2)

Posted: 01 Jul 2007 07:05 AM CDT

(Continued from Part 1- be sure to have read that first!)

Q: Will there be character titles that you gain from certain actions / quests? (Like “Destroyer of Worlds”)
A: Yes, there will be titles related to your level and your alignment on the sliding scale of Karma/Reputation.

Q: How is the AI different from Oblivion?
A: They have updated the AI a lot to make all of the characters inhabit the world more realistically, in Oblivion they quoted about 1,000-1,500 NPC’s while Fallout 3 will just have a few hundred. They focused on getting more interaction with NPC’s, and if someone was doing something they wanted to get it on screen so that it was clear to the player what the NPC was doing. The dialogue has also been created to be more believable on an NPC to NPC basis, which was very evident in the demo.

Q: What about the radio on your Pip-boy? (Pip-boy pictured below)
Your Very Own Pip-Boy!A: You can tune in to various of the world’s stations (such as Galactic News Radio) and either listen to it passively as you play the game and hear about events that are taking place, or even possibly pick up random signals in the wastelands that could lead to quests or give you a heads up on some raiders heading your way. Though the radio is mostly flavor stuff, they’ve licensed about 20 songs from the 40’s and there are DJ’s in game that talk about what’s going on in the game.

Q: What is there as far as Melee combat?
A: They’re not talking about this yet, but they did say they are making ammo scarce in game and so melee will be playing a large part if you don’t manage your resources carefully.

Q: Will the storyline feature any current political commentary?
A: Very little, if any, as it is all centered around the fictional world of Fallout. There is a lot of in-game propaganda about China, having invaded during WW3, and some super mutants were carrying Chinese built rifles.

Q: Will there be a lot of old stuff from the Fallout games, and/or will there be a lot of new stuff?
A: There will be a lot more old stuff than people are expecting, but new stuff as well.

Q: Will there be Mutant Powers?
A: They’re not talking about this yet.

Q: Will there be unkillable NPC’s?
A: There will be some, but they expressed sadness at this, and said they are putting as few unkillables as they possibly can.

Brotherhood of Steel!Q: Will there be any returning characters from previous games?
A: Not talking about this yet either.

Q: What is left to be done for the game between now and fall 2008?
A: They’ve just finished pre-production, though what they showed us looked like a very complete demo of the game, and that now they will have a year of solid production then playtesting. They repeatedly stressed their abundant confidence in the fall 2008 release date.

Q: What does Bethsoft bring to the game?
A: The idea of free-form game design, experience in developing that type of game. Todd expressed the idea in a game of, “never give the player a reason to stop”. They really wanted to use the best technology they could to create the game, and create it to a level of quality so that there is nothing which puts players off from it.

Q: How long is the main quest? How much gameplay time before the game ends?
A: The main quest they estimated at about 20 hours of gameplay, with about 20 hours more of possible miscellaneous quests and side stories. They wanted to add as much replay value as possible, and provide a lot of different choices in misc. quests each time you go through the game. Based on your decisions, various doors will close and open to the player.

Q: Are they doing a lot of things to make Fallout mainstream?
A: They’re “just doing what is cool”, they admitted that games today have a huge emphasis on graphics, but that they wanted to bring back some retro gaming features (ie - speech trees)

Q: Is this just the Oblivion engine?
A: It is a very supped up version of the same engine, with shorter load times

The Wastelands of MarylandQ: Will there be Random Encounters?
A: “Maybe.” The way it was said meant ‘yes’.

A few things were discussed in a more open ended discussion at this point as everyone got tired:

The game world is very different from that of Oblivion, as it takes place mostly in DC and the few suburbs around it. There will be Day/Night and weather in the game, and the game is definitely named Fallout 3. There was a lot of discussion about the balance between realism and fun, and how they are hoping to strike the perfect line of balance between the two. There are no plans to include the original game as an unlockable. It was discussed that Oblivion had a large focus on scale, whereas Fallout 3 focuses on detail and a much smaller scale. There will be collectible bobble-heads in the game, some of which teach you special abilities or something like that. There are also vaults other than 101 in the game.

There you have it, that’s pretty much verbatim how the discussion with those guys went, I’d like to thank all of the people who asked (mostly) great questions and hopefully provided a lot of good information to everyone through this.

Fallout 3: Developer Q & A with the Press (Part 1)

Posted: 01 Jul 2007 07:03 AM CDT

After seeing the demo at the press event, and after an excellent lunch, we were brought back into the theater to have an extended Q & A session with Todd Howard, Emil Pagliarulo, and Pete Hines. These questions were all asked by various members of the press who attended, and I have absolutely no idea who asked what aside from Adam Sessler so I apologize for that.

Q: What happens when your character levels?
A: You gain points in your skills (not specified if they’re automatic or assigned?) and on even levels you gain perks. The maximum level in the game is 20, mainly because the game has a definitive ending which is triggered by the main plot. They mentioned anywhere between 9 and 12 possible endings to the game, possibly depending on side quests and choices made during the main quest lines.

Q: Will the PC Version require Direct X 10? (what kind of computer nerd asked this?)
A: There was no direct answer that I heard, but Todd Howard expressed his distaste in games (Shadowrun) doing “bullshit” like requiring Vista. They noted that there will be the option for changeable font sizes on the PC to resolve some of the issues with menus that were encountered in Oblivion.

Q: Does all Radiation in the game dissipate over time?
A: There are a few events which cause extreme levels that will never go away, but most radiation from things like blown up cars (nuclear engines) and the mini-nuke weapon will dissipate given a little time.

Your Father, played by Liam Neeson.Q: Explain more about the style of Dialogue / Storylines?
A: Again they stressed the fixed ending, with multiple possibilities, and that your actions throughout the game would determine how the main plot resolved. Also that your choices of dialogue can open up more quests, more options for places to go and things to do in the game. Emil really seemed to stress a high level of detail written into the game as far as Dialogue and Quest interaction.

Q: Are all versions (PC/360/PS3) at the same stage of development?
A: Yes. We were shown the demo run on a 360 because Todd claimed it, “shows better in the theater”.

Now, during the demo, there were many loading screens which displayed random stats from your time in the game, one of which popped up said, “Corpses Eaten: 0” Someone asked about this and Todd Howard seemed kind of surprised that it had gotten in to the demo, simply saying it is a “perk thing”.

Q: What is the main quest? (this person may have been sleeping through the demo…)
A: <Spoilers!> The main quest centers around your dad mysteriously disappearing from the Vault one day, and your quest to find him and find out why he left and where he is/has gone.

Q: How do the developers feel about a lot of “Fan Anger”?
A: Todd expressed that it is a “natural” natural thing, they attempt to treat it with respect and take it all seriously. He emphasized that because most of the development team are fans themselves they can easily understand a lot of what they hear/read from other fans.

Q: Explain more about the focus on Fallout 1, and not Fallout 2? Specifics?
A: Adult Content is definitely all over this game, but they wanted to get rid of some of the stuff from Fallout 2 that seemed to break the barrier (Monty Python references, etc). They feel that the second game is not serious enough, and that they are going for “feeling like an adult game, but not being cheesy about it”. Profanity has to be used correctly, it has to be used right and feel like it fits where it is.

Q: Are there mercenaries that add a Party aspect to the gameplay?
A: There are mercenaries, but they will not be controlled by the player.

Q: Explain the introduction sequences, playing at different ages?
A: <Spoilers!> The game starts in the Vault when you are born, and jumps forward a few years at a time in short sequences. You see a “gene-projector” at birth which shows what you will look like when you are older, and this is the segueway into character creation. They joked that the first hour of Fallout 3 is in the Vault, and the first hour of Oblivion is making your nose look right. Other sequences will take you through tutorials, and introduce you to the world in which these characters are living up until the age of 19 when the main plot kicks in. Liam Neeson plays the part of your father, but the character is wearing a mask until you create your character and his appearance is then determined procedurally from an aged version of how your character looks.

Q: Do enemies scale to the player, and what is the leveling system based on?
A: The leveling system for the player is based on Fallout 1. Not all enemies scale to the player, there are definitely areas of the game where if you venture alone or without protection of some kind you will easily die. The example used was that all Super Mutants are basically the same difficulty throughout the game, but that equipment like armor and weapons in different areas will make some tougher or some easier. You will not be encountering a mutant early on that takes one shot to kill and some later on that take 30 unless one is wearing 50 tons of armor.

Concept Art of the Capitol BuildingQ: How big is the game world compared to Oblivion’s?
A: The game world is 25% inside of the city of Washington, DC and the other 75% is made up of the surrounding wastelands (suburbs of Maryland and Virginia). In the demo we saw the character enter the area of Chevy Chase, MD. The entire game world is on a different scale then Oblivion’s, there are a lot shorter sight lines and traveling will feel quite different apparently.

Q: Will there be a demo or beta? Are there any plans for downloadable content yet? Will there be fast travel?
A: No demo or beta, and no plans for Downloadable content yet. The game will be single-player only. Yes there will be fast travel, but they aren’t talking about it yet.

The Wasteland World of Fallout 3Q: Is there a Karma / Reputation system?
A: Yes, there is a sliding scale and a lot of focus was placed on the ability to be neutral on that scale rather then just good or bad. They have worked hard to create a genuine, valid gray area that you can complete a quest for someone one second and shoot a person’s face off if you don’t like them later on. Also it was discussed that doing certain actions / quests will limit your choices for opposing quests / NPC’s, unlike in Oblivion where you could simply complete all of the quests for all of the factions. This comes from the idea that the game has a definitive ending and should be replayed multiple times.

Q: Are there interactive vehicles? Can we kill children?!
A: No interactive vehicles. Todd replied to the child question, “do you want to be able to?” A long, and very funny/uncomfortable discussion spurned from this question but it really doesn’t seem like children will be killable in this game simply because of legal issues. (Seriously though…do you need to be able to do it?)

(Continued in Part 2)

Fallout 3: An Outsider’s Inside View

Posted: 01 Jul 2007 07:01 AM CDT

Bethesda Softworks LogoBack in early June I was fortunate enough to attend the Fallout 3 Press Event at Bethesda Soft, where we got to see about an hour’s worth of game play and ask a whole lot of questions with Todd Howard, Emil Pagliarulo, and Pete Hines. Right off I would like to extend a huge thank you to Pete for inviting me to the event and giving me a chance to experience the whole thing.

The advantage of this situation is that we are not a huge game review site, we are not a monthly magazine, we don’t have a bottom line to meet and we certainly don’t have to say what the publishers and editors tell us to say. (That’s partly because I am one of the editors) This means that I can relate directly to you everything that was shown about Fallout 3, good and bad, and let you all decide based on that direct information.

The event started off, after Adam Sessler stumbled in (intentionally?), with Todd Howard explaining the history behind how Bethsoft decided to get the Fallout license and why they decided to do it. Believe me, hearing him talk about it you can seriously tell that the man has a passion for the franchise. Howard repeatedly stressed that the primary influence for their creative efforts on the game is the original Fallout game, not so much the sequel, and certainly not Brotherhood of Steel or Tactics. He stressed that there was a particular line between the specific brand of humor needed here and campy, breaking the barrier moments, and they’re attempting to stay on the good side of that line. Todd mused, “Violence done well is f@$king hilarious.”

The Jefferson Memorial Ruins Concept ArtAfter a quick pan through of lots of conceptual art and screens from the original game, Howard finally got behind the controls of an X-Box 360 and fired the game itself up for us to bear witness. Immediately he began to explain the most obvious design choices as to why the game is not in an isometric view but is primarily first person. The reasoning is quite simple; they want to make the game feel like it is real. The best part of this, while he seemed to be saying that the game plays in first person, is shortly afterwards he zoomed out to an over-the-shoulder view that really blew us all away.

If you played Oblivion, and odds are you did for at least a few minutes, you no doubt know that the game’s third person view was less then satisfying. Very surprisingly, they informed us that apparently players in America play Oblivion in first person view, while European players are all playing from the third-person perspective. This affirmed the need to really ramp up the character modeling, movements, and textures for Fallout 3. In a nutshell, they succeeded brilliantly.

Everything that is visual about this game looks stunning in motion, so much so to the point that it looked natural to be playing the game from over-the-shoulder, and at one point Todd zoomed all the way out and up to an isometric view while running and it still looked beautiful. For all of you purists out there, I’m not sure if you can play the entire game from that view. We didn’t get to see how it would act when indoors or in more confined spaces, but outdoors it worked like a dream. Forget calling this game ‘Oblivion with guns’, that’s like saying that Half Life 2 is just ‘Doom with a story’.

A huge number of upgrades can be seen to the game engine, not to mention the fact that everything you see looks so different simply because there is no green ANYWHERE. Facial modeling and animation has all improved greatly, and you can still tell it’s the same engine, but many of the annoying things have been tweaked and fixed. Characters in the game world display much more unique personalities, not just through how they move but in what they say. In just two minutes of playing Oblivion you can tell the character voices are similar and repeated, but over about 10-15 minutes of Todd running around in towns characters moved to different locations, acted differently in those locations, and really inhabited the world they were in.

V.A.T.S. in actionThe combat has been a hot bed of questioning lately, and from what we saw it is a complicated thing to convey properly. The game is in real time, not turn based, and enemies will move and act in real time when you fight them. The key is when you activate the VATS (Vault-Tec Assisted Targeting System) button that it becomes interesting: the game pauses entirely as your view zooms into an enemy and you see the parts of their body highlighted with different percentages. While the game is paused the player assigns actions to be taken using their given number of Action Points. i.e. – shoot them in the head 3 times) Once this has been done, the system is deactivated and the assigned actions play out in a matter of seconds in what is really a seamless mini-cinematic. And if the player has succeeded the mutant’s head explodes in glorious 3D with guts and eyeballs flying all over the place. It is vague at this point about how fast action points refresh and therefore how often this can be done, but in the demo Todd was using this system repeatedly in each combat over and over again. It seems that when used in the game, it really borders on becoming a turn-based game where things simply happen in real time between player turns which really just means the turns are more fluid. We will have to wait and see exactly how this turns out.

That pretty much covers my reactions to what we were shown; there was quite a bit of the game there to be seen and a couple things snuck out that Todd seemed to want to keep secret for a while longer. If you check out our recap of the Q & A session you will spot of a few of them that we attempted to pull from them (like a fox wrestling its leg from a steel trap that just won’t budge.) I also loved getting the shwag that everyone has seen by now (Nuka Cola, Bobblehead, Lunchbox, and a spiffy Fallout 3 metal-bound notebook) but I am really regretting the decision to pass on the dinner party aftewards, especially considering they got Duff from Ace of Cakes (and Charm City Cakes) to make this sweet cake!!!

Bloody Mess Cake!

“疯狂的石头”笨贼客串奇迹世界拍摄

Posted: 28 Jun 2007 04:37 AM CDT

第九城市奇迹世界短片花絮首映结束,悉闻编剧岳小军即将客串短片,记者急忙与小军取得了联系。

说起岳小军,您一定摇头不认识;说起《疯狂的石头》中藏在垃圾桶内的笨贼,您一定就有印象了。小军在偶然的一次机会因为剧本与导演宁浩相识,在交谈中迅速被彼此的才华吸引,成为了无话不谈的好友,在石头中小军担任了大部分的编剧工作,同时也被宁浩以“长相很有特点”为由委以了一个笨贼的角色。

小军表示,“说真的,我不会演戏,拍石头时就经常注意自己是否走出了摄象机的范围,为此没少挨导演骂。”当记者问及此次奇迹世界短片将扮演什么角色时,小军坦言,“这次我将扮演一位陌生人,便衣警察征用了我的车去追击逃犯,但我只是客串一下,不会有太多的戏份。”至于平时有没有接触过网络游戏,小军说,“这个还真的没有,但是黄渤他们懂,而且他们的戏正好需要接触游戏。”当记者问到最后一个问题,演戏与写剧本谁更有趣时,小军笑着告诉记者,“当然是演戏啊,写剧本只是在脑海中幻想故事发展的情景,而演出就是真实的效果,其实每个人在内心都是有一种自我表演的欲望的,只是有些人多有些人少而已。”“虽然我演得不好,但是宁浩以后的片子我都会争取露脸的,他要是不准我出现,我就跟他急。”


宁浩与岳小军就拍摄问题沟通


岳小军饰演司机

 

 

魔兽世界被和谐 满城尽是僵尸景

Posted: 28 Jun 2007 01:30 AM CDT

 

CWOW拖了那么久才2.0版本发布,当然除了第九城市与暴雪谈判的原因外还牵涉到建立和谐社会的问题……于是乎所有不和谐的东西通通要和谐掉,要符合国情!

于是当6月26日更新完毕的时候,所有的WOW玩家都哭了……其中饱含等待了如此之久的失声痛哭,也有自己的UD角色被和谐后的惋惜痛哭。

但大部分玩家觉得僵尸比骷髅恐怖多了……

魔兽世界被和谐 满城尽是僵尸景
很多玩家比较闲……
 
魔兽世界被和谐 满城尽是僵尸景
是不是更恐怖……
 
魔兽世界被和谐 满城尽是僵尸景
网友恶搞图
 
魔兽世界被和谐 满城尽是僵尸景
和谐万岁!

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Inquisition of the Week: Ridiculous Critiques

Posted: 02 Jul 2007 12:33 PM CDT

vats-junk.jpgAs I write this, the results of last week’s poll are still in the air. Calling it now means that most of you said that you will see “more than meets the eye” on opening night, just narrowly edging out those who will wait for the following weekend. I’m very surprised to see so few people aren’t going to see it at all: based on fan outcry at the changes, and some reviewers’ take that it’s going to be Independence Day with an 80’s license, I would have expected more people to be deadset against seeing it.

Fan outcry is the subject of this week’s poll, in a way. The last day and a half for us have been devoted to Fallout 3. We were fortunate enough to be invited to our very first press event as an official news source, both by, let’s say, being in the right place at the wrong time and saying the wrong thing at the wrong time. The coverage has been a huge upsurge in traffic for us, and intrepid reporter Bartoneus has been getting all kinds of positive comments on how he covered it compared to the “big boys.”

What it’s also meant is that I can go back and look at all the places that have been linking to us, and what they’ve been saying (because they sure haven’t been leaving comments here.) Two things that I’ve found: Fallout is HUGE. There is no lack of love for the original game, and slightly less for the sequels, and mixed opinions for other uses of the franchise. Some people are all about the gameplay, some about the atmosphere, some about the options that you could do in the original game. What is disconcerting, however, is that there is a very vocal group that seems to have decided that they know what is and is not Fallout, and anyone who disagrees with them is “falling into the hype machine.”

As I look through page after page, I couldn’t believe how much hate is being brought against this game and against BethSoft. The term “franchise rape” is tossed around pretty freely. There seems to be a lot of people who judged this incarnation way before this recent info came out about the game. And there’s certainly ALL judging before they’ve played the game.

I know what it’s like to feel let down by a franchise and feel rage at its creators (cough Star Wars cough.) And I understand that feeling that a new game is not going to be like the game you loved. Hell, I was a big Fallout fan myself, and not because of the post-apocalyptic setting, but because it was originally based on GURPS. I’ll freely admit there’s aspects of the new game that appeal to me and those that don’t. However, I’m going to reserve judgment until the game is actually out, and either I can play it or have someone I trust review it. In the meantime, seriously, insulting BethSoft employees, or wishing them to die? There’s really no call for that.

On that note, I gathered up some lines (admittedly taken out of context) that I’ve seen on various Fallout boards complaining about the game, and they just made me laugh. So here I ask…

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

These are all real quotes, though I did blur out the f-bomb. I thought I’d share and let you decide if these are as crazy as I think they are, and which one is the craziest critique of a game that’s still over a year away (and one option if you think I’m out of line). Hey, maybe some of those people will come over here and leave some more gems. Or maybe, just maybe, a realistic, constructive dialogue will start up…

Torque X Now Available for XNA Creators Club Members!

Posted: 02 Jul 2007 11:39 AM CDT

Earlier this year at GDC we announced a series of partnerships with several companies that will provide premium benefits to our 4 month and annual members of the XNA Creators Club. Today we are pleased to announce that Torque X and Torque X Builder ($100 USD value) from GarageGames are now available as free downloads for premium members only from the XNA Creators Club Online web site.  

"Torque X is a completely new engine designed from the bottom up to harness the power of XNA. It is written entirely in C# and includes many of the best features of other Torque Technologies. The result is the most powerful C# game engine on the planet."

"Torque X works with Torque X Builder (TXB) to combine the power and flexibility of a full-fledged C#-based game engine with the 2D drag-and-drop game-creation functionality found in the Torque Game Builder Toolset. TXB is a specially modified version of TGB designed to work specifically with Torque X. As with the TGB Toolset, TXB gives easy access to particle effect creation and manipulation, tiles, and level building."

You can find more information about GarageGames and Torque X by visiting their web site here. For information about becoming an XNA Creators Club Member, please follow this link.

20th Century Fox Appoints Game-Licensing VP

Posted: 02 Jul 2007 08:07 AM CDT

According to a new report by The Hollywood Reporter, major film development studio 20th Century Fox has hired form Ubisoft executive Adam Kline as the company's new vice president of new media, where he will oversee production of the firm's licensed video game projects. Among those titles on Kline's radar are the recently announced The Simpsons Game, currently in development by Electronic Arts for release this fall, as well as Sega's upcoming adaptation of Fox's ...

Majesco To Localize Taito's Wii Exclusive Furu Furu Park

Posted: 02 Jul 2007 07:27 AM CDT

Publisher Majesco has announced that it will be localizing another Wii exclusive with Taito's Furu Furu Park, a collection of 30 retro-classic inspired and "quirky stylized" arcade-style minigames headed to North America this fall. First released in Japan in April under the same name, Furu Furu Park features a number of minigames based on classic Taito franchise including Arkanoid, Bubble Bobble, and Sonic Blastman. The game will also feature other original minigames including baseball themed ...

Missile Command Bombards Xbox Live Arcade

Posted: 02 Jul 2007 07:30 AM CDT

Microsoft has announced that this Wednesday's regular Xbox Live Arcade update will see the release of an updated version of Atari's arcade classic Missile Command, featuring two-player support and newly designed graphics and special effects. Developed by Stainless Games, the same studio responsible for the Xbox Live Arcade remake of the classic 1987 Mac title Crystal Quest, Missile Command is the latest of six previously announced titles from Atari that are planned to be made ...

A New Poll, We Need Your Help

Posted: 02 Jul 2007 11:00 AM CDT

We’re wrapping up our reader poll today. It’s clear that Heavenly Sword, Uncharted: Drake’s Fortune and Warhawk are highly anticipated games this year, our poll garnered 10,000+ votes! Very impressive. Over the next few weeks, we’ll have the developers who are working on these titles chime in here to talk about them as part of our Inside The Developers Studio series. More to come, but now, on to our next poll…

Over the last few weeks we’ve been receiving and reading a ton of your ideas and thoughts about what sort of features we should be adding to this blog to make it better. We have our own thoughts of course, but given this blog is about you guys and in the spirit of this week’s July 4th holiday, we figured we’ll just put it to a good ol’ fashion vote.

Starting today, on this blog’s sidebar —> vote for the feature(s) you would *most* like to see incorporated here over the next few weeks and we’ll do all that we can to oblige. Also, feel free to leave us suggestions in the comments too — all things will be considered. We know this blog needs some fine tuning, with your help we’ll get it there.

Game Developer Census Available

Posted: 02 Jul 2007 01:19 PM CDT

Via Gamasutra.com comes news of the Game Developer Census.

...an accurate and detailed list of every significant developer and publisher currently working in the game business in the United States and Canada:

My Ancient Text Adventures.

Posted: 02 Jul 2007 11:01 AM CDT

This was sorta inspired by some comments by Corvus and Rubes in the "Why RPGs Suck" thread, and all the talk about Zork inspired by Matt Barton's awesome History of Zork article.

I only completed writing two text-adventure games in my life (not including the one about the harpies)... both when I was a teenager. Both using all custom code in BASIC for the Commodore 64. I never really knew about code-reuse back then - nor were there many tools for doing so - so "shared code" involved me printing out code from one game, and then using the printout to re-write it for the new game. Ah, the joys of BASIC programming on "home computers" in the 1980's knew no bounds...

My first full-fledged text adventure was called "The Dungeons of Doom." It was as horrible as the title. It had some colored text and sound effects (plus a horrible little musical intro), and some of the worst adventure game design ever imagined. It had a two-word parser, though I put in some code to eliminate some extra words, like articles. So it would correctly handle the command, "open the door."

Dungeons of Doom primarily consisted of monsters that had to be defeated with special weapons, plus a couple of additional puzzles to get said special weapons. One of the special weapons was a spear of lightning. This weapon was so powerful it would kill any monster in the game. But it could only be used once, and was then destroyed. What seemed very clever to me at the time (hey, I was 14 or so!) was that it was the only weapon that could kill the minotaur in the maze. So if you actually did use it to kill any other monster, you were hosed. Even your saved game (I think I allowed only one saved game) would be stuck with the game in an unwinnable state.

In a nod to the solution to the dragon puzzle in the "Colossal Cave Adventure," the dragon in the Dungeons of Doom could be defeated by putting a muzzle on it. I left the actual trick of how you managed to get the muzzle on the dragon up to the imagination. I think the text description read something like, "In an astonishing display of cleverness, you manage to muzzle the dragon!"

My next adventure game, "The Secret of Red Hill Pass," was much more ambitious, complex, and had a much nicer parser. It still wasn't something that would give Zork a run for its money. But it would parse out the verb and object of the sentence with a reasonable degree of accuracy, and would even (IIRC) parse out some adjectives to distinguish the green door from the red door. It had somewhere around 100 rooms, tons of inventory items floating around, and even a thief - though he wasn't nearly as mobile (or as useful) as the one in Zork.

I don't remember as much about that game, though I was much more proud of it than Dungeons of Doom. I do remember, after I was done with the game, trying to figure out what the real secret of Red Hill Pass was. Other than the fact that there was a mysterious, logic-defying dungeon complex underneath a manor overlooking the pass, there really wasn't any.

As a side-note, Red Hill Pass was resurrected in a persistent Neverwinter Nights module I ran for friends a year or so ago. Nobody else knew what it was named after, but smiled every time the players entered the map.

Neither game was played by anyone outside of my circle of friends. I wish I still had the code for them. The code would no doubt be horrible to behold, but it would be fun to get a better look at my formative coding years. I suspect I'd have a lot of fun playing them, but I'm not sure anybody else would.


(Vaguely) related nuggets of adventuresomeness:
* How Do I Get Past the Harpies?
* A Twisty Little Maze of Passages, All Different

.

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

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 Chicken Invaders 3

Bragg v. Linden

Posted: 02 Jul 2007 10:47 AM CDT

Linden Labs has filed their paperwork in their court case which has the potential to be a landmark in the virtual world domain. Matt’s got a good writeup, as does Prokofy Neva. I heartily recommend taking the time to read the writeups, and contribute discussion on Matt’s blog whose following details of the case much closer than I am, but I think the whole case has deep ramifications for anyone trying to protect their environment from troublesome elements.

移动新媒体的趋势研究与创新发展 (节选2)

Posted: 02 Jul 2007 05:36 AM CDT

 

移动新媒体的趋势研究与创新发展

 

文/Leeforce     本文首发中国移动《卓望通讯》夏季号

 

原文:http://www.monternet.com/moneditor/cs/subject/zwtx/mwgc/3462/17264.html  

 

(前略)


移动新媒体发展的三大误区

 

误区之一:移动新媒体的发展将主要依靠下载类业务。

 

在2.5G的时代,由于手机终端性能较弱,用户的各种多媒体内容如铃声、图片等都通过具有垄断优势的局端服务器下载获得。然而随着终端的进化,局端的这种垄断优势将被迅速打破。如果运营商还依赖于过去单一的内容下载类业务模式,就一定会遭遇到前所未有的挫折——浩瀚的互联网所带来的丰富资源与零成本的内容拷贝将势如破竹地打破现有的局面。

 

误区之二:移动新媒体的发展将主要依靠照搬传统媒体的内容

 

手机平台不可以照搬传统媒体的内容,尤其内部和外部两个原因。所谓内部原因,是手机终端自身的性能所限。即使智能手机功能再强大,其屏幕大小也远远不能与电脑、电视相提并论,这就使得手机本身注定成为一个较窄的内容浏览渠道。所谓外部原因,是因为人们使用手机多处于移动的状态,不仅使用时间短(有统计表明用户平均专注于手机屏幕不超过19分钟),而且在使用过程中还会受到各种来自外界的注意力干扰。这些问题的存在,就使得移动新媒体上的内容形式也要作出相应的调整,以适应各种不利的条件。

 

误区之三:移动新媒体的发展将主要依靠传统的内容提供商

 

在过去一段时间,运营商通过与行业领先的几大唱片公司结盟,做出了不错的成绩,可喜可贺。但是,如果据此就得出“移动新媒体的发展将主要依靠传统的内容提供商”的结论,就大错特错了。对于日趋个性化的长尾市场,过去那种大公司靠“一招鲜”走遍天下的日子将一去不复返。放眼全球,无论是唱片业、电影业还是游戏产业,都纷纷呈现出长尾化的明显趋势。在这种情况下,运营商除了要与传统的内容提供商结盟以外,还要积极与数量更多、创意更丰富的中小型工作室甚至个人建立广泛的合作关系,只有这样才能牢牢地抓住98%的长尾空间,并全面创造长尾市场的可观利润。

 

移动新媒体发展的前沿趋势

 

笔者在这里给各位简单介绍一下目前即将或正在涌现出来的一些前沿趋势。

 

1.个性化订阅内容服务

 

个性化订阅的概念,主要来自近年来风靡于互联网的RSS技术。RSS(Really Simple Syndication)意为“简单信息聚合”,旨在通过建立网际通行的内容数据规格标准,来促进站点与站点之间的内容共享,并方便用户对来自不同内容源的内容信息进行统一订阅。如今在互联网上红得发紫的博客、播客等服务,均是以RSS作为内容分享的基础协议。

 

由于RSS技术的开放特性,已经有越来越多的移动应用开始对其提供了良好的支持。国内最佳的互联网RSS阅读器“抓虾”已经在2007年初公开发表了其RSS定制阅览服务的WAP版,受到众多网友的青睐。而“拇指天空”等第三方的客户端软件,也已经率先提供了基于客户端丰富体验的RSS订阅服务。从五花八门的世界新闻到个性十足的徐静蕾博客,统统可以通过RSS实现完美而灵活的定制化阅读,这不能不说是媒介史上的一场革命。

 

在2.5G的时代,移动媒体上的内容主要依赖于用户终端的主动访问和运营商/服务商局端的主动推送(Push)。前者的随机性和后者的强制性均会给相应的商业模式带来极大的不稳定性,并产生脆弱的泡沫。而以RSS为代表的个性化订阅内容服务,则很好地解决了这个两难的问题,既可以满足用户的个性化需求,又不会产生多余的强制推送垃圾信息,可谓两全其美。

 

2.    在线直播内容

 

移动新媒体作为人们在移动状态下的唯一可用互动媒介,如果能巧妙地用于各种直播(Live)内容的传递,将能够创造诸多新颖的业务亮点与可观的客户价值。

 

在重大新闻事件、体育赛事等领域,直播内容有着广阔的市场空间。国内的一些独立WAP网站(如3G门户),已经推出了许多基于WAP页面的文字直播服务。比如NBA的赛事直播,可以通过采用不断刷新WAP文本页面的方式,来达到文字直播的积极效果。对于出门在外的用户来说,能够不受空间限制地实时接收到其所关注的赛事最新动态,是极好的互动经历。随着3G时代的到来,基于音频、视频的现场直播也将在手机上成为现实,并带来更好的用户体验。

 

2008年,北京将举办奥运会。届时,会有非常多而密集的体育赛事被全中国的社会所关注。如果能利用移动网络的便利性打造出随时随地随身的直播优势,将创造出极大的商机。

 

3.    用户创造内容(UGC)

 

在移动新媒体的时代,用户既是数字内容的消费者,同时也是数字内容的生产者。截至2007年上半年,200万像素的摄像头已经成为主流多媒体手机的标准配置。在我们的邻邦韩国,据说最新款的拍照手机已经达到了令人咂舌的1000万像素。手机终端在拍摄方面的素质,已经开始接近并赶超低端的数码相机和DV。与此同时,各大手机终端厂商也正不断处心积虑地往手机中加入诸如乐曲编辑、图像加工、视频后期处理等丰富功能。平日里小巧玲珑的手机,正在不知不觉中成长为重要的数字内容生产力工具。

 

2007年初,一段模糊不清的萨达姆绞刑实况录像视频片段在国际互联网上被疯狂传播,并产生了非常严重的舆论影响。值得注意的是,这段视频恰恰就是由某位在场的匿名人士用手机拍摄而成的。在伊拉克战争期间,亦出现多起战地亲历者通过手机向媒体传递第一手的战场资讯等事件。所谓用户创造内容(UGC),正在全世界受到越来越广泛的关注。

 

中国目前有4亿手机用户,并且其中的大多数都将在未来两年内更换较新款的手机。对于一个产业来说,两年只是弹指一挥间的事情。我们会突然发现,这些数以亿计的用户们会在一夜之间统统都具备了采集、制作、加工、上传、分享、交流各种原创数字内容的能力。这个由量变走向质变的过程最终将导致移动新媒体产业的巨大变革,用户创造内容(UGC)将会走上前台,并且从此占据无比重要的地位。

 

4.    互动视频业务

 

对于3G时代而言,视频服务无疑将是值得移动运营商大力推广的旗舰业务。但是,单纯的视频下载业务或简单的VOD(Video On Demand,视频点播服务)业务是无法满足用户日益增长的个性化互动需求的。如何在传统的视频内容中加入互动的元素,最大限度地提升用户的参与感,将是移动运营商为了塑造业务粘性而需要面对的主要挑战。

 

众所周知,以“超级女声”为代表的真人选秀,已经将电视与手机的互动在全国范围掀起过一个经典的高潮。笔者认为,这种大规模用户参与的商业模式,完全可以复制到3G时代呼之欲出的手机电视、手机视频甚至手机动画业务中来。基于传统电视的选秀投票类娱乐节目,受到播出时间、节目容量和人数限制等多方面因素的制约,而手机平台由于其倚靠的是强大的移动网络和数据服务支撑,故不会受到这些因素的制约,反而大有超越现有节目形式的机会和更多新鲜创意的想象空间。

 

其实,移动运营商在此领域不妨多多借鉴海外(如美国、英国等)在IPTV、数字电视行业的成功经验。从《谁是百万富翁》到《探索》,传统的电视节目纷纷在互动电视上寻找到了对应的拓展形式和盈利空间,并创造出极大的市场价值。3G时代的互动视频业务,完全可以借鉴这些互动电视领域的成功案例,结合移动平台特有的优势和中国本土的民族特色,打造出更新颖、更有商业价值的业务模式。

 

5.    内容与社区结合

 

“社区”这个概念乍一看,总是让人联想到传统的论坛或BBS。而我在这里要讨论的,是移动新媒体在强调自身内容质量的同时,也要注意多为用户营造一个社会化的交流空间,尽可能地提高移动新媒体的业务粘性。

 

新媒体的互动特征不仅在于人与终端机器界面的互动,更在于通过数据传输网络进行的人与人之间的有益互动。国内互联网上一个比较知名的例子就是“豆瓣网”。这个两年前才成立的小型网站可以让用户自由发表对各种书籍、音乐、电影内容的评论,并组成各种兴趣小组进行集体讨论。“豆瓣网”最吸引人的地方在于任何注册用户都可以在这里登记自己看过或听过的任何书籍、音乐和电影,并展示给别人看。“豆瓣网”后台的数据挖掘系统会对每一名用户的兴趣爱好进行智能分析,并依据分析结果向用户有针对性地推荐其他的内容和更多的朋友。这种智能社区化的商业模式,使得“豆瓣网”在短短两年时间内就积累了超过35万的用户,并形成了一个以高等学历人群为主的利基市场,成功实现了盈利。

 

“豆瓣网”只是内容与社区结合的无数成功案例之一。在移动新媒体的时代,运营商不仅需要学会如何进行内容产业的经营,更要学会如何把看似一盘散沙的媒体受众通过社会化网络凝聚成一个整体,并从中获取更大的商业价值。

 

移动新媒体的商业模式创新

 

文章的最后,与读者们讨论一下移动新媒体的商业模式创新问题。

 

笔者曾经和传媒界的人士探讨过新媒体方面的问题。传媒界的朋友普遍认为,新媒体内容产业的未来,无非三种商业模式:卖内容、卖广告、促进交易。所谓卖内容,就是直接向用户收取获得内容的费用,移动梦网主要采取的就是这种模式;所谓卖广告,就是在内容中植入广告信息以赚取广告主的投资,现在成千上万的免费独立WAP网站主要采取的就是这种模式;所谓促进交易,就是通过新媒体的信息传播来辅助现实的商业活动,甚至直接参与真实世界商品交易的过程。前两种模式已经被大家所熟知,笔者在此不再赘述。笔者主要想讨论一下第三种商业模式的创新空间。

 

新媒体内容产业的未来,我觉得很可能会变成一种CaaS,即Content as a Service的复合形态。这个名称跟软件行业的SaaS(Software as a Service)概念很像,但本质不同。以日本的动漫内容产业为例,最早是先拍摄放映动漫作品再开发同主题游戏软件作为增值服务;但近来已经出现一种苗头,就是游戏软件竟然先于动漫作品出现,比如微软就投资为其XBOX360平台的游戏《蓝龙》《偶像大师》等拍摄了TV动画,在全日本的大众媒体上频频出镜。在这里,视频内容完全免费,并且是为了销售游戏软件产品本身而作的辅助性角色。但它又不是广告,因为其内容与线下销售的软件商品是相互诠释、紧密结合、牢不可分的复合态。所谓Content as a Service,就是指内容本体不再作为直接销售的商品,而是为其他商品销售服务而存在,共同构建复合态的商业模式。其实这种模式很早就有,比如80年代的《变形金刚》动画片就是免费提供给CCTV播放的,但那段时间孩之宝公司光靠贩卖变形金刚玩具就在中国大陆赚了约50个亿。包括NBA的电视节目,当年也是免费提供给中国的电视台,才在中国大陆地区风靡开来的。这就很能说明问题。日本动漫和欧美体育节目向来都是孕育着线下庞大的衍生品资源生态系统,吸引眼球的内容可以促进衍生产品销售早已是不争的事实。而对于国内的新媒体来说,目前的商业模式还仅仅局限于卖内容和卖广告,相当初级。这也说明了我国的新媒体内容产业其实还有极大的潜力可挖。

 

笔者认为,新媒体产业发展最终的出路在于虚拟与现实融合。虚拟世界的内容只有跟线下真实的商品交易挂钩才能够持久生存。完全虚拟的商业模式即使存在,也一定是有限的、脆弱的、低门槛的、泡沫的。运营商要发展移动新媒体,除了卖内容、卖广告以外,也应该多考虑线下衍生品销售市场的商业开发。比如海外著名的迪斯尼集团,其公司靠创造米老鼠等虚拟形象起家,却依靠特许授权的方式让第三方为其开发众多高利润的周边产品,攫取巨额利润,并最终建立起了世界上独一无二的迪斯尼乐园,就是虚拟内容衍生商品潜在价值的明证。

 

Leeforce

 

LEEFORCE VIEW

http://www.leeforce.com

~ 转载请注明出处 ~

 

Q& A: Atomic Robot Talks Start-Up, Racing Game IP

Posted: 02 Jul 2007 04:58 AM CDT

Gamasutra had a chance to chat with the principals behind the recently formed Vancouver-based Atomic Robot Studios, established by industry veterans from Electronic Arts and Black Box Games. The company's development staff has worked on a number of high profile titles, including multiple releases in Electronic Arts' Need For Speed franchise, the first two Syphon Filter titles, as well as The Suffering and EA's upcoming skateboarding title Skate. So far, it's simply been confirmed that ...

1C Announces Necrovision, Deathtrack Remake For NA

Posted: 02 Jul 2007 06:36 AM CDT

Russian publisher 1C has announced two new properties that it intends to bring to North America either independently or through its recent deal with Atari, including a remake of 1989 Dynamix combat racing title Deathtrack. Ahead of its showcase at this year's E3 Media & Business Summit, 1C has announced that it intends to bring The Farm 51's horror/FPS Necrovision to the U.S. The title is a WWI era shooter that takes a much darker ...

Shanda, Tecmo Partner For Dead or Alive Online

Posted: 02 Jul 2007 07:22 AM CDT

China-based MMO operator Shanda Interactive has announced a new deal with Japanese publisher and developer Tecmo for Dead or Alive Online, an online version of the popular fighting game series for both the PC and Shanda's EZ Series of PC-based 'gaming consoles.' As part of the agreement, the game will be created by Tecmo's Lievo Studio, which specializes in online game development through its bespoke MMO platform, while Shanda will assist development through its technology ...

Feature: 'Building A Successful Game Business: The People'

Posted: 02 Jul 2007 07:06 AM CDT

How do you build a successful game business from scratch? In the first part of a high-level feature series, veteran exec Clarinda Merripen, formerly of Cyberlore and Cryptic Studios, explains why the best game companies "...encourage their business side to flourish with the same creativity and passion seen in their games." As she begins the article, Merripen explains why "the first step in creating a successful business is to make sure a company has the ...

Grand Theft Auto IV Special Someone Video

Posted: 02 Jul 2007 11:06 AM CDT

Here is Rockstar's latest GTA 4 preview video. Check out the detail and the hanging on for dear life moments. Cool....

Continue.

Building A Successful Game Business: The People

Posted: 02 Jul 2007 11:00 AM CDT

How do you build a successful game business from scratch? In the first part of a high-level feature series, veteran exec Merripen, formerly of Cyberlore and Cryptic Studios, explains why the best game companies "...encourage their business side to flourish with the same creativity and passion seen in their games."...

Nielsen, SCEA Partner For Game Ad Measurement

Posted: 02 Jul 2007 05:14 AM CDT

Sony Computer Entertainment America and research/TV ratings firm The Nielsen Company have announced a new partnership to develop a game network ad measurement system which the two say "will help make game software a more competitive advertising platform." Under the terms of the agreement, SCEA will give Nielsen data such as game network traffic from its PlayStation Network and other products such as its forthcoming Home, as well as usage statistics on first- and third-party ...

Sony: PS3 Sees End To Production Problems

Posted: 02 Jul 2007 05:06 AM CDT

Sony has confirmed that remaining production problems with the PlayStation 3 console have been ironed out and that the console is now in full production, with a steady chain of supply to all major territories, following an increase in production of blue laser diodes. Since the console's launch, Sony has said that until now the PlayStation 3 has been supply constrained at retail. Production of the console had been running slower than intended, due to ...

Ubisoft Apologizes For Rainbow Six Download Error

Posted: 02 Jul 2007 04:46 AM CDT

Officials from French publisher and developer Ubisoft have apologized for the accidental charging of supposedly free downloadable content for Xbox 360 title Rainbow Six: Vegas, with Microsoft confirming that refunds will be issued and offering additional free content. The Black Pack downloadable content, including five new multiplayer maps, was briefly made available on Xbox Live Marketplace last week priced at 800 Microsoft Points ($10), but Ubisoft has now admitted that the content was intended to ...

Enterbrain: Wii Outsells PlayStation 3 In Japan Sixfold

Posted: 02 Jul 2007 04:18 AM CDT

According to the latest sales data from Japanese magazine publisher and research agency Enterbrain, via a new Reuters report, the Wii increased its Japanese sales lead over the PlayStation 3 during June to a ratio of over 6:1, with total sales of 270,974 consoles to 41,628. The Wii has been supply-constrained in Japan (and much of the rest of the world) since launch, as evidenced by weekly Media Create hardware sales figures which show remarkably ...

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NCsoft To Pull Plug On NetDevil's Auto Assault

Posted: 03 Jul 2007 08:52 AM CDT

MMO publisher NCsoft has announced that it will shut down independent developer NetDevil's underperforming vehicular combat MMO Auto Assault at the end of August, just over a year after its initial launch in April 2006. The news is somewhat unexpected, given that the company recently announced plans in May for a upcoming retooled version of the game, which allows players to create and customize cars and drivers in order to battle in a post-apocalyptic setting. ...

Web Design Reference 网页设计自给自足篇

Posted: 03 Jul 2007 11:13 AM CDT

是,我听到了你们的声音,有一半人说目前的主题不好看,如果我是个彻底的悲观主义者,那也许客栈的风格就已经回到当年的海天白云。

很可惜我不是,而且正好相反,即是会说“杯里还有半杯水嘛”的那种人。所以在有人举刀自攻以示抗议并附个人跪地照之前,客栈将使用现在这个主题。

newdesign.jpg

iRoll

设计这个主题的原因是想测试自己到底能给网页减多少负,提多少速,并在保持原来风格怪异的基础上省点带宽费用。基本的设计参考有两个,我自己的知识和MDC上的Tips for Authoring Fast-loading HTML Pages

原文是英文,这里大致解释一下以供各位参考。

(more…)

Folding@home Update

Posted: 03 Jul 2007 12:01 PM CDT

I just wanted to follow up on some comments from my earlier Folding@home post and provide some quick statistical updates.

Some people wanted to know what this “folding” is all about and why it makes sense on the PS3. To learn more about the project, you should visit the Stanford Folding@home site and have a look at the PS3 FAQ. But why PS3? First of all, there is no obligation to run the program, you can always ignore it if you prefer. The PS3 has two valuable things to offer researchers at Stanford: its powerful Cell Processor plus a large, dedicated PS3 community that is willing to help. These two things combined result in a significant contribution to the work that is done at Stanford to fight diseases.

There have been a lot of feature proposals. The F@h client on PS3 will be updated from time to time, and I am sure that we are picking up some of the suggestions. Stay tuned for details…

Many folks posted their WU scores - good work everyone! You probably know that there are statistics pages at Stanford where you can lookup your scores. But did you know that there are also other sites that take those scores and come up with a much more in-depth analysis? Take a look at Kakaostats or ExtremeOverclocking, just to name a few. You can figure out when you would reach a certain milestone, which rank your team would have a month from now, or review your contribution history. Some PS3-related highlights are below:

The PS3 dominated team 2CH@PS3 is currently rankd 47th since the PS3 F@h client release, which is simply amazing. But they need to fold a little more, otherwise they will be taken over later this week by the rocket-like DL.TV team (these guys are serious).

Another PS3 power team is PS3Forums.com, already ranked 67th.

Also check out the rise of the Official-ish PS3Fanboy Folding Team (soon to break into the top 200) and IGN-PS3 - also, quickly approaching the top 200 milestone.

And of course, there is PlayStation 3 (SCEA), in two weeks they’ll be closing in on the 200 position rank and they just passed the SCEA PDIT team. I can imagine these guys scrambling in the aisles now to recruit more team members…

Thank you to all the contributors, and look for more Folding@home updates here in the near future.

动漫游戏人才培育示范工程正式启动

Posted: 03 Jul 2007 04:36 AM CDT

 

动漫游戏人才培育示范工程正式启动

    动漫游戏产业作为新时期的朝阳产业,在国家各级政府的扶持下,取得了蓬勃的发展。产业的发展,人才是最关键的环节。我国动漫游戏产业人才结构性不足表现极其突出。高端的创意人才和懂市场、会管理、善经营的复合型人才短缺是我国动漫游戏产业发展的一个重要瓶颈。当前迫切需要建立具有中国特色的动漫游戏人才培育体系,对动漫游戏产业人才输送形成良性循环,从而推动我国动漫游戏产业发展。

    2007年6月29日,由文化部与上海市政府联合主办的中国动漫游戏人才高峰论坛正式开幕,在论坛期间文化部文化市场司副司长庹祖海与上海市浦东新区副区长刘正义联合为动漫游戏人才培育基地揭幕,揭示了动漫游戏人才示范工程正式启动。同期举办了示范工程战略合作企业签约仪式,久游网、昱泉科技、今日动画等国内知名动漫游戏公司成为了首批示范工程战略合作伙伴。

动漫游戏人才培育示范工程将致力于通过最新的产、学、研一体化结合的人才培养体系,为动漫游戏产业培育理论与实践并重,能适应不同层次、不同岗位的复合型人才。充分注重学生实践能力、职业能力和职业素养的培养,将职业化教育渗透到每一个教学环节,努力开拓新型的产业经营管理人才教育渠道和教育模式。以期为我国动漫游戏产业奠定坚实的人才基础。

    动漫游戏人才培育工程将在院校、企业、市场全面联合有效共通的基础上,将对国内各大高校和培训机构进行全面的推广,形成一套完整有效的专业培训体系。充分注重理论与实践的结合,以动漫游戏企业和院校的挂钩培养为代表,吸收国际先进技术与理念上做到随时与世界先进技术、先进理念同步。

示范工程网址: http://www.educge.com

 

Chris Early Named Windows Live General Manager

Posted: 03 Jul 2007 08:36 AM CDT

Microsoft has announced that Microsoft casual games manager and Xbox Live Arcade/MSN Games 'driving force' has been promoted to general manager for the company's Games For Windows - Live initiative where he will continue to 'bridge the gap' between PC and console. Recently featured on Gamasutra, Early has been a "passionate advocate" for Microsoft's Games for Windows - Live strategy and "cross-platform gaming vision," says the company. Prior to working with Microsoft, Early was president ...

Sony Worldwide, Quantic Dream Partner For PS3 Project

Posted: 03 Jul 2007 07:34 AM CDT

Sony Computer Entertainment Worldwide Studios and developer Quantic Dream (Omikron, Indigo Prophecy) have announced that the two have partnered to deliver a PlayStation 3 title that the two say will "redefine cinematic realtime entertainment." Though the two have not yet provided further details, the studio and publisher say the game will set "a new benchmark in delivering emotionally compelling experiences to gamers." Quantic Dream's first appearance on the PlayStation 3 was via an initial 'digital ...

TIGA Pushing For Continued UK Industry Government Support

Posted: 03 Jul 2007 07:10 AM CDT

UK-based consortium The Independent Game Developers Association (TIGA), has issued a call to the region's new culture ministers James Purnell and Margaret Hodge in hopes that they will continue the support for the games community begun by their predecessor, culture minister Shaun Woodward. While thanking minister Woodward for his considerable support of the industry during his time in office, TIGA officials also illustrated a need for government and game developers to work together to face ...

Eww - ads on XBLA achievements

Posted: 03 Jul 2007 11:50 AM CDT

Joystiq has the scoop. I don’t actually care that basketball is already riddled with ads. I will go out of my way NOT to get an achievement that is a car or aftershave logo.

Not that I play basketball games anyway.

Q& A: Colony's Wallis On Why Space Is The Place

Posted: 03 Jul 2007 06:05 AM CDT

Reno based Colony Studios was co-founded in late 2006 by CEO Mike Wallis, an industry veteran with 17 years of experience and credits on titles like Sonic the Hedgehog 3D Blast, Star Trek Deep Space Nine: The Fallen and EVE Online, which he produced at original publisher Simon & Schuster. The company is staffed by other long-term MMO developers, and though Wallis has not announced specific names, he has confirmed that members of the team ...

Emergent Lands $12 Million Investment

Posted: 03 Jul 2007 05:36 AM CDT

Gamebryo and Elements suite developer Emergent Game Technologies has announced that it has secured $12 million in series D round funding, as well as made organizational changes and executive promotions, with which it will step up production of its "progressive development solutions." The company announced that Jerusalem Venture Partners and Worldview Technology Partners led the investment round with other investments coming from Adena Ventures, Walker Ventures, Copan, and Cisco Systems. In addition to the new ...

IGS Video: Telltale On Episodic Gaming For Indies

Posted: 03 Jul 2007 05:32 AM CDT

The IGS organizers are continuing to put online key video lectures from the Independent Games Summit, the IGF-affiliated event that took place for the first time at Game Developers Conference 2007 at the Moscone Center in San Francisco, on March 5th and 6th, 2007. (The Summit, created by the CMP Game Group, as is Gamasutra, is planned again for GDC in February 2008.) The video of the 2007 Independent Games Summit is being online "for ...

Feature: 'Q& A: Practical Scheduling For Games'

Posted: 03 Jul 2007 06:58 AM CDT

Gamasutra is partnering with GameProducer.net for a series of Q& As named 'Producers of the Round Table'. In this installment, veterans at Red Storm, Bizarre Creations, Relic, and Gas Powered Games discuss practical tips and ideas for effective game scheduling. How do game demos factor into the scheduling process? Relic Entertainment producer Adrian Crook has his own thoughts on that topic, as reflected in this excerpt: "Well the nice thing about console demos these days ...

GoD Interview: 'Tira Wireless' Tony de la Lama, Simon Keogh'

Posted: 03 Jul 2007 07:19 AM CDT

In the latest feature for Gamasutra's sister mobile game news site, GamesOnDeck, Tira Wireless' Tony de la Lama, senior VP of product management and marketing and Simon Keogh, director of product management, discuss the mobile porting technology provider's history and future. Tony de la Lama explains of Tira Wireless itself: "Tira Wireless is a provider of technology and services. We bridge the gap between mobile content development and deployment to ensure content providers can bring ...

kieran by kieran

Posted: 03 Jul 2007 10:43 AM CDT

what kieran said ben kiyle ryrdt rgftgrgf vgghvvg
hghghg gyuguy
ggfgf gguhg jj
jhhjjnhmnhhjbjkkjj jjhjhg

Young's Law of Twenty-Sided Dice

Posted: 03 Jul 2007 10:41 AM CDT

The comic is, as usual, great. But it's the commentary that put it over the top. Shamus Young's law of Twenty Sided Dice:
There are a limited number of “twenties” in any given d20. That is, no matter how many times you roll a d20, you cannot roll another twenty once the supply has run out. These twenties can only be replenished by rolling a corresponding one with the same die. Thus every gamer is duty-bound to protect their supply of good rolls. If a friend rolls a twenty using your die, not only have they stolen your good roll, but they have doomed you to the extra one required to replenish the twenty.
It can apply to other dice, too, so long as a high roll is desired. Just substitute the highest value for "twenty" in the law. Mathematically, this is pure garbage. But we all have our superstitions.

I came across this one in college. I forget what game I was playing... Risk or Supremacy or something. I was having a horrible bad-luck streak. it was getting to the point where my opponents were taking pity on me because my luck was so horrible. You know it's bad when that happens.

Since the game required several dice (six-siders), I began picking and choosing the ones that had just rolled the lowest. Now, I knew in my brain that the laws of probability dictated that they had exactly the same chance of rolling low AGAIN as any other die on the table. The laws of probability do not keep detailed records of the past. But I was desperate.

And it worked. I rolled all 5's and 6's.

And then it worked again on another turn.

And again.

In another turn, I rolled about average, but at least it wasn't particularly low.

And so I kept doing it. For twenty years, now. Like many superstitions, I probably ignore the times it doesn't work and only note the times that it does. Gamers - especially RPG players - often do this kind of thing. Anything to convince our brains that we have some measure of control over the randomness that influences something we care about.

So I continue (periodically) to "prime" my dice by rolling them until they roll 1's.

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

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 Chicken Invaders 3

Escaping The Dungeon: Can RPGs Get Out of the Fantasy Rut?

Posted: 03 Jul 2007 10:24 AM CDT

Gee, it seems like only a couple of years ago that a friend of mine was trying to get me to join him in Auto Assault's beta... Oh, wait, it was only a couple of years ago. And now they are sticking a fork in it. It's done.

I expect Woody of GUComics to post a "zapper" comic any moment now. Once again, we see that doing an MMO is not a license to print money. There's still only one World of Warcraft, yet there are several major (and expensive) MMO's that have turned up their toes to the daisies.

But that's not really what I wanted to talk about. There's something else that bugs me here. Why did it fail? Why is there room for dozens of Tolkienesque fantasy MMORPGs out there of various sizes and flavors, but not even one post-apocalyptic Car Wars-esque MMO? Was it the genre? Or the implementation?

Why didn't I try out the game when the buddy of mine was pushing me to join him in the beta? I don't know. Why haven't I ever tried out World of Warcraft? Just lack of time, and I was already playing another MMO at the time, and didn't have the time to devote to a second or third one. If I'd had the free time, I think I would have tried both Auto Assault and World of Warcraft.

One of the reasons developers are resistant to releasing a non-fantasy-based RPG (single-player or MMO) and "innovating" in that direction is the belief that non-fantasy RPGs do not sell. A belief that seems to be sustained by the market's reaction to any RPG that doesn't feature some sort of elves, orcs, and wizards (though they may call them by different names). Non-fantasy RPGs (what few of them have been released) do not sell well, as a general rule.

Sure, there have been some exceptions. Some licensed properties (like Star Wars and Vampire: The Masquerade) have done okay (though not okay enough to keep Troika in business following its release). And then there's Fallout. And Deus Ex, but I still think of that one as more of a "hybrid" RPG / FPS - and it had a much more traditional setting for an FPS. And the Final Fantasy games have done their darnedest to escape the "Tolkienesque" descriptor after the first couple of offerings, but they are still strongly rooted in the Sword & Sorcery thing. Their brand of fantasy just happens to include airships, rockets, rifles, and giant, mounted chickens.

So are RPGs stuck in the dungeon? Is the Dungeons & Dragons legacy so powerful that audiences have trouble disassociating the role-playing game from its fantasy origins? Or is it just a case of where most non-fantasy RPGs have just... well... sucked. And sucky games don't sell. Well, without several millions in marketing behind them.


(Vaguely) relating foolishness:
* The Most Important RPGs of All Time
* Why Do RPGs Suck Now?
* The Evolution of Computer RPGs


Read or Post Comments on the Forum. Or Not!

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Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 Chicken Invaders 3

Guild Wars Expansion Eye of the North dated

Posted: 03 Jul 2007 11:02 AM CDT

Today NCsoft and ArenaNet announced the first Guildwars expansion, Eye of the North, will be released in North America on August 31 2007. The expansion will cost us gamers $39.99, but playing Guild Wars will continue to be subscription-free. "Guild...

Continue.

Two Worlds Collectors box unveiled

Posted: 03 Jul 2007 10:45 AM CDT

The publisher of Two Worlds, Southpeak Games, has just announced that its upcoming persistent online RPG will be available in a Collector's Edition for both the Xbox 360 and PC. The package will be enclosed in a holographic slipcase and...

Continue.

Q& A: Producers Of The Roundtable - Practical Scheduling For Games

Posted: 03 Jul 2007 11:00 AM CDT

Gamasutra is partnering with GameProducer.net for a series of Q& As named 'Producers of the Round Table'. In this installment, veterans at Red Storm, Bizarre Creations, Relic, and Gas Powered Games discuss practical tips and ideas for effective game scheduling.

Sega Exec Maeda Calls For PS3 Price Cut

Posted: 03 Jul 2007 05:01 AM CDT

Sega corporate director Masanao Maeda has become the latest industry executive to call for a price cut for the PlayStation 3, suggesting that price and marketing is becoming key to the success of a console in the face of the declining number of format exclusives. "Name brand, price and software are what count," said Maeda in an interview with the Reuters news agency. "Since it's getting difficult to make software availability a differentiating factor, superior ...

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日本6月25日-7月1日游戏销量速报

Posted: 04 Jul 2007 10:28 AM CDT

本次速报来自fami通网站

 

1 ps2 NEW 超级机器人大战OGS banpresto 2007/6/28
2 nds 1/- 塞尔达传说:梦幻沙漏 任天堂 2007/6/23
3 nds 2/- 富豪街DS square-enix 2007/6/21
4 nds 3/1 通过实践锻炼看的力量 DS眼力练习 任天堂 2007/5/31
5 ps2 NEW Tales of Fandom Vol.2 namco 2007/6/28
6 psp NEW Ratchet & Clank 5 sce 2007/6/28
7 Wii 5/4 Wii Sports 任天堂 2006/12/2
8 nds NEW 聞く! 書く! ことばをふやす! はじめてのえいごトレーニング えいトレ benesse 2007/6/28
9 Wii NEW Donkey Kong Taru Jet Race 任天堂 2007/6/28
10 nds NEW 家庭教師ヒットマンREBORN! DS フレイムランブル 骸 強襲! tomy 2007/6/28
 
本周新作封面:

 

 

相关链接:
http://blog.sina.com.cn/u/4938f71b01000cgj
6月28日新游戏销售情况速报:超级机器人大战原创世纪

RO DS

Posted: 04 Jul 2007 08:43 AM CDT

RO(Ragnarok Online,仙境传说)在国内的知名度不低,近日宣布将移植到nds上,标题是《RO DS》,预定2008年发售。
 
 
我没有玩过网游,不过RO的大名还是听过的,目前公布的nds版游戏画面有所缩水,不过也还算原汁原味。网游移植到掌机是方便了随时随地游玩,只是不知道这款游戏是否支持wifi联线?

Wii的海底世界

Posted: 04 Jul 2007 08:25 AM CDT

迪斯尼的三维动画电影《海底总动员》(Finding Nemo)里的海底世界十分漂亮,我现在都还经常把该片的dvd拿出来重温。任天堂预定8月2日在Wii上推出的可以体验潜水员生活的游戏《Forever Blue》也描绘了海底世界的风光(开发公司:ARIKA)。
 
 
画面上当然没办法和大成本制作的三维动画电影相比,不过由于图片比较小,也还看得过去(笑)。不过这个作品的可玩性在什么地方呢?如果只是在海底游来游去的话只怕也很无聊吧……

ps2近期两款经典

Posted: 04 Jul 2007 05:41 AM CDT

7月26日《Metal Gear 20周年Metal Gear Solid合集》
 
——突然发现预定7月26日推出的瞩目作品真是多啊:
7月26日【PS3】大众高尔夫5
7月26日【PS2】Metal Gear Solid合集
7月26日【Wii】马里奥聚会8
7月26日【Wii】机动战士高达:MS战线0079
7月26日【360】The Elder Scrolls IV : OBLIVION
7月26日【PSP】GTA自由城故事
7月26日【DS】太鼓达人DS
7月27日【DS】美妙世界(差了一天,勉强也算吧)
 
——以上游戏封面参见:
 
8月9日《最终幻想12国际版》

 

相关链接:
http://blog.sina.com.cn/u/4938f71b01000bxe
同样是“20周年”
http://blog.sina.com.cn/u/4938f71b01000bu0
开始玩《最终幻想12》了

Critical Reception: Tecmo/Team Ninja's Ninja Gaiden Sigma

Posted: 04 Jul 2007 05:36 AM CDT

This week's edition of the regular Critical Reception column examines online reaction to Ninja Gaiden Sigma, an upgraded PlayStation 3 port that critics are calling "an immersive action romp full of original challenges, incredible environments and interesting characters." Following its initial release in 2004, Ninja Gaiden for the Xbox was almost universally praised for its tight gameplay, and quickly gained a reputation as one of the most difficult games to be released in the modern ...

GameTap Signs Minnie Driver For Tomb Raider Re\Visioned

Posted: 04 Jul 2007 04:04 AM CDT

Turner-run PC game subscription service GameTap has confirmed that actress Minnie Driver will be voicing Lara Croft in the company's Tomb Raider Re\Visioned animated series, which debuts July 10th. According to a Hollywood Reporter article, Driver will voice the entire Tomb Raider-themed first season of the show, which features, among others, Aeon Flux's Peter Chung interpreting Lara Croft in animated style. Among others enlisted to contribute for the first season of Re\Visioned are Jim Lee, ...

The China Angle: Two IPOs And A Licensing Deal

Posted: 04 Jul 2007 06:00 AM CDT

In Gamasutra's latest China Angle column, Pacific Epoch's Shang Koo looks at two MMO operators - 9you and Perfect World - seeking new legitimacy with overseas stock market listings, and looks at the future for Shanda and Tecmo's recently announced Dead or Alive Online. Summer Graduation After more than two years of inactivity, China's online game industry will send two more companies overseas for stock listing. Shanghai based Nineyou (9you), the operator of popular online ...

Majesco Reveals Full E3 2007 Line-Up

Posted: 04 Jul 2007 05:18 AM CDT

Publisher Majesco has revealed its line-up for next week's E3 Media Summit in Los Angeles, headlined by Wii titles such as Blast Works and Furu Furu Park, and also including Xbox 360 title Kengo: Legend of the 9 and a large number of casual-oriented DS games. The company is particularly highlighting Blast Works: Build, Fuse & Destroy for the Wii, explaining of the recently announced title: "Developed by Budcat Creations and based on the popular ...

人心不古,穿啥玩意儿都是意淫而已

Posted: 04 Jul 2007 08:50 AM CDT

我怎么就没见同样注重传统的大和民族给学生弄身“在保留和服主要特点的基础上”的学生服?

http://news.163.com/07/0704/20/3IJ7STJH000120GU.html

    人心不古,穿啥玩意儿都是意淫而已

    Posted: 04 Jul 2007 08:50 AM CDT

    我怎么就没见同样注重传统的大和民族给学生弄身“在保留和服主要特点的基础上”的学生服?

    http://news.163.com/07/0704/20/3IJ7STJH000120GU.html

      Microsoft Claims Monthly Double-Digit Growth For Live Marketplace

      Posted: 04 Jul 2007 05:12 AM CDT

      In a new report, officials from Microsoft have claimed that revenues for Xbox Live Marketplace have been growing by "double-digit figures" each month since its introduction, though the company is still reticent to release actual sales figures. The article focuses on the availability of video and movie content via the service, with providers such as Paramount, New Line, Warner Bros., MTV, CBS, A& E and ABC all offering downloads. The service is currently only available ...

      Australian Industry Demands More Government Support

      Posted: 04 Jul 2007 04:53 AM CDT

      Representatives from the Game Developers Association of Australia (GDAA) have called upon the Australian federal government to give the industry the same 40 percent tax rebate which it currently grants to the film industry. GDAA president Tom Crago and CEO Greg Bondar have described the Australian games industry as suffering "a serious fiscal inequity and imbalance" compared to the film and special effects industry. They have called for the Australian government to recognize the economic ...

      [GBT小组][侠盗猎魔][游侠简体中文/英文][绿色版][1.46G][ACT][7/4][长期] (大小:1.46G 人气:14 下载:2 完成:- 种子:-)

      Posted: 04 Jul 2007 08:59 AM CDT

      发布简介:P中文名称:侠盗猎魔英文名称:Manhunt游戏制作:Rockstar Games 游戏发行:Take- Two Interactive Software 游戏语言:简体中文/英文游戏容量:1.46G游戏平台:PC� 蜗防嘈停篈CT官方网址:http://www.rockstargames.com/manhunt/发布时间:2007.7. 4Quote: (一)版本说明及安装说明:1、本版是按照CD的容量制作的
      下载地址:http://gamebt.ali213.net/download-spot-1-273.html

      The Witcher IGN preview

      Posted: 04 Jul 2007 09:32 AM CDT

      Last Fall The Witcher developer, CD Projekt, finally picked up a publisher, Atari, for their open-ended single-player role playing game, The Witcher. Based on the fantasy series of novels by Andrzej Sapkowski's ,the game version picks up after the events...

      Continue.

      7月4日

      Posted: 04 Jul 2007 08:22 AM CDT

      四年前的今天,爸爸在送我去重庆的宴会上,对大家说,他知道我为什么选择今天离家。
       
      因为今天是美国独立日。
       
      四年过去了,我好想写一篇长文,来回顾自己这四年来走过的路。然而我突然发现,这四年,与大学四年不可分割,大学四年与高中三年不可分割,高中三年与初中三年不可分割……
       
      从生命中的某一天某一刻开始,我们开始变化,一天天的,不觉得有什么改变,一年年的,也不觉得有什么改变,直到一个不知名,没有征兆的夜晚,我们完成了这场变化。这个时间段不可能正好是四年,或者四十年。
       
      ——————————————————————————————————————
       
      我的老朋友,菲兹杰拉德告诉我,“你应当把你的故事写下来。”
      “你是说,我所有的故事吗?”我感到一阵害怕,因为我经历过许多,见到过许多,也许“不该写下来”的事情。
      “随你的便,捡你觉得最精彩的去写。”菲兹杰拉德从他的书里把头抬起来,右嘴角撇了撇,“当然,你要虚构一些事情,打乱故事原本的顺序。”他停了停,瞪了我一眼:“没人喜欢看传记,特别是自传。”
      我赶紧把《夜色温柔》合上,这个老鬼,他倒是可以在虚构和现实中穿梭不停。可我的故事,该从哪儿说起,到哪儿结束呢?
      问题的关键是,我的故事一点也不精彩,说真的,想起来它们,反倒让我有点无精打采。真的,过去的时光,在你心情好的时候,回忆起来,会感觉处处金光闪闪,但当你神情沮丧,落落寡欢,怎么看那些日子,就怎么不顺眼。菲兹杰拉德说得对,应该运用虚构的办法,减轻自己的心理压力。不过,这种办法,却不会让自己感到更好受些。除非你想把故事说得更加传奇,噢,它原本就是传奇。

      暴雪编年史NO2

      Posted: 02 Jun 2007 06:46 AM CDT

      看着自己的同事们一直拼杀在游戏设计的第一线,此时早已是公司总裁的阿德汗再也坐不住了,抑止不住的创作激情让他毅然放弃了自己的职务,转而投入到了真正的游戏开发中去。但是此时在暴雪的内部,也许没有一个人会想到《星际争霸》会产生怎样的蜕变。 ...

      BLZ

      Posted: 11 May 2007 07:34 AM CDT

      暴雪觉得自己应该做点什么了,在被著名的游戏发行公司Davidson & Associates收购之后,艾伦和迈克所领导的暴雪已经完全成为了一间专业的游戏设计室。时间已经到了1994年,此时的Westwood已然如日中天,《沙丘》更是牢牢占据着全世界玩家的硬盘,暴雪悄悄 ...

      Curse of the Ring of Death

      Posted: 04 Jul 2007 06:12 AM CDT

      Ring_of_death There is a curious tale told on 1UP about Justin Lowe, the dedicated gamer hobbyist who owns and enjoys many consoles, including both a PS3 and an Xbox 360... in fact, its his twelfth 360, as the first eleven all failed:

      He purchased his first machine a month after the console launch, but, since then, Justin has not had a working system for longer than a month or two. The list of problems is almost comically large: three red lights of death, two with disc read errors, two dead on arrival, several with random audio and video-related issues and one that actually exploded.

      Even though it is possible there is some environmental issue contributing, I'm inclined to believe, on the facts as presented, that Microsoft bears the responsibility for this problem, especially given that none of his other consoles have given Justin a problem.

      Microsoft claim their failure rates are within or below the 3-5% industry standard range. Retailers claim the rate is closer to 30%.

      A little mathematics can shed some light on this...

      • If the failure rate was 30%, the odds for Justin's Curse would be 1 in 564,503.
      • On the other hand, if the failure rate was 5%, the odds for Justin's Curse would be 1 in 204,8 00,000,000,000, or 1 in 204 billion (UK) - that's more than 1 in 200 trillion in US terms!

      There are 11 million Xbox 360's in the world. Which do you think is more likely?

      If Justin is an entirely unique case, that would mean we can estimate the failure rate of the console to be approximately 22.9% (the inverse of the eleventh root of eleven million). On the other hand, if  the retailer's estimate is correct, there should be roughly another dozen and a half people who have experienced Justin's Curse - Microsoft could tell us how many there actually are, but you can bet that they don't want to!

      The failure rate of the Xbox 360 is likely, on the basis of the evidence available, to be greater than 20% (1 in 5). More than that we can't say with any confidence. But it's certainly not the 5% that Microsoft would have you believe.

      【原创】舞街区游戏中的购物流程问题

      Posted: 04 Jul 2007 05:13 AM CDT

      文章内容尚未上传......立个标题先。有兴趣的话可以先研究一下。


      类别:默认分类 查看评论

      ShowWindow Function

      Posted: 04 Jul 2007 05:28 PM CDT

      from
      http://msdn2.microsoft.com/en-us/library/ms633548.aspx

      ShowWindow Function
      The ShowWindow function sets the specified window's show state.

      Syntax


      BOOL ShowWindow(         

          HWND hWnd,
          int nCmdShow
      );
      Parameters

      hWnd
      [in] Handle to the window.
      //窗口句柄

      nCmdShow
      [in] Specifies how the window is to be shown. This parameter is


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      Ireland College To Offer First Gaming Master's Degree

      Posted: 05 Jul 2007 08:05 AM CDT

      Dublin, Ireland's Trinity College, which already offers courses that teach students about the core technologies driving the game industry, has announced that it will offer a new master's degree in computer and video game technology later this year. According to a new BBC report, the degree aims to prepare students for careers in the gaming industry with a one-year postgraduate course covering disciplines such as graphics, artificial intelligence and real-time animation. The course, which is ...

      PhaseSpace Motion Capture Joins UE3 Partner Program

      Posted: 05 Jul 2007 07:52 AM CDT

      Representatives from motion capture firm PhaseSpace have announced that the company has joined Epic's Unreal Engine Integrated Partners Program giving developers access to the company's mocap pipeline that allows real time previewing within the in-game engine. PhaseSpace says its product pipeline improves on former workflow solutions that required revising and hand-adjusting data before importing into a game engine, allowing real-time previewing that reduces capture processes to "seconds, rather than weeks." The PhaseSpace system uses active ...

      Q& A: Chemistry's Pashley Makes A Bang With UE3

      Posted: 05 Jul 2007 05:34 AM CDT

      It was back in April that The Euro Vision caught up Ed Daly, studio head of Kuju Brighton, which, to highlight its focus on lifestyle games, had just been rebranded in the provocative form of its potential audience, one Zoe Mode. (She can currently be seen - Nintendogs DS in hand - wiling away her time on the beach.) Yet with four studio locations, Kuju's plan was always to roll out separate marketing messages across ...

      ELSPA Praises UK Leader's Copyright Stance

      Posted: 05 Jul 2007 08:32 AM CDT

      The Entertainment & Leisure Software Publishers Association has applauded remarks made by Conservative Party Leader David Cameron addressing the challenges of copyright theft in the UK and calling for a more robust intellectual property framework. Speaking yesterday during the AGM of the British Recorded Music Industry, Cameron said that copyright theft in the UK takes place on a massive scale and is a major detriment to IP investment, innovation and creativity. He also noted that ...

      European Online Games Ratings System Unveiled

      Posted: 05 Jul 2007 05:24 AM CDT

      Officials have announced an extension of the PEGI (Pan European Game Information) rating system for games to cover online gaming via consoles, PCs and mobile phones. The PEGI system is currently used for all offline retail products in the UK and Europe, often in conjunction with other local ratings systems. The new PEGI Online scheme has been developed over a period of eighteen months and will see publishers adding a new logo to the packaging ...

      Sales Rise 74 Percent At UK Retailer GAME

      Posted: 05 Jul 2007 05:07 AM CDT

      Officials from UK based international retailer GAME Group have announced details of the first twenty-two weeks of the company's financial year, in which sales have increased dramatically over the same period last year. For the twenty-two weeks ended June 30th, total Group sales rose by an impressive 74.1 percent with like-for-like sales up by 45.6 percent - excluding results from new acquisition Gamestation (which has still yet to be approved by the UK Office of ...

      Super Robot Wars Ignites Busy Japanese Charts

      Posted: 05 Jul 2007 05:08 AM CDT

      After weeks of seasonally low sales, the Japanese sales charts has burst into full life, with even titles at the bottom of the top ten selling around 30,000 units each. The top selling title, though, is a PlayStation 2 remake of the two Super Robot Wars: Original Generations games first released on the Game Boy Advance, with an impressive 346,000 units sold. As with other titles in the franchise, which celebrates its fifteenth anniversary this ...

      Microsoft Plans October 360 Elite Launch For Japan

      Posted: 05 Jul 2007 07:07 AM CDT

      Microsoft has confirmed that it will release the Xbox 360 Elite, which includes a 120GB hard drive, a high-definition multimedia interface (HDMI) port, a high-definition cable, and a premium black finish, in Japan on October 11. According to a Reuters report, Microsoft will debut the console in the region for ¥47,800 ($390), a significant discount from the $479 price carried by the console in North America, where the Elite debuted in April. The regular Xbox ...

      Ghostlight, Chemistry Announce To End All Wars

      Posted: 05 Jul 2007 06:07 AM CDT

      UK-based publisher Ghostlight has announced To End All Wars an Unreal Engine 3 powered World War I trench warfare first person shooter in development by Chemistry (formerly Kuju Sheffield) for a summer 2008 release on the PlayStation 3 and Xbox 360. Ghostlight says the title will deliver "unrivaled atmosphere and realism" to the FPS genre, with period locations "recreated in lavish detail" and authentic weaponry, uniforms and style. The title is the first game announced ...

      EA Unveils Wii Exclusive Family Options For EA Sports

      Posted: 05 Jul 2007 06:07 AM CDT

      Publisher Electronic Arts has announced "Family Play," a new option exclusive to its forthcoming Wii lineup of EA Sports titles it says will 'level the playing field' and allow players of all skill levels to compete in Madden NFL 08, NBA Live 08 and FIFA Soccer 08. The Family Play system will utilize only the Wii Remote and will debut in the above titles as an option before each multiplayer game, with advanced combined Wii ...

      老郭 采购记

      Posted: 05 Jul 2007 09:33 AM CDT

      (这是模拟某个用户使用某个电子商务网站的情景。)

      老郭原名郭仲详,今年42岁。大专学历,大学期间曾是学校足球队主力,但以多年不踢。
      现为山东二建集团某分公司的采购部主任,从事建筑行业多年,对市场行情较为熟悉,处事精明、为人事故。
      老婆为某大学副教授,有一独子上初中三年级,很顽皮经常逃课。当初为了帮助儿子的学习老郭给家里买了一台电脑,还接入了ADSL宽带,谁知道现在儿子现在经常玩网络游戏不顾学习。
      老郭兄弟二人,父母均为退休工人,家庭殷实。父母与弟弟、弟媳住在一起,弟弟在某互联网公司任网站构架师,34岁。
      加上秘书和一个文员,老郭的办公室是三人公用。办公室有两台公司给配备的电脑,宽带接入。
      老郭对计算机和网络都不是很熟练,有时会上网看看国际新闻和足球新闻。偶尔会用电脑打一些简单的文件,打字也很生疏。
      老郭没有接触过电子商务,没有任何网上购物的经历。


      老郭的主要工作是负责分公司所有建筑建材的采购,平时采购交易都很麻烦,经常出差在外。
      老郭经常听弟弟说现在的电子商务已经很成熟了,通过网上交易可很大程度的提到效率,很多大集团公司的采购都是在网上进行的。
      最近儿子快要中考,需要在家帮助辅导功课没有太多时间总是出差。老郭决定学学怎么通过网络做采购,他想改进自己的工作状况,也想减少出差时间在家照看儿子。


      情景一:
      某天,老郭请弟弟下班后过来家里教教自己如何使用网络采购建筑材料。
      小郭(老郭弟弟)下班后来到哥哥家里,蹭了顿不错的晚饭后开始教老郭如何上网采购建筑材料。。。

      小郭直接打开了xxx.com,并让哥哥一定要记住这个网址。
      老郭说”我最近要采购一批’复合管’你就帮我找找这个吧’”,”没问题”小郭爽快答应。

      进入网站后小郭很快发现了顶部的”我要买”导航信息,
      在”我要买”的”供应信息分类”里,找到了”建筑、建材”,点击链接进入,
      在”建筑、建材”的页面里,小郭很快发现了”管件、管材”,点击链接进入,
      在”管件、管材”的页面里,小郭看到了哥哥需要的”复合管”分类,点击链接进入,
      进入”复合管”的供应信息页面,小郭让老郭看看有没有需要的信息,
      老郭惊喜的发现信息列表的第二条,”"贝根牌”内筋嵌入式衬塑钢管”正式自己过几天要去采购的材料,连牌子和公司都一样… 小郭点击链接进入该信息的详细页面,看到了它的供应商介绍、联系方式、产品说明、详细参数、已经该公司销售的其他材料。

      小郭让老郭看了一下商品的图片和介绍,又看了一下这家供应商的”信誉指数”和供应商对应的”论坛”。发现所有信息都非常满意。
      老郭让小郭看一下价格,效果点击”查看报价”,提示”需要注册才能查看”。

      小郭帮老郭注册(在此只模拟采购任务,注册是另外一个任务)了一个帐号,注册后发现返回了”我的管理页面”。
      于是小郭点开了IE浏览器的”返回”项,选择了注册之前的那个名为”"贝根牌”XX网站 内筋嵌入式衬塑钢管”的页面。
      再次点击”查看报价”,
      老郭发现这个价格和自己拿到的价格一样,

      老郭让弟弟再去看看还有没有其他同样销售这个产品的厂家,
      小郭点击了顶部面包屑导航(”首页 > 信息库 > 建筑、建材 > 管道系统、管件管材 > 管材 > 复合管”)的”复合管”,
      在”复合管”的供应信息页面,老郭继续发现了几家同样的供应商,逐个进入对比产品和价格,

      一个小时候老郭对比了近20家供应商的产品信息,决定发现了三家的材料都不错,而且价格似乎都比现在和自己接触的那几要好,

      这时已经将近晚上11点,小郭帮老郭把这个最满意的供应信息都加入了”商品收藏”,以备老郭明天上班分别和联系再详细了解一下。


      情景二:
      第二天老郭来到公司,死活想不起来这个昨天弟弟告诉记得的那个网站地址是什么,于是打电话给小郭,
      效果告诉了老郭网站地址,并让他再次记下来了用户名和密码,同时吩咐老郭”进去后先在首页的右边登录,登录之后进入”我的管理”可以在那里看到”我的商品收藏”, 就能找到昨天咱们发现的那几个供应商了”

      老郭按照弟弟的吩咐找到了昨天晚上找到的三个供应商,通过电话和他们做了详细的了解,最后和其中的某个达成意向,下了订单…


      情景三:
      这天老郭需要再次采购一批”玻璃胶”,可以往并没有结果过这样的供应商,
      如是老郭想起了上次采购’复合管’的那个网站,…

      情景四:



      通过以上这些情景故事,你是否发现了很多设计中的问题?以及流程的问题?是否发现了一些我们还没有满足的用户需求?
      比如,老郭在要看”报价”的时候网站提示要注册,注册后却又不能返回要看报价的那个页面, 只能通过系统的”返回”..
      再比如,效果在查找这个分类的时候走了5级才找到具体的类别,
      等等….

      转载请注明出自UCDChina.com,谢谢。

      相关文章

      Frayed Knights Dev Diary: It's All in the Details

      Posted: 05 Jul 2007 11:47 AM CDT

      This week included camping and Independence Day celebration, so indie game development this week was a little on the slow side.

      So there I was, trying to clean up combat, animate the bad guys properly, and I noticed on my fairly beefy machine (a dual-core AMD 3800+ machine with a gig of RAM and a pretty decent video card) that the framerate noticeably crawled when all four bad guys were on the screen at once. This wasn't so noticeable inside the dungeon itself, but when the portal was in view (with all the trees and outdoor geometry) it was painful.

      Hmmmm... and I'd intended to have as many as twelve enemies at a time. This could be a problem. My best suspect was the sheer number of polygons. A quick analysis of the skellies (I'm using the DrewFX Skeleton Pack) in the ShowTool made me realize the problem.

      Details, Details
      In 3D games, there's this thing called Level-Of-Detail (abbreviated LOD). This is where a model actually has several different detail levels, and the game picks which one to display. Traditional LOD, which the Torque Game Engine uses, bases the detail on the distance from the camera (or - in Torque's case - the actual size of the model on-screen. Which is kinda cool). There's just no sense in having a detailed 5,000 polygon model for something that is only taking up 20 pixels of screen real estate.

      There's another form of LOD sometimes called "Dynamic LOD" or "kLOD" which renders the detail levels of everything on the screen based on framerate. So if things start slowing down, the game will "dial down" the detail level on everything to improve performance. Unfortunately, Torque doesn't have this (that I know of), and doing it right usually requires some standardization across all of your 3D assets.

      Since all four skeletons are front-and-center, they were all appearing at the highest, or near-highest, level-of-detail. This introduced somewhere around 12,000 extra polygons to the scene. And of course, there were the swords, too.

      That might explain a slow-down. The next thing I tried to do was to find out if there was a way to force the skeletons to a particular level-of-detail. Methods exist in the Torque Game Builder (TGB - formerly Torque 2D) to do this, and a similar method existed for structures. But for DTS (Torque's format name for generic meshes) objects? I remembered playing with the slider bar in the old Torque demo to see the progressive LOD changes in Kork, so I thought (and still think) such a beast may exist, but I could find nothing documented. Nor did anybody on the forums know anything about it. Nor did digging through the source code.

      So I rolled my own. A process which took less time than I'd spent trying to find the answer in the first place. I simply added a variable to ShapeBase, and caused the rendering loops in ShapeBase and Player to override the results of the normal L.O.D. call with this value if it has been set to a positive or zero value. Of course, nothing is this simple with engine-level changes. Besides making sure the variable was initialized properly, and accessible in C++ code, I also had to add console functions to access it via TorqueScript, and to pass it from server to client.

      Unfortunately, the Skeleton pack skeleton's lowest LOD still clocks in at around 1800 polygons - still pretty beefy (and pretty awful-looking close-up, I might add). I was still noticing the framerate hit, though not as badly. Then I took a look at the sword.

      Now That's a Big Sword!
      I had to modify the weapons (from the Tridinaut Medieval Weapons Pack) once before to fix the pivot point so they wouldn't mount above the skeleton's hand. This took an import, as almost nobody likes working with Blender (even though it's... like, you know, FREE and stuff). I'd imported from another format --- always a chancy operation --- and either through a fault in the import or my own stupidity, I'd lost the level-of-detail information and only exported the sword at the highest LOD. Which clocked in at over 450 triangles. To make matters worse, I'd neglected to turn off double-sided polygons, which doubled the final poly count in-game to over 900 polygons. So the four swords were contributing nearly an extra 4,000 polygons to the scene.

      Add that to the mess of LOD-less trees and so forth in the forest visible through the portal. Ouch. I'm still not convinced that tells the whole story, but by fixing the swords and forcing the skeletons to a passable (but not the lowest) LOD, I've lessened the problems. I'll need to go back and see if I can re-import the weapons with their detail level information intact.

      And a Dash of Gameplay on the Side
      On the less technical side, I implemented resting. Not taking-a-nap-in-the-dungeon resting, but pausing during combat to catch one's breath and regain endurance. I've changed some UI elements around to make combat less irritating to play. Under construction (but not complete as of the time of this article) is a system to "advance" the ranks of monsters if an entire rank in front of them have been wiped out.

      In case you are interested, here are my goals for the month of July:
      • COMBAT SYSTEM - spells, feats, more advanced AI (which use spells & feats, and recognizes the "ranks" within the player party)
      • Interactive Object system
      • Modeling of the first 3 areas of the test dungeon *complete*
      • Revised Movement System
      • Pick Up Treasure
      • Drama Star System - Star Point Acquisition
      • First Five Minutes of Gameplay.... COMPLETE!


      Chatter Away on the Forum!

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

      Rampant Games: Games With Personality!

      Our Newest Games: Virtual Villagers 2 Chicken Invaders 3

      NPD offers a new gamer demo study

      Posted: 05 Jul 2007 12:05 PM CDT

      I blogged about the original pass of this study. Now there’s an update. It’s focused on gamers specifically, and it looks like it was a pretty deep study — over 11,000 folks surveyed.

      • Avid PC Gamers: 33%. 13.6 hours a week mostly on computers, and buy 1.4 titles a quarter.
      • Secondary Games: 22%.  6.8 hours a week, again mostly on computers, and buy 0.8 titles a quarter. Only a third of this group owns a PS2.
      • Avid Console Games: 20%. 10.7 hours a week, and they own 1.6 consoles and 0.8 portable platforms. 1.9 titles a quarter.
      • Mass Market Gamers: 15%. 8.9 hours a week, mostly on PS2 and PC. They own 1.8 consoles — more than avid console gamers, probably because they don’t sell their old consoles for store credit. :P
      • Casual Kid Gamers: no % given. Kids 6-12, owning 1 console and 0.5 portables (which doesn’t match the kids I know, all of whom have Gameboys of some stripe). Just 3.6 hours a week of playtime, probably because of pesky parents. 0.8 games per quarter.
      • Heavy Gamers: 2%. 39.3 hours a week, mostly on 360 and Wii. Own 2.8 consoles and 1.9 portables. And they buy 13.1 games a quarter, or around 4.5 a month.

      The entire core “game industry” is of course based on those 2%. And given the revenue stream, it’s easy to see why.

      Of course, if you make a game that manages to click with an assortment of these segments including heavy gamers, and then apply tiered pricing so that the Heavy Gamers are monetized 10x more… you clean up and get the best of both worlds. And that is why the item sales model is so attractive to so many publishers.

      One thing that sticks out is that the Mass Market category isn’t all that mass market for the industry right now. In fact, the “big game” is actually PC gamers of the two sorts, which account for half the entire gaming market, and can be monetized at least once a quarter. But at that sort of volume, there’s plenty of opportunities for other sorts of revenue streams, such as ads. The size of this segment bodes well for all the web-game startups out there now, especially if they design for their market.

      Postmortem: Deadine Games' Chili Con Carnage

      Posted: 05 Jul 2007 11:00 AM CDT

      Not every project goes according to plan, and even Deadline Games' tongue-in-cheek PSP exclusive Total Overdose adaptation Chili Con Carnage wasn't without its lessons learned. In this exclusive Gamasutra postmortem, producer and game director Søren Lund reflects on the successes and pitfalls of this unique project.

      移植mono和Lazarus是龙芯电脑要想取得成功必须做的事情[转载]

      Posted: 21 Jun 2007 09:57 AM CDT

      XNA后面还要单讲!)为什么不用呢?RAD语言的使用者,比精通c++的人多得多,.net的类库比java的类库要好用的多(包括asp.net比jsp先进一代:即把逻辑代码和页面html分离,mono自带的asp.net服务器就能够很好的运行asp.net2.0,更何况mono和阿帕奇配合更能够 ...

      擦肩而过的<b>XNA</b>

      Posted: 13 Mar 2007 09:55 AM CDT

      今天Linkin在群里提到了XNA,于是搜了下载点和相关论坛. 虽然最后以我没有安装VS2005 Express Edition而无法安装XNA而收场(微软这都是哪门子的毛病啊?) 但粗略了解了XNA的功能以后,对于它潜在的实力也有所动心. XNA是微软开发的一个基于.net ...

      一封婚后感人情书

      Posted: 23 Mar 2007 12:29 AM CDT

      老公: 点起一根烟,坐在电脑前,不知道该和你说些什么。 十一年前我认识你,那时候我还是个只懂得浪漫的小女孩。认识你在师范大学的歌厅里,你不是最惹眼最帅气的男孩,我也不是最出色最漂亮的女子。记得那天你喝了很多酒,走到我跟前说请我唱歌,我本能 ...

      《宝贝坦克》内测客户端

      Posted: 04 Jul 2007 09:21 PM CDT

      《宝贝坦克》内测客户端
      据调查,在《宝贝坦克》韩服与国际服,女性玩家比率一直保持50%以上,是当之无愧的网游女儿国,因此被海外玩家冠以“美女网游”的荣誉头衔。中国服务器6月29日中午12点正式启动开放性内测!在即将到来的炎热夏日,敬请MM玩家与广大男同胞一道享受《宝贝坦克》的清爽沁凉。
      宝贝坦克官网 : http://tank.moliyo.com/

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      《模型火车3D》(Model Train 3D)硬盘版

      Posted: 04 Jul 2007 08:21 PM CDT

      《模型火车3D》(Model Train 3D)硬盘版
      转自sharevirus
      游戏中文名:模型火车3D
      游戏英文名:Model Train 3D
      游戏发行商:Abacus Software
      游戏开发商:Abacus
      游戏类型:列车模拟类
      游戏语种:英文
      游戏容量:1CD
      游戏平台:PC
      官方网址:www.abacuspub.com
      【游戏简介】
      《模型火车3D》是一款用来模拟模型火车运作和设计的PC游戏。游戏将提供一份相关的配件和附属物的“购物清单”供你挑选,你可以设计建造自己的模型火车。《模型火车3D》再现了一些主要的模型火车和附属产品,你可以用它们造出自己的桌上小火车。玩家可以方便地架设轨道,或设计建造自己的模型,并通过官方特设的网页与其他用户交流。
      游戏特色:
      支持所有主要的HO和其他制式生产商的轨道系统。
      34个铁路计划立即就能使用!
      超过60个火车头(蒸汽、内燃机和电力),以及大量的车厢和煤水车,产地包括美国、荷兰、比利时、法国乃至卢森堡。
      2D和3D渲染。
      完善的轨道系统:直轨和弯轨、联轨点、转辙器、交叉转辙器……
      3D重建的地形、建筑等等。
      可控的转辙器和车速。
      在3D模式中驾驶火车。
      可以增加自己的摄像机,并设置它的拍摄角度。
      把你的轨道/设置/设计记录成AVI文件以便演示。把所需的所有零部件清单打印出来。
      新的改进界面。
      新的内容:模型和对象。
      内容的导入和导出。

      官方特设的网页上有更多内容等候玩家的探索。
      【游戏截图】



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      《水仙》(narcissu)[简体中文]

      Posted: 03 Jul 2007 08:08 AM CDT

      《水仙》(narcissu)[简体中文]
      英文名:Narcissu
      中文名:水仙
      开发制作:STAGE NANA
      汉化发行:KEY FANS CLUB(STAGE NANA授权汉化,非商业物)
      发行时间:2005年12月31日
      游戏类型:AVG(说白了就是带有剧情选择CG&BGM的电子剧本)

      配置要求:
      OS: Windows 95/98/Me/2000/XP等
      CPU:Pentium® 500MHz以上
      RAM:96MB ,XP 256MB
      HDD:2.5GB以上
      GC: DirectX 5.0以上(640 x 480 24/32bit)
      SC: 支持DirectSound或者与其100%兼容的声卡

      游戏介绍:
      现代,黯淡的气息,即将面对死亡的男女主角。
      当初是由於看到本作在ErogameScape上的评价不错,加上又是个免费游戏,於是二话不说便找了来玩。
      这是我第一次如此迅速玩完一个游戏(如果本作可称为游戏的话)。从知道这个游戏是free game而下载到玩完整个剧情,总共只花不到半天的时间,连自己都感到有些惊讶XD。
      平静,或许可以作为我对narcissu的一个註脚。在游戏的两小时中,2位主角几乎没有太过明显的情绪起伏,只是淡然地面对「死亡」这件事。因此,故事中没有声嘶力竭的哭喊,也没有令人肝肠寸断的临别感言,更没有扭转情势的奇蹟。玩家(说「读者」比较贴切)只是静静地看着setsumi走完人生的最后一程。
      当一个人活着只是在等待死亡时,那会是什么样的感觉?setsumi 8年来反覆地入院、出院,甚至2度住进象徵「等死」的7F。如同她自己所说的,对她而言,时间早已静止,心也早已封闭。从最初开始,她就不抱着任何的希望。因为当期望无法实现时,那种绝望会更加痛苦,与其这样,倒不如刚开始便放弃了。
      於是,setsumi总是将「没什么」(别に)掛在嘴边,不在乎周围的一切,只是平静地活着。可以说setsumi从八年前便放弃了自己的生命。
      从故事的叙述可以感受出setsumi有自杀的念头。只是令我感到好奇的是,为何那么多年来,她都不曾这样做?所以,我不认为她并不在乎周围的一切,她只是害怕承认自己在意的这个事实。她是被动的,期待被救、期待被了解,但因为害怕受伤,所以选择漠不关心、逃避一切。
      整个故事的重头戏在主人公与setsumi长达900km的旅程。这也可以视为一个转机,让选择逃避的setsumi重新面对自己的人生。最初两人只是因为不想留在医院与家里因此决定离开,然而却因此找到了新的生存目的—到淡路岛看narcissu。故事中有一幕让我印象深刻,当两人决定要到淡路岛后,又在一处湖边休息,这时setsumi又像前次一样,走向水边问主人公如果她就这样走入水中,主人公会不会阻止她?而主人公的回答是,因为我知道我们要到淡路岛去,所以妳是不会就这样走入水中的。当人生有了目标时,生命的意义就因此浮现。
      到了淡路岛看到成片的narcissu时,setsumi的目标达成了,而在这时,主人公终於听见了setsumi真正的心声。其实,setsumi后悔了,后悔自己为什么从一开始便选择放弃,只是这一切都已经太晚了,setsumi悔恨的泪水,可以说是本作情绪起伏最明显的桥段。
      而最后,当目标已经达成,而没有新的、想达成的目标时,生命也渐渐走向尽头,因此,setsumi还是走向了自杀。只是与过去的她有所不同的是,她能带着些许幸福的记忆与笑容离开。整个故事就这样平静地结束。
      结束900km的旅程
      结束两人15天的旅程
      也结束setsumi 22年的旅程
      最后,我认为setsumi也好,主人公也好,之所以讨厌医院和家,或许就是因为他们的特别吧!由於他们是生命所剩无几的病人,所以大家对他们的态度都变了,他们已经无法再跟正常人一般地生活。7F便是他们与一般人不一样的象徵。可是实际上,他们却还是渴望能有一个跟普通人没两样的生活。因此,唯有将setsumi从特别带入普通,我们才能看见真正的她,以及真正的笑容。而这些是只有将她视为普通女孩子的主人公才能看到的。不然,对於大多数的人来说,setsumi不过是个久病厌世的自杀者,甚至只是一年35000个自杀者之一罢了。我无意评断setsumi最后的决定是否正确,也无意讨论本作是否蕴含社会批判,我只是单纯从故事中得到一些感动,也看到了一些希望。
      narcissu与其说是游戏,倒不如说短篇电子小说。与商业作品不同的是,故事单纯却深刻。没有华丽的CG图,没有庞大的世界观设定,没有背负宿命的主角,更没有意有所指的说教。只是平静地描述一个平凡女子最后的人生旅程。这样的故事并不特别,然而却很真实。
      (转自:澄空学园)
      游戏截图:游戏截图故意未放出人物(一共也就没几张有人物图……)





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      Jul 6, 2007, 2:05:35 PM7/6/07
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      《上旋高手》(Top Spin)硬盘版

      Posted: 04 Jul 2007 03:31 AM CDT

      《上旋高手》(Top Spin)硬盘版
      周一到六8-17.5时在DS1-2/BB9 HIGH ID 做源发布! 游戏类型:SPT
      找了这个硬盘版粉久了,但都没找到,连PRTTI都没有,只好自己制作一个了.
      把整个文件夹解压到C:\Program Files后运行setup.bat等几分钟就装好了!最好先用Luncher设置一下操控才开始玩!
      制作时试过把整个文件夹压缩,但压了好多晚通宵都没法压缩到自己1G的SD卡,终于把文件分开压缩就OK了.
      不知道配置如何, AMD3000+,512m内存,128M ATI X200显卡玩起来有时会象慢动作一样!毕竟这配置玩VT3都不卡了
      配置要求:
      操作系统: Windows 98/SE/Me/2000/XP
      处理器: Intel Pentium III 1.0 GHz 或 AMD 1.0 GHz 或更高
      内存: 256 MB 或更高
      CD-Rom: 4速 或更高
      显示卡: NVidia GeForce 3 或 ATI Radeon 8500 或 同级显示卡 或更高(注意,已证实不支持MX440!)
      声卡: 全部兼容DirectX 9.0 (或更高) 的声卡.

      【游戏简介】(转自太平洋游戏网)
      当我们在称赞一款游戏画面出众时,用的最多的一句话或许就是“CG品质”了。让即时演算的游戏画面达到CG标准,确实是玩家以及游戏开发者们共同的梦想,然而事实上真正能够达到CG品质的游戏画面确实不多。这款《TOP SPIN》就是当之无愧的“CG级”画面表现了。
      作为网球游戏第一大作,《TOP SPIN》公布之时就以其卓越的画面表现吸引了广大玩家的注意。而此次公布的该作高完成度游戏画面又精进了一个档次,不管是人物建模、衣服纹理、光影效果等方面都展现出完全的CG感觉,人物皮肤上柔和的反光更是以往CG动画独有的效果。XBOX不愧是机能最强啊!另外除了华丽的画面表现外,游戏本身品质也十分优秀。  
      游戏中收录了网坛16位超级巨星,从游戏的画面中大家可以看到这些明星们逼真的熟悉面孔。另外玩家还可以育成自己的“网坛新星”,游戏中的扣杀、高球、切球等动作极其逼真而球场的质感更是令人称奇,细节刻画非常认真。该作可说是世嘉“实况网球”系列的最强对手了。

      TOP SPIN上旋高手中级上手心得转自:游侠
      TS是款非常强的网球游戏。其最大的魅力就是高拟真。这点《VR网球2》也无法比拟(没出的VR网球3不于评论)。如果你喜欢有绝招的网球游戏。那么TS不适合你。可以玩PS2的网球王子。
      在TS里。你能真切的感觉到拍子在击打到球的那一瞬间,细腻的动作对整个场面的巨大变化。
      既然是高拟真。就有比其他网球游戏更繁琐的系统。光是发球。都有非常复杂的方法。
      网上所能找到的仅有的TS文章都是XBOX版本的。PC玩家看起来很不方便。而且实在不敢恭维笔者的文字表达能力。所以在此写下此篇心得。不过在此还需要引用以为友人写的网球资料。不过已经查无原创作者了。所以不能注明。在此感谢下啦。
      希望能让跟多人领会到TOP SPIN的魅力。
      一、基础
      基础基础再基础,只有扎实的基础,才能有成长潜力。
      1、键位
      TS里一共有6个击打方法,分别是6个键位。这比起一般网球游戏来说是多了不少。所以让很多人一开始玩很不适应。
      打开SETTING的键位设置。我们能看到。除了下面4个和方向键外。上面6个全是击打方法。可以自己设置。从上到下对应键盘的默认是Q、W、E、A、S、D。我们就以默认的来讲解下。
      Q: Safe/validate (平击/确定键)
      平击:也叫安全球。是一种实用保守的打发。也是网球的最基本。击打时拍子几乎垂直地面,击打球的正后部。同样的力量,平击打出去的球速度最快。落地后前冲力大。球飞行路线比较直。新手容易掌握。可用于打高速球对角等很有把握的时候。不过对球的控制性较差。高手之间的较量,非常讲求对角度,落球点,和落球后的冲力等方面的控制。所以高级的比赛中就用得比较少。
      建议新手可以先用这个打。保证稳定。
      W:Lift/Cancel (上旋球/取消键)
      上旋球:英文就是本游戏的名字。TOP SPIN。也叫LIFT。最明显的效果是球的落地点非常接近内线。上旋球是一种非常有技巧而且实用的打发。对球的控制性非常好。正拍上旋球是球拍自后下方向前上方挥动摩擦整个球体产生球由后下方朝前上方转动,故叫做上旋球。这种打法是在击球时,加大向上提拉挥动的幅度,使球产生较为急剧的上旋。上旋球的特点是飞行幅度高,下降快,落地弹起的反射角度较小,前冲力较大。打上旋球最大的(优点)是便于加力控制,是正拍击球中既能发力重大,又能控制进入场区减少失误的击球方法,由于是在快速跑动调整精确的击球点很难,而上旋球者有较大的把握性,其他击法容易失误,另外,正拍上旋球的飞行路线呈彩虹状,过网后有急剧下降的特点,可以打出短的斜线球,把对方拉出场外回击取得主动。上旋球还是破坏对方上网的有利武器。较低的上旋球落在对方上网人的脚下,使其难于还击。
      它的适用时机有以下情况: (1) 有较充裕的击球时间; (2) 用以还击反弹球; (3) 用强烈上旋球对付上网的运动员; (4) 用带有一定上旋的球,拉短而浅的斜角球
      E:Silce/Change outfit (下旋球/换装)
      下旋球:也叫削球。效果是球的落点非常深,也就是非常接近地线,球速相对比较慢。击球时,球拍稍向后倾斜,挥拍是由后上方至前下方打球的后下部产生下旋转,球是由前上方向后下方旋转并向前飘行,过网时很低,落地后弹起也很低并伴有回弹(走)现象,下旋球的落点容易控制,也可以打对方的深区,常用于随击上网,可以协调连贯地把随击与上网结合起来,利用球的飞行时间和深而准的落点冲至网前截击;也可以做为变换旋转和节奏的打法,扰乱对方的节奏,使之失误。游戏中上网跟进时用下旋球容易失误,慎用!
      建议使用时机是在接对方大力发球。或者大力击球。而自己位置非常不利时。为了避免打回去之后对手快速反打另一边,可以用下旋球。利用球速度慢的特点。让自己有更多的时间调整位置。
      A: Lob/help/Replay (高吊球/帮助/回放)
      高吊球:也叫超身球,过头球。简单来说就是把球打得非常高。而且做剧烈的上旋动作。让球在接近底线的时候急剧下降。
      使用时机,当对方喜欢上网的时候。特别是和人打。跑到网前。一个高吊球。直接把球吊到后面。对上网形的选手是种很好的打击方法。还有种用法就是当自己被人进攻得无法防御时。可以用高吊。利用球超长的飞行时间。腾出空间来调整节奏。不过有几点要注意。高吊后要提防对方的扣杀。还有高吊的时候尽量少按方向键,特别是低线方向。不然很容易出界。
      (特殊击球)
      S:Risk shots (风险球)
      也有人叫大力击球,是TS里最有魅力的一个特色。有了这个。让整个场面更加变换多端。也更接近现实的不可预测性。当对手打出一个漂亮的踩线球后。没接住的自己此时听到裁判喊:出界!!看回放。球只是刚才踩到线外一点点~!!那种兴奋感真是不可言语啊。
      正如其名。风险球。此种打发的风险很大。但是回报也很大。如果成功。打出来的效果是很强悍的。不过一没控制好。要么就出界,要么不过网。属于高手之间较量的利器。
      使用风险球的打发个其他打发不一样。这点需要注意。其他打法是按紧。按的时间越长。力量越大。直到球到了合适的位置,会自动打出。而风险球不一样。风险球按下去不放后。人物旁边会出现一个上下移动的标尺。还有一个尺度。按下后,当标尺到达中间的时候放手。时机是最好的。此时会显示红色。太底会不过网。而太高会出界。按多久就要靠大家多去练习啦。
      但是,就算标尺到了红色的地方。也不一定表示就成功了。还有方向键,不能跟其他打法一样按死方向不放。轻轻的拨下就可以。不然很容易就出界了。如果对方向的把握还不熟悉。宁可少按点。但也不能不按!直直的打过去的话,除非对方位置不利。不然就跟撞到墙一样被直接挡回来。只要一旦成功,就会打出很高质量的球。
      出球的方式会按照你的位置和球的变化做决定。有可能会出现高速的低线平击球。也有可能出现带紫色轨迹的高速上旋球。
      这种打法很重要。前期还好。到了后期。没掌握这种打法。很难取胜。不过也不要盲目的用。时机成熟时用。否则会有反效果。
      D:Drop Shots (落球)
      也有人叫切球。这种打发属于风险球的一种。也要按标尺到中间位置。具体控制参照上面的。
      球的是把球在底部轻轻切下,让球非常底的飞过网后直接落下。落点非常接近网。有时候甚至会撞到网后落在对面网下。标尺底了会不过网。还好高了不会出界,不过会被对方反击。所以还是要到中间红色位置。那样球的效果就非常好。对方很难反击。
      使用时机是对付地线形的选手。当对方正在自己的地线后很远出大力抽球。享受着大力抽球后看你来回奔波的快乐时,一个轻轻的,温柔的切球,让球直接落在网下面。这能让他学会不要离网太远。。除非他有豹的速度,不然没人能从底线跑到网前还从容的接球。接到了都是很勉强。你就可以扣杀了。
      其他键位:Z和X是得分或者失分后的挑衅动作。自己按了就能看到人物细腻的表情和动作。C是显示比分。就不多说啦。
      2、专长!
      决定你个人风格的重要属性。最高为5星星,4个全满的话需要20星。但是自己创建的人物只有14个星给你分配,要怎么分配就看你自己拉。
      分别为:
      Serve 发球:决定你发球的能力。越高发高难度的球越容易成功。效果也更好。速度更快。角度更刁钻。
      forwardhand 正手:决定你正手打击能力。越高正手打击球越精确。球速越快。角度越刁钻。
      backhand 反手:决定你反手打击能力。越高正手打击球越精确。球速越快。角度越刁钻。
      Volley 封网:这个词在英语里同时也是网球的意思。决定你封网和扣杀能力。
      关于生涯模式专长的训练。是要到相应的训练馆。按照要求打。成功后才升级。越高的级数越贵。没钱的话就参加比赛赚!
      关于训练要求。自然是越高级越难。要看清楚。正手训练就必须用正手打。高级的正手训练会要求你用哪个击打方式来打哪个角度。反正那些字要认真看。
      考虑好自己的人要怎么训练。因为你只有14点。别以为可以跟WOW天赋一样洗掉。
      3、击球。
      正常的击球就是上面所写的那些。现在来说说击球时其他要注意的。
      3.1首先要注意的是球的轨迹。一般打球是没轨迹的。但是当出现特殊打法时。会有一条很明显的轨迹。提醒你是什么球。好让你第一时间反应。
      黄色:高吊球。当你看到黄色轨迹。别等看到球的路线。就可以知道是高吊球了。赶快退到底线防守吧。不要想着半路扣杀。2个姚明迭罗汉都没那么高。
      蓝色:落球。切球。不管你怎么叫他,反正当你看到兰色轨迹,球就是要落到网前了。。你要是在底线的话。恩,努力向前跑吧。或许还能扑救得到。如果你在底线后方很远。那么希望你是我上面说的那个唯一有豹的速度的人。
      紫色:高速上旋球。也就是用风险球(简称RS)打出来的高质量的球。速度快!球道底!落点变幻多端!能不能接到。看你的功夫啦。注意。接这种球的时候。宁可保守点用安全球。或者下旋。不要想着回个好角度。很容易出界的。
      3.2现在要说的是很重要的。击球角度。也可以说方向。或者理解成落球点。在TS里的落球点控制非常细腻。所以推荐大家用手柄的遥杆来玩。可以最大程度的控制落球点。
      在击打球的前半秒,具体不好说。自己感受。反正有段时间是球的方向落点。这个时候8个方向都有效果。
      就拿最普通的平击来说。如果你死按左着不放。那么球将最大限度的落在接近左边线上。(限度多大看你的技能,熟练的手,加上好的技能,可以打出踩线球)如果你只是轻轻的拨了下方向,那么可能落点只是中间偏左一点点。如果你按住后左。就会最大限度的在接近网的地方落球。相反按前左。就会在接近地线的左边角落球。这点需要注意。因为在训练的时候。有时候要你打的位置。不是单纯的按左和右就够了,还需要按前后。而且不是死按着就好。
      其他打法也一样。8个方向。效果按每个打法效果不尽相同。
      特别注意的是上面说的。用RS打的时候方向不能按死。按一点就够了。
      反正方向是一种很重要的要掌握的技术。
      3.3力道。除了特殊击球。其他打法是按的越久。力量越大。然后自己自动挥拍,基本上是把力量蓄满了打。但是有时候轻轻的也有特殊战术。
      在这里要大家注意下。球的落点是上面写到的用方向控制的。而不是力道控制的。力道控制的只是球的速度,与落点无关。比如你控制的落点是底线附近。那么即使你轻轻的打。球还是会飞到底线。只不过速度会慢很多。
      3.4正反手,这个相信大家都明白。有些人正手更熟练。有些人反手打更熟练。有些人正反都超级熟练。当然左撇子的正反是相反的。在打的时候。尽量发挥出自己熟练的手的潜力。比如正手熟练的人,在时间允许的时候,即使球在你反手方向,都可以跑过头点,用正手来打。因为用熟练的手来打。球的速度更快。力量更大。角度更刁钻。让对手很吃力。
      3.5封网/扣杀!!
      简单来说就是在球没落地前直接反击,网球的最大魅力之一!!上网型的选手最爱。站在网前。把过来的球直接挡回去。如一堵墙一样封住去路。如果遇到合适的时机。还能出高压球!也就是大家说的扣杀!一种极度振奋人心的打法!力量之美的大爆发。
      不过这种打法不是每个人都可以的。哈哈。需要具备很多条件。正反手都要熟练。还有最重要的速度。详细的后面会说到。
      封网和扣杀的效果,是由Volley这个专长决定的。如果你是5星。(最高5星)那么可以网前你是很恐怖的。你的反应力。和扣杀能力都超强。如果只有1到2星。那么还是乖乖离网远点吧。
      4、发球!
      网球比赛中。发球也是一大魅力!精髓之一!战术的启动点!可惜很多游戏里。包括VR网球。里面的发球都很简单。真正的网球比赛。发球是很复杂的。任何一点细微的变化。都给场上局面带来很大的不同。
      可以说,如果网球也有战略。那么就是在发球和接发球的那一瞬间启动关键!!
      TS里把发球做得非常非常的真实!而且战略性很强。对电脑可能感受不到这点。毕竟AI有限,跟人打的时候。发球和接发球者之间那种脑力的角斗。实在是过瘾啊。
      决定发球的基本分3个要素。方式,力度。方向!
      方式:
      不同的方式对应5个按键。除了LOB高吊球键位不能发球外。其他的键位都能发球。效果都不一样。效果与该键击球效果同个理解方式。
      平击:此键发球时。发出去的球是直线球。特点是速度快!方向好控制。不过由于效果太简单。高手对决中很少用。大部分是在1发失败。对第2发没那么有信心才用。
      下旋:对应发球时候是右旋球。特点是球速慢。但是落点后。向右偏移弹起。让对手难以把握。
      上旋:同上旋。只不过是左边偏移弹起。
      Risk shots:对应发球时是也是很特殊。同样会出现一个标尺。如果停到中间。会发出超快超猛的发球。当然。不到中间的话。就容易失误。也是风险发球。
      Drop shots:发网前小球。效果是把球轻轻“抛”向网前。对方不得不跑到网前来接。偶尔用下。效果奇佳!同样有标尺。太底了会不过网。
      力度:
      前3种普通发球。按一下开始测力。当力量到最高的时候。成功按下,会看到力量槽在闪烁。力量槽只关系到球的速度。不关系到发球的成功绿。
      后面两个特殊发球。没力量槽。只有标尺。标尺准确到了中间。就成功。效果很好。到不了中间?那就失败。更别提效果啦。
      方向:
      同样是很重要的一点。跟击打一样,有8个方向。具体的看上面就好。这里要说明下的是。不管那种方式发球。方向都不可按死。不然容易出界。 按的长短的成功率与发球的技能有关。
      发球方向。也可以叫角度。是发球的关键。好的角度甚至能直接得分!!一般说,发内角时会站在靠中间位置,发外角时,会站到靠边儿位置。有些牛人就什么时候都站靠中间,发外角也未必往外挪,比如桑普拉斯有时就这么乾,可这么乾大多会发成Out。看到是反L型力槽出现,那就肯定是旋转球,速度一般不很快,而滑槽出现则必定是快速高压发球。
      *特殊发球:当你的人物学会Curve Serve这个特技的时候。你将能发弧线球。可以让人很难琢磨方向。(跟张德培打被他的弧线球玩到暴走)
      方式是先按平击开启力量槽。再用上旋或者下旋来决定方向。左右自己去试啦。同时力量和方向这2个因素还是存在的!(有高手指出似乎不是这样发的。但是我这样的确能发出。请明白的说补充说明下。)
      5、技能。每个人都有自己的技能。自己创造的人物可以在某些升级的时候选择。选现有的任务打可以按RS键切换显示该人有什么技能。技能只能选4个。由于技能太多。有些我也不很明白。加上有些比较少见。在这里我就列出几个常见实用的。其他的请高手补完。
      Speed:提升奔跑速度
      ACE:提升打出艾斯球的几率
      Serve:提升发球能力
      Power:增强击球力量
      Risk Shot: 更易用出R击球
      Curve Serve:具备发弧线球能力
      Precision:增加击球准确度
      Angel:更容易打出好角度
      Return Risk Shot:容易接到risk shot
      Return Serve:容易接到发球
      二、中级篇。
      1。人物类型。
      底线型
        运动员基本上保持在底线抽球,较少上网,或利用球的落点、速度和旋转变化打出机会时偶尔上网。这种打法原来偏重防守,比较被动。近年来,在上网型打法的威胁下,出现了一种攻击性的底线打法,运动员用凶猛的底线双手抽 击,使对方难以截击。世界著名网球运动员博格就是这种新的底线型打法。 优秀底线型运动员一般都能掌握扎实的正、反手抽球,并具有相 当强的攻击能力,利用快速有力的抽球打出落点深而角度刁的球,能够一拍接一拍地使用大角度的猛抽,并带有较强的上旋性,迫使对手处于 被动局面。当出现中场浅球时,以快速迎前的动作进行致命的一击,这种类型虽在比赛中很少上网,但遇到少量的上网,也能抓住时机进行网 前攻击。另外在接了球和破网技术方面,能顶住对手强有力的发球,既会用隐蔽动作完成破网技术,又会抽挑结合,使对手网前难以发挥威力。
      上网型
        力积极创造一切机会和条件上网,发球后积极争取上网,并在空中截击来球,使对手措手不及。这种打法积极主动、富有攻击性,但也有 一定冒险性!上网后利用速度和角度造成对手还击困难。美国著名球星麦肯罗属于这种类型。 优秀上网型运动员一般都能掌握发球上网和抽球上网的战术,发球技术凶狠、力量大、有威胁性,另外,截击球和高压球的攻击力也很 强。
      综合型
        底线和上网两种打法综合使用,结合对手情况采用不同打法,随机应变。美国著名网球运动员康纳斯属于这种类型。 优秀综合型运动员一般都能掌握全面技术,无论是发球、接发球,还是截击和高压球,都应具有很高水平。能够根据不同的对手、不同的 比分、不同的临场情况采用相应战术。有时底线对抽,有时伺机上网截击,时而发力猛抽,时而稳抽稳拉。有时削放轻球,有时挑出上旋高球, 充分发挥多样化技术,并结合敏捷步法,机智灵活地争取主动。
      2、中级战术。
      1。攻守平衡
        每种运动都要求在比赛中保持高昂的斗志和强烈的取胜欲望。不过,如果始终都积极进攻的话,比赛也不会很顺利,因为网球运动是需要防守的。就连排名世界一流的桑普拉斯、阿加西和格拉芙等人,也只有在决胜负时才持续猛烈进攻。当自己处于劣势时,不要勉强进 攻,而应当咬紧牙关防守。能看清什么时候应该防守并不是一件简单的事。保持攻守平衡对于网球运动是非常重要的。比如,当自己被逼到浅位置的球场外接球时,通常需要用慢速的削球把球打回对角区,重新调整身体的平衡,这就是必要的防守。当比赛形势对我方有利时,应抓紧时机猛烈攻击,而不是过多地考虑防守。不过有时也会因为一味地进攻而看不出比赛整体的进展。最好记住总体攻防平衡的标准是攻7守 3。 当积累了一定的比赛经验后,就会明白保持攻守平衡这件事的重要性了。
        2。上网时机
        发球上网:这是发球上网型选手的策略。 此时必须具备迅速的步法,以防止对方打超身球或打空当。此法切忌盲目,要根据发球质量而定。当对方回球的落点与自己能够截击的位置很远时,应当先朝同方向打一个落点较深的快截击调整,然后再寻找机会上网封杀。可以先打一个落点较深的直线截击球,使对方回球的轨迹范围变窄,然后快步上网,将对方的球截击到空当。还有种情况,也可以利用削发球将对方逼至球场外,然后沿击球方向快速上网。先将对方的回球截击至对侧空当,然后沿着截击球的方向朝下一个截击球的位置移动。在对方反手直线回球后,第二次将球截击至对侧空当。上网截击时一般将球打到对手另侧空当,调动对手疲于奔命,从而掌握主动,伺机封杀。
        接发球上网:接发球时必须积极主动,尤其是对方的第二发球。 接发球上网的关键是看清如何使自己在接发球后能上网。用削球接发球后再上网时,应先用反手打一个落点较深的前进直线球,调动对方。然后上网抢攻,将对方的回球截击至另侧空当。要使这一战术成功,重要的不是用快削来接发球,而是尽量将回球打深,并站在恰当的位置上截击。
        随球上网:随球上网也是比赛中的主要得分手段。 这一战术的关键是步法启动快,看清对方的回球,主动迎上高点击球。大多数喜欢扣球的选手都采用这样的上网战略,自己主动将旋转的弧线球深深地打进底线内。趁对方将注意力集中在来球上时,突然快速上网,将对方击回的弧线球用高截击球或过头击球扣杀至对方空当。这一情景在女子比赛中经常见到。
        3。全能型策略
        --用反手的上旋球进行对角线的连续对攻时,如果对方的球变浅的话,可先用削球过渡。 根据对方的直线回球路线快速上网,通常,大多数的全能选手此时都采用上网扣杀的基本战术。
        --双方用正手的上旋球进行对角球的连续对攻,对方突然改变战术,用直线球打我左手空当。此时即使吃力也应尽量用削球打对角,然后根据对方的直线回球路线快速上网扣杀。
        --当对方削回对角浅球时,用正手将直线球打至深位置,而对方削回对角牵球。此时,可以再打一次深位置的直线削球,然后根据对方的回球路线快速上网,将球截击至另侧空当。
        --对抗对方的斜角球,可以用反手打直线球,如对方回一个落点较浅的斜角球,则迅速朝来球的斜前方跑进,先打一个落点较深的前进球(注意控制球的落点),然后一边注意对方的回球路线,一边快步上网。
        --对方攻来直线球后,在意识上应密切注意对方来球的路线,用斜角球反击,调动对方。可以故意空出正手侧球场,诱使对方用直线球攻击。如果对方打出质量不高的直线球,那就可以先用反手打出斜线旋转球,把对方逼至球场外,然后快速上网,将来球截击至另侧空当。
        综上,全能型选手是使用最灵活的,也需掌握所有的攻击方法,相对在训练模式中锻炼也比较困难。但是在与人对战的时候的优势确是最大的。
      生涯模式简易教程
      TS里最有魅力的莫过与生涯模式。用自己创建的人物来挑战各个明星。用自己的人物来和网上的朋友对战。这是最有魅力的。
      不少新手对创建人物比较某。现在简单介绍下。
      创建的过程我就不多说啦。不外呼就是性别,DNA,外观。国籍等。反正自己点点就知道了。
      需要注意的是一个类型的选项。分别为
      Powerful :力量型 力量+2 速度-1 角度+0 精确度-1
      Defanse :防御型 力量-1 速度+1 角度+1 精确度-1
      Technician :技术型 力量-2 速度+0 角度+1 精确度+1
      这个要选择好。这关系到人物以后的成长方向。
      人物开始后。会在你所选的国籍的那地方出生。这个时候你的人物是什么都不精的。要你自己去训练。
      训练是要钱的。越高级的越贵。钱怎么来?可以去完成赞助商的任务。也可以去打比赛拿奖金。
      下图指示的地方就是训练场。这个是反手训练场。还有正手。发球。封网等。
      我们现在做在的地方是亚洲。光一个亚洲。节目是很少的。我们需要去其他地方。比如欧洲。那么我们就要通过机场飞过去。
      下图所指的就是机场。打开机场。能看到好几个能去的地方。旁边都会显示那个地方都有些什么训练场。和什么赞助商。
      下图的就是赞助商品。赞助商的好处是。你过一个赞助商的任务。就给你一些衣服。放在背包里。还给你不少钱。这些前初期用来训练是很客观的。建议先过了第一个任务。把钱全花光。用来训练后。再去打第一场比赛。
      大家都认得吧。是阿弟踏屎。名牌啊。我一般都签他。
      赞助商只能签一个。换了另一个是不能刷钱的。
      下面是最重要的专长!认真听哦!
      如图。你的人物有4个专长。上面讲了好多次了。不重复。
      要注意的是。每个专长最高5星。而你只有14个星来分配。要怎么分配。请一开始就考虑好!不要临时训练完后才后悔。

      【游戏截图】






      ------------------------------------------------------------------
      ----------------------------sillychild RIP----------------------------
      ----------------------------------------------------------------------
      Top.Spin.RIP.SLC
      ----------------------------------------------------------------------
      Company.............:Atari Genre.........:Sports
      Language..... ....:En/Fr/De/It Ripped........:Intro only!
      ----------------------------------------------------------------------
      Description:
      ----------------------------------------------------------------------
      Tennis anyone? Work your way up through the amateur ranks to the pros in
      tournaments all over the world. Play as or against 16 licensed pros such
      as Anna Kournikova, Pete Sampras and Lleyton Hewitt, or create your own
      unique character with looks, playing styles and personalities all their own.
      Take your game online with XSN Sports and Xbox Live for tennis match-ups with
      anyone, anytime -- you can even pair up with a doubles partner and let the
      tennis trash talking begin!
      ----------------------------------------------------------------------
      Features:
      ----------------------------------------------------------------------
      Top Spin is the complete tennis experience. Define your tennis playing style,
      take risks, pull off world-class shots, argue calls, and work the crowd to
      develop a unique image on the court. You can also train with a coach, to master
      shots and playing surfaces and work your way up the online rankings to become
      the best in the world.
      * Top Spin offers singles or doubles matches with 16 of the world's top
      professionals, including cover athletes Anna Kournikova and the world's
      number-one player, Lleyton Hewitt.
      * Experience intense action and realism: Top Spin delivers all the intensity
      of professional tennis, from cross-court winners and crushing ground strokes
      to rocket serves. Master all the shots, including slices, lobs, drops, spins,
      and several trick shots, while perfecting your play on various surfaces,
      including clay, hard court, and grass.

      * Get into the zone: Top Spin challenges you to take risks. Try difficult shots
      to "get into the zone," and use that momentum to improve your play. Develop
      your player's image on the court by pumping his or her fist after a great shot,
      slamming a racket to the ground, or arguing a bad call.

      * Become the world's best player: You may be number one in your own living room,
      but Xbox Live gives you the chance to prove it, any time and any place, on a
      global scale. Climb worldwide ladders, play tournaments, take on all challengers
      in singles matches, or find a skilled partner for doubles play.

      * Build a career: Personalize your player's look, style, and personality and get
      coaching to correct a weakness or perfect an aspect of his or her tennis game.
      Work your way up from the local playground, through the amateur ranks, to playing
      real pros in the world's top tournaments. while earning endorsements along the
      way.

      * Play with the world's best players: With 16 professional tennis players, Top Spin
      tests gamers in a five-set match against Lleyton Hewitt or as Martina Hingis'
      partner in the final match of a doubles tournament. Some of the players featured
      in Top Spin include the following:

      Lleyton Hewitt
      James Blake
      Tommy Robredo
      Jan-Michael Gambill
      Michael Chang
      Gustavo Kuerten
      Meghann Shaughnessy
      Sebastian Grosjean
      Anna Kournikova
      Daniela Hantuchova
      Martina Hingis
      Barbara Schett
      Ashley Harkleroad
      Elena Dementieva
      Amanda Coetzer

      ----------------------------------------------------------------------
      INSTALLATION:
      ----------------------------------------------------------------------
      1.Unrar to c:\program files\ and run the setup.bat file.
      2.Please read the "setup.reg-notice" for playing.
      3.Use the Launcher.exe to config and play.
      ----------------------------------------------------------------------
      SILLY...@163.COM
      2007-6
      ----------------------------------------------------------------------


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

      Lazard: Opportunities Ripening For 3rd Party Wii Dev

      Posted: 06 Jul 2007 06:39 AM CDT

      In his latest research, Lazard's Colin Sebastian has said that opportunities for third parties on Nintendo hardware are starting to bloom, despite a legacy of the manufacturer's software dominating its own hardware, as a widening audience diversifies itself from core Nintendo brands. Despite what Lazard sees as "consensus view... that Nintendo platform gains would likely come at some expense to third-party developers and publishers," Sebastian says that view "does not adequately reflect Nintendo's evolving strategy ...

      Disney Relaunches Climax Racing As Black Rock

      Posted: 06 Jul 2007 06:52 AM CDT

      Officials from Disney Interactive Studios have announced the relaunch of the company's earlier acquired British development studio Climax Racing under the new name Black Rock Studio. Black Rock is based in Brighton, England, and employs more than 100 video game artists, programmers and designers. The studio was acquired in late 2006 from Climax Group, and was described at the time as being of both strategic and geographical importance, with the developer becoming Disney Interactive Studios' ...

      Silversphere

      Posted: 06 Jul 2007 09:46 AM CDT

      Silversphere is a fun Flash puzzle game: to win the level, you have to push the block around to create a path to get to the Blue Vortex before time runs out!

      PVP in Tabula Rasa MMORPG

      Posted: 06 Jul 2007 11:56 AM CDT

      IGN has a new diary by Richard Garriot regarding how the PVP system works in the Tabula Rasa MMORPG. One of the major questions with regard to Player vs. Player (PVP) challenges in Richard Garriott's Tabula Rasa is why clans...

      Continue.

      NWN2 Mask of the Betrayer IGN Interview

      Posted: 06 Jul 2007 11:40 AM CDT

      Obsidian will soon be releasing the first expansion to Neverwinter Nights 2, the RPG sequel based on the Dungeons and Dragons system, called Mask of the Betrayer. The expansion will follow a new storyline that takes the player beyond his...

      Continue.

      Silversphere

      Posted: 06 Jul 2007 09:46 AM CDT

      Silversphere is a fun Flash puzzle game: to win the level, you have to push the block around to create a path to get to the Blue Vortex before time runs out!

      日本:PS3销售上升

      Posted: 06 Jul 2007 10:28 AM CDT

      尽管在日本市场上,任天堂的DS的销量超过其他所有游戏主机的总和,但索尼主机销售开始呈现上升趋势

      据Media Create的最新统计,上周PSP的销售增加了5000台,达到38305台;老大哥PS2也卖出了16316台,上升26%;PS3上升20%,达到11914台。

      DS虽从164000台下降到157435,但销售仍然强劲。Wii的销售增加了8000台,达到73919台。微软的XBox 360还是居尾,在上周只卖出了3154台。

      No Tags

      Utah Indie Developer Night, Summer 2007

      Posted: 06 Jul 2007 11:00 AM CDT

      Normally we have the Utah Indie Game Developer Meet later in the month. We decided to hold it earlier this month in order to have Russell Carroll - who was back in town this week - join us. Russell is the owner of GameTunnel.com - the indie game review site. He's also (more recently) the marketing director for Reflexive.com - a fairly major casual / indie game portal and developer.

      As usual, I didn't see everything there was to see, or talk to everyone I wanted to talk to. I get into these big, long conversations with people that end up taking a quarter of the night. So I can only offer some snippets of conversations and the two games I saw out of the six (I think) that were showing.

      Casual Versus Indie
      Russell explained that his time with Reflexive has turned him from an energetic young indie game fan with no clue into an energetic young indie game fan with some actual experience now. He notes that he's really confused by the rift between "indie" games and "casual" games amongst developers (Joe Gamer often doesn't see a difference, from my perspective). There are a lot of indie developers out there who are full of ill will towards the casual game movement - and more specifically the role of the portals.

      Russell told me that on his site, the indie game reviews and monthly indie game round-ups collectively only account for a small percentage of game downloads and sales from GameTunnel.com. Curiously enough, the "Free Game Downloads" button which takes you to the casual games section - which doesn't get pushed or mentioned on the site (it's just THERE) - accounts for 80% to 90% of the game downloads and sales on GameTunnel.com (and their returns have been DROPPING). I detected a hint of frustration there. When pressed, he suggested the following reasons (none definitive, just his ideas):

      1. The spread of blogs has decreased the value of written-word reviews

      2. Google rankings have been screwed up for a year - they tend to give the top spots to bigger sites which have tons of reviews ... but none for the specific game in question... pages ahead of an actual REVIEW for the game. They also tend to send the link to the main page of GameTunnel.com instead of the review itself.

      3. The audience - which is still sizeable - may just not be the same audience that is looking for games to buy / play. A lot may be other game developers (like me) looking to see what's going on with the competition for the month.

      Mistakes Indies Make With Portals
      Russell also reiterated things that he said in his "Marketing For Indies" talk at the Independent Games Summit. Interestingly enough - both then and now - he's not saying things that necessarily serves PR for his own company (and I have to hand it to them - this isn't unique of Russell. Everyone I've heard from at Reflexive - in emails and forum posts - has been pretty straight-shooters).

      One of the top mistakes indies make, according to Russell, was to jump in with a "publisher" for digital downloads. There are certainly times and places to go with a publisher. But Reflexive - and most other portals - often work directly with the developer, and the only difference the publisher makes from their perspective is who they make the check out to. (In his talk, Russell have some examples of where a publisher IS a good idea - such as taking a game into foreign markets, mobile devices, or of course retail).

      One of the other big mistakes indies make is failing to follow up with inquiries and submissions. The squeaky wheel definitely gets the grease. Too often developers submit a game, and then just wait forever to hear back from the portal / publisher / whatever, and never bother to follow up with a second email or phone call, content to just sit back and wonder what's taking so long. True, some portals might not ever get back to you. But usually they are swamped with work and submissions, and it just takes the second (or third) contact to remind them to get back to people.

      Another mistake indie developers often make is failing to take advantage of the portal... in all senses of the phrase. True, almost all major portals now demand that you remove your website URL and any direct links back to your site. They don't want you to steal their customers and traffic that easily. But you are still able to steal their traffic. The portals know this, and expect this. But indies don't take advantage of it. That's how Reflexive got THEIR traffic in the first place. All it takes is offering free levels or hints / tips "online" for the game... and make sure that your own site has the top ranking for searches for these things online. As he said in his talk - you are losing money by not abusing the portal.

      One other thing we discussed was the commoditization of portals. One of the things indie developers complain about regularly is how they are being commoditized by the portals. But the truth of the matter - and Russell agrees - is that the portals can be commoditized by the developers just as well. In fact, one developer of a successful series of casual games has specifically done just that. He offering his game first to portals that treat the developer the most fairly. Specifically, he made the portals that offer the deeply discounted games in exchange for paid memberships (a practice that greatly favors the portal at the expense of the game developer - though arguments can go either way) wait a couple of months before selling his latest game.

      The thing is... if you create good games that can sell... you are in the driver's seat maybe more than you realize. The portals are obviously going to push for their best advantage in making a deal with you. Your JOB as the developer and holder of the rights to your game is to make sure that it is to the greatest MUTUAL advantage.

      Games Games Games!
      One last bit from Russell - he stated no less than three times that he is committed to making an indie RPG himself. Hmmm.... I wonder who he will get to review it for him on his own site...? :)

      I also had the chance to speak with Ron Lowe and Tom Jensen of Game Crafters. They had a successful graphic adventure game about... oh, fifteen years ago. They wanted to do a sequel back in the day, but their company imploded. Now that the legal issues have been sorted out, they are looking to get back into games and create the long-awaited sequel. In fact, they have the engine and design done for the sequel. They are mainly hunting for artists and some kind of idea of the "lay of the land" in the indie game development arena.

      I spoke with Adam Peterson and Mike Rimmer of Caravel Games (the creators of the very successful "Deadly Rooms of Death" series). After having left it on the back-burner for a year, they are back in active development of a Strategy / RPG spinoff of the Deadly Rooms of Death series. There is a lot more to say about this one (I interviewed them at some length, and played through several minutes of the game), so I'll save this for a later post. It'll be "Big Preview" time. I couldn't get them to commit to any kind of release date (like what indie really COULD be pinned down to a release date?), though they joked it'll be out on April 1st. What YEAR, they won't say (though they really, really hope it'll be out within the next 12 months).

      Herb Flower and Paul Witte of Mythyn Interactive were there to show off the latest version of their Massively Multiplayer RPG, LinkRealms. I gotta say... this game is looking really awesome. Paul said they hope to go into closed beta in as little as 2 months. Herb and I chatted at length about the game. The big thing for LinkRealms is that it will emphasize user-created content (including lack of censorship) and actual *gameplay* in a medieval-fantasy environment. Sort of an Ultima Online cross-bred with Second Life thing.

      I got the chance to speak briefly with some other folks, but unfortunately wasn't able to see everything. I'm especially disappointed that I didn't Victor's latest Flat Red Ball project... which apparently was the best of the lot so far. He's set a goal to bring a new game (using his Flat Red Ball engine) every single indie night... and I think he's only missed the goal once. So Victor - if you happen to be reading this - could you send me a copy of the demo pretty please? jayb at rampantgames dot com would work great :)

      All in all - the night was loaded with awesomeness. It really felt way too short to me.


      (Vaguely) related stuff with words and occasional punctuation:
      * What Game Portals Want
      * The Casual Game Industry Sucks, Too
      * The Casual Game Industry Sucks, Two
      * Utah Indie Developer Night, Fall 2006
      * Utah Indie Night, Spring 2007

      .

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

      Rampant Games: Games With Personality!

      Our Newest Games: Virtual Villagers 2 Chicken Invaders 3

      Color

      Posted: 06 Jul 2007 10:35 AM CDT

       

       

       

       

       

       

      Color and Direction(USA)

       

      N

       

      W

       

      E

       

      S

       

       

      Color and Subject

       

       

       

       

       

       

       

       

       

       

       

       

       

       

       

       

      divinity

      philosophy

      literature

      medicine

      law

      science

      industry

      music

      aesthetics

       

      BackColor and ForeColor

       

       

       

       

       

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

      foreCol

       

      色听、色触、色味、色嗅

       

       

       

       

       

       

       

       

       

      期待更多天使老爸 评锦天科技收购案

      Posted: 06 Jul 2007 02:32 AM CDT

       

          盛大07年7月5日宣布将网络游戏公司锦天科技收购,据悉收购涉及金额超过人民币1亿元。此举也使年仅23岁的游戏小子彭海涛成为亿万富翁。

      少年老成的彭海涛

       

          彭海涛早期的人生轨迹和广大玩家们太相似了:小学三年级痴迷任天堂红白机,一路从家用游戏机摸爬滚打到网游,还参加过游戏比赛并取得好成绩……这恐怕都是大多数骨灰玩家都经历过的。之后他在上大学时期摸索钻研游戏开发,19岁辍学开创游戏公司,21岁赚到了2000万,这一切都是玩家们向往的彪悍人生。美中不足的是游戏公司的100万创业资金来自于彭海涛的天使老爸,这多少会令旁观者们唧唧歪歪一番。但别忘了,彭海涛的公司一成立,第一件事情就是把公司的部分股份让给创业伙伴,并聘请职业经理人团队管理公司。换你你舍得么?放心么?

       

          有句话说的好,“中国不缺比尔·盖茨,缺的是培养比尔·盖茨的环境”。中国游戏人才实在太多了,脑袋里装满超越魔兽世界点子的天才有很多,(就算刨去那些自以为是的,真天才为数也不会少)。实际上,有机会入游戏行当的能有几人?大多数人恐怕都是只有一个创业点子,然后就在残酷的现实生活中夭折了。

       

          游戏行业在相当长的时间里都算是邪门歪道,你小时候敢和父母说长大的愿望是想做游戏么?即便行业内出现了陈首富、丁首富这样的领军人物,还是需要向他人解释游戏为什么会赚钱。像我所在的数创网络,只不过是与游戏产业相关的网站,在传统家庭眼中就已经被划入不务正业行列了,更别说直接制作游戏了,恐怕都会被想象成种精神鸦片。

       

          前几天公司编辑逆位世界离职了。逆位的父母也都是有钱人,但就是不希望他从事游戏行当,最终老爸到底把他拉了回去,和彭海涛的天使老爸相比,这位应该算恶魔老爸了。

       

          在这样的大环境下,游戏研发创业就可想而知有多难了,不是每个人都很幸运地能搞到创业资金。而锦天科技的成功无疑让泥潭中的“散兵”看到了光明。来吧!更多的投资者,请来关注这里吧!衷心希望业界能出现更多的创业天才与天使老爸,更希望天使老爸们不再是亲爸!呵呵~~~

      倒时差

      Posted: 06 Jul 2007 07:01 AM CDT

           我不是说的真去了地球那一头,但我现在已然按那边的表过日子了。
           3个晚上凌晨4:30睡觉了,第一次玩游戏了,玩的时间不短一看外面天亮了,赶紧睡下了。第二次忙正事到三点半,你想一天经常的自习加上回来就开始做作业、帮同学作品排版到深夜,累啊,而且空虚,所以又玩了会游戏,四点半了。第三次,就是昨天夜里,也就是今天凌晨,因为被可爱的玲玲老师退稿了,所以继续干活,大事小事加一块直接整到4点。中午1点开会都睡过去了,一点不记得.....
           对了,这个事有必要记录一下,报名参加动画节的志愿者了,被分到晚会组,但立即被大飞拉到了视频编辑组,约好今天开会的,没去... 被分到了三维小组,共三人(有点少吧)锻炼自己的机会来啦,哈哈~
           暑假社会实践活动已经箭在铉上了,有点害怕的感觉,暴风雨就要来了。

      Q& A: Thatgamecompany's Santiago Talks flOw, Emotional Gaming

      Posted: 06 Jul 2007 06:09 AM CDT

      Following her Hollywood & Games Summit panel appearance, Gamasutra talked with Thatgamecompany's Kellee Santiago to learn more about the reception to the company's PlayStation 3 downloadable game flOw, emotion-based games, and whether the company could make a move for the Wii. Santiago co-founded thatgamecompany in 2006 with flOw creator Jenova Chen, after graduating from the University Southern California Interactive Media MFA program. Together they had worked on a number of projects, including the 2006 IGF ...

      Nintendo Dominates Surging UK Market In 2007

      Posted: 06 Jul 2007 05:11 AM CDT

      Data from ELSPA and Chart-Track showing UK hardware and software sales surging 42 percent in the past six months illustrate an exceptionally successful year so far for Nintendo, with the company dominating both handheld and home console hardware sales. Chart-Track reveals that total console hardware sales have risen by 51 percent in the first six months of the year, from 1.47 million to 2.22 million. As a percentage of the total market Nintendo dominated with ...

      UK Games Market Revenue Hits $2bn In Six Months

      Posted: 06 Jul 2007 05:10 AM CDT

      New data from British industry body ELSPA (Entertainment and Leisure Software Publishers Association) and Chart-Track has revealed a detailed picture of the video games market in the UK, with both software and hardware sales up in the first six months, despite concerns about an ailing development industry. Software sales for the first six months of 2007 have increased for all major formats to a value of £519 million ($1.04bn) - with an overall increase of ...

      Software Market Boosts Japanese Hardware Sales

      Posted: 06 Jul 2007 04:21 AM CDT

      Market research firm Media Create has revealed data for weekly hardware sales in Japan for the week ending July 1st, following details of the software top thirty yesterday. With software sales considerably up on previous weeks, hardware sales have seen more modest, but generally universal, growth. One of the few exceptions was sales of the Nintendo DS, which were down by over 6,000 units to 157,480 - after a spike last week following the release ...

      Saling The World: Ninja Gaiden Sigma Revitalizes PS3 in U.S., UK

      Posted: 06 Jul 2007 05:20 AM CDT

      Gamasutra's weekly column, "Saling The World", covers the top five sellers for every available platform in the United States, Japan, and Europe, providing an important update of sales patterns worldwide. This week's charts, with data taken from July 5th, 2007, feature renewed PlayStation 3 interest in the U.S. and Europe thanks to Ninja Gaiden Sigma, while famed "witch touching simulator" Dokidoki Majo Shinpan! has swept Japanese sales in its first week of release. Data for ...

      Tooling Around: Steve Streeting On Open Source 3D Engine OGRE 3D

      Posted: 06 Jul 2007 05:26 AM CDT

      For the next part in Gamasutra's 'Tooling Around' feature, which profiles and interviews middleware and tools developers about their products, today's interview is with Steve Streeting, project lead for the OGRE 3D graphics engine. The object-oriented graphics rendering engine is released under the GNU Lesser General Public License - it's a free release, but under the condition that users will release the source code for any modifications they make to the engine and will either ...

      嫁人当嫁楚霸王

      Posted: 06 Jul 2007 09:29 AM CDT

      我是在这个早春的时候遇见项羽的。

      那是个清冷的早晨,一片片蓝紫色的蝴蝶兰在冷风中散发着冷冽的味道,两旁的青草薄薄的盖住了地面。

      我和女伴一起踏青,我们走在并不宽阔的小道上,尽情的聊着些女孩子的话,她喜欢邻村的刘家的儿郎,尽情向我描述他的飒爽英姿,我看着她羞怯又兴奋的神情,心里有些惆怅。

      我不知道什么时候能向她描述下我心中的他。这是个战火连连的时代,也是个英雄辈出的年代,我听过那么多故事,关于那些刀光剑影下的英雄,或是那些满腹经纶的军师的故事。

      女伴问我,你想嫁给谁,如果可以的话?

      我毫不犹豫地说:嫁人当嫁西楚霸王。我虞姬若可以嫁他,此生无憾。

      我们遇见了一支获胜的队伍,这丝毫不希奇,有战争必定有胜利者。可我的脸却腾的一下红了,我看见了那支军队的帅旗上面写着一个斗大的:项字。

      那是我第一次见到霸王,他骑在那匹闻名天下的乌骓马上,神情严肃。他与我想象的完全不同,不是白马轻裘,不是英雄年少,满脸络腮胡,皮肤黝黑,一身厚厚的乌铜战甲,像个黑面战神。

      我低下头,他经过我的时候,我忍不住又抬起头看了他一眼,他恰好瞥了我一眼,目光如矩,看地我脚软。

      “前面是什么地方?”这是他问我的第一句话,声如洪钟。我鼓起勇气,大声回答他,“颜集。”

      “那是什么地方?”他又问我。

      尽管我很慌乱,我还是继续大声告诉他:“那是我的家。”

      他笑了,笑的很大声,那样肆无忌惮的笑声,整个山谷回荡着他的笑声,只有他才有,只有他才配。我想我的脸一定和我头发上的绸带一样红。他拉住马缰,乌骓马一阵斯鸣。我吓了一跳,女伴已经吓的尖叫起来,我这才发现她的脸色煞白。

      他摸了摸乌骓马,那匹闻名天下的马立刻停止了斯鸣。他看着我,又一次笑了,“你叫什么名字?”

      “虞姬。”

      “你很勇敢。”

      “谢霸王夸奖。

      “你知道我是霸王?”

      “是的,除了霸王,谁也没有您这样的气质。”

      “哈哈,好,我喜欢你。”

      “你想要什么奖赏?”

      “我想嫁给你。”

      “什么?”

      “我想嫁给您,西楚霸王,这是对我的最好奖赏。”

      那天,我是坐在乌骓马上回去的。我靠在他的怀里,这个当世第一的英雄,西楚霸王的怀里。我的心像飞舞的白色衣裙飞了起来。

      这是我这一辈子说过的最勇敢的一句话。

      多少年后,我依然记得那个清晨,那清凉的风中蝴蝶兰的香味,记得霸王那豪气冲天的笑声。何等英雄,何等豪迈!那时的我,一身素衣,明艳动人,眉不画而黛,唇不抹而红。活脱脱的美人。英雄美人,羡煞多少人。

      我最近时常发呆,跟随着霸王这些年四处奔波,从害怕极了战场上的鲜血和尸体,到已经习惯麻木。我已经不在会为任何一具血肉模糊的尸体掉一滴眼泪,这就是战争。死亡是永远不可回避的现实。

      美人的容颜就在日日喊杀声中慢慢变老,而他总牵挂着我的安危,不再像当初杀入战场时那么义无返顾,他总会习惯在回头看我。我一直担心他会因为分心照顾我,而身陷困境。

      这个不幸的担心在前几天成为了现实,因为我被围在垓下,明明知道这里是条死路,他还是冲了进来,身陷包围圈。

      我不知道是该感动,还是该愧疚,我摸着他的脸,多年的征战生涯,让他的脸变的异常粗糙,几日的突围失败,让他的意气不在,我第一次在他脸上看到苍老和绝望。我说:“虞姬有罪。”

      他摇头,笑的很温柔,“虞姬无罪。”

      (未完……不知道什么时候完……)

      Die Without Regret: An Interview With Goichi Suda

      Posted: 06 Jul 2007 11:00 AM CDT

      What does the world look like through the eyes of Grasshopper Manufacture's Goichi Suda, aka Suda51 (Killer7)? In this rare interview, the cult darling speaks out on his unique design vision, game violence and its industry consequences, and his considerable love for adventure games.

      "game" via 柠檬杀手 in Google Reader

      unread,
      Jul 7, 2007, 1:09:27 PM7/7/07
      to cngame...@googlegroups.com

      Regina Lynn: Imagine All the People, Loving in 3-D

      Posted: 07 Jul 2007 12:32 PM CDT

      "People who play out sexual fantasies online are weird, perverted loners who can't maintain healthy sexual relationships (or even get laid) in real life," say the media and the masses.

      Regina Lynn's new Sex Drive colum, Imagine All the People, Loving in 3-D, challenges this view of sex online for losers.

      尼加拉瓜好玩,富饶之城麻烦

      Posted: 07 Jul 2007 11:13 AM CDT

      今天去了石脑老爷的店,这里http://www.funbox365.com/。见到了几位桌游界的老大,如国定路肺科医院旁的F&F店店长翔毅,还有从北京赶来的君子不器。

      于是和诸位新老朋友玩了一些从未玩过的桌游,比如尼加拉瓜瀑布和富饶之城。另外还见识了传说中的44年回忆,曼哈顿,波多黎各,挖矿纸牌游戏。

      感觉尼加拉瓜瀑布非常有意思,很有动感的游戏,每一轮“水流”都会流动,让局势产生大变化,虽然这种变化在有心计的人那里,也能预估出来,但形势往往会像自己想象不到的方向发展。富饶之城相对复杂一些,而且因为玩的人很多,8个人,我走王族路线,结果被zeldasun偷个正着,最后只得22分。觉得是一个需要熟悉对手,需要熟悉人物卡作用的游戏,是容易上手,但是如果玩家之间水平相差太远,或者不是很熟悉,玩起来可以稍有一些闷。

      大家相约,明天继续转战F&F店,哈哈哈哈!

      对了,差点忘了说,石脑店长准备了8份大小奖品(从DDM传奇棋子到魔兽卡片游戏),让今天下午来玩的十一个朋友抽奖助兴,结果………………我居然是那三个没抽中的人:(

      [游戏力量]新手系列4:策划案书写要求!

      Posted: 07 Jul 2007 09:49 AM CDT

       

          策划案是我们将想法传达给其他部门了解的表现方式、传递介质。

          从这个方面,我们在做策划案的时候就一定要起到给对方传达并了解的作用。仅仅做到让对方知会,只是策划案极为基础的部分,关键在于我们如何通过策划案让对方能清晰的了解整个过程。

          我们知道,在我们将一件事情通过任何手段传递给另一个人的时候,我们都不能保证对方获知后不会出现偏差,尤其当传递过程增多后,那么我们最初所传达的内容可能到最后一个知会人的口中,变成是毫不相关的另一回事情。那么如何保证传达内容的不变形是我们在做策划案中所必须要考虑的。

       

          让我们先看,一个策划案都包含了那些目的,我们将这些目的一一的分析,最后应该会得出我们所想要的内容。

       

          策划根本的目的是将一个想法,变为可以实现的内容,交由程序、美术等其他部门进行实现,在这个方面,我们需要策划案内容必须完整,表达必须准确,同时也必须有条理性。

          内容的完整性是指我们必须将自己的想法没有疏漏的包含在策划案中,我们可以允许自己的想法不完善,但不允许对自己想法的书写有遗漏。保证完整的传递自己想法,使得其他部门的成员可以全盘了解策划的想法。

          表达的准确性是指,我们在书写的过程中要减少和避免出现摸棱两可的描述或者模糊叙述,不确定的字词如或许,可能,大概,也许,这样的字词是不应该出现在策划案中的,策划需要足够的自信,这种自信并不是狂妄。要知道,一个字词的理解偏差将会引起他人对整个内容的彻底理解错误。同时要尽量避免使用容易出现理解混乱的用词,比如完成结束,在一般的理解中两者是可以通用的,但在策划案中,结束并不一定就表示了完成。而一旦出现无法避免使用这样字词的情况,我们应该做特别的说明,用以区别。例如我们在任务中经常用到这两词,10次任务算一轮,那么在这种情况下,我们就需要进行明确的说明,甚至有必要单独的将这两个概念提出来做说明。策划的表达越准确,其他部门在制作中出现的偏差就会越小,从而保证整体的质量和进度。

          条理性是指我们在书写的过程中,条理清晰,内容是有序的,上下衔接性好。当我们做到内容完整,表达准确这两条,但内容书写混乱,所有的东西相互穿插,好几个部分的内容相互混杂在一起。那么在这种情况下,会对其他人的阅读造成很大的困扰,导致对一些内容阅读疏漏,而阅读的流畅性直接影响对整个内容的了解程度。所以如果内容混乱,即便我们达到了内容完整,表达准确,但其他部门的人仍然会出现和内容不完整,表达不准确情况下出现的问题。

          从上面这三个方面可以看出策划案在整个制作过程中,起着方向内容指导、明确目的的作用。

       

          当然策划案不单单仅仅起这样的目的,制作完成后,策划案就是整个制作完成后的备案,在以后的查阅中起提供说明的作用,而且即便当有人员变动后,新接手的成员也可以通过策划案很迅速并详尽的了解其内容。同时当制作完成后,如果因某些原因需要进行修改,那么原策划案必须具备方便快速修改的能力。

          在这个方面,我们就必须要求策划案写的足够详细,将所有的内容很细节化的一一描述表达,使得在日后的查阅中也能很清晰的了解当初设计的意图和理由。

          其次,需要具备直观的表达手段,使得阅读者可以快速了解整个策划案的大致内容。这些手段可以是文字,数字,图形或者其他,用这些方式将这个策划案变的立体起来,方便对整个策划案的内容把握。

          第三,整个内容各部分的独立查阅修改,在这个方面和内容的条理性相关联,针对整体内容中的某一个部分,要可以方便快速的查阅或进行修改,而不至于需要在整个文档的开头一直看到结尾才能了解某一个部分的内容,或才能完成对某一个部分进行修改。

          从上面这些来看的话,我们可以这样对策划案做一个规范化的基本要求:

      一、内容的完整性,保证策划思想的完成表达

      二、内容的准确性,保证策划思想可以最大程度的被继承

      三、内容的条理性,保证阅读的流畅,减少阅读引起的遗漏

      四、内容的细节化,保证所有的各个部分、元素都可以找到很详细说明和描述

      五、多种手段的表达,保证策划内容更加完善和立体,加强对内容的把握

      六、合理的内容分块,保证查阅和修改的便捷性

       

          额外的,我们要区别一下对细节化的理解,所谓细节化是将所有的内容尽力去做详尽的说明,将所有的元素都可以做一个描述,方便人们的理解,减少理解错误的情况,使目的性更加强烈。区别于复杂化,细节性看起来似乎是将很多不起眼的东西都做了说明,似乎让这个策划案的内容看起来多了很多,但这种多并不是将内容复杂了,所有的内容还是原先的那些内容,只是将每个部分的描写更细致了。

          例如我们将一个木头做的凳子细化,那么基本的内容就是,凳子由木头、钉子、木器胶,通过某种方式组合起来的物品,其中需要木头多少,钉子多少,胶多少。而复杂化则是我们在木头凳子的基础上加上了弹簧,皮革,把凳子变成了沙发。

       

          我们遵循这些要求去书写,那么我们至少可以保证我们的策划案在书写方面是合格的,和我们的策划想法的好坏并无关系。易于阅读、理解、把握、继承,就是我们做一个策划案所必须要遵守的要求。

          针对不同类型的策划案,其格式也各不相同,但在基本的要求上都遵循着这些要求。

      HiPiHi公司CEO许晖:最重要的是方向正确

      Posted: 06 Jul 2007 11:00 PM CDT

        “别人怎么看我们,我们不能干预,但我们的定位从来都不是游戏。”面对记者,HiPiHi公司CEO许晖如是说。“看看Second Life 1,IBM入驻它是为了玩吗?路透社在上面设立机构是为了玩吗?马尔代夫在它上面设立大使馆是为了玩吗?Second Life不过700万用户,HiPiHi还处于测试阶段,用户刚过10000,却吸引了全世界的媒体、商业机构乃至政府的关注,如果只是一款游戏,这可能吗?”

        许晖现在非常忙,随着全世界对Second Life的关注不断升级,风险投资、国际级企业和中外媒体也越来越频繁的拜访这个成立刚刚两年前的中国公司。虽然它的产品还在测试阶段,没有正式推向市场,却并不妨碍外界把它看作“中国的Second Life”,尽管HiPiHi进入这一领域时甚至不知道Second Life的存在。

        互联网经济形态正在改变

        “HiPiHi的形态可能会让你觉得像是游戏,但本质完全不一样。HiPiHi是一个平台,是互联网由二维转向三维的一个开端。”

        许晖认为,现有的二维互联网是文本型,而三维互联网是体验型的。人们正在从二维互联网的知识时代,走向三维互联网的体验时代。游戏是三维互联网的一个应用,但HiPiHi、Second Life并不是游戏,其理念跟游戏完全背道而驰。因为游戏是一种产品,有生命周期,其创意来源于公司的产品策划人员、公司的开发人员,依靠升级、打怪等游戏规则运作,本质上是封闭的,你在里面玩,交互也好、娱乐也好,包括一些创造都是设定的。而HiPiHi是一个让用户进行创造的平台,你永远无法预测问题的发生,不知道明天会遇上谁,就像人们的日常生活一样。

        的确,互联网由二维向三维转变,已经持续了很长一段时间。以英特尔酷睿双核处理器为核心的计算机硬件设备的飞速升级、宽带互联网的普及,以及互联网虚拟现实技术的成熟、新一代互联网3D图形标准——X3D的建立,还有Adobe等全球主要网页开发工具供应商在X3D基本框架下开发出的三维建模与Wed3D图形制作工具的成熟,已经为这种转变做好了硬件、软件、标准和工具的准备。很早以前,三维互联网革命就已经呼之欲出了。

        很多IT巨头都已经意识到这种转变,并开始了积极的行动,比如IBM、戴尔、索尼、Google、微软等等。但它们多半是从硬件、软件或整体解决方案和服务入手,而Second Life、HiPiHi等,却走了一条截然不同的道路——虚拟经济体。

        虚拟经济特别是虚拟物品交易,并不是一个很新鲜的话题。在网络游戏刚刚出现的时候,虚拟物品交易就自发的在玩家中流行开来。如今,主流游戏运营商的收入模式更是全面由点卡销售转向虚拟物品交易。2005年,盛大宣布《传奇2》完全免费,但依靠游戏中的虚拟物品交易,盛大很快超过网易,重新坐上网游市场头把交椅。受此影响,2006年问世的史玉柱的《征途》,完全采取虚拟物品交易模式运做。不久前,微软也宣布将在下一代Xbox Live游戏平台中加入交易功能。

        虚拟经济也改变了互联网社区的商业模式。2006年,腾讯QQ的虚拟物品销售收入是2.338亿美元。虽然目前互联网社区的主要仍收益来自广告,但虚拟物品销售已成为不可忽视的新兴增长点,转变正在发生。2007年初美国第二大社区网站Facebook推出虚拟礼品服务,便是一个典型的例子。

        虚拟经济还创造了一种新兴的电子商务形态,传统电子商务平台如eBay、淘宝、腾讯拍拍都开设了虚拟物品交易频道,支持虚拟物品交易。虽然没有任何有形商品的介入,但据说虚拟物品交易额已占整个C2C网上购物交易额的1/3。

        但Second Life、HiPiHi的出现,让人们看到了产销合一的虚拟经济体,这才是它们吸引全世界注意的真正原因。在其中,用户自己进行虚拟物品的生产制作和自由交易,引起虚拟货币的流通,进而发展到与现实货币进行兑换,在虚拟世界中形成一个规模庞大的虚拟经济体。而在传统的门户和社区时代,这种虚拟经济与实体经济置换概念的网络经济形态不可能出现的。

        “HiPiHi是三维互联网的开端,三维互联网比较普及的形态是虚拟世界。虚拟世界里面包含虚拟经济体,是这样一个递进关系。”许晖这样解释HiPiHi与虚拟经济体的关系。“互联网经济形态正在改变,我们走在了前面。”

        虚拟经济体的问题不能掩盖其光辉

        虚拟经济体这一新兴经济形态的出现,不可避免的带来一些问题。在完整复制真实世界的同时,黑手党、恐怖分子、发达的色情业、金融欺诈、洗钱、通货膨胀等现实世界的阴暗面也纷纷出现在虚拟世界。

        2005年, 推出Second Life的林登实验室设立了Lindex系统, 这是虚拟世界里的汇市。在2006年里,汇率在240—350林登币兑换1美金之间波动,一度曾引起居民恐慌,担心金融风险的出现。在林登实验室的服务条款上,林登币作为虚拟货币没有价值,甚至不需要为类似数据故障导致的林登币损失做出赔偿。与此同时,Second Life不断壮大, 没有保障的虚拟货币通过汇率和现实经济紧密相连。

        2006年底,美国一位玩家控告林登实验室无理封停其账号、查封了账号中价值数千美元的虚拟财产,案件目前还没有结果。不久前,比利时警方(货真价实的警察)对一起发生在Second Life中的虚拟强奸案展开了调查。还有德国警方,他们正在调查Second Life中虚拟的儿童色情集团会员与虚拟小孩进行性行为的事件。2007年5月,澳大利亚广播公司在Second Life上建立的小岛被黑客炸出一个大洞,该公司要花数千美元进行修复。

        “就像发明浏览器的人并不是让你去看色情网站一样”,许晖相信这些问题并不是Second Life的初衷。“这只是一个开启未来的技术平台,不应由一家公司去承担这些责任。Second Life碰到的是未来大家都要面对的问题,如何管理需要全社会共同去关心。与它造成的问题相比,虚拟经济体的光辉未来无疑更为重要。”

        许晖告诉记者,HiPiHi正式推出后,会坚持新“三民主义”、“四项基本原则”。虚拟世界里的“民主、民有和民享”,是指用户是造物者,用户拥有创造所有权,用户分享他的收益和共同构建的虚拟世界的进步和繁荣。“四项基本原则”则指公开透明的信息披露、公平开放的游戏规则、互助分享的协同精神和尊重包容的社区文化。“Second Life中出现色情、赌博,跟美国社会文化环境有关,由此产生一系列问题。最近很多国外机构在接触我们,没有色情、赌博的环境,对他们很有吸引力。”

        虚拟经济体是历史发展的必然趋势

        越来越多的企业认识到:虚拟经济的迅猛增长已是一种无法阻挡的客观趋势,即使是一度反对虚拟物品交易的索尼在线娱乐(SOE)和暴雪(Bilzzard)等主流游戏运营商,也在2007年改变了原有的看法。在自己的虚拟物品交易平台Station Exchange上进行了一年的虚拟物品交易实验后,索尼在线娱乐公开表示:现金交易虚拟物品的活动对游戏玩家以及游戏发行商都有好处。这被外界认为是历史性的转变。

        “没有人会排斥与生俱来的需求。”许晖说:“98、99年你去问谁在新浪做广告,大多数人连新浪是什么都不知道。我是中国第一代互联网人,互联网在中国出现时又有多少应用呢?那时的困难比现在大得多,说用户才几百万、说带宽很窄、说硬件不行,可是才两三年的时间,它就成了每个人都应用的东西。因为它是一种技术革新,代表了未来的发展趋势。 3D互联网也是这样,它能创造性的释放人的潜能。”

        “马斯洛的需求理论表明,尊重和自我实现的是人的最高需求。虚拟物品交易就源于用户的强烈需求。这种庞大需求和部分玩家的逐利本能很自然的造就了虚拟物品交易市场和虚拟经济产业链。经济学强调需求创造供给,虚拟经济体的出现是历史发展的必然趋势。” 资深IT评论员王瑞斌对记者说。“新兴经济形态出现的时候,肯定会有一些蛮荒不羁的色彩,出现鱼龙混杂的局面。黑市交易和和巨额利润,使虚拟物品交易从一开始就蒙受不光彩的名声,韩国等一些地区还立法判定任何虚拟物品交易均为非法,但这并不妨碍虚拟经济的蓬勃发展和庞大的虚拟经济体形成。强烈的用户需求和全球每年80亿美金的虚拟物品交易规模,使任何一个虚拟经济介入者都不可能置身度外,逆历史潮流而行,索尼、暴雪、盛大等运营商态度的转变就是明证。”

        做企业最重要的是方向正确

        许晖当前最关注的是人才问题。他认为互联网向3D方向发展是大势所趋,没有任何不确定因素,现在缺的是把事情变成现实的人才。

        三维互联网的序幕才刚刚拉开,许晖并不担心索尼、盛大和其他一些宣布进军这一领域的公司会成为竞争对手:“二维互联网启动的时候,天天可以看到新东西的诞生。在特定领域里,可能会出现‘胜者为王’、‘赢家通吃’的局面,但宏观的看,你会看到很多‘胜者’,比如雅虎、AOL、eBay、Google等等。PC时代也是如此,IBM、英特尔、微软、康柏、惠普等一起带动了这个产业。这个时代才刚刚开始,竞争远没到你死我活的时候,真心去做的,都是同行者,没有竞争者只能说明你路走错了。”

        同样,政策、融资和盈利也不是许晖关注的焦点。“我们又不会涉及到任何国家认为不对的范围里面去,HiPiHi就有居民说,如果HiPiHi发行虚拟货币,我就建立第三方交易市场,国外也有人这么讲。如果国家觉得虚拟货币不成熟,那也没关系。电子支付已经很发达了,只要有商机,这些问题根本不需要担心。虚拟经济体本质上是一部书写中的自由市场经济史,有效产权保护和技术创新正是人类历史上国家经济演进的根本逻辑,居民之间的交易会自发形成的,我们不去制定价格,我们只是发现价格,出哪张牌都可以。现在谈货币还为时尚早,路是人走出来的。我们现在是‘有大方向,但路是跟用户一起走。’只要你能成为用户生活的一部分,很多事情用户自己就会帮你解决。”

        “融资、盈利也是一样。只要你做的是有意义的、能带来产业革新和商业利益的事情,好钱都会跟着你。融资的情况超乎我们想像,我们愿意给的额度远远低于愿意买的额度。现在谈盈利模式为时过早,HiPiHi今年秋天才会正式推出商业版,真正重要的是做好用户体验,真正为用户创造价值。Second Life已经盈利,这增强了我们的信心。许多世界级的企业和机构总部都开始和SL进行合作,同时也关注到HiPiHi。他们认为在虚拟世界里营销是一种成本低、效率高的方式,现在抱怨的只是可供选择的空间太少,用户还不够多。”

        “做企业的人其实并不用太累,最重要的是有理想,有正确的方向,其他的都是些技术问题” ,许晖对记者说。“很多时候,我并不想谈公司,因为真正重要的是三维互联网这个发展方向。只谈公司,未免把格局看得太小了。”

      我看到的只是成熟的过程

      Posted: 07 Jul 2007 09:41 AM CDT

      史玉柱作网游成功了,大家又开始在总结他的经验了(就象我近段时间在作的一样),这些总结在史玉柱看来可能是非常搞笑的总结,因为他可能当时根本没那么想过,他反复强调一点: 要了解消费者的需求. 而这个问题之后,才会牵涉出其它更细节的问题: 比如如何更好的了解消费者需求,如何将消费者需求尽快尽高质量的实现并让消费者使用,如何更好的得到消费者反馈从而更好的改进产品本身,等等等等..., 这后续的很多问题, 都是执行层面的问题,而决策层面的实质问题,只有这一条: 要了解消费者需求.

      有人说,史玉柱对中国人心理的把握在征途这款游戏里达到了顶峰. 而这种把握的能力,不可否认,有一些超乎常人之处,但最主要的还是他自己的努力和勤奋,如果没有玩传奇的经历,我想他自己也达不到现在的这个状态.

      刚刚看了一个视频,央视的对话节目,在史玉柱刚刚复出的时候作的一个节目,其中有一段是在讨论史玉柱该不该读毛泽东的书,以及该不该把军事思想融入企业管理的问题,史玉柱的回答,很简朴: 他觉得他以前是没读好. 而在我看来, 史玉柱是真正成熟起来了. 读什么书,也许和企业管理本身就是根本风马牛不相及的事,有可能也只是他的一个兴趣爱好而已,只是潜移默化之中可能会受到一点影响,但是,大家忽略了一个很大很大的前提是: 史玉柱这一代人, 多多少少还是有信仰的一代,而我们这一代呢? 我们还读毛泽东吗? 我们又有谁在认真研究孔,孟,庄,老? 说实话,我很羡慕史玉柱,他从始至终,都有着这样一份固定的爱好和信仰可以坚持,而且,他已经在慢慢成熟,已经在慢慢完善. 我说这后半句话的意思是: 我认为, 不管你读的是什么书, 关键关键的, 不在于书或者那个人, 而在于自己, 在于自己如何学习, 在于自己如何更好的把握其中的精华为自己所用, 在于自己如何让自己的思维体系完善并系统起来, 在于如何让自己的思维方式更成熟起来. 如果到了这个层次,我想不论你读的是毛泽东,还是读的儒学,都没有任何区别.

      我们总喜欢给一件很普通很正常的事扣上太大太大的帽子,就象总结史玉柱一样,很多很多的报道,写得一是一,二是二,貌似很认真的总结出了一些所谓的成功或者失败的规律, 而在我看来, 这些, 其实, 多数都是在扯淡, 对我们的帮助并不大, 那些写出来的东西, 其写作本身就是很浮躁的, 是经不起推敲的,  我们所需要关注的仅仅是这个人, 他的优点, 他的缺点, 他的思考方式.

      然后, 我们可以反过来问自己一句: 我现在是什么一个状况, 我还需要作哪些调整, 我还需要经历什么样的过程. 当然, 很多时候, 特别是犯错误的前夕, 我们可能根本不知道下一步会发生什么的. 所以, 这又回到了我一直说的那句话: 万事万物的发展, 总有自己的客观规律, 事情到了那一步, 人自然就会成熟了, 而事情本身自然也就作成了.

      而我们需要作的是, 只有不断的坚持和努力, 我们才可能撑到自然规律起作用的那一天.

        轻松享受游戏盛宴 新浪博客率先采用全民报导Chinajoy

        Posted: 07 Jul 2007 08:21 AM CDT

         

        一年一度的游戏盛宴——Chinajoy将于7月在上海拉开帷幕。作为世界性的游戏盛会之一,Chinajoy的影响力也是逐年扩大的,自从2004年1月份在北京首次开展以来,Chinajoy一直都占据着国内首屈一指的游戏展会的老大角色。除了吸引到国内的厂商,媒体和游戏爱好者之外,国际的著名游戏制造商也慕名而来,例如索尼电子娱乐就曾经在该展会上展出过自己的游戏主机PS2和PS3。

        不过作为一个平民化的游戏盛会,Chinajoy在亲和力上面的表现仍旧显得有些力不从心。除开第一届的举办地在首都北京之外,剩下的几次Chinajoy都是在中国最大的城市上海举办。职业的竞技游戏赛手,相关的媒介人士,甚至有着地理优势的游戏爱好者们相比之下都要更加幸运一些,他们能够有机会亲眼看到各大游戏厂商不遗余力宣传新作的热闹场景,欣赏各个游戏的代言美女,Cosplayer,感受到国际化游戏展会一般的气氛。而那些因为各种各样的条件所限,无法亲身前往的玩家,则多多少少有些遗憾。伴随他们的,只有各个媒体冷冰冰的报导,虽然同样是图文并茂,但总让人觉得缺少了一种参与感。

        不过在本届的Chinajoy上,这样的遗憾不再。随着近年来个人博客的兴起,博客成为一种展现自我,传递信息的工具,越来越多的人通过向博客上传照片,记录文字来寻找志同道合的朋友,并且分享喜悦。顺应这股潮流,全球中文第一门户网站——新浪游戏频道推出了 “我眼中的chinajoy——新浪游戏第五届chinajoy全民报道活动”暨“第二届有声有色chinajoy博客秀活动”。届时,亿万网友将同时借助博客这一手段图文直播chinajoy盛况,而新浪博客也无疑将成为众多网游迷零距离接触chinajoy的最佳渠道。

        其实在往届的Chinajoy之中,各种网络的媒体争相报道,热火朝天的样子也并不少见。但是无论是哪一方的媒体,以什么样的形式去报导,始终都存在一个问题,那就是媒体记者主导展会报道方向,报导者只能凭借自己的采访经验来判断事件的重要和被关注程度,决定事件报导的详略。此次新浪采用了Web2.0的方式,让网友也参加进来,形成全民报导的场景。此外,作为第一方的展会主办单位和第三方的游戏厂商还会在自己的新浪网的官方博客上,实时播报展会盛况,并配合最新推出的游戏人物的桌面图片等等相关下载资料,让更多的网友身临其境感受最火热的现场资讯。这样一来,整个全程的博客报导就同时拥有了专业媒体以及参与者的权威性,以及参观者带来的亲和力,效果相比之前不言而喻。

        新浪博客同时还为积极参加此次报道的网友们准备了各种精心设计、丰富多彩的有奖征文活动,无论是事件抓拍、人物特写、新闻评述还是深度讨论,玩家只要以博客的形式进行生动的报道,并参与投稿,就有机会赢取主办方提供的各种丰厚奖品。

        尽管Chinajoy还没有正式开展,但是一些平时就偏重于游戏类报导的博客的访问量已经开始节节攀升了。为了能够提升玩家参与此次的活动的积极性,以及扩大玩家自发报导的影响力。新浪游戏改掉了往年的玩家摄影大赛的活动形式,在去年大胆升级为博客大赛,让玩家拿起自己手中的相机,在博客上用文字和照片去记录chinajoy的盛况及自己在chinajoy上度过的美好时光。虽然时隔已经有一年,但是大家应该还是很清楚的记得:上届Chinajoy展会上的美女丁贝莉正是被网游发掘出来的“草根极品”,这一点已经足以证明网友力量的强大和亲和力。今年的展会规模较之去年肯定还会有进一步地扩大,而且随着数码产品进一步的普及,在报导的方式上,除开大量的图文内容,网络视频也肯定会成为主力的报道手段之一。有了大众参与的全民报导,网友们能够从更加全面的从各个博客之中发现Chinajoy的方方面面,从而获得更全面的感受。

          ChinaJoy全民报道活动: http://games.sina.com.cn/y/2007chinajoy/

        美版《塞尔达传说:梦幻沙漏》封面

        Posted: 07 Jul 2007 05:52 AM CDT

        美版《塞尔达传说:梦幻沙漏》封面——转自tgfc论坛sarion (沙少) 的帖子:

         

         

        和日版的封面( http://blog.sina.com.cn/u/4938f71b01000bpe )相比,算是各有千秋。个人比较喜欢日版的封面,不过这种东西各花入各眼了。

         

        美版《塞尔达传说:梦幻沙漏》预定10月1日发售,看来国庆长假期间有的玩了。虽然《塞尔达传说:梦幻沙漏》的民间汉化版已经出了,但个人还是喜欢官方英文版,这也是“偏执”的一种吧……

         

        相关链接:
        http://blog.sina.com.cn/u/4938f71b010003op
        2006年gdc上首次公布的《塞尔达传说:梦幻砂时计》画面
        http://blog.sina.com.cn/u/4938f71b0100048m
        用笔操作link
        http://blog.sina.com.cn/u/4938f71b01000bpe
        nds《塞尔达传说:梦幻砂时计》封面
        http://blog.sina.com.cn/u/4938f71b01000c0m
        nds《塞尔达传说:梦幻沙漏》电视广告
        http://blog.sina.com.cn/u/4938f71b01000c77
        多部未华子主演的《塞尔达传说:梦幻沙漏》电视广告
        http://blog.sina.com.cn/u/4938f71b01000c96
        nds《塞尔达传说:梦幻沙漏》介绍视频
        http://blog.sina.com.cn/u/4938f71b01000c98
        nds《塞尔达传说:梦幻沙漏》第4个电视广告
        http://blog.sina.com.cn/u/4938f71b01000cb1
        《塞尔达传说:梦幻沙漏》fami通评分
        http://blog.sina.com.cn/u/4938f71b01000cg8
        谈谈《塞尔达传说:梦幻沙漏》

        【游戏设计的概率统计入门-2】从统计数字上看,这个大概是一个好游戏

        Posted: 06 Jul 2007 10:01 PM CDT

         
        原作者:Tyler Sigman
        译者是自GAMASUTRA的链接上看到这篇文章的
        链接地址如下:
         
        原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
        译文在原文之后,烦点击进去阅读):
         
        Statistically Speaking, It's Probably a Good Game, Part 2: Statistics for Game Designers

        If you’re reading this, then chances are you also read Part 1, “Probability for Game Designers.”

        If you haven’t read it, you really should, and that’s not to say it is full of good stuff (the article is tripe, actually). I just recommend reading it because if you don’t, you might be unprepared for the silliness that may ensue during this serious *ahem* and erudite *cough* discussion of statistics.

         
        以下省略
         
        -------------------------
        以下译文(点击图片放大)
         
         
         
         
         

        只值三块钱的人事部长

        Posted: 07 Jul 2007 01:49 AM CDT

             做网店这样久了,什么样子的人都见识过。可以说大千世界,什么奇怪的人都有。经常让人生气,可今天碰到这事却是让我感觉太好笑了。
              是这样的,GG打算申请加入TB的一个XX商盟,搞了半天搞出个预备会员。今天商盟的人事部长大驾光临本店,意欲购买本店一个小小的手镯。开始要求打折,想了下,答应给她从48元降到40元。本来就不赚了,加上快递费一共要53元,她不大乐意,问我50可否?GG断然拒绝了,这样做肯定亏本,快递公司可从来不给我降价的。本来也就算了,谁知道,突然从旁边跳出个人,名曰:人事助理。此人一上来就大喊:喂,我们人事部长买你一件东西,难道不值3元吗?GG当时就懵了,半天反映过来。和她理论了一番,我做生意又不是出卖人格,我凭要牺牲自己的利益去拍这个马P?如果明说了送,那就直接送。何必搞这样的一套呢?她马上JJYY的说什么你不是入盟吗?如何如何的,我当时在一边听了,就觉得太好笑了,这和入盟有什么关系?这位助理大人,直接把他们人事部长变得只值三块钱了。
             我和GG说,我们退出这个商盟吧,没有意思。难道所谓入盟就是为了让别人打击和压榨同盟的我的利益?又或者是这个盟是少数高高在上领导者以权谋私的工具?不可否认,如今的网络交易越来越正式,而其中的猫腻也越来越多,发展中必然带来的各种问题,商盟林立,而利用各种商盟渔利的更是多不胜数,这让本来应该是干净的网络交易平台变的利欲熏心。人的作用是必然的,最初成立商盟的愿望是好的,而人在中间所起的作用却是让人感觉匪夷所思的。比如,今天这位所谓人事助理。她直接让我想起了最近火热的关于各政府的政府大楼的事情,以及一系列各种曝光的黑暗事情。其中印象比较深刻的是中国的政府大楼和外国的相对比的情形,其中布时总统不但要自己撑伞,并且要给女士撑伞的镜头印象深刻。在中国,你的官衔,你的地位先决定了你这人,有着鲜亮的外衣让你高高再上,比如一个小小的市委书记下乡考察,无数人前呼后拥,而在国外,你先是个人,然后才是你的职位,你的地位,纵然你身份再高,你是一个男人,是一个绅士,那么就要尊敬女士,为女士撑伞,理所当然。两种完全不同的思想理念,根值在不同的土壤与社会环境。这样的环境影响并诞生了各种同样或类似的事情,网络上的人依然是生活在这片土壤上的人,网络上的环境依然也是根值在这样的思想下。而我们遇见这样三元钱的人事部长,也就不希奇了。
        PS:对话
        人事助理:喂 
         我: 额?
        人事助理:部长 买你件商品 难道不值3元钱嘛
        我:什么部长?
        人事助理:人事部部长
        人事助理:你不是申请加入XX商盟嘛
        我:哦.没申请了.
        人事助理: 现在是预备了 把我们都忘了嘛
         我: 加不加都无所谓的.
        我:哦,你说的是要买响尾蛇的那个吧.
        我: 这个不是三块钱的问题.
        人事助理:我猜当初申请的那个人不是你吧
         指冷玉箫寒:东东是48块.我说40块.
        人事助理:申请入盟的时候你不是这个态度的 
         我:买个东东三块钱值得讲来讲去吗?我店本来就不讲价的我根本没时间管.能少我当然可以少的.已经给打折了.
        人事助理:那算了
        人事助理: 打扰你了
        我:88
        我:我要告诉你,当初申请的是我.现在不申请的也是我.申不申请这是我的自由.我销售商品也是我的自由,我卖多少当然也是我的事情.我这边他在好友栏里,我已经给他打了折.不可能折上再加折.难道因为他是什么人事部长,我就应该屈尊少这三块钱吗?谁的人格不止值这三块钱?按照你的意思,等XX来买东西的时候,我干脆送她好了.当拍马屁.做人要讲原则.懂不懂?我从来都不是趋炎附势之辈!这种做法.只会被我鄙视外加嗤之以鼻.
        我:另外,我很庆幸我没有加入这个所谓的商盟.

        偶也看快男

        Posted: 07 Jul 2007 01:16 AM CDT

        可爱而努力的张杰DD到底还是被淘汰了,嗯,有点意外,又不太意外。

         

        意外的是张杰DD是来自于草根,而本身这种置于大中华范围下的选秀型节目赚的就应该是草根的钱,所以草根被草根淘汰,这实在是一件很搞的事情。

         

        不太意外的部分嘛,张杰DD比起其他几位来,首先长相就不是最过关的,要知道,这可是让各种怨女腐女小资女掏钱的第一要务,张杰DD很明显没有任何优势可言。其次,张杰DD的气质处于一个很尴尬的中心地段,下他不如小晨晨同学那种还在学校中没有怎么被社会污染的半傻瓜式阳光,上他不如陈楚生那疙瘩长处风尘地所磨练出来的假风尘式沧桑,他又有点纯情样子,又有点沧桑感觉,结果是两头不讨好,哇呀呀。

         

        所以,这个实例告诉我们,在这个世界上,要想做得好,方向一定要够明确够单纯,特点要够突出够醒目,大杂烩是行不通的。

         

        估计很多人都想不到我也会看快男,哇卡卡,本人果然很好很强大!

        • ,在这个世界上,要想做得好,方向一定要够明确够单纯,特点要够突出够醒目,大杂烩是行不通的。

          ---- 网易博友18 (Email) 评论于 2007-07-07 14:37:25

        tgs2007海报

        Posted: 06 Jul 2007 09:43 PM CDT

         
         
        本届tgs有传言说任天堂可能会参展,目前没有得到证实,任天堂是否真正参展也成了比较值得关注的悬念——毕竟:一个在2006年占据了日本软件市场50%以上市场分额( http://blog.sina.com.cn/u/4938f71b010008m7 )的厂商,一个在2007年最近一周硬件销量占据了70%以上分额的厂商( http://blog.sina.com.cn/u/4938f71b01000ck1 ),如果还是不参加tgs,那么tgs又如何能代表日本游戏业?

        宝宝自己玩:0-3岁的<b>独立游戏</b>__《中国妇女报》

        Posted: 01 Jul 2007 02:15 AM CDT

        趣。 放手让宝宝自己玩. 独自游戏是宝宝自立的萌芽。爸爸妈妈要给孩子独立的私人空间和时间,放手让他们自己玩。这并不等于说父母可以对宝宝大撒把,而是在必要的指导和引领之后,远观孩子、“解放”孩子。 自己玩并不是大宝宝的专利,父母可以尝试让小宝宝 ...

        madcatclan关于魔戒OL的感想

        Posted: 06 Jul 2007 10:43 PM CDT

        1、天知道帐号为什么要同时用上O和0,无数人在这里浪费了许多时间,真怀疑这样定帐号的IQ

        2、弓箭手也好,巫师也罢,敌人一近身,自动攻击就自动换成用小匕首乱扎。你要是象WOW那样有宠物挡一下,也就认了15码内不能射击了。明明能贴身放弓箭技能,自动攻击就是要用匕首来恶心你,而且还不能更改,哪怕你把匕首给丢了,然后就可以等着看放着长弓不用,坚持挥拳的笨蛋表演了,真怀疑是不是做游戏的全是战士的FANS?

        3、任务没有在大地图上提示,找起NPC来挺烦的。更要命的是,WOW至少有一个坐标提示,这个根本没有……我到现在都找不到那个杀蜘蛛的游侠到底溜去哪里了……

        4、没有WOW那种很爽快的感觉,总觉得没多久人就有些累了

        5、有一些翻译上的小问题,比如下方经验条上,写着348等级……

        6、任务提示的标签太小,人一多根本发现不了……

        7、中文字幕配英文语音的动画设计很好。不象WOW,一开始听完片头动画的配音,便让我去删了语音包……其实里面的配音相当专业。

        8、满地图搜索的任务太多,这种任务很快就会让人失去耐心,就连WOW都不敢出,EQ最让人讨厌的任务也就是这种吧

        9、制造系统练习的时间简直长得可怕

        10、很惊讶的是,在一章完成后,居然还有动画和剧情战斗……这些以往只会出现在一个单机游戏上,好罢,我承认这是一个不错的主意,不会象别的游戏那样,城外战争再猛烈,城内居然连散步的NPC都没有被打扰到

        11、作为一个任务向的游戏,给出任务发布者的坐标,以及任务完成地的坐标,还有应该能在地图上方便找到自已现处的坐标,这一点是现在的游戏都必须提供的基本帮助罢?魔戒OL在这一点上做得很差,它能飞快地耗尽一个新玩家的耐心,而不是把他吸引到这款游戏上来……不得不说,在游戏性上,魔戒OL离WOW还有很大的距离。

        论坛讨论

        nds《魔女神判》回顾

        Posted: 06 Jul 2007 09:35 PM CDT

        nds《魔女神判》于7月5日在日本发售,首日销量1.5万份( http://blog.sina.com.cn/u/4938f71b01000ckf ),以snk playmore这样的小厂商来说已经算不错了,最神奇的是,这个游戏已经在日本一些游戏店卖到缺货了。
         
        ——品切
         
        ——品切
         
        ——这户外广告还是挺花钱的吧?
         
        我的blog不但喜欢报道“非游戏”软件,对“宅男游戏”软件也不排斥(笑),特此回顾一下本blog提到《魔女神判》的一些文章:
         
        http://blog.sina.com.cn/u/4938f71b010006xy
        《魔女神判》在tgs2006上的展出
        http://blog.sina.com.cn/u/4938f71b0100077k
        《魔女神判》报道创下日本某游戏网站点击第一
        http://blog.sina.com.cn/u/4938f71b01000bbk
        《魔女神判》封面及游戏图片
        http://blog.sina.com.cn/u/4938f71b01000ckf
        《魔女神判》发售首日销量

        “流星洛克人”新作公布

        Posted: 06 Jul 2007 09:09 PM CDT

        gba的“洛克人exe”系列到了nds换个马甲就成了“流星洛克人”,首作分成了三个版本发售,capcom对它们的出货目标是60万( http://blog.sina.com.cn/u/4938f71b010007p5 )。鉴于“洛克人exe”系列在gba上表现一直都很不错,所以我也比较看好。
         
        当《流星洛克人:天马/狮子/龙》于2006年12月14日发售后,初期表现没有想象中那么好,根据fami通的统计,三版本首周销量合计仅为7万7152份,而另一统计机构Media Create由于是分开统计的,而这三个版本都没有进入前十,所以没有准确数据( http://blog.sina.com.cn/u/4938f71b01000880 )。
         
        前几天在日本某购物网站看到该网站居然把这三个版本打折出售,原价15120日元(三版本合计)的游戏用1800日元(税后)就可以拿下,可算跳楼大甩卖了。看来是以前进的货太多,过了大半年还没有卖掉,不得已才出此下策。
         
         
        其实根据fami通截止到2007年6月24日的统计,该游戏三版本合计周销量还上了top30( http://www.famitsu.com/game/rank/top30/2007/07/05/120,1183611487,74594,0,0.html ),排名27位,累计销量已经达到了52万4458份。如果capcom真的出货60万份的话,那么也卖得差不多了——估计跟降价大甩卖也有一些关系吧。
         
        前面说了这么多,无非是想说“流星洛克人”第一作表现没有想象那么好,也没有想象那么差。毕竟是capcom头脑发热抛弃了“洛克人exe”品牌的作品,现在想重新建立一个品牌,也不是那么容易的。
         
        “流星洛克人”新作将于今年年底推出(总算到正题了),希望capcom能从前作那里吸取一些经验得失,这次表现好一些。
         
        相关链接:
        http://blog.sina.com.cn/u/4938f71b01000507
        该来的都来了……
        http://blog.sina.com.cn/u/4938f71b010006vh
        《流星洛克人》将推出三个版本
        http://blog.sina.com.cn/u/4938f71b010007p5
        nds《流星洛克人》封面

        Muffin The Star Hunter

        Posted: 06 Jul 2007 09:09 PM CDT

        Collect all the ten stars to get to the superior levels. Use the Arrow Keys to move / jump.

        Ninjack

        Posted: 06 Jul 2007 08:59 PM CDT

        Make your way through various challenging levels in search of treasure, grab all the gold and also the keys to open the exit doors and proceed to the next level. (more…)

        Bionic Bugz

        Posted: 06 Jul 2007 08:47 PM CDT

        Battle your way through the bionic enemy bugz, collect the bonuses, the new weapons, and be the hero of the day! (more…)

        Muffin The Star Hunter

        Posted: 06 Jul 2007 09:09 PM CDT

        Collect all the ten stars to get to the superior levels. Use the Arrow Keys to move / jump.

        Ninjack

        Posted: 06 Jul 2007 08:59 PM CDT

        Make your way through various challenging levels in search of treasure, grab all the gold and also the keys to open the exit doors and proceed to the next level. (more…)

        "game" via 柠檬杀手 in Google Reader

        unread,
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        Another New Round of Content On creators.xna.com

        Posted: 28 Jun 2007 03:02 PM GMT-06:00

        Michael Klucher
        Program Manager – XNA Community Game Platform

        We have another great round of content available for you on http://creators.xna.com for the month of June, including an all new mini game and more. Here is a full list of what's new this month:

        Mini Game:

        The goal in Pickture is to slide the puzzle chips until the picture is complete. However, there is a twist: on the more difficult settings, the board is two sided and puzzle chips can be flipped!

        Tutorials:

        Samples:

        • Chasing and Evading

          Featuring a cat, a mouse, and a tank, this sample demonstrates how to implement several simple behaviors for AI, including chasing, evading, and wandering.

        • Non-Realistic Rendering

          This sample shows how to implement stylized, non-photorealistic rendering techniques, such as cartoon shading, edge detection, and a pencil sketch effect.

          NonPhotorealistic_8
        • Picking with Triangle-Accuracy

          This sample extends the Picking sample with a more accurate picking algorithm, which tests against individual triangles that make up a mesh.

        • Shader Series 3:  Per-Pixel Lighting

          This sample shows how to use a pixel shader to perform per-pixel lighting with specular highlights that shift depending on the viewer's orientation.

        Enjoy the new content! If you have any feedback make sure to leave it for us on the forums (http://forums.xna.com) or this blog entry. We'll see you over at http://creators.xna.com

        Resistance Map Packs coming tomorrow and other musings….

        Posted: 28 Jun 2007 03:21 PM GMT-06:00

        Hey everyone. I wanted to let you all know that the Resistance map packs are scheduled for release tomorrow (Friday) on the PlayStation Store. Normally, the Storefront only updates on Thursday, but we wanted to make sure you had something before the weekend with a special Friday release because you’ve been so patient with us and waited for this. No sense in making you wait until next week. We should have it up on the store by the early afternoon PST.

        For those that have been following this saga since the beginning, this is not the first release date for the maps and content update. It is, however, the final one. We have completed testing on the global server and after many late nights, gallons of coffee and takeout dinners, we’re ready to go tomorrow. The team down at Insomniac, as well as us here in SCEA PD, are really excited about this launch, and can’t wait to get going with some of the best RFOM players on these new maps. Yes, these are global servers, so we’ll be competing with our friends on either side of both oceans as well.

        And for those who are joining us late, all you need to remember is this:
        • Downloadable content for Resistance: Fall of Man will be available this Friday, June 29th.
        • There is a free content update which includes global play along with several other enhancements.
        • There are two brand new, online maps that can be bought in a pack from the PlayStation Store for $7.99.

        Full details on the content can be found here

        See you in Westmorland.

        Oh yeah, and next week we’ll have some Ratchet & Clank Future: Tools of Destruction news, featuring a sneak peak of what will be shown at E3.

        Mistwalker 360 Exclusive Blue Dragon Gets Western Date

        Posted: 28 Jun 2007 12:04 PM GMT-06:00

        Microsoft has announced official Western release dates for its Mistwalker and Artoon-developed Xbox 360 exclusive RPG Blue Dragon, coming to Europe on August 24th and North America four days later on August 28th. Microsoft notes that the game is a "combination of realistic environments, anime-styled characters, unique battles and a deep, compelling storyline" being produced by an all-star team including former Square Enix creator Hironobu Sakaguchi, character designed by Dragon Ball Z creator Akira Toriyama, ...

        Effficient and Good are not Synonyms

        Posted: 28 Jun 2007 02:56 PM GMT-06:00

        Corvus has exploded in ironic sarcasm in response to my intentionally provocative Round Table post, The Inefficiency of Games as a Narrative Medium. Here's a juicy extract:

        Most days you think Square Enix has the right idea and that games just ought to be really long movies cut up into 20 minutes scenes with little tiny arenas in between where the players get to micromanage a bunch of seemingly irrelevant numbers and useless items and maybe punch some bad guys while they’re at it.

        I replied to him in his comments, but felt I should include the comment here as part of the Round Table proper, as it seems fitting.

        [Dear Corvus,]

        I appreciate this is tongue in cheek, but even so I must take task with how you tried to run this…

        “Inefficient” doesn’t mean ‘flawed’. All media are flawed in some way, especially when compared to one another (as you do here).

        Efficiency is about economy of means. Novels are a supremely efficient narrative media. Nothing else comes close except perhaps oral storytelling. From there, there is something of a continuum of efficiency which goes, roughly and depending upon the specifics, TV/indie film, comics/graphics novels, theatre, blockbuster movies - and then there’s a quantum leap to videogames.

        Now sure, there’s a continuum within games as well - a 2D game can be a lot more efficient than a 3D game, for instance, and a text adventure more efficient still! But as the audience for games expects more and more swish for their cash, the inefficiency of videogames as a mainstream narrative media gets worse and worse.

        You must know I’m not advocating a continuation of the practice of splicing an animated movie into a game and calling that the best that game narrative can achieve - but that happens to be one of the more efficient forms of game narrative, which is why it persists, and to deny this is to deny one of the basic problems the games industry is facing.

        Efficient narrative does not mean good narrative. But let’s not kid ourselves about the problems we’re facing in game narrative. Making videogames is expensive, and it’s expensive because it’s time consuming and laborious to implement. Making games that compete in the mass market is cripplingly expensive, it is absurdly time consuming. And sad as it may be, inventive narrative is not a commercial saving grace in the current market. You cite Psychonauts. It perfectly underlines the relevant point: everyone seems to loves its story content, but it’s still a commercial failure.

        I’m not saying “abandon any hope of interesting game narratives!” Perish the thought! I am saying that trying to make creative game narratives is a struggle against the inefficiency of the medium, that this is difficult if not impossible to achieve in the mass market while remaining in synch with the standards of expectation curve, and that it is a sisyphean task to attempt to remain on top of this problem as mass market budgets continue to skyrocket.

        Neither am I saying “the narratives coming through the mass market are as good as they could be”. They are not. Not even remotely. But many of them are about as efficient as they can be, and that happens to be monstrously inefficient.

        Let the independent games create their creative, expressive, wonderful narratives when they can! I will praise them! But let’s not kid ourselves about the amount of work that goes into getting a narrative into a game, especially in the mass market.

        The motivation behind this post was to provoke some debate. I felt we needed some. :) I hope in this regard it will prove a success.

        With sincere best wishes,

        Chris.

        Two years on, and Corvus and I are still arguing vehemently about games and stories! There's something strangely satisfying about that.

        famine, what are going to do about it? by hubbache

        Posted: 28 Jun 2007 02:31 PM GMT-06:00

        Imagine life in the near future where the world's rapid use of natural resources doesn't cause the expected effects of global warming but actually a famine through the loss of topsoil, unethical practices of keep price fixation and overlooked rampant unsustainable development. You are playing Dearth, a free-roam rpg/3rd person shooter where Machiavellian tactics and amoral methods are tools in your effort to save your family from greedy peasants who like you, only want to survive and the lawless food-hoarding aristocratic government. You'll be crossing vast deserts, desolate cities, overpopulated refugee camps and the ultramodern paradisiacal strong holds of the elite. All of earth is in disarray so you start off as a petty thief using makeshift weapons defending yourself searching for sustenance and establishing a black market. As time goes on you uncover a huge government conspiracy and now instead of fighting for mere survival you have to gain the respect of the same people you cheated and stole from to help you fight the system. Your resources have now grown; you can travel farther because you are not held back by hunger restraints and you can increase your skills and specialize in something. You can decide to explore abandoned naval bases or raid an exotic car shop to equip your posse in trying to over throw the government and give power back to the people. Imagine you have the decision to get a bunch of Ferraris dressed up as clowns and drive them across the desert (impractical of course, but nonetheless up to you). You have the decision to jack a fleet of F-16s but training takes time and crashes cost the lives of your group. Possibilities are limitless all you have to do look hard enough and assess the best plan of action, whether it is through disguised infiltration or brute force. It controls like a shooter, it has the detail, diversity and skill-building capabilities of an RPG and the plays out with elements of an RTS, all the while having to deal with food restraints, back-stabbing and the unique trade system. You will have to hurt people so humanity can prosper. A game like Dearth can be pulled off; it would just be cool if somebody actually did.

        妈妈生日快乐

        Posted: 28 Jun 2007 08:38 AM GMT-06:00

        祝可爱的妈妈生日快乐!!!!!!!!!
        永远健康
        越来越年轻漂亮
        女儿爱你

        Analyzing console online revenues

        Posted: 28 Jun 2007 12:53 PM GMT-06:00

        Adrian Crook has an interesting article titled “The Economics of a Free-To-Play Console Game”, which attempts to break down the revenues that you could expect to see from having an online game on XBLA that was free-to-play and then monetized via upsells or item sales. In other words, monetized via what is widely considered the “rising wave” business model.

        His conclusion?

        Consoles are always going to be a subset of the addressable market of PCs and for now should be considered a secondary or tertiary platform for all but the cheapest-to-produce or most daring F2P endeavors.

        He reaches this conclusion via simple math:

        • Take the 360 install base
        • Remove all the folks who don’t have Live
        • Remove all the folks who have Live but don’t ever play Live Arcade
        • Figure half of them never even download your free game
        • Figure you monetize only 1/10th of them — no wait! Some of them won’t stick. You can’t figure monetization off of your total downloads.
        • So figure you actually monetize of your monthly uniques, and manage 15% of them.
        • Multiply by your lifetime ARPU of $100

        So, the weird thing there is of course that monetization step. It’s actually a complex calculation, because figuring just money off of your uniques each month isn’t right either. You can’t really multiply lifetime ARPU times on month’s typical uniques.

        What you usually do is break it down further:

        • Figure half of them never download your free game (btw, this seems like a really high number — I wonder what the attach rate is on a typical XBLA game demo? David Edery, are you reading?)
        • Of those left, a percentage will bounce off and the remainder will stick for some appreciable amount of time. Usually, we use a month for this figure, and we call it “conversion” in the subscription world. (Because they convert to paying subscribers).
        • Regardless, now the clock starts ticking against an average user lifetime. No two users will be the same here, of course, but you can take an average for the purposes of ths calculation. An MMO that is really sticky will see a year and a half; an MMO in trouble will see three months or less, with all sorts of numbers in between.
        • Daniel James mentioned at the Virtual Goods Summit that in fact you can expect comparable average revenue from a subscriber customer versus a microtransaction customer — either way, there’s basically a threshold there, and you still usually get the same amount of money out of a given player.
        • So, one back of the envelope calculation would be to take the lifetime ARPU of a user, divide it by the average lifetime of a user, and figure the ARPU per month.
        • Then you take the area under the curve of the classic user usage pattern that I mentioned, and multiply it by this figure. And this will give you a better estimate of lifetime revenues.
        • Except then you have to chop off all your ongoing costs. I don’t know what the profit margins are in the F2P world. In the subscriber world, it could be anywhere from 60% down to 10% depending on the overhead you incur. You can run really lean and mean (and likely give really bad CS), you can have all kinds of cool infrastructure support and ongoing investment in the platform (launchers, shared tech, etc etc), you could be developing a new game on the back of the first one… lots of ways to go there.

        Bottom line, I think Adrian is a bit pessimistic here — he ends up by citing these figures:

        • 35K paying users
        • $100 ARPU per paying user, lifetime
        • $3.5M

        Ugh. That’s $3.5M in revenue on a product that, if you’re not a small, furry animal like Three Rings, might cost you low 7 figures to develop. That level of profit is respectable from a contribution margin perspective (i.e. aiming for a 30% return), but not exactly a game changer on the scale of Kart Rider or Maple Story.

        No, it’s not a game-changer, but for a small company, it’s a perfectly viable business, and likely sustainable over the long haul. (And it’s probably underestimated — it’s missing that full time dimension). Lastly, really, you should be a small furry animal if you are playing in this sort of territory.

        Analyst: Fraction Of Console Owners Using Video Capabilities

        Posted: 28 Jun 2007 09:35 AM GMT-06:00

        How important is DVD/BD video playback to console owners? According to new research by The Diffusion Group, though 80 percent of console owners have the option, only 30 percent realized it was part of its feature set, and only 13 percent actually utilize it - more stats inside. The new report, 'On the Use of Game Consoles for Movie Viewing', which surveyed 2000 U.S. homes, says that 74 percent of households rely solely on standalone ...

        PS3 Gets Firmware Update, Super Stardust, Gundam

        Posted: 28 Jun 2007 09:35 AM GMT-06:00

        Sony has released a new firmware update for its PlayStation 3, adding support for the H.264/MPEG-4 video codec, and has updated its PlayStation Store with Super Stardust HD and a demo of Koei and Namco Bandai's giant robot action crossover Dynasty Warriors: Gundam. The new 1.82 firmware is the first to support AVC High Profile (H.264/MPEG-4) format video, and also updates software compatibility with older PSone and PlayStation 2 titles. Other than the firmware, the ...

        Analyst: Game Ad Spending To Exceed $2 Billion In 2012

        Posted: 28 Jun 2007 07:51 AM GMT-06:00

        Representatives from research firm Parks Associates have released highlights of a new report forecasting that spending on video game advertising in the U.S. will grow 33 percent over the next five years to more than $2 billion by 2012. The report, titled Electronic Gaming in the Digital Home: Game Advertising, forecasts that the $370 million spent towards game ads in 2006 will experience a compound annual growth rate of 33 percent by 2012, an increase ...

        "flOw with a Pro" - Austin Wintory Interview

        Posted: 28 Jun 2007 12:02 PM GMT-06:00

        The Audio G.A.N.G. (Game Audio Network Guild) have published a great interview with our very own flOw composer, Austin Wintory. It is the first interview in which he explains some of his process behind composing an interactive soundscape, with sound effects that could sound like music, and vice versa (if you've played flOw you know what I mean).

        Check it out by following the link on the front page of the Audio G.A.N.G website.

        Otakon: July 20-22

        Posted: 28 Jun 2007 01:40 PM GMT-06:00

        Fans of anime, hentai and Japanese dating sim games may want to head to Otakon in Baltimore on July 20, 21, and 22. The conference is including the following "18+ Panels":

        Digital Love (18+)
        Gekiga: Putting the 'Man' Back in Manga (18+)
        How-to: Hentai! (18+)
        Yaoi? It's More Likely Than You Think! (18+)

        Product: Gearbox To Use Moven Motion Capture

        Posted: 28 Jun 2007 05:03 AM GMT-06:00

        Plano, Texas-based developers Gearbox Software (Brothers in Arms series) has announced that the company has chosen to use Xsens Technologies' forthcoming Moven motion capture technology for future game development projects. The Moven system, which is expected to debut at Siggraph 2007 this August, is based on small inertial sensors, which are integrated in a suit, and transmit their motion data wirelessly to a laptop which calculates the position and orientation of all body segments in ...

        H& G: Blizzard's Pardo Talks WoW Film

        Posted: 28 Jun 2007 06:12 AM GMT-06:00

        Speaking at the Hollywood & Game 'Creating Parallel Community Experiences Between Films and MMOs' panel, Blizzard game design VP Rob Pardo talked about the company's partnership with film producer Legendary to produce the World of Warcraft film, and how it's ensuring 'the experience and feel of the IP is there.' Pardo, who is credited as World of Warcraft's lead game designer, noted on the panel that Blizzard is in the midst of expanding its IP ...

        Feature: 'The History Of Zork'

        Posted: 28 Jun 2007 06:00 AM GMT-06:00

        Gamasutra is partnering with the IGDA's Preservation SIG to present in-depth histories of the first ten games voted into the Digital Game Canon, this time providing a meticulous study of Infocom's seminal 1980 text adventure Zork and its unruly offspring. In this excerpt, Dr. Matt Barton, an assistant professor of English at St. Cloud State in Minnesota, begins to examine Zork as possibly not just an example of gaming's past, but also perhaps a sign ...

        GCG Feature: 'The Teaching Game: Part One - Transitioning'

        Posted: 28 Jun 2007 07:12 AM GMT-06:00

        In this latest feature for Gamasutra sister educational website Game Career Guide, Steve Swink, independent game designer, artist who worked for Tremor Entertainment, Neversoft and currently teaches game and level design at the Art Institute of Phoenix, addresses the transition from industry to teaching. In this excerpt, Swink talks about the benefits of working at a smaller independent game studio, and also speaks to the satisfaction he draws from teaching rather than developing games himself: ...

        Photo Album: 6月29日

        Posted: 28 Jun 2007 10:18 AM GMT-06:00

        6月29日


        pixel

        今天LP生日

        Posted: 28 Jun 2007 08:40 AM GMT-06:00

        今天LP生日,正好周四更新,放出十二圣殿骑士的任务。
        结果一忙,把LP生日忘了……
        我该死……

        更该死的是,昨晚LP还提醒我来着。
        我还说:“明天我可能会忘记的……”

          Frayed Knights Dev Diary: Beating Up Is Hard To Do

          Posted: 28 Jun 2007 09:29 AM GMT-06:00

          You know, if it weren't for the UI work and art content, this game would be done already.

          But then what would be the point, right?

          The last couple of weeks, I've been focusing on combat. I had the combat interface mocked up before (and let me tell you, what I got ain't gonna make it to final release! Funny how actually using it reveals useability issues), but now I've been pulling together all these little elements together into something resembling a cohesive whole.

          Torque Fun
          But the programming side hasn't been a snap, either. I can tell I've really gotten used to more structured languages like C++... using TorqueScript on a big project can be... interesting. I can't rely on IntelliSense or a .h file to help me out. When dealing with code I haven't recently worked on, I find myself having to hunt through comments and code across multiple files just to make certain I'm setting the RIGHT "hitpoint" field.

          Incidentally, some of the fun I've been having getting Torque & TorqueScript to run "correctly" have been documented in this thread in the forums. I invite anyone else interested to post their own lessons learned - obscure is fine. I've found that the GG community is great for answering some of the basic, frustrating questions that you have as a newbie. The questions I tend to have these days involve doing stuff that nobody else knows off the top of their head, and nobody else is going to dig around in Torque's source code to find out for you.

          Building the Rule System
          As mentioned in a previous post, I've had a lot of basic foundation stuff to build in order to get some otherwise simple-looking things working. Black triangle stuff. For the last two weeks, it's been putting in the core character systems in order to get melee combat working.

          For example - just from a rules perspective - to make a melee attack the game chooses a random number between 1 and your "attack" rating. It then picks a number between 1 and the defender's "defense" rating. Higher number wins, ties go to the attacker. If the attack roll is 5x higher than the defense roll, then the attack is a critical hit, and does 1.5x normal damage. Then damage gets applied.

          Sounds like maybe ten minutes of coding, right?

          Calculating Ratings
          Well, except how do I get an attack rating? Oh, the base is calculated from the character's base stats, class, and level. Gotta implement all that. And then any item equipped may include a bonus or penalty. Gotta make sure the equipment system is working - at least on that level. Check through the player's equipped items for adjustments, see whether or not they apply. And then I have to check through spell or other effects that may currently be active on the character for further adjustments. So I have to write that system and make sure it works.

          So now - in theory - the player characters can level up, equip and unequip items (with bonuses), and have spells cast on them with lasting effects.

          For the defense rating, there's the special condition if they are using a shield --- in which case their block skill gives them an additional bonus to Defense.

          For damage, I need to also check for armor. Armor subtracts a value between 1 and it's armor rating from the damage applied by the weapon. And then there's armor-piercing weapons, which subtract their armor-piercing rating directly from the armor rating BEFORE it is rolled against the weapon damage.

          Other Considerations
          With all that in place, it's now possible for one person to attack another person and do damage to them. Oh, but what if they are too far away? If Chloe, armed with a dagger in the back rank of the player's party, tries to attack a weed-goblin caster who's 2 ranks deep in a group of attacking monsters, it's not gonna happen. The front-line goblins aren't just going to let her walk past them to stab the dude in the face. So I put in checks for party rank (position) and weapon length / range. All that has to be reflected in the UI, too, so the player can see why Chloe can't stab the rear-rank goblin caster in the face.

          And then there's endurance usage for making attacks. How much endurance should swinging a sword use? I've got a formula written down, based on your relative strength based upon the strength rating of the weapon, but will it work in practice?

          And I need to check to see if the character has enough endurance to take the action BEFORE letting the player (or AI) choose it --- and all THAT has to be reflected in the UI. (Actually, I've skipped that part for now... but it needs to go in there).

          Next, timing calculations. How much time does swinging a sword take, compared to swinging a dagger? While Frayed Knights is "turn-based," it's not a simple, straightforward I-Go-You-Go system. There's some nice, complex, crunchy timing calculations that take place in the background that determines in what order everybody goes. So all that has to go in there (fortunately, the core system was already in place with the prototype).

          Then there's AI. Right now, the AI is really stupid. It's easy to program stupid. The AI chooses someone at random that they are allowed to attack, and they attack.

          And then there's detecting the end-of-combat conditions. When everyone on one side is defeated or fled (not implemented yet), the combat has to end. Players get really annoyed otherwise.

          Testing and Cursing - Some Internal Monolog
          Crud, I need to define what the real character stats for the Frayed Knights at 3rd level (they skip 1st and 2nd)!
          - I build those up. I create a "Newgame.cs" file and functions for handling a new game, creating the startup characters, putting them in the right location, etc.

          Aw, man! They all have the same stats! What's going on here?
          - Little "oops" inside of a double-loop, using the outer-loop variable instead of the inner-loop variable when assigning the stats from the "new game" data.

          Great. Now I need to come up with the real stats for a pus golem. What should a pus golem's stats look like?
          - No, I don't have all these creatures statted out on paper, yet. The design doc describes 'em but doesn't stat 'em. As I haven't playtested these rules yet, I don't really know what would make an appropriate challenge or anything yet. I make stuff up, based on some guidelines from the design document. The pus golem is a 1st level character of the "monster" class... so I'll start there. Eventually I'm going to have cool templates & stuff that can be applied to really mix things up... but the raw pus golem will probably be unchanged.

          Now How am I supposed to know the stats for any other monster? I need a generic "monster database" system to pull in this information.
          - Time to implement a more generic system of pulling up a pus golem's stats. Or any other monster. To be honest, this is only half-implemented, but the function calls are working. But this needs to be a nice, clean, data-driven, expandable system.

          Okay, now I need to have monsters appear in groups. With their real visuals...
          - Yes, when I stubbed out the prototype, I just threw in a skeleton visual to stand in for any number and any kind of monster. I'm still stuck with just a skeleton (and an elf, and Kork the Torque Orc) for monster visuals right now, but they need to be based on the type of monster being encountered, positioned CORRECTLY - and in formations based upon their number and "rank" (depth in the group) relative to the player...

          Where did my monster visual go? He's under the floor? How'd he get THERE?!?!?
          - The usual bugs abound. In this case, I was accidentally dropping the "Z" value in some calculated positions based on the player's offset (because I was comparing only the X,Y coordinates with that of the player), so "Z" was getting set to zero, which was below the surface of the ground. And the monster would just keep falling, every frame...

          Why am I passing an empty string on the combat range? That's not right.
          - Oops. Somehow the "rank" variable in the party wasn't always being set.

          Crud. I forgot to arm my heroes and monsters. They are fighting with harsh language or something.
          - I found that the attacks were being skipped every time because, although I'd given the player characters some "generic swords" to attack with, I hadn't actually equipped them with the weapons yet. And they had no default "unarmed" attack, yet. So it was aborting, without printing an error message. My bad...

          Oh! The monster's dead! I should quit beating him, then.
          - I forgot to actually note that at zero (or less) health, the monster should not only cease to fight, but cease to allow the player to keep attacking it. Not that I want to deny the player the joy of
          beating a dead ... us, pus golem. But rather, I want to avoid confusing the player with useless options.

          How come attacking a monster hurts ME instead of the monster?
          - Uh, actually, I had the code for the endurance indicators and the health bar indicators mixed up. See, programmers have to deal with a lot more bugs than the players ever see!

          My monster isn't attacking! What's wrong with that slacker?
          - I forgot to arm him with an "unarmed" weapon, so he was skipping attacks just like the players had been.

          Coming Up Next Week...
          Well, there's my sharing of pain and frustration for the week. So what am I working on next week?

          Well, we've got the Utah Indie Game Developer's Meet coming up on Thursday. I'm not actually planning on demonstrating the game there this time, but some people have asked to see it. So I'm going to screw up my schedule and spend some time cleaning stuff up and making it look slightly more presentable. Maybe add some particle effects. Yeah - particle effects. That'll take people's attention away from all the junk that doesn't look right...

          I will also be adding some additional combat options, like resting. Spells are unlikely, but I'll try.


          (Vaguely) related talking about stuff folks really don't wanna hear:
          * Frayed Knights: Catching the Fly
          * Frayed Knights: Characteristics and Task Resolution
          * RPG Combat Design
          * Hackenslash!


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          Amorous Professor Cherry to be translated into English

          Posted: 28 Jun 2007 09:57 AM GMT-06:00

          Hot off the PR wire...

          JAST USA affiliate brand G-Collections, the leading publisher of Japanese PC dating-sim games in English, today announced the acquisition and beginning of development for Amorous Professor Cherry, an adult-oriented bishoujo ("beautiful girl") PC game from Japanese maker ZyX scheduled for release to the English language market.

          Amorous Professor Cherry is the story of Kouta Koikawa, a youth madly in love with his rookie social studies professor Chieri. The player guides Kouta's actions as the romance between them unfolds, allowing the player to experience love and tender passion not only with Chieri but also with her vivacious colleague Mamiko and Kouta's classmate Kiyoka in an exciting story crafted by veteran scenario writer Tomohiro Minakami of G-Collections' "Crescendo" fame. Artist Sendorikun returns as well, bringing the style that charmed legions of fans of The Sagara Family and Virgin Roster among others back to the G-Collections lineup.

          Amorous Professor Cherry is in the initial phase of development and is expected to see release in late 2007 or early 2008, and is now available for preorder at JAST USA (http://jastusa.com/) with rollout to other retailers coming soon. Further game information is available at the official JAST USA website as well.

          In other news, JAST USA will be announcing the acquisition of two highly anticipated titles at an exclusive panel event on Friday, June 29th, at Anime Expo 2007 in Long Beach, California. Fans in attendance will receive free gifts as well as being able to catch the first exclusive glimpse of titles sure to revolutionize the face of the English language bishoujo game industry; press inquiries at the event are welcome.

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