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Apr 20, 2007, 1:40:38 PM4/20/07
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"game" via 柠檬杀手 in Google Reader

Gallery: Party at the Nintendo House

Posted: 20 Apr 2007 12:40 PM CDT

house.jpg
I don't know exactly where this is, but I'm willing to book my roundtrip ticket right now if it costs less than a grand. Investigation of the tags on Flickr reveal two little words: "CMU" and "booth". Could this be this year's follow up the last ingenius booth from the kids at Carnegie Mellon University?

I don't care how many raffle tickets it takes, I just want more information on this house! Kim Phu

Gnychis' Photos [Flickr via The Tanooki]


Forza 2's Complete Car List

Posted: 20 Apr 2007 12:20 PM CDT

forza2420.jpgThe Forza 2 website has been updated with the final batch of top-end racing machines, completing list of rides available for the wildly ambitious racing sim. The grand total is 310 cars, from Acuras to Volvos and just about everything in-between, including 7 that are either pre-order bonuses, collectors edition extras, or the special Unicorn cards that will only be available in the in-game auction house using in-game credits, with no buyout. Fun!

I was hoping my car would make the list but apparently the elitist bastards are to high and mighty to include a 96 Nissan Sentra with its front end crushed by a landscape truck. Figures! Michael Fahey

Forza Motorsport 2's Official Car List [Forza Motor Sports]

Op Ed: SmartBomb Author on Va Tech Shooting

Posted: 20 Apr 2007 12:00 PM CDT

By Heather Chaplin

About 24 hours after Virginia Tech student Cho Seung-Hui killed 32 people and then himself, I received an email from an editor at a New York newspaper asking me to write a piece about violent videogames.

Was there any link between Cho Seung-Hui and videogames? I asked.

There wasn't, as we know now, and even the editor admitted the next day that it was a request that had come from his editor who'd been scrolling through TV that night.

My editor's editor must have stumbled on Fox News where Jack Thompson hypothesized confidently that authorities would soon find videogames on Cho's computer (they haven't as of this writing), or read the online Washington Post story saying that former high school mates said he was a Counter Strike player (a claim later cut from the story when it ran in print form), or Dr. Phil on Larry King Live lamenting the presence of violent videogames in young people's lives.

I've been writing about videogames for six years now and have answered countless questions about videogames and violence on radio, TV, and podcast. So maybe I shouldn't have been surprised. But there was something about the knee-jerk immediacy of the assumption that videogames must have been involved that took me aback. I wasn't being asked for my opinion, but rather to serve up one more version of an apparently accepted truth: violent videogames lead to violent behavior. Sometimes I wonder if these people don't realize that most Americans under a certain age play video games - that it's really not that extraordinary when it turns out that the sick among us do too.

The deep, deep irony in this case is, of course, that Cho's passion was not Doom - but play writing. I certainly haven't seen any op-eds about the dangers of creative writing.

(Though it may be worth mentioning that the debut of fiction as a popular form of entertainment was met with as much distaste and suspicion in its day as the videogame. Were this several hundred years ago, we may very well have been deluged by anti-creative-writing rants.)

It's natural for people to want to make sense of the disorder of the universe. When tragedy strikes at home or in one's community, one feels a keen need to understand. Why me? Why us? If only we could answer that eternal why, we could put to rest the pain of knowing the universe can deliver up something so horrific. How much easier is to say, it was the videogames! then to come to terms with the kaleidoscope of factors that leads to events such as high school shootings.

Just as I refuse to play blame-the-videogame, however, so too do I refuse to pretend that our mass entertainment isn't part of the equation. Frankly, if you're so defensive about videogames that you refuse to acknowledge that they effect us, then I'm going to have to say you're being as knee jerk as Monsieur Thompson.

I found the snap shot Cho took of himself with two guns raised in the air that he sent to NBC News the most disturbing reminder of this reality. It's an eerily generic reference to any number of pop culture images - from underground rap videos, to game stills, to action movie posters. (John Woo flashed into my mind. Who came into yours?) It was as if Cho were mimicking some vague idea of empowered cool soaked up through years of culture osmosis. His pathetic mimicry gave us a glimpse into who he felt he had become midway through his killing spree. It doesn't give us license to lay the blame for Cho's actions at the feet of pop culture, but it does remind us that yes, duh, our culture influences us.

And let's be honest. As a culture, we fetishize violence - and I don't just mean the faux-violence of games like Postal, Gears of War, or Counter strike, or of TV shows like the seemingly endless spin offs on Law & Order and CSI. The fact is, whether we want to admit it or not, we're seeped in violence both virtual and real. We don't just play violent; we are, deep down at our core, violent.

Look at our history. We've been waging war every day since manifest destiny first became popular more than a hundred years ago - some above ground like the current war in Iraq, others clandestine like our campaigns in the Philippines, Afghanistan, and Central America. You don't become the world's super power by sitting on your heels picking daisies Just a few years ago, we gave the go ahead to our government for a policy of pre-emptive strike. What is that if not an emphatic endorsement of violence as the prime solution to a given problem? Members of the Roman Empire would have been proud.

And as the Virginia Tech shootings reminds us once again, anyone who wants a gun can get one as long as they can pay for it.

Most of us learn how to abstract away the faux-violence of pop culture and to stay numb to the real violence in the world around us. But when one of us does become sick - really sick the way Cho was - perhaps it shouldn't be so surprising that the sickness manifests itself as a bloody reflection of all the culture showed him.

To blame violent videogames for this, let alone videogames as a medium, is short sighted, hypocritical, absurd, and, frankly, a little desperate. It's an argument made by people who fear a medium they don't understand and want a bogeyman more than they want real answers.

Heather Chaplin is the co-author with Aaron Ruby of
Smartbomb: The Quest for Art, Entertainment & Big Bucks in the Videogame Revolution. She writes regularly about games and game culture for publications like the New York Times, the L.A. Times and NPR's All Things Considered

Famitsu's Nintendo Release Dates

Posted: 20 Apr 2007 11:40 AM CDT

navy_army_ww2_flag.gif
It's Friday, so if you don't have any plans yet and are already feeling left out, then the following information might send you over the edge. Japan, who is already the family favorite when it comes to getting games first, has already got its list of upcoming games for Nintendo from Famitsu which are as follows:

July 2007: Final Fantasy Tactics A2: Fuuketsu no Grimoire (NDS, Square Enix)
July 2007: MushiKing Super Collection (Wii, Sega)
July 2007: Wii Health Pack (Wii, Nintendo)
July 2007: Mario Party 8 (Wii, Nintendo)
August 2007: Final Fantasy Crystal Chronicles: Ring of Fates (NDS, Square Enix)
October 2007: Super Mario Galaxy (Wii, Nintendo)
November 2007: Pokemon Mystery Dungeon 2 (NDS, Nintendo)
November 2007: Dragon Quest IX (NDS, Square Enix)
December 2007: Mario & Sonic at the Olympic Games (Wii/NDS, Sega)
In late 2007: Wii with DVD playback (Nintendo)
2008: Resident Evil: Umbrella Chronicles (Capcom)

Not many surprises here, but I'd really like to know when EXACTLY the Japanese are getting Mario Galaxy and Umbrella Chronicles. Clearly, as the adopted sons and daughters of the unit, we should expect to receive our hand-me-downs (gently-used and pre-shrunk) in the far-off distant future. Kim Phu

Super Mario Galaxy Dated for October in Japan [Wii Pals]

Consoles to Get Gas Powered

Posted: 20 Apr 2007 11:20 AM CDT

dungeonseigemovie.jpgThe developers behind PC hits Dungeon Siege and more recently Supreme Commander have confirmed that along with more SC goodness, they are hard at work on an original title for a next-generation console. Once again, job postings act as a source of gaming news:

"Projects include PC titles within the Supreme Commander franchise, PC titles with original IP and something new - an original IP that is the company's first next-generation console project"

So will this new game be an RTS? An RPG? The company says the project will come as a surprise to fans of their previous work, so they're probably straying from those two genres. I'll go ahead and guess puzzle-based Japanese dating sim, because when details finally appear you'll have long forgotten this post anyway.

Gas Powered Games confirms console project [GamesIndustry.biz]

Custom Wii-Motes

Posted: 20 Apr 2007 11:00 AM CDT

wiimods_nwf_0419.jpg

Wii Fanboy has a picture up of some pretty damn cool looking Wii remotes hand-painted by one of their readers. It looks like the reader just took the thing apart painted it and then put it back together. If I had any, and I mean any, artistic talent I'd be all over this. But alas, I don't. Brian Crecente

Pair of peripheral paint jobs pleases [Wii Fanboy]

[NetshowBT][THE SNOW QUEEN QUEST][雪女王][EN][1CD] (大小:204.81M 人气:19 下载:14 完成:2 种子:1)

Posted: 20 Apr 2007 10:50 AM CDT

发布简介:SPAN style="FONT-SIZE: 14px"THE.SNOW.QUEEN.QUEST-雪女王【游戏封面� 縄MG onmousewheel="return imgzoom(this);" onmouseover="if(thi s.widthscreen.width*0.7) {this.resized=true; this.width=screen.width*0.7; th is.style.cursor=hand; this.alt=Click here to open new windowCTRL+Mouse wheel to zoom in/out;}" onclick="if(!this.resized) {return true;} else {window.open(http://img.jeuxvideo.fr/photo/006C000000442857.jpg);}" src ="http://img.jeuxvideo.fr/photo/006C000000442857.jpg" onload=&quot ;if(this.widthscreen.width*0.7) {this.resized=true; this.width=screen.width* 0.7; this.alt=Click here to open new windowCTRL+Mouse wheel to zoom in/out;} " border=0游戏名称:雪女王英文名称:THE SNOW QUEEN QUEST游戏制作:Oxyge n Interactive游戏发行:Oxygen Interactive& && &游戏语种:英� 挠蜗防嘈停好跋沼蜗�amp; &官方网站:A ef="http://www.oxygengames.ne t/games.asp?id=27" target=_blankhttp://www.oxygengames.net/games.asp?id =27/A游侠0day信息网:A ef="http://0day.ali213.net/jump.asp?id=5080&quot ; target=_blankhttp://0day.ali213.net/jump.asp?id=50 ...
下载地址:http://gamebt.ali213.net/download-spot-1-152.html

Gallery: DK Bongo Blast Scans

Posted: 20 Apr 2007 10:40 AM CDT

blast.jpg
New scans are coming in from Famitsu and Koro Koro Comics of Nintendo's upcoming DK Bongo Blast for the Wii which is being released in Japan June 28th (no word on US release date). It's got no bongos, but it does have the big ape doing a bad-ass Superman pose and a level with a giant squid (and you know I be loving me some giant squids).

So then how do you play the game? According to IGN:


You shake the two devices [the Wii Remote and the Analog Peripheral] in turn to accelerate, shaking just one to veer in a particular direction. To jump, you raise the Wiimote and nunchuck together. You can also punch enemies and obstacles and throw barrels; we presume developer Paon has thought up some clever control options for these moves."

Clever. Now all I need is a cup-holder accessory and the whole thing will bring new meaning to the phrase "drunk driving". Kim Phu

DK Bong Blast en Images sur Wii [Jeux-France]

C&C 3 360 Demo Lives

Posted: 20 Apr 2007 10:20 AM CDT

ccplayball.jpgThe Command & Conquer 3 demo for the Xbox 360 has gone live on...Live, allowing console players their first taste of C&C goodness in 9 years, the last time being Red Alert Retaliation for the PlayStation in 1998. The demo clocks in at a full gig and is expected to be quite the popular item, so plan on downloading for a good long time.

I'd give you some impressions, but it was still downloading when I left the house this morning. I'm hoping the console controls add something novel to the experience, as the PC version, while an excellent entry into the series, felt a little stale to me. At the very least it has camera support, so I can finally stop flashing Uno players! Michael Fahey

Night Note: Ashcraft, Inc.

Posted: 20 Apr 2007 10:12 AM CDT

To: Crecente
From: Ashcraft
Subject: Grilled, Dead Things

It's been a week! Can you believe it? My parents are out early Monday morning, leaving plenty of time this weekend to do things like visit Kyoto and Nara. When I first came to Japan, I hated Kyoto. Thought it was dull, boring, uptight. It still is, in a way. But the city really opens up the more you explore it, and the longer you visit. It's truly a wonderful place. Probably go to Nara on Sunday and feed the deer. Tonight we had yakiniku. Mmmm... meat. When I reserved a table for "Ashcraft," the person on the other line asked if "Ashcraft" was a company name. Kinda funny. I told her "no," it was my last name. Though Ashcraft, Inc. has a nice ring to it, don't cha think?

Looking forward to getting back in the saddle. I've decided that I'm feel like a total slob if I'm not posting. Monday should be a blast!

What you missed:

Alrighty. See ya next week.

And The F.E.A.R. Contest Winner Is...

Posted: 20 Apr 2007 10:10 AM CDT

fearps3lastwinner1.jpg

Man, this contest almost was too close to call. And with me being on vacation, I'm feeling generous — Nice, if you will. And instead of picking one winner, we're picking two. And better yet, giving each respective winner his or her own copy of F.E.A.R. and his or her own post to gloat for winning the PS3 version, which has online support up to 16 players and has been outfitted with a new level and weapon. The lucky winner? Jermaine P., who came up with this dozy:

Free eggroll after rebate.

So, Jermaine P. send us an email with your address at kotaku...@gmail.com so we can get you your prize. And the other winner? We will announce that in a bit. You know, to torture. Brian Ashcraft

What Is F.E.A.R.? [Official Site]

Reality Check: Ghost Recon Vs. Land Warrior

Posted: 20 Apr 2007 09:58 AM CDT

ghost-recon-lede-0507.jpg

Occasionally a feature comes along that makes you think, "Why didn't I think of doing that." Popular Mechanics' Ghost Recon 2 Vs. Land Warrior is just such a piece.

In it writer Erik Sofge compares the futuristic support and weapons of Ghost Recon Advanced Warfighter 2 to the real world gadgets and weapons of the Pentagon's Land Warrior System upon which the game is loosely based. It helps that a contributing editor for the magazine got some hands on time with the real-world technology.

Specifically, the magazine looks at three things, the weapons camera, the heads-up display and enemy and friendly unit tracking.

What the magazine found, not surprisingly, was that the real-world tech isn't quite up to GRAW2 snuff. In particular, the map tracking of units isn't as responsive as in the game, with as much as a one-minute delay in relaying locations. The magazine also notes that a heads-up display that can differentiate between enemies and friendlies isn't just impossible now, but most likely impossible in the next decade or so.

The real world gun camera is also unresponsive, with sluggish focus, and the other weapon add-ons requires exceptionally heavy equipment that made them almost unusable.

It's a really interesting read and includes some cool photos of the real deal. I couldn't help but think, while reading through the article, how making the real world problems with the tech part of the game could lead to a more interesting experience.

What if you had to choose between high-end tech that was occasionally sluggish and misidentified units or being able to sprint, or at least run, in battle? Wouldn't that make for some fun battles? Brian Crecente

Ghost Recon Vs. Land Warrior [Popular Mechanics]

美国市场2007年3月的数据

Posted: 19 Apr 2007 10:07 PM CDT

美国市场2007年3月的一些统计数据(来源:npd):
 
硬件销量排行:
 
主机 3月销量 累计销量
NDS 508,000 [10,354,326]
PS2 280,000 [43,985,411]
Wii 259,000 [2,109,703]
360 199,000 [5,222,133]
PSP 180,000 [7,235,703]
GBA 148,000 [40,417,311]
PS3 130,000 [1,187,854]
 
(由于数据后几位都四舍五入了,因此“累计销量”一栏可能不够精确,2月数据参见: http://blog.sina.com.cn/u/4938f71b010009qz

 

从本月的硬件榜单中我们发现现在美国游戏机的格局比较有趣,ps2战Wii,xbox360战psp,ps3战gba,大家都势均力敌啊,只有nds暂时是一枝独秀。
 
游戏销量排行:
 
——按实际销售份数排行的榜单:

 

1 PS2 GOD OF WAR II (sce) - 833,000


2 360 Tom Clancy's Ghost Recon Advanced Warfighter 2 (ubi) - 394,000


3 360 吉他英雄2 (ACTIVISION) - 291,000


4 Wii Wii PLAY (任天堂) - 273,000/累计644,000


5 PS3 MOTORSTORM (sce) - 199,000


6 NDS 大金刚赛车 (任天堂) - 189,000/累计451,000


7 NDS 化石超进化SPECTROBES (迪斯尼) - 165,000


8 360 MAJOR LEAGUE BASEBALL 2K7 (2k sports) - 165,000/累计278,000


9 PS2 MLB '07: THE SHOW (sce) - 164,000


10 360 DEF JAM ICON (ea) - 148,000

日本4月9日-4月15日硬件销量

Posted: 19 Apr 2007 08:45 PM CDT

mc统计的4月9日-4月15日硬件销量如下:
 
DSL 133,325 (9,596,299)
Wii 75,759 (2,090,060)
PSP 24,850 (5,273,039)
PS2 12,872
PS3 11,948 (837,849)
Xbox360 2,900 (349,579)
GBASP 654
GBM 617 (576,260)
GC 167
DS 146 (6,584,080)
GBA 26
 
本周Wii的出货量提升,所以硬件销量比起上周有所增长( http://blog.sina.com.cn/u/4938f71b01000aru ),也带动了Wii软件的销量( http://blog.sina.com.cn/u/4938f71b01000ay0 )。
 
ps3的硬件销量则继续下滑,这两个月出现的软件空窗( http://blog.sina.com.cn/u/4938f71b01000ak6 ),大大影响了它的普及速度。
 
硬件软件果然是相辅相成的。
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000ay0
日本4月9日-4月15日游戏销量(mc统计)

Current Gen Games Pretty, Simple

Posted: 20 Apr 2007 09:20 AM CDT

TARA.jpgRenowned British AI specialist Steve Grand OBE is none too pleased with the current state of AI in video games. None too pleased at all:


As graphics have improved, the behavior of characters has got more and more embarrassing. When characters looked cartoon-like, any vaguely lifelike behavior was impressive, but now that characters have fluid movements, realistic textures and complex facial expressions, they tend to engage different circuits in the players' brains. The better the graphics become, the worse the behavior looks.

Man's got a point. Any of you play Dead Rising? Course you have. You know what he's talking about, then. Luke Plunkett

Next Gen Games Beautiful But Brainless [The Guardian, via Next Gen]

Sponsors Thanks

Posted: 20 Apr 2007 09:00 AM CDT

Being a tour guide is hard work. So much to show, so little time. And the pay? It's cruddy. Good thing our Sponsors brought maps and comfortable walking shoes. Heck, good thing we have Sponsors! This week, the Kotaku Gaming Tour was brought to you by World of Warcraft: Burning Crusade, F.E.A.R., Foot Locker, IFC TV, Mio, Stalker: Shadow of Chernobyl and Verizon. Okay, tourists, follow us!

Interested in advertising with Kotaku? Click here to find out how.

还原游戏的乐趣 “趣味第一”在沪成立

Posted: 19 Apr 2007 01:03 AM CDT

  回忆儿时,我们因为需要快乐而结伴游戏。简单的跨大步,踏方格,跳橡皮筋趣意盎然。80年代末随着任天堂红白机的出现,我们陶醉于魂斗罗,玛里奥等经典游戏之中不能自拔。在那个没有网络游戏的年代,游戏的过程就是简单的享受快乐。和如今市面上某些RMB网游或XX世界中无尽的任务相比,网络游戏,这个前些年还被称为“成人的童话故事”的娱乐内容,已经渐渐的在变质,与趣味越行越远。
  韩国网游始终影响着中国的游戏市场。当其国民网游卡丁车挟着快乐风暴“漂移”进中国国门的时候,我们不得不承认,中国原创网游和世界一流网游国度的差距正越来越清晰:不是画面,程序,创意的差距,而是游戏的本质——乐趣的差异。我们可以说现在原创网游已经越来越多,而且不乏成功的大作,但从其中,我们很难找出一款让我们玩的轻松,玩的快乐,可以去切身感受的“童话故事”。
  2006年,一批来自于国内外著名网络游戏开发、运营公司的资深人士相聚上海,为实现“中国人也能做出有乐趣的游戏,还原网络游戏以快乐”的目标,他们迅速的达成了共同的理想和发展方向,并具体落实到组队开发第一款休闲网络游戏《Patrix 纸客帝国》上。
  《Patrix 纸客帝国》乍一看上去是一款非常轻松、极其有趣的第三人称射击休闲网游。但这仅仅是其游戏的一种表现形式,实际上,游戏以一种近似荒诞和黑色幽默的手法,表现出了对未来网络化生存大幅度冲击传统生活的忧虑。同时,纸片化世界的设定与网络之间的连接带来了丰富多彩的游戏方式,给玩家前所未有的全新体验,同时又有似曾相识的感受。
  给于玩家纯粹的乐趣,是这款游戏开发的宗旨。游戏中的所有设定,都围绕着“怎样让玩家带着笑容行进”来制作着。你完全有可能置身于 “圆环套圆环”娱乐城中,以一发空气弹让对手弹上天空,然后用打火机将他烧成灰烬;也可以在“卧虎藏龙”的竹林里拿着高压水枪压制对方,却不小心被对方事先涂下的胶水粘住,眼睁睁看着对手拿出一把邪恶的美工刀上来喀嚓喀嚓……
  经过近一年时间的开发,在《Patrix 纸客帝国》即将面市之际,“趣味第一”运营平台也正式在沪宣告成立。“趣味第一”总裁、前育碧中国游戏设计部经理、资深制作人叶伟表示:趣味第一的企业愿景是为中国玩家开发有乐趣的网络游戏,让玩家不再为无尽的打怪,无尽的任务这种“人玩游戏还是游戏玩人”感到迷茫,而是让玩家真正寻找到多人在线游戏的乐趣,重新进入“童话故事”。而“纸客帝国”将是国内原创开发产品的新标杆,将充分显示出国内一流开发商远超韩国同行的实力。
  叶伟同时还表示,除了6月份发布的纸客帝国外,“趣味第一”还将于今年第四季度发布重金打造的、完全以国际AAA级标准制作的互动娱乐产品。这款颠覆性的产品目前还处于保密期,预计趣味第一将在今年Chinajoy期间发布该款产品的部分信息。

    关于《Patrix 纸客帝国》
  纸客帝国是由“趣味第一”自主研发的一款以第三人称视角射击为主题,置身于电影大片和经典游戏恶搞元素的新形态趣味网游。它的特色之处:具有属性的个性纸片人物,千奇百怪的枪械道具,夸张的视觉听觉效果和功能独特的E键,赋予射击类游戏以全新的游戏乐趣和休闲享受。

  关于趣味第一
  趣味第一(www.qwd1.com)成立于2006年7月,注资2000万元美元,主要从事经营性互联网文化内容,是获得政府网络游戏运营资质的纯中资企业。公司集网络游戏开发、运营为一体,立志为中国网络游戏用户打造休闲、快乐、时尚的“童话网游”。
  公司的核心团队成员主要来自全球第二大游戏开发商、第五大游戏发行商法国育碧软件(ubisoft,在中国运营过大型网络游戏“无尽的任务”-Ever Quest)以及于国内各大网络运营商,具有丰富的游戏开发及网络游戏运营经验。公司目前正在与核心合作伙伴进行产品开发以及运营的前期准备工作,计划于今年6月发布休闲网游《Patrix 纸客帝国》,并在年内发布第二款大型互动娱乐产品。

 

Multi-Tap: A Week In Comments

Posted: 20 Apr 2007 08:40 AM CDT

Dissecting Jack's Lies


Trained on Doom eh?

Soooooo, he practiced his rocket jumps?

by woodwater


WaPost Removes Counterstrike Reference From Story


I'm just saddened that all of this stuff leads to knee jerk reactions on all fronts, from gun control to what's allowed in entertainment. People are already attributing this case to the "macho hollywood gun-culture" when this kid was just a sick individual. If there wasn't a gun, he probably would have made a fertilizer bomb. I'm not saying that there's not things to be done, but let's get real. This was a case of a sick individual, and we can legislate and denounce until the end of the world, but it won't stop sick people from doing this kind of thing.

I mean, I was listening to the radio, and they were screaming about gun control, and when someone said that they needed to stop just "reacting" to incidents, their response was "Well, we reacted to 9/11 and I'm fine with that." OK, that's great, we changed to suit a changing world, I can dig that, but people fail to realize that knee-jerk changes (there's that phrase again) are often misdirected and ineffective at solving the problem at hand. The immediate reaction to 9/11 was the Patriot Act, which is now in the process of being taken apart piecemeal due to unconstituationality. I hate seeing our country go from shock and fear to a pitch-forks-and-torches mob screaming "Let's do something" and allow people to further pre-existing agendas under the faulty logic that shutting the barn door after the horse is out is the only reaction to any tragedy.

by EvilJ


Analyst: Xbox Biz Is A Disastrous Endeavor


So according to this analyst companies should not invest in expanding their business. It's called capital expenditure. Rarely are new business endeavors profitable with in the first five years. Microsoft got into the game market to expand the reach of their software into the living room and focus on the bigger picture.

Anyone claiming victory or defeat for any of the three at this point is incredibly short sighted. This battle will wage on for at least another generation when cable tv, the internet and games are all merged into one box.

Making his point about Japan so early was a mistake as well. Not that it isn't an important teritory but they are complete xenophobes when it comes to technology. Why should they look elsewhere when they already have two excellent game companies already in their country? That'd be like us all of a sudden buying Chinese developed cars when they start selling here in a year or two.

Now, you can point to Honda and Toyota because that is a good argument but they took decades to infiltrate the American market and are only now becoming successful in doing so. (for the record I own a Honda Prelude '99 type SH and I love it more than anything in the world.)

Compounded by the fact that American developers don't get Japanese culture and have very rarely been successful over there. (Metroid by Retro Studios is the only game that comes to mind). It's no wonder why they haven't succeeded, yet.

I'm sorry but just because someone isn't successful at something right away doesn't mean they should quit. Not when there's so much at stake. Besides, It's not like MSFT doesn't have the resources to fund their console.

by mrWalrus


Jack Thompson Gets Hardballed


Matthews really didn't attack Thompson. If you've ever seen Matthews go after a zealous politician on Hardball, you'd notice that this interview was very light. He basically allowed Thompson to ramble at length. It's probably because Matthews doesn't understand the subject himself.

It's kind of a shame because unlike Adam Sessler who essentially imploded while Thompson smirked on, Matthews could have torn this guy apart.

After all, Thompson needs to be ripped apart. The man has no shame. Barely 48 hours have passed since this tragedy and he is already hawking his vile agenda of censorship on the airwaves. The man makes me sick to my stomach.

by kyouryuu


Sony "Reconsidering Its Pricing Strategy For PS3


They've dug themselves a bit of a hole at Sony, it seems. It's a huge gamble no matter what they do. If they do drop the price, they'll only be eating more of the cost than they already are. Assuming consumer interest rose considerably at that point, are there enough games even available to make up those losses?
Sony, it seems to me, finds itself in a very "last-gen Nintendo" position. I think they can start to turn this around, but not with their home console. They should focus on the PSP brand as their money maker, the way Nintendo's handhelds have managed to turn a consistent profit. Can they do it? Yeah, but it's going to require a lot more effort in that area, and a lot more understanding of the portable market than they've shown thus far. In many ways, Sony's position is much more difficult than Nintendo's ever was. At the worst of times, Nintendo could always fall back on its utter domination of the portable market (and did). Sony lacks that buffer.
They need to do something to gain consumer confidence, and maybe a price cut would help, but they may have to get used to the idea of being the (very expensive) GameCube of this generation. Keep in mind that Sony doesn't just have to make up for lost manufacturing costs on every console sold; they also have to balance out the massive amount they spent on Blu-Ray and Cell R&D. The general public doesn't seem overly interested in HD movies of any kind just yet, and the Cell isn't being used in anything other than the PS3.
The PS2 is still outselling their new console, and that can act as their buffer for a little whole perhaps, but for how long? It's still very profitable for developers to put games out on the PS2, not so much for the PS3. In this, Sony finds itself in competition with its own console. It keeps the money coming in from one source, certainly, but it hardly justifies the PS3 to developers or the gaming public.
So a price cut? It's something to consider, and on the surface, sounds pretty good. But alone, without restructuring their overall strategy, it's not going to turn their position around.

by RevDenton


GameLife Host Freed On 50K Bail


I think another important thing to look at here is the fact that the girl turned him in for the threats he made. I'm sure she was more familiar with his demeanor and if she genuinely felt threatened I think she did the right thing by turning him in.

Think about it. You know all sorts of people. Some people could say something like he said and you would know it was just the way they reach out for attention. Someone else could say the same thing and you would be scared that they would act on it because they are nutty as shit. I think she thought he might act on it. Maybe she thought it was reaching the boiling point with his threats or something.

by adamcole


Interested in commenting on Kotaku? Here's how. Know: We ban. And better yet, other commenters are encouraged to nominate people for potential banning by sending emails to tips — Which not only helps weed out the tool, but raises the tipster's own ban profile.

Undead Game Almost Dead

Posted: 20 Apr 2007 08:20 AM CDT

ZOMBIESSSSS.jpgShame. The promising-sounding PS3, 360 & PC title Possession, a game where you, a zombie, had to kill the living to create an army of zombies and then take command of said army, is on hiatus. Developers Blitz Games:


Unfortunately we cannot give out any further information on Possession at the moment other than production has been halted for the time being. Blitz are busy with other titles at the moment but we will definitely make it quite clear to the public and to magazines, websites etc if and when we pick Possession back up.

A nice story, but the game never managed to secure a publisher, so sadly this might be more of a termination than a postponement. Wonder why no publisher picked it up - maybe nobody told them commanding hordes of zombies is a good thing, the kind of thing we'd pay money for. Then again...maybe the game was just a bit shit. Luke Plunkett

Blitz Halts Zombie Title Possession [Next Gen]

Football MMO Coming In 2008, Wives Wary

Posted: 20 Apr 2007 08:00 AM CDT

MON.jpgMost Europeans (and some Americans) will know all about Football Manager. How it changes lives. Destroys marriages. Consumes worlds. Hardcore stat-juggling combined with fantasy football is about as perfect as a game comes for a lot of people. Least, it was. Until developers Sports Interactive decided to take the game online and make an "MMO" Football Manager.

The game will be subscription-based, will (naturally) see human vs human matches and, best/worst of all, will see player transactions handled like they are in the real world: with a bidding war. If both you and one of your mates fancies the same player, you have to bid for him using the in-game cash reserves of your club, just like eBay.

So it's everything you had in Football Manager, plus everything you have in your office pools, tipping comps and bets with your mates on a weekend. All in one single, slightly terrifying package. And that sounds absolutely fantastic.

It's due in March 2008. Expect the British economy to collapse shortly thereafter. Press release junkies can get their fix after the jump. Luke Plunkett

'Back Of The Net' As Football ManagerTM Live Is Revealed

Sports Interactive announce brand new massively multiplayer online football management game

LONDON (April 20th, 2007) -SEGA® Europe Ltd today announced the future release of Football Manager™ Live, a brand new massively multiplayer online game from acclaimed developers Sports Interactive. Scheduled for release in Spring 2008, Football Manager Live has its roots set in the best-selling and award-winning Football Manager™ series, but has been designed specifically as a massively multiplayer online game.

Football Manager Live is a brand new concept in football management and allows you to build a club from scratch to compete against friends and rivals online for the ultimate in Football Manager bragging rights. It's the definitive test of football management skills, allowing you to set-up mini-leagues amongst your friends, bid in player auctions and compete in live matches 24 hours a day, 365 days a year. Matches take place in real-time with a range of tactical options for managers to control as they follow all the action via the realistic 2D match engine. In addition, the in-game chat option means managers can exchange comments on the virtual touchline, whilst other aspiring managers can view their competitors and learn their tactics.

Away from the stadium, users will need to control their club in a host of different ways. This ranges from the basics of choosing your club name, colours, badge and pitch size; right through to the nitty-gritty of balancing the finances and improving their squad by buying and selling players using an auction style transfer system.

The game is the brainchild of Sports Interactive co-founder, Oliver Collyer and is designed for a whole new audience of football gamers, as well as existing Sports Interactive fans.

"With Football Manager Live, we're ripping up the script that says how online football management games should work" says Oliver Collyer. "We're creating something that is fun, challenging and sociable."

"Imagine a cross between Football Manager, fantasy sports and auctions sites and you are part of the way to understanding Football Manager Live" commented Miles Jacobson, Managing Director of Sports Interactive. "It's great to be able to announce the game, and we can't wait to see the reaction to the beta when it launches next month."

Football Manager Live is due for release in spring 2008, with a beta test set to launch in May 2007. To find out more about participating in the test and to receive updates on Football Manager Live visit the official websites at www.footballmanagerlive.com or www.sigames.com

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Antike不错!

Posted: 21 Apr 2007 11:53 AM CDT

今天虽然不用加班,不放心,中午还是去了一趟单位。

然后就去和NT众聚会,战了一个很“文明”的游戏——Antike。感觉策略性颇强,涉及到策略游戏中经济,扩张,科技,探索等主要元素,难能可贵的是,游戏的最终得分可以通过不同方式实现。而正如《文明》一样,Antike的经济和科技,军事和科技,军事和经济之间都有非常紧密的平衡关联。战斗系统稍显贫乏,缺乏战术性。但考虑到游戏本身目的不是鼓励玩家战,所以战斗方面的战略化设计思路也可以理解。如果这种高战略化的游戏,也能有Battlelore那种级别的战术战斗,那么一盘游戏,真的要玩一个星期了啊!

下午看tass他们玩卡拉索(名字不确定),没看几分钟他们就结束了。听说也是很有名的建设型游戏。

晚上看tass他们玩Manila这个竞价类游戏,特别热闹感觉不错,不过没有亲自玩,很可惜。

补充几点关于概念设计

Posted: 19 Apr 2007 10:56 AM CDT

1.什么时候需要做概念设计

概念来自哪里? 一般来说,概念来自“对已存在问题的质疑和未被人发现的想法”, 也就是说它可能是一个改进方案, 也可能是一个实验模型, 引申一下也可以定义我们什么时候需要考虑做概念设计:

  • 通过对系统测试的整理,针对出现的显著问题,我们会计划相应的改进方案, 如何改进?就需要一个清晰的因果概念模型(加了一个因果二字是想更容易的理解这是一个基于存在问题的概念);
  • 当你有了一个创新的想法,在项目开发初期,选择一种容易被人理解的方式表达给对方,就需要一个易理解的概念模型

也就是说概念设计并不一定只在项目开发前期就全部完成, 因为很多情况下,一些想法不一定能同时汇集在一起,往往问题出现的时候也是新的概念诞生的时候

2.概念设计需要具备的几个基本技能

也许你在公司里是唯一的设计师,要包揽所有的设计工作, 不过基于背景知识的考虑,一般还是需要具备用户研究和交互原理培训的交互设计师来承担概念设计的文案工作,因为这里面也包括了对问题总结和方案描述的工作,以及对交互动作的说明,下面可能是几个基本应该基本的技能:

  • 问题捕捉 - 也就是对问题的敏锐观察,特别是那些对于一些人也许不是问题的问题-潜在问题,比如一个工具对于使用右手习惯的人群,包括设计师本身,都没有发现任何不便的地方,但是有没有考虑过对于左手习惯的用户,可能就会带来很多不便, 这个问题可以在用户观察中发现,也可以在行为思考中得到初步的注意;
  • 概念扩展 - 其实很多时候,一个问题或概念会引申出很多相应或相对的信息,如何全面地覆盖可能涉及的内容,以及如何关联这些信息之前的交互,就需要一定概念扩展技能,这可以通过一些科学方法论,或思维培训得到相应的提高,比如我们思维图;
  • 数据分析 - 对于不断扩展的概念范围和信息,我们需要做相应整理和过滤,提取最终需要的数据;
  • 概念描述 - 应该算文案表达能力,让别人更容易地理解你想传达的概念,除了图形的形式,文字的描述一样很重要
    也许在下面的例子里可以看到更多的工作内容描述。

3.概念设计的解说方式

概念设计一般通过一个名词-动词-名词的方式来描述两个概念(名词)之间的关联方式, 下面举一个刚好画完的简单概念图形来加以说明。

点击看大图

这个例子是一个对现有window“打开窗口”的改进概念描述, 因为个人问题一直被每天重复的点击操作所困扰,所以有了这个概念的收集和整理动机, 就像上面提到的,这个概念模式是基于对现有问题的质疑和试图改进建议,这只是个人的学习模型,尽量收集自己可能想到的方法。

绘制过程大致如下:

  • 问题主题确定;- 微软“文件打开”改进概念
  • 任务目标描述;- 让文件检索更快捷,有效
  • 联想尽可能的交互操作; -  汇集便捷的文件检索操作
  • 操作结果描述;- 可选择的方案
  • 交互关联描述;- 操作描述

补充说明: 概念图(concept map)和思维图(mind map)的区别:
思维图主要是围绕一个中心主题来树形扩散可能联想到的信息,而概念图主要是描述各节点概念之间的关联和互动关系。

windowslivewriter1c4177664183-a049mindmapconceptmap.gif

4.概念设计在整个项目流程中的作用

总的来说概念设计,决定了整个项目开发的创意方向,并帮助团队更好的理解他们正在协同合作的目标, 它可能是大范围的宏观概念,也可以是细节的创新改进方案。概念设计的存在,可以更有效的让与我们协作的伙伴清楚的了解项目想要传达的内容或概念,非常适合相对大一些的项目团队。

文中难免遗漏之处,希望大家补充交流。谢谢。
参考:
http://en.wikipedia.org/wiki/Concept_mapping

转载请注明出自UCDChina.com,谢谢。

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无垢视觉:黑白贵族 | man in black & white

Posted: 21 Apr 2007 06:57 AM CDT

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LEEFORCE Vision

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~ 转载请注明出处 ~

Update: Glitchy Twilight Princess Disc? Send It Back!

Posted: 21 Apr 2007 12:00 PM CDT

perhaps-im-in-your-way.png

A few weeks ago, Stephen Munn over at Aeropause reported that Nintendo was replacing Twilight Princess discs (Wii version) that had been affected by the "Cannon Room Glitch." Stephen unfortunately got caught in this trap and dutifully returned his disc to Nintendo for replacement. Well, the new disc came back and Stephen says that once again all is well in Hyrule.

Starting the new Zelda disc the first time brings a message, "Initiating System Update." On confirmation, it does a very quick update (apparently from the disc), and then brings you back to the Wii Menu... Upon opening the game, Shad is in the room. Speaking to him makes him leave.

The problem with this bug was that the character of Shad was nowhere to be found in the room to talk to after saving and shutting off the console in the Big Cannon Room. If you talked to Midna and tried to warp out of the room, she would tell you you couldn't because "That guy is watching us." Searching for Shad in the room came up with nothing despite what some forums would have you believe about him being "invisible", thus making it impossible to leave the room.

So, if you were a victim of this unfortunate incident and were unsure about sending your disc back, you can rest assured that the new replacement will fix the issue. There is no word yet on whether this will also fix the Eldin Bridge glitch that was also present on some versions. Flynn De Marco

NOA replaces my Zelda disc, and then some. [Aeropause]

Clip: Final Fantasy XII Revenant Wings Gameplay Trailer

Posted: 21 Apr 2007 11:00 AM CDT

Here we have #9 in a series of FF XII Revenant Wings gameplay trailers. The game looks like it will fall right in line with all the other excellent FF titles we've had thus far. Being new to the whole Final Fantasy milieu, I'm finding that I enjoy the handheld titles better than their console counterparts. Especially Final Fantasy X2. God, I hated that game... Flynn De Marco

Kotaku Originals: From VA Tech to GameLife

Posted: 21 Apr 2007 10:00 AM CDT

vashootercounter.JPG

It was a dark week for Kotaku originals, gaming and the country in general. This week saw a horrific massacre falsely blamed on video games, a former GameLife host sends unfortunate messages and in a bright spot, everyone finally sees Jack Thompson for the babbling idiot he really is.

R2花落联众已成定局 官网浮出水面(图)

Posted: 18 Apr 2007 10:05 PM CDT

  对于R2的期待想必不止我一个人吧,这款类似天堂的NHN大作一直牵动着许多玩家的心。终于,今天在网上发现了这条消息,联众推出了R2的官网(http://r2.ourgame.com)。我终于可以放下悬着的心,双手握紧手帕,眼含着热泪在心底大声的呼喊:R2离我们不远了。。。5555555。。。。。

 

R2花落联众已成定局 官网浮出水面

 

作者:爱与和平

 

  《R2》是NHN续《霸王》之后开发的又一款网络游戏巨作,是由《神话》策划人和其他核心开发成员参与,历经2年多时间开发的正统MMORPG。该游戏以中世纪为背景,各个势力之间在假想地带为了天下统一而进行战斗是游戏的主要特征,06年3月末首次在韩国公开,并于8月公测,目前已进入收费运营阶段。

    《R2》有着《天堂》一般宏伟壮阔的世界观以及超越《SUN》等大作的画面表现,PK模式新颖而刺激,所以在韩国网吧占有率TOP10上,曾经连续一段时间拥有一席之地。


   国内知名的大型网络休闲娱乐平台联众,在07年发展计划中公布了代理《R2》消息,一时间众多韩式MMOPRG爱好者开始为之日夜期待。但因为一些原因,联众迟迟未有宣布该游戏的测试时间。

 

  而4月19日,联众《R2》官方主页(r2.ourgame.com)终于悄然上线了。


  虽然目前的主页上只是一张图,但我们仍然能体会到R2即将来临的感动。

 

R2官网截图

 

大话也转档

Posted: 21 Apr 2007 10:14 AM CDT

大话2也要转档到大话3了,每到周末的日子,能经常在电梯里遇到大话的同事,他们甚至比我们加班加得还要多.

不过,他们这次的转档规模比我们要大得多: 9900万. 飞飞的转档规模,现在还没有全面统计过,但从已经开始处理的几个区来看,规模应该在1000万上下.

随着项目的逐渐起色,玩家的热情也被重新点起,这几天,论坛的发贴量一直是1万多贴,这个规模与梦幻现在每天的发贴量相当.我在想,如果换作了另外的一个公司,换作了另外的一个团队,会是什么样的情况,真的很难预料.

新的框架,策划的兄弟,已经基本上作出了个大概.剩下的,又是我们的活儿了.压力,依旧; 风险,依旧; 而到底能作到什么样, 我想, 2007年年底应该会有定论.

而目前,无论多难,多累,我们,仍不可懈怠.

    4月14日回家总结------职业目标更改

    Posted: 21 Apr 2007 03:17 PM CDT

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    Dog Island: I feel Sick

    Posted: 21 Apr 2007 01:30 AM CDT


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    New God of War Game Named?

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    Posted: 21 Apr 2007 12:30 AM CDT

    DSwii.gifCNET have listed their "Top 10 Must-haves", in which their editors list which ten techy, gadgety items you simply must have. MUST. No questions. And it seems you MUST HAVE Nintendo consoles. At #7 is the DS:


    Need a sleek portable gaming machine that won't break the bank and boasts a ton of great games? It's time to look past the Sony PSP.

    Ouch. Come on, CNET, what'd the PSP ever do to you? Something unspeakably terrible, it seems. The other Nintendo console on the list is the Wii, which is all the way up there at #1:

    The Sony PlayStation 3 and Microsoft Xbox 360 may be the only boxes in town for hard-core gamers, but the Wii gets all the bonus points for mass appeal. Nintendo's generation-transcending console is in high demand, thanks to its revolutionary motion-sensing controller and fun titles.

    Stay tuned next week for CNET's "Top 10 reasons why we think Nintendo totally rules". Luke Plunkett

    Top 10 Must-Haves [CNET]

    质检与产品部

    Posted: 20 Apr 2007 07:10 PM CDT

     

     

    为公司产品筹备新的部门——产品部。
    我知道这个部门就是一个得罪人的部门,因此我要亲自挂帅!靠,如今得罪人多了再加几个也没什么!
    产品部的任务就是挑毛病,自己给自己挑,总比让客户指指点点说要好受。
    很多人怕得罪有权的人于是不愿意参加,好心劝我不要管。
    看开发一部的笑话、看公司的笑话……其实我认为也是在看自己的笑话!
    都说我傻瓜。捅这个麻烦干什么?产品好了是人家开发一部的功劳,是韩国人的功劳,其实不管是谁的功劳只要产品得到市场的认可。总是我们集体的结果!外面的人才不会去具体分是谁干的呢!要是产品垃圾骂的也一定是公司所有人,连扫地的大姐都抬不起头。
    是哦,谁生的孩子愿意让别人说差呢?正是这个原因才要有这样的部门。
    搞开发的人都是喜欢往一个点上看,更喜欢看喜不看悠……就是这个原因才容易出现问题。
    我很喜欢开发二的策划组长,原因很简单,不看别人的笑话。但咱也不怕得罪人!该出手咱一定不落后。
    当今很多运营公司的产品部就是给开发公司的产品做工作。很多开发人狠死他们了,何必?我要在开发公司里先把道关!以后大家要习惯被人批评。这总比游戏上线没人玩强!

    能来产品部的人要会玩游戏,并且能指出游戏的具体问题。能横向、纵向地去分析比较游戏优劣势。善于表达且不畏势力说真话!
    鲜峰比喻得好——质检部。

    工作内容很清晰:
    玩游戏(包括自己的和当今最流行的)
    开会(写总结并且直接会议讨论,东北话叫“呛呛”)
    得到结论直接递交策划部去调整。

    下周,我负责开发的《斗逗三国》就要测试了,希望产品组很快就能起上作用。直接批评照死里砍!

    另:有想来我公司做游戏测试兼策划的朋友可以留言联系,我们很需要这方面专业人才。

    Silent Hill 5 Like Silent Hill 2, Just Newer

    Posted: 20 Apr 2007 11:40 PM CDT

    SH2.jpgSpeaking with German GamePro magazine, Silent Hill composer (and SH4 director) Akira Yamaoka has said the latest installment in the series will be a lot more like Silent Hill 2 than 3 or 4. Good news? No idea. I like 3 best myself, but hey, you might not.

    The "characters' behaviour" and "ways the player is directed" are cited as the two biggest reasons it feels so comfy and familiar. Also mentioned, rather importantly, I guess, is that the game's in development for 360 and PS3 and will be out...sometime in the future. Luke Plunkett

    Silent Hill 5: It Lives! [Games Radar]

    Famitsu's Best Of 2006 Awards

    Posted: 20 Apr 2007 11:20 PM CDT

    Famitsu2006.jpgBetter late than never, eh? Famitsu held their "best of" awards the other night, and the winners were lauded from on high. The losers? Naught but shame and misery for them.

    The "Game of the Year" award was shared between Final Fantasy XII and Pokemon DIamond & Pearl. I know. Bet you never saw that coming.

    Rest of the winners (complete with BUTCHERED award categories) after the leap.

    Best Rookie Game: Blue Dragon

    "Biggest Hit": Pokemon DIamond & Pearl

    Best Innovation: Wii Sports

    Best "rearranged game"? Maybe it's best sequel or franchise update. Anyway: New Super Mario Bros

    Best "High Performance" game: Twilight Princess

    Best Dramatic Game: Yakuza 2

    Best Game Design: Okami

    Best Multiplayer Game: Monster Hunter Freedom 2

    Biggest Impact Game: Dead Rising

    Best Portable Game: Metal Gear Solid Portable Ops

    Best RPG: Shin Megami Tensei: Persona 3

    Developer MVP Award: Hironobu Sakaguchi

    Character of the Year: Mario

    Company of the Year: Nintendo

    Luke Plunkett

    大賞は『ファイナルファンタジーXII』と『ポケットモンスター ダイヤモンド・パール』![Famitsu]

    Brits Considering Changes To Game Age Classifications

    Posted: 20 Apr 2007 10:20 PM CDT

    BBFC.jpgThe British Board Of Film Classification, who also handle gaming ratings, are looking at changing the way games are rated in Britain. Why? The reasons will shock you:


    We're looking to review our games classification policy in the next few months - and that's one of the reasons for this research.

    We have traditionally taken the view that because a game is interactive, by definition we need to be more careful. But when you watch a film you actually have less control than when you play games. It's easier for you to lose that sense of reality.

    One of the key conclusions of this report is that interactivity actually helps players distance reality from adult experiences in games.

    So, so great. Well, for British gamers, at least. The decision comes in the wake of a big study the BBFC conducted, looking at the playing and buying habits of British gamers from little kids to 40 year-olds. No word on just how they're going to change the way games are rated, but from the wording it sounds like a lot of games may not be rated as highly as they once were (particularly games receiving an "18" rating).

    Australian and German censors...could you take a look at that report, please? Luke Plunkett

    BBFC to rethink age guidelines [MCV]

    Web 2.0 Expo: Audio of the panel

    Posted: 20 Apr 2007 10:12 PM CDT

    The Agile Partners weblog has audio of the panel I was on. They also have better audio of the lecture I gave.

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

    人工智能的未来

    Posted: 20 Apr 2007 06:57 AM CDT

     
     
    Jeff Hawkins 是著名的PalmPilot掌上电脑和Treo智能电话的发明人,但是他其实也是一个人工智能前沿领域的研究者。这本《On Intelligence》就是他写于2004年的一部科普著作,讲述人工智能方面的内容。
     
    Jeff Hawkins的论调还是比较前卫的。作为一名计算机从业人员,他在书的前半部分就否定了图灵机(Turing Machine)用于人工智能的合理性。通过经典的“中文屋”实验的比喻,Jeff认为传统的图灵机只能进行对人类思考行为的模拟,而非真正的机器思考。Jeff通过对人类大脑工作原理的探究,整理出一套独创的人工智慧理论。他所建立的人工智能框架,是以模仿真正大脑的“记忆”与“预测”为核心的全新体系,对计算机科学的发展做出了杰出的贡献。
     
     
    2007年3月,Jeff Hawkins 基于他过去的研究,向社会发表了其最新的科学成果。这是一套以所谓Hierarchical Temporal Memory (HTM)为核心的智能理论。Jeff将他的研究成果公开出来,并鼓舞学术界、产业界在此基础上做出更多的贡献。
     
    承载该项目的官方网站是这个 http://www.numenta.com/,诸位可以前往拜读Jeff Hawkins最新的研究资讯,并且下载HTM理论的相关文档。
     
    以下介绍摘自豆瓣(http://www.douban.com/subject/1834728/
     
    《人工智能的未来》诠释了智能的内涵,阐述了大脑工作的原理,并告诉我们如何才能制造出真正意义上的智能机器——这样的智能机器将不再仅仅是对人类大脑的简单模仿,它们的智能在许多方面会远远超过人脑。霍金斯认为,从人工智能到神经网络,早先复制人类智能的努力无一成功,究其原因,都是由于人们并未真正了解智能的内涵和人类大脑。所谓智能,就是人脑比较过去、预测未来的能力。大脑不是计算机,不会亦步亦趋、按部就班地根据输入产生输出。大脑是一个庞大的记忆系统,它储存着在某种程度上反映世界真实结构的经验,能够记忆事件的前后顺序及其相互关系,并依据记忆做出预测。形成智能、感觉、创造力以及知觉等基础的,就是大脑的记忆-预测系统……

    该书内容独特、新颖,立论扎实,阐述精密,并辅以大量生动、易懂的实例,在合著者、美国著名科普作家桑德拉·布拉克斯莉的润色下,更具极强的可读性。相信作者对大脑研究的激情和严谨的科学态度会感染每一位读者,该书也必将成为智能研究领域的一部“圣经”。
     
    杰夫·霍金斯,成功的计算机工程师和企业家,掌上型电脑PalmPilot、智能电话Treo等产品的发明人。他创建了两家大名鼎鼎的公司——Palm Computin和Handspring,成立了致力于对记忆和认知研究的“红杉”神经系统科学研究所,同时,也是Cold Spring Harbor实验室科学委员会的一名成员。

    最后,霍金斯及其合伙人又宣布成立Numenta(源自拉丁语,意为“头脑”)公司,旨在把《人工智能的未来》一书中关于大脑的理论转化为实用技术。
     
    Leeforce

     

    LEEFORCE BOOKs

    http://book.leeforce.com

    ~ 转载请注明出处 ~

     

    Day Note: Drinks!

    Posted: 20 Apr 2007 10:00 PM CDT

    To: Ash
    From: Crecente

    I'm heading downtown tonight to hang-out at the press club and have drinks with a bunch of people from the Rocky Mountain News. Some of the writers decided to throw a going away party for all of the people who left the paper in the past six months or so. Should be fun.

    What you missed:
    Freaky-Deaky Economics of the Wii
    Donate and buy a Wii
    MSNBC hands Jack his ass (I emailed him the article, he never responded.)
    Pokemon insanity coming
    The Nintendo party house
    Our first ever Op Ed Piece
    C&C360 Demo Hits

    I continue to try and enjoy Pokemon. Having gotten through all that needless plot and earned my first gym badge, the game is getting more fun. Oh, we have someone heading to the Pokemon fest in NYC this weekend to write a feature for us. So we're all over that crap.

    Night!

    "game" via 柠檬杀手 in Google Reader

    unread,
    Apr 22, 2007, 1:35:45 PM4/22/07
    to cngame...@googlegroups.com

    Clip: ROFLMAO!

    Posted: 22 Apr 2007 12:00 PM CDT

    Those of you that troll the internets non stop in search of entertainment and then come here and complain when you've seen something before may want to just pass this clip up now . It has already been floating around the internet for a few weeks now, which in human years is practically a lifetime, but searching through the Kotaku archives, I was surprised to see that we hadn't posted it here yet.

    This is the third in a series of machinima shorts Brandon Dennis aka Oxhorn. The others in the series are funny, but this one holds a special place in my heart since it spoofs one of my favorite childhood songs Mnah Mnah. Mnah Mnah was a 60's novelty song recorded by Piero Umilani and was used in many shows of the time including a lot of air time on Benny Hill. But the version that I, and probably most of you, remember best was from the Muppets.

    Well, leave it to Oxhorn to re-invent the song for the internet generation by combining it with World of Warcraft machinima and changing the nonsense lyrics to even more nonsensical leet speak. Despite how it may sound described, the outcome is pure genius.

    For nostalgic purposes, I have included the original Muppets version of the song after the jump. Flynn De Marco

    Oxhorn's YouTube Page [YouTube - Thanks, Freezair Silvereye!]

    Gallery: Devil May Cry 4 Boss Battle

    Posted: 22 Apr 2007 11:00 AM CDT

    British Gaming Blog has turned up some sweet screenshots from Devil May Cry 4 showing our new hero Nero engaged in a fiery boss battle to the death. These are some incredible looking shots and I have no doubt the game will look equally as awesome whether on the PS3 or the 360 (let the flame wars commence). Looks like I'll be able to add another title to my "must have" list this year which right now is dominated by top spot holder Bioshock. Will DMC4 have what it takes to topple Bioshock from the top spot? Only time will tell!

    I have included my five favorites here, but to see all twelve, check out British Gaming Blog's full gallery. Flynn De Marco

    2002GDC的一些讲座,可惜只有提纲.

    Posted: 22 Apr 2007 09:22 AM CDT

    Deconstructing Sam: Narrative in the Splinter Cell Trilogy:
    https://www.cmpevents.com/Sessions/GD/DeconstructingSam.ppt
    Managing Complexity in the Halo 2 AI System:
    Simulation and Rendering of Real-Time Breaking Waves in Water Simulation:
    Strong, Manageable Hair without all the Fuss: Implementing Real-time Dynamic Hair for Today’s Consoles :
    Content Management for Halo 2 and Beyond:
    The Integration of AI and Level Design in Halo
    http://www.gamasutra.com/features/gdcarchive/2002/jaime_griesemer.ppt
    A Practical Guide to the Hero's Journey:
    Know Your Audience: Writing Design Documents That Get Read
     
     
     

    寻找十年前的游戏人

    Posted: 21 Apr 2007 08:57 PM CDT

        上海电影艺术学院互动娱乐专业将要新增加游戏运营管理专业,在教材编写过程中,不能不记录下中国游戏发展的艰辛历程。无论是金盘电子 前导软件 腾图电子 尚洋电子 西山居还是吉耐思、捷鸿软件、麦思特电脑、智群软件、辉影软件、大恒光盘、万森电子、鸿达电子、金钟电子、雷神资讯、雄龙公司 金仕达、苦丁香、金智塔、盘古、北极星 都在中国游戏发展中留下了自己的印记。或许今日回首,那段日子与当前有些似曾相识。
        游戏运营管理是一个熟悉而又陌生的话题,有许多需要向传统产业学习的地方。创新和进取需要建立在理论与实践相结合不断摸索的过程中,当前能够在喧嚣浮躁的氛围中静下心来做一些记录和总结的工作,需要大家的支持与指点。
     
    白马

    Official Japanese Beautiful Katamari Site Rolls Into Your Life

    Posted: 22 Apr 2007 10:00 AM CDT

    point_img03.jpg

    Nothing spells Sunday morning excitement quite like Official Beautiful Katamari Website. Namco/Bandai have snuck into the internets sometime in the wee hours and left us a lovely colorful present. Of course, it's all in Japanese so m ost of us will not be able to read it, but I was able to at least Babel Fish it enough to figure out that there is no release date set for either the PS3 or 360 versions and that it's Genre is being listed as Romance and Beauty.

    Poking around a little I was able to discover some screenshots and the announcement of a new Royal Cousin who's name I was unable to translate. You have probably seen him in the screenshots we posted a few days ago, but his picture on the website contains a certain video game icon that you just might recognize.

    Make the jump to check out the new cousin in all his glory!

    newcousin.jpg

    I'm sure one of you out there will be able to translate his name in a matter of seconds, so be sure to let us know what it is! Flynn De Marco

    [Thanks, Vix]

    感谢大家

    Posted: 21 Apr 2007 07:32 AM CDT

    今天很开心.为什么呢?
    因为有好多人关心我.
    昨晚星际直播,咳嗽了.后来看到论坛上好多朋友问候我,希望我病快点好起来.
    在这里谢过了.谢谢大家的关心爱护.
    上次感冒发烧的后遗症----咳嗽........
    确实时间不短了.
    药我吃了,大家不要担心了.
    有了你们的祝福,相信我会很快好起来的
     
    倒是觉得说话的声音有点哑哑的,希望大家不要见怪才是啊

    Dead or Alive 死或生

    Posted: 22 Apr 2007 06:35 AM CDT

    恩,这里说的是DOA电影,和Tecmo大神板垣伴信的游戏原作系列无关。但是,依然和游戏‘们’有关。毕竟,这是CodeFXCarl的原则。

    前天终于有机会目睹了这部游戏改编的电影。FXCarl可以很坦白的说,这是一部从头到尾几乎没让FXCarl合上嘴的电影。就电影的娱乐作用而言,这部电影的分数对FXCarl来说还是很高的了。

    早在很久很久以前,具体的时间已经不记得了。也就是DOA第一次放出剧照的时候,以小弟送上了剧照链接的地址……英日混血模特戴文青木(Devon Edwenna Aoki)的容颜早在影片<速度与激情2>中有所领教。所以她扮演的小霞虽然和心目中的完美形象有着莫大的差距,但忍忍也就过去了。

    虽然本来FXCarl在DOA中最喜欢的MM 绫子 在DOA4开始变得上围和身材不成比例(原本就是极限了,而现在的Size彻底让FX觉得审美不能了)进而导致FXCarl‘移情别恋’上白发女杀手克里斯蒂(恩,在DOA4中这个角色的造型相对来说更加比较有魅力)。但这并不代表FXCarl就已‘放弃旧爱’……所以当时特地关注了一下绫子在DOA电影中的造型。结果……算了,往事不堪回首,能扛下来实属不易。

    后来片子上映了,对游戏原本没有了解的观众看了片子的反映如何,FXCarl无从知晓--在FX圈子里的人没人不知道DOA的游戏原作。但是就从对游戏有所了解的人群来看--这里主要还是引用一些游戏相关媒体中出现的评论:这部片子比较烂,相当烂,玩过游戏的人最好别看。

    不过呢,FXCarl这个总是不太喜欢和大多数人保持一致的家伙,这次又要出来做一次跳梁小丑。发表一些不一样的观点……详见全文阅读

    《真三国无双3》(Shin.Sangokumusou.3.Hyper.PC)繁体中文Clone版

    Posted: 27 Jul 2005 07:29 AM CDT

    《真三国无双3》(Shin.Sangokumusou.3.Hyper.PC)繁体中文Clone版转自TLF

    开发:Omega Force
    发行:Koei
    容量:4CDs
    语种:英文
    平台:PC
    类型:动作游戏
    网址:http://www.gamecity.com.tw/products/products/ee/Rlsmusou3h.htm

    [QUOTE]1.unrar it
    2.burn it or load it with daemon/alcohol
    3.install the game
    4.insert the play disc (CD1)
    5.enjoy it [/QUOTE]
    [QUOTE]1.最底要求配置:
    CPU: 奔腾4 1,6GHz以上
    内存:256M以上
    硬盘空间:1.7GB以上的闲置空间(己看着留)
    解析度:640X480的真彩显示可能
    显卡:64M显存以上的VRAM
    声卡:DirectX9.0以上完全对应声卡
    光驱:DVD-ROM
    2.推荐要求配置:
    CPU: 奔腾4 2.6GHz 以上
    内存:512M以上
    硬盘空间:完全解压是2.8GB 自己看着留
    最低解析度:1024X768
    显卡:128M显存以上的VRAM
    声卡:DirectX9.0以上完全对应声卡
    光驱:DVD-ROM
    操作系统:2000 or XP
    3.推荐的显示卡:
    ATI RADEON 8500 6.14.0010.6497
    6.14.0010.6512
    ATI RADEON 9600 PRO 6.14.0010.6497
    ATI RADEON 9800 PRO 6.14.0010.6483
    6.14.0010.6497
    ATI RADEON X800 6.14.0010.6483
    NVIDIA GeForce3 6.14.0010.6693
    NVIDIA GeForce4 Ti 4200 6.14.0010.5216
    NVIDIA GeForce4 Ti 4600 6.14.0010.6693
    NVIDIA GeForce FX 5200 6.14.0010.6703
    NVIDIA GeForce FX 5200 Ultra 6.14.0010.6693
    NVIDIA GeForce FX 5600 Ultra 6.14.0010.5216
    NVIDIA GeForce FX 5700 Ultra 6.14.0010.5216
    NVIDIA GeForce 6600GT 6.14.0010.7181
    6.14.0010.7590
    NVIDIA QUADRO FX 500/FX 600 6.14.0010.4502
    6.14.0010.67221
    [/QUOTE]

    【游戏简介】(太平洋游戏网)
    根据日本光荣的消息,光荣公司于2003年2月27日发售的人气巨作《真三国无双3》(Dynasty Warriors 4)将发行PC版DVD版,售价5800日元,配音有日语和英语,可以任意选择,预计将于3月30日在日本上市。台湾光荣将代理。
    游戏特色
     一、在三国时代一骑当先的痛快动作体验。
     游戏从《三国志》改编而来,魏国的曹操,吴的孙坚,以及蜀的刘备,这三人的势力不相伯仲,形成了三足鼎立。游戏过程中玩家可以选择游戏进程,享受决定故事结局的乐趣。
     二、42位性格各异的英豪登场。
     游戏中玩家可以从 42 个三国风云人物中选择自己喜欢的角色,投入三国乱世的战场之中,体验每位角色各自的经历。赵云,关羽,夏侯惇,孙策,周瑜等许多《三国志》中的武将都会隆重登场。在前作的基础上又另加了魏国的曹仁,吴的周泰,蜀的月英等人物。这些人物都有其普通攻击模式,以及个性强化攻击。另外,本作中男女性别不同,攻击方式和攻击力也不同。
    三、多变的剧情
     17段剧情中共有50个段落,以构成游戏的剧情,玩家在游戏中能选择不同的路线来改变剧情。使得游戏的展开更为令人期待。
     四、《三国志》的单独对站
     当满足一定的条件时,玩家可以进行特殊动作攻击,单独对抗大批军队,这是非常紧张刺激的。
    五、新武器和单位的登场
     好好地利用架桥车、冲车和投石车之类的攻城兵器能有效加快游戏进程。另外爆投兵等新单位的登场也使游戏更富有战略性。
     六、游戏中的要素
     护卫部队的机能使用,武器的进化,武将的升级要素,物品的收集等等,必须满足上述要素才能顺利将游戏完成。
    七、强大的背景显示
     人物的表现以及光影的设定都很好,游戏的解像在这样的环境下尤为精美。另外,在PC版本中的热键功能使玩家可以同时控制战场上所有我军。
     八、本次的 PC 移植版除了继承先前 PS2 所有的要素之外,并加入了独自的改良,包括游戏 3D 绘图引擎的强化,除了能支持更高解析度之外,画面上所能显示的角色也比 PS2 版更多,光影与雾化效果也更为细致,只要玩家具备够强力的显示卡,就能得到更细致华丽的画面。
    【游戏截图】




    [QUOTE] 氨 哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪 卑
    氨 卑
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    氨 Shin.Sangokumusou.3.Hyper.PC.Chinese.BIG5.Alcohol.Clone 卑
    氨 卑
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    氨 卑
    氨 [Release Info] 卑
    氨 卑
    氨 Packer ................................ No one wish to know 卑
    氨 Release Date .......................... 05/07/23 卑
    氨 Disks ................................. CD x 4 卑
    氨 Protection ............................ Safedisc 3.4 卑
    氨 Image type ............................ MDF+MDS 卑
    氨 卑
    氨 URL: http://www.gamecity.com.tw/products/products/
    氨 ee/new/smusou3/index.htm 卑
    氨 卑
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    氨 卑
    氨 [Play Guide] 卑
    氨 卑
    氨 1.unrar it 卑
    氨 2.burn it or load it with daemon/alcohol 卑
    氨 3.install the game 卑
    氨 4.insert the play disc (CD1) 卑
    氨 5.enjoy it 卑
    氨 卑
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    氨 哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪 卑
    氨 卑
    氨 [Group Notes] 卑
    氨 卑
    氨 Ha, another release "stolen" from BT network, but who 卑
    氨 cares? we just wish to share the game to more people. 卑
    氨 all credits to the people who shared this game, just 卑
    氨 let us be and dont contact us. 卑
    氨 卑
    氨 and a small note for 卑
    氨 Tun.Town.2.Chinese.BIG5.Alcohol.Clone.READNFO 卑
    氨 we are so sorry we make the wrong filename on CD4's mds, 卑
    氨 it should be tt2d.mds, just rename it and burn it, it 卑
    氨 will works fine. 卑
    氨 卑
    氨 哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪 卑
    氨 卑
    氨 [Greetings] 卑
    氨 卑
    氨 to whoever knows us. 卑
    氨 卑
    氨 哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪 卑

    [/QUOTE]

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

    《一战天空王牌》(World War Aces of the Sky)破解版[Bin]

    Posted: 22 Apr 2007 12:13 AM CDT

    《一战天空王牌》(World War Aces of the Sky)破解版[Bin]
    转自sharevirus
    游戏名称:一战天空王牌
    英文名称:World War Aces of the Sky
    游戏制作:Midas Interactive
    游戏发行:Midas Interactive Entertainment
    游戏语种:英文
    游戏类型:模拟空战
    官方网站:http://www.midasinteractive.com/product_info.php?products_id=203&osCsid=52da953a57e4c8e0bac5aa860d0fdf6d
    【游戏简介】
    一款以第一次世界大战为背静的空战游戏,操作非常简便。游戏中玩家将驾驶那个年代的飞机去完成30多个任务,可攻击的敌人和目标也是多种多样,包括大型轰炸机,船只,火车,双翼飞机,燃料库,建筑物等等
    【游戏截图】




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

    [GBT小组][迷城的国度 NEXT][繁体中文][2CD][1.30G][RPG][4/22][长期] (大小:1.30G 人气:21 下载:61 完成:- 种子:1)

    Posted: 22 Apr 2007 08:51 AM CDT

    发布简介:中文名称:迷城的国度 NEXT英文名称:Xanadu Next游戏制作:FALCOM游戏发行:FALC OM 游戏语言:繁体中文游戏容量:
    下载地址:http://gamebt.ali213.net/download-spot-1-156.html

    [NetShowBT][游侠&TWO虫联合独家][欧洲冠军联赛2006-2007中文版][CN][2CD] (大小:1.09G 人气:100 下载:65 完成:- 种子:1)

    Posted: 22 Apr 2007 07:51 AM CDT

    发布简介:PUEFA.Champions.League.2006-2007.Chinese.2CD-NETSHOW欧洲冠军联赛2006-2007中� 陌�P< />P【游戏封面】游戏名称:欧洲冠军联赛2006-2007中文版英文名称:UEFA Ch ampions League 2006 2007 Chinese游戏制作:EA Canada 游戏发行:EA Sports& &&&&&&&&&&&&&&&& amp;&&&&&&&&&& 游戏语种:英文游戏类� 停禾逵杭�amp;&&&&&&&&&&&& &&&&&&& 官方网址:http://www.uefachampionsleague 0607.ea.com/&& 游侠0day信息网:http://0day.ali213.net/jump.asp?id=50 53所 ...
    下载地址:http://gamebt.ali213.net/download-spot-1-155.html

    《最终幻想12RW》电铁广告

    Posted: 21 Apr 2007 08:46 PM CDT

    square-enix为预定4月26日在日本发售的《最终幻想12RW》(Revenant Wings)在日本电铁出入口打上了广告,之前capcom也曾为《逆转裁判4》而在电铁出入口大打广告( http://blog.sina.com.cn/u/4938f71b01000ao9 ),看来这也是一种宣传的好方法。
     
     
    广告上写着“FF12RW、4.26、DS”,简单明了,还配上了一些登场人物的点阵图,也许能吸引一些大人的眼光。
     
    话说昨天《最终幻想12RW》已经在港台地区“偷跑”了(“偷跑”指港台地区的游戏店进到货,不管日本的官方发售日是什么时候,就直接拿出来卖了),所以国内玩家很多人也都玩上了——据说褒贬不一。
     
    而fami通之前为这个游戏打分是32分(9\8\7\8),在“最终幻想”系列里算低的分数了,更是让人对这款游戏的前景感到扑朔迷离。
     
    我连ps2版《最终幻想12》都还没玩呢,本来是一直在等美版,但美版《最终幻想12》推出之后,由于各种事情,阴差阳错,至今还没有正式开始。至于nds版的《最终幻想12RW》,那肯定也要等美版了。
     
    相关链接:
    http://blog.sina.com.cn/u/4938f71b01000anq
    《FF12RW》里的召唤兽奥丁
    http://blog.sina.com.cn/u/4938f71b01000800
    《最终幻想12RW》的新杂志图
    http://blog.sina.com.cn/u/4938f71b010006wk
    CG动画欣赏专用
    http://blog.sina.com.cn/u/4938f71b010006s9
    square-enix在nds上的新作

    Links for 2007-04-21 [del.icio.us]

    Posted: 22 Apr 2007 12:00 AM CDT

    大赞!TGBUS原创手绘漫画-编辑部的事故 three

    Posted: 20 Apr 2007 11:00 PM CDT

     






    大赞!TGBUS原创手绘漫画-编辑部的事故 two

    Posted: 20 Apr 2007 10:58 PM CDT

     





    大赞!TGBUS原创手绘漫画-编辑部的事故 one

    Posted: 20 Apr 2007 10:42 PM CDT

     唔,今天是周六,在我们tgbus论坛偶然看到同事明人君原创的漫画,觉得好赞好赞,转来blog大家共享,也算是游戏行业从业者的生活花絮咯。
     
     






    Terabithia,Role-paly,Despair

    Posted: 22 Apr 2007 08:21 AM CDT

    看完介绍为“Nania之后最受期待的魔幻片”的Bridge to Terabithia之后,对这段评语的名不副实感到无奈。这是地地道道的少年文艺片,魔幻?go hell.

    所谓魔幻,其实是主人公想象出来的幻想世界,每个人小时候应该都幻想过类似的世界。当沉浸于幻想以至于创造出新的世界的时候,这其实就是Roleplay的发端了。

    太多的情节能够感同身受、交谈、眼神、家庭。有些经历也许你经历过类似,有些经历也许你没经历过但你能体会。

    这部电影对于感性的人来说,会感动唏嘘,会追忆回顾;对于理性的人,则是一个俗套而熟悉的故事。

    对于我而言,一切的感觉都像熟悉得不能再熟悉。就在我准备将他归到很普通平凡的儿童片之时,令我深感绝望的结局改变了我所有的结论。电影改编于或儿童文学奖的小说,看完以后我觉得,小说一定会比电影更好。

    原书源自于美国女作家Katherine Paterson根据儿子David Paterson(也就是电影剧本的改编者)的真实经历。于是我想到两件事:1、小孩子的想象催生了一本幻想小说,而小说又造就了一部电影。而我们当中很多人在度过这段幻想时光的过程中,都在“好好学习,心无旁骛”的叮咛中让美好的时光淡淡散去。2、虽然人性是相通的,但各种莫名的熟悉感告诉我,我们这一代,受西方文化的熏陶太深了。

      Arcade Flyer Art Saturday: Tunnel Hunt

      Posted: 21 Apr 2007 09:00 PM CDT

      tunnelhuntfront.jpg

      Tunnel Hunt was created in 1981 by Centuri and was licensed by Atari for use in arcades. The gameplay was rather dull and consisted of moving a crosshair around the screen to shoot enemies coming at you from the distance. These enemy ships bear a striking resemblance to Darth Vader's Tie Fighter and the farther away they are when you shoot them, the more points you would get. The ships would fire missiles at you that you would then have to blow up before they made impact with your "ship". But don't think you can just hold the fire button down and blast everything that comes at you. Your lasers have a meter and can overheat causing you to be unable to fire for a few seconds until they cooled down again.

      All this action packed excitement took place on a background of strobing concentric squares that gave one the illusion of going through a long tunnel, hence the name, Tunnel Hunt. The cabinet was also built out on the sides and top creating a sort of blinders effect that added to the tunnel illusion. All in all, not a very interesting game. The flyer on the other hand is another matter...


      This image just reeks of all kinds of saucy sexual overtones. I can't imagine exactly what they were thinking when drawing this one up, but surely there was no mistake or confusion, they knew exactly what they were doing. The depths of space, indeed! The back of the flyer only adds to that theory with quotes like:

      Grab the four way joystick and get ready for the fight of your life. Acceleration is automatic, but keep your course. Hit the walls of the space tunnel and you'll lose speed.

      Replace a few words in that sentence and you've got the beginnings of a fantasy letter to Playboy. Although I guess in this case it would be more like Mandate. Flynn De Marco

      [flyer courtesy TAFA]

      tunnelhuntback.jpg

      Wii《勇者斗恶龙:剑神》发售日

      Posted: 21 Apr 2007 09:35 AM CDT

      原先说要和Wii一起首发、后来推迟到“2007年春发售”、再后来又延期到“2007年夏发售”的Wii《勇者斗恶龙:剑神》,终于确定7月12日在日本发售,价格6800日元——看样子Wii的暑假软件攻势就要从这个游戏开始了。
       
       
      square-enix还计划在5月12日、13日的“SQUARE ENIX PARTY 2007”( http://blog.sina.com.cn/u/4938f71b01000a0g )上发售这款游戏的一个周边产品:一个银戒指,号称“勇気の腕輪”。
       
       
      这个“勇気の腕輪”价格可不便宜,14000日元,不过“勇者斗恶龙”的fans应该会买的……
       
      相关链接:

      psp版《最终幻想》、《最终幻想2》封面

      Posted: 21 Apr 2007 09:18 AM CDT

       

      其实我发这一贴就是在灌水啊……


      相关链接:
      http://blog.sina.com.cn/u/4938f71b01000agc
      psp版《FFT狮子战争》封面

      "game" via 柠檬杀手 in Google Reader

      unread,
      Apr 23, 2007, 2:22:07 PM4/23/07
      to cngame...@googlegroups.com

      Star Wars Galaxies Wrecking Crew

      Posted: 23 Apr 2007 01:40 PM CDT

      fraggles_doozers.gif
      What happens when there's too many imaginary buildings in an imaginary world and aren't enough imaginary squatters to take them over? If it's in MMORPG, Star Wars Galaxies, then they get torn the the heck down. Not only that, but this particular public works job actually goes to, well, the public:

      An abandoned structure will then be subject to demolition by your fellow citizens. Citizens will be rewarded for each structure demolished... For each successful destruction of an abandoned structure, you will recieve one reward point. Reward points are redeemable at the Luck Despot for cool in-game items that you can use to decorate your own structures.

      All of you slum lords with an inactive account since April 17, 2006, will have your properties deemed "condemned" and demolition will commence on June 5 of this year. Everyone with an active account, get your hard hats on, because there's going to be a real fun block party coming up. Kim Phu

      Wanna Be In the Star Wars Galaxies Wrecking Crew? [Game Set Watch]

      Worms 2007 Goes Mobile

      Posted: 23 Apr 2007 01:20 PM CDT

      worms07mob.jpgTHQ Wireless announces an agreement with Team 17 to bring a new chapter their brilliant trajectory shooter Worms to mobile phones worldwide next month. Being a die-hard fan of the Worms franchise, I am officially starting to get intrigued by this...cell-phone gaming they speak of.

      The game will be called Worms 2007 and will feature the same gameplay we all know and love (unless we don't) along with a host of new weapons and features, such as the ability to play over a cell phone. Always a good mobile game feature, or so I've heard.

      The game will also feature full 3D backgrounds of high-end phones that support it, while allowing us low-teks a chance to play a depressingly flat 2D version.

      So, anyone have any tips on what sort of phone I should get to dip into mobile gaming? Right now I have a Samsung SGH-P207 half-covered in dried crazy glue due to an unfortunate pocket explosion. Will that do? Michael Fahey

      THQ WIRELESS AND TEAM17 ANNOUNCE WORMS® 2007 FOR MOBILE PHONES

      New Sequel to the Successful Worms Series Scheduled for Release In May 2007

      WOKING, UK 23 April 2007 - THQ Wireless Inc., a subsidiary of THQ Inc. (NASDAQ: THQI). today announced an agreement with Team17 Software Ltd. to publish Worms® 2007 for mobile handsets worldwide. Retaining all the familiar award-winning gameplay and unique sense of humour that has epitomised the brand for more than a decade, Worms 2007 will showcase a whole raft of new gameplay features including new loopy weapons to add to the previous game's arsenal.

      "The addictive style of Worms gameplay has proven to be ideal for the mobile environment," said Adam Comiskey, Vice President of International, THQ Wireless. "This new version of the classic game will please existing fans of the series, as well as newcomers to the world of Worms."

      "With Worms 2007, we have the opportunity to strengthen an already powerful franchise and provide a definitive gaming experience on mobile handsets within the Worms universe," said Debbie Bestwick, Commercial Director, Team 17. "Worms 2007 will mix the simple controls and 'aim-fire-explode' gameplay that has resonated so well with mobile game players in the past with the very best graphics currently possible on the mobile platform."

      About Worms 2007
      For the first time ever, 3D backgrounds on high-end handsets that are capable of 3D support, set the benchmark for the best graphics available for mobile phone content. Classic 2D game versions will also be available for multiple handsets with the same gameplay additions and all-new content. With both graphical versions, new mission based single-player campaign test players handling of Worms firepower and enemy shoot out tactics.

      Guitar Hero Van Kicks Off National Tour

      Posted: 23 Apr 2007 01:00 PM CDT

      GUITARHero_270x180.jpg

      To help promote Guitar Hero II hitting the Xbox 360 Microsoft put together a cool jam mobile, rigging two moving vans with video screens and copies of the game.

      One van hits San Francisco and another Boston this week. Next week the vans will be in Los Angeles and New York. No word on when they're coming to Denver, though my money is on when hell freezes over. Brian Crecente

      Microsoft hits the road with 'Guitar Hero' [CNet]

      古琴和调音器

      Posted: 23 Apr 2007 12:14 PM CDT

      最近迷上了七弦琴。

      一开始是被一个同事忽悠的,她弹了好几年了。只因为一句话,她说:“我喜欢曹子建的《高风亮节》,弹奏的时候,两千年前的人的心情仿佛穿越了时空,你可以在自己身上感受到。”

      古琴是君子乐器,排在琴棋书画之首是很有道理的。笑傲江湖中那本被很多武林人士当作天书般武功秘籍的琴谱,其实就是用减字方法记录的琴曲的弹奏指法。琴谱上甚至没有标记节拍和每个音的长短,全凭演奏人的发挥。音乐往往可以比语言更能传达人的感情。心中有什么事情,一抚琴就能安静下来,声音从琴弦中弹出。旁人从琴声中听出弦外之音来,当不是什么难事。

      琴谱上也没有标记音高,所以很适合我这种不识五线谱的人来学。而且键盘敲了二十多年,手指头还是满灵活的。琴的声音也极小,半夜练习,隔了堵墙,那幽幽的时断时续的声音就传不出去了。在家练习永远不会被邻居投诉到物业去。

      前段时间跟老丁聊起这个,碰巧他认识一个朋友的朋友是制琴的。马上发短信跟人订了一把。因为价格不菲,所以我也算被逼上梁山了 :D 上周末去取了琴来,第一天就是调音。花了一晚上才调好,全靠耳朵听的,似乎还比较准。买的这把琴音色也真是不错,我那同事的说法是,跟她家的那把不可同日而语。

      跟着我也就练了一个星期。

      主要是看李祥霆老师的教学 VCD ,练一些基本指法。平均每天都玩上两小时。多的时候四、五小时,基本除了编程序,别的时间都花在上面了。

      前几天听另一个玩古筝的同事的介绍,去网上买了个调音器,据说定音不准的话,琴声会大打折扣的。买了后才想起来,不就是个音频采样分析的玩意吗?用个麦克风,写个程序分析声音采样的数据,就可以得到准确的音高了,有计算机的话,实在不需要专门的硬件。网上一搜,果然这种软件一大把 :) 可以找不到 palm 版的,不然直接用我的手机做调音器了。

      不过今天货寄到了,毕竟能比计算机上装个软件用起来来的方便。花了一晚上校对了一下前段时间靠耳朵调的琴。发现音阶基本是对的,但是基本音低了两度半。怪不得我听起来跟网上找到的视频中的感觉不对。可能是新琴弦太紧,不敢太用力拧,担心弦断掉了。

      这回有仪器慢慢的调放心多了,仔细调整好后,发现声色果然不同。弦紧了后,声音更为干净。泛音比我原来弹的时候清晰很多,而且余味悠长。有仪器后,直接散拨每根弦就可以校准了。稍微一点松紧,人耳完全不可能分辨出来的,在调音器上看的非常明显。靠人耳的就不能这么简单了,需要在不同弦的不同徽位弹出泛音来比较,基本上的原理就是让误差扩大大到人耳可以轻易分辨的范围。可惜这样只能让每根弦的相对音高正确,而决定不了基本音高。像我这样没啥音乐感,平时连流行乐都不听的人,不靠仪器只能束手无策了。

      最后,虽然被行家知道了要骂的。我的第一首试弹的曲子是首现代曲。也就是黄沾的《沧海一声笑》。不过也是古曲的风格,比如没有 4 这个音。真是神作啊,起头非常简单,顺着散拨弦就可以了,听着却很有味道。后来正正规规的练习据说是入门曲的《秋风词》,对我来说还是难了点。网上找了段人家弹奏的视频看,自己却怎么都弹不出那个感觉来,看来路还遥远着呢。

      虚拟交易不等于犯罪——谈虚拟物品的产业监管

      Posted: 23 Apr 2007 01:53 AM CDT

       作者/圣者

        今年年初,我国《物权法》终于通过了。这部法律的通过意味着公民私有财产得到了进一步的保护,然而,虚拟财产何时能得到应有的保护呢?

        虚拟财产也可叫做虚拟物品,即无实物性质,通过数字或字符等方式存在的商品,称之为虚拟物品。像大家常见的QQ号、网游帐号、游戏中的装备道具,都属于虚拟物品。

        很多人不禁要问:电脑游戏里的那些小刀小枪,仅仅是娱乐工具罢了,不当吃不当穿摸不着带不走,也需要物权保护么?其实大家可不要小看这些虚拟物品,它们产生的经济价值要远远超乎人们的想象。

        小小游戏大大财富

        盛大总裁陈天桥,这位前任中国首富,对虚拟物品的价值自然有一番深刻的理解。在05年末,盛大盒子失利之后,盛大网络不得不将网络游戏重新作为核心业务。而此时的市场格局已经发生了沧海桑田的变化,不仅网易超过了盛大这个昔日老大,连九城也骑到盛大头上来。陈天桥经过深思熟虑之后,将盛大旗下所有网游改为免费运营模式,即通过贩卖游戏道具进行盈利。截止至06年末,盛大第四季度网络游戏营收增至人民币4.5亿元,超过网易重新坐上网游市场头把交椅。而盛大这4.5亿元的营收,主要靠的就是贩卖游戏中的虚拟物品。

        说到贩卖游戏中的虚拟物品,恐怕没人会比史玉柱更加深黯此道。史玉柱的《征途》,就是靠虚拟交易起家的。在《征途》这款网游中,有钱的玩家甚至可以随意用人民币来打造极品装备,投入数万元砸顶级装备的玩家早已司空见惯。如果你在《征途》中看到某玩家身穿150+满十星的顶级套装,跨下骑着十属性的坐骑,那么这位玩家的虚拟财产身价至少在10万人民币左右。

        谁说时间不能买?

        虚拟物品交易历史由来已久,最早暗黑2战网和UO时代,国外就有网络游戏的虚拟交易。2000年左右,网络游戏进入中国,逐渐成为最普及的网络休闲方式。当时网游角色的强弱基本是靠在线时长决定的,谁有时间打怪升级,谁在游戏中就最厉害,所以当时各游戏服务器的霸主一般都是大学生和社会闲散人员。后来一些有钱人为了成为游戏中的高手,便向其他玩家购买需要很多在线时长才能搞得到的游戏金币、装备,甚至直接购买游戏帐号。这些款爷们往往一掷千金,贫穷的玩家自然乐得出售,于是便形成了网游中“穷人用时间换钱,富人用钱买时间”的虚拟交易现象。

        打游戏竟成了产业

        游戏制作形成产业化,谁都可以理解,但打游戏居然也能形成产业,这恐怕就很难被理解了。由于游戏中款爷们的慷慨消费,一些老网游玩家得到了实惠。打了一段时间的游戏之后,发现不得了,通过游戏赚的钱要比正常上班多得多,于是就专心去打游戏,便形成了现在的职业网游工作室。

        据不完全统计,全世界每年的虚拟交易产值在80亿美元左右,这个数字恐怕比正常的网游营收还要高很多。业界素有三分产品七分周边的说法,谁也没想到网络游戏产业最大的一块蛋糕居然在虚拟物品交易上,所以也难怪业界会产生像IGE这样年利润数亿美金的巨头。

        漩涡中心的中国虚拟交易

        我国虚拟交易界素有国服(国内服务器)外服(美日韩等国外服务器)之分。国服的虚拟交易尽管十分红火,但产值与国外相比,还是九牛一毛。国外玩家高昂的消费水准是国内无法比拟的,所以外服的利润始终很高。

        目前中国生产的虚拟物品约占全球市场的70%。从早期杭州的韩服天堂1生产基地到如今全国开花的美服魔兽生产,中国凭借着廉价的劳动力和良好的计算机普及,自然而然地成为全球虚拟物品制造中心。

        工作室的灰色轨迹

        虚拟交易的高额利润令人垂涎不已,一些掌握高超网络知识的黑客团伙开始介入虚拟交易行业。他们制造变态外挂疯狂刷钱,利用木马盗取玩家帐号,将得来的大量虚拟物品通过正常渠道贱卖销赃,对普通工作室的生产造成了毁灭性的冲击。很多工作室随着游戏金币价格暴跌入不敷出,最终倒闭;有的工作室为了生存,甚至成为变态外挂和信封货(木马程序通过电子邮件将玩家帐号发送至黑客手中,称之为信封)的下家。

        05以来,网络游戏盗号事件达到了前所未有的猖獗,愤怒的玩家们普遍认为,正因为有了虚拟交易,才使得自己的帐号被盗,最终,这笔烂账算到了虚拟交易的头上。

        匹夫无罪怀玉其罪

        虚拟交易是否会促进盗号?乍一看好像很有道理,但实际上,自从虚拟财产具有经济价值属性的那一天起,盗号就会不可避免的产生。这就好比人们有了私有财产之后,就难免会产生偷盗现象一样。

        玩家的装备产生了经济价值,本是件好事。以前看到游戏高手有一百万游戏币,大多数人都会想:这人玩的真好;现在如果看到游戏高手帐号中有一百万魔兽币,大多数人都会想:这帐号得值多少钱啊?虚拟财产的价值也成为不同游戏间衡量水平高低的一个杠杆,甚至成为评价游戏好坏的民间标准,无行之间提高了网络游戏的乐趣

        虚拟交易是网络游戏发展的必经过程,自从产生虚拟交易需求起,就注定要成为网络游戏不可缺少的一部分,所以大家需要更多思考的是如何避免网络犯罪行为,而非如何禁止虚拟交易。

        况且,在当今电脑普及率高、失业率高的中国,虚拟交易行业的发展不失为一个减轻就业压力、缓解社会矛盾的好办法。虚拟交易为我国青壮劳动力提供了数十万计的就业岗位,减小治安隐患;不消耗国家非可再生资源,属环保经济;更难能可贵的是,虚拟交易可以直接服务网游高层次收入人群,提高游戏粘性,而这部分服务如果由厂商提供,通常都会影响游戏平衡性。所以,虚拟交易行业如能正确引导,定会成为新兴的绿色朝阳行业,促进税收。而这之前首先需要做的,就是科学地对虚拟交易和虚拟物品进行监管和保护。

        阳光照进了虚拟财产

        年初两则案件让处于混沌状态的虚拟财产监管见到了一丝光明。一则是熊猫烧香病毒案告破,主犯被起诉主要罪名是通过病毒盗取电脑游戏帐号取得非法收入;一则是盛大网络运维部负责人复制倒卖游戏装备获利200万被推上法庭。两则案件都有一个共同点,那就是涉嫌非法虚拟物品交易。

        盛大虚拟物品案中,法院认为:虚拟财产通过现实中的交易能转化为货币,因此虚拟财产具有现实财产的属性。由此可见,既然我国法律承认虚拟财产可以转化为货币事实,那么,原则上来讲,盗窃虚拟财产其实和盗窃公民网上银行里的存款是一样的。

        在过去发生的虚拟财产失窃事件,失主通常是申诉无门,无论是公安局还是游戏厂商,都是不予理会的。现在,政府可以根据犯罪分子倒卖虚拟物品的涉案金额对其予以制裁。从这里可以看出,中国对虚拟财产的保护力度正逐渐走向世界前列。

        要做到对公民虚拟财产的保护首先就是要为虚拟财产正名。尽管游戏厂商们并不承认玩家对虚拟物品的所有权,但玩家应当不可否认地拥有虚拟物品的使用权。其次,从法律上对盗号、木马、破坏性外挂、流氓软件等行为要有更加清晰的法律界定。同时,国家应鼓励游戏制造业成立“网络安全技术联盟”,共同开发更高级的网游反黑客技术,将成果与业界分享。这样,才能在上游遏制住网游黑社会的嚣张气焰,还网络游戏和虚拟交易一个清平世界。

       

      Rumor: More GH II Song Packs on the Way

      Posted: 23 Apr 2007 12:40 PM CDT

      ramones.jpg
      And the hits still keep coming. The next wave of point-eating download content on Xbox Live just might be another set of song packs for Guitar Hero II. Although this is still rumor, the people over at HarmonixFans seem pretty trustworthy since they were the ones to reveal the first set of song packs. So get your ballpoint pen ready to write down the new set list as they are in all their rumored-glory:

      Content Pack 1: "Cowboys From Hell" - Pantera "I Love Rock & Roll" - Joan Jett & The Blackhearts "Cochise" - Audioslave

      Content Pack 2:
      "Godzilla" - Blue Oyster Cult
      "I Wanna Be Sedated" - The Ramones
      "Sharp Dressed Man" - ZZ Top

      Content Pack 3:
      "Iron Man" - Black Sabbath
      "Take Me Out" - Franz Ferdinand
      "Smoke on the Water" - Deep Purple

      No confirmation on if or how much these new song packs will cost if they exist, but I say if you've bought all the song packs to date, Xbox should give out free black-colored, headbanging wigs for those buying the next set too. Kim Phu

      GH II: New DLC Revealed? [Xboxic]

      Gallery: Odin Sphere

      Posted: 23 Apr 2007 12:20 PM CDT

      There are certain companies whose games I will pick up no matter what the critical reception. Atlus has been one of those companies, ever since I got Kartia for the PS1. Sure there've been some real stinkers (Galleon for the Xbox, ugh), for the most part I've not been disappointed. When a game comes along from them that looks as good as Odin Sphere does, it justifies the entire policy. Plus, even if the gameplay sucks completely I can always just pause the game and stare lovingly at the graphics. Mmmm. Michael Fahey

      Clip: IDGA San Diego

      Posted: 23 Apr 2007 12:00 PM CDT

      The folks at the San Diego chapter of the International Game Developers Association just put up the video from their "What Makes a Next-Gen Game?" panel that took place back on March 29.

      In it five panelists from different publications discuss what it is about next-gen that makes games so very next-genny. About 200 people attended the event which was billed as a chance for video game writers and developers to open a dialog on the topic. Brian Crecente

      The E3 Exhibitors Shortlist

      Posted: 23 Apr 2007 11:40 AM CDT

      CADDYSHACK.JPG
      It's all going down the tubes.

      On top of the fact that E3 is being held in the same place that Barney's New York has their annual warehouse sale (the clothing feeding frenzy that causes rich men and women to drop drawals right in front of each other in order to save up enough time to grab even more other designer crap that doesn't really fit), the list of exhibitors has now been revealed, and it's not pretty.

      Most of the big players seem to be there but it's a big way off last year's exhibitor list which exceeded 400. There are also only two independent developers listed, id Software and Foundation 9 Entertainment, which is disappointing seeing as one of the biggest reasons for the down-scale was to give smaller devs a chance in the spotlight.

      In total, 32 companies will be exhibiting in the new and "improved" E3 and only 3,000-4,000 (compared to last year's 60,000) people are expected to attend. The upside? It's now by the beach, but as far as I know, the geeks as a species don't tan so good. Kim Phu

      E3 Exhibitor Numbers Dwindle [CVG]

      网游与单机

      Posted: 23 Apr 2007 05:13 PM CDT

          一种很莫名其妙的状态下写这篇BLOG。

          一些很细节的事点点滴滴拼凑在一起,仿佛一层雾一般罩着,让人看不清方向,以为有什么遮挡着,走进一看——什么都没有——雾怎么会看得见呢?我所迷惑、诧异、不解的是:我们是要做网游?还是做单机?或者说是用单机游戏的思路去做网游?

          可怜我是一个很固执的人,就像对于大家推荐的东西有种本能的抵触感一样,同事中有两位是有十几年单机游戏龄的,于是“矛盾”不可避免地发生了。他们说我游戏玩得少,而推荐的游戏又几乎全是单机,这更让我抵触,因为我认为网游不能按单机的思路,不是靠一个很有趣,有意思的“游戏性”就可以吸引玩家。或者说,网游做到头,其一个人在里面玩的有趣程度充其量也不过是单机的30%,玩家之所以玩网游,就是因为其交互性。单机玩的是游戏,网游玩的是人。在所谓的“游戏性”上做文章,就是拿网游的短处与单机的长处作比较,其结果是使玩家宁愿选择单机。这就像做网游,非要在世界观、技能、PK上面下大力气一样,摆明了拿来跟WOW作对比,其结果就是使玩家更忠诚于WOW。扬长避短,避实就虚,这才应是制胜的法宝。网游为什么没有做出点自己的东西来呢?

          这样的思路我承认是受了另一位同事的一些影响。不过事实上却是,他们还在沿用单机的思路。当然这一点可能会有点绝对,而且比较含糊,不过这都不是重要的,重要的是我发现所谓的“懂网游”的人,国同恐怕都难找几个。在网上看看一些论子里的争论,感觉讨论的并不是网游,虽然标题多多少少跟“网游”有点边儿。讨论的更多可以用一个好听点的说法叫“精英游戏”,就是游戏是给少数人玩的,少数愿意周旋于数字和公式之间的人玩的。很遗憾我自己不是这样的人。随意到173上打开一款号称是正宗国产的网游,里面的新手上路和游戏资料就是一踏糊涂。表格套表格,数字连数字,看得人头晕。这不是明摆着吓退消费者么。

          为什么会这样?原因当然是多方面的,我只切题地提一点可能的原因,就是制作者还是在沿用单机的思维,或者说根本没有自己动脑子,别人有什么就往里面加。单机里那些策略游戏,满屏数字,比如KOEI的三国系列,铁杆FANS一大堆。但这能说明什么呢?单机和网游,从玩家接触的角度来讲,有一个很大的区别:单机游戏玩家玩,多半是因为对此游戏已经有了一知半解,心里有点清楚这游戏是怎么样的,才会愿意掏钱买碟(或是D版)回来玩,而玩的过程是不会产生额外费用的。设计者想方设法的是如何提高游戏的寿命,而不是被玩通关一遍(大多数时候还是开秘笈)就直接卸载,所以会加一些挑战类的,比如拿高分,藏彩蛋,出分支等等,而网游并不一样,进入是没有成本的,下载了直接玩。网游的宣传是无孔不入的,玩家很可能只是知道这个好玩,就下载来玩了。网游创收是在成功留住一位收费玩家才开始的,而不是如单机,在玩家还没玩时就已经赚到碟钱了。这样的区别,加上市面上网游太多,使得网游应该把大力气放在如何留住玩家上面,应该分析的是玩家为什么会来玩网游,哪一类玩家才是目标用户,他们的付费习惯是什么等等看似米用的东西。这些不需要长篇大论,但是需要设计者有清醒的认识。很多事是一开始头脑很清醒,做着做着就走偏了路。

          单机的思路,对于RPG来说,会反复强调一个“平衡”的东西,更多的是“战斗平衡”,在一年前我也是天真地这么以为,现在想来,其实不然。因为这样的平衡是总有办法达到的,少的加上多的去掉,梦幻三年了也不知调整多少回了。问题是:玩家为什么有耐心等着你出patch来调整?一定有其它什么东西在吸引他,而这,才是网游的魅力,能留住玩家的魅力。

          所以这些天都不跟同事争论了,他们要我多玩玩游戏,很遗憾我很本能地抵触,虽然我知道多玩游戏可以扩展一下思路,不过我仍固执地认为单机游戏如果有可供参考的地方,那么从同事口中和网上得知就足够了。花那么多时间不值得。

          这么多废话过后,那么网游与单机的区别是什么呢?网游重点应该在什么地方呢?说实话我也很难总结,总结出来也没什么用。很庆幸公司里有两款成功的游戏可行后事之师,心里还算有一些很碎的观点。

          一款网游的成功,与其说是品质优良,倒不如说是中大奖了。就像在中国要想当歌星影星成名一样,个人素质固然重要,但个人素质优良的又岂只有你一个呢?一眼望去,品质差的固然被淘汰,而内容品质好的被淘汰的也不在少数,机器配置、操作性、交互性、市场推广、画面风格、外挂等,都可能造成马失前蹄。而一款运营稳定、无外挂、低配置、强交互性的游戏,做不到NO1,也至少能收益颇丰,比如大话II。我并不是说游戏内容不重要,平衡性不重要,只是想说,对于网游来说,这不是最重要的,如果精力有限的话,请把精力分配到更重要的环节上。不要盯着WOW,因为充其量就是一个WOW的复制品,玩家不是傻瓜,现在网游玩家兜里的钱不是那么好忽悠了。不要再为0.001还是0.0011而头疼了,抬头看看吧,说不定预定目标都错了,那1/10000误差又有什么关系呢?

          网游的平衡,说到底也就是玩家金钱的平衡——玩家投入的钱是平衡的吗?不是——所以网游也没有平衡。换成“公平”也一样。不同的是,好游戏会让穷人骑自行车,富人坐飞机,而坏游戏会说“100块,你可以通过”,于是穷人被挡在门外。

          发现我真的很固执,或许还会继续固执……

        融合的社会:虚拟与现实

        Posted: 23 Apr 2007 01:04 AM CDT

         融合的社会:虚拟与现实

         

        By Leeforce,本文首发《计算机世界》华南版

         

         
         

        前段时间日本有一个著名的国民调查报告叫做《下流社会》,里面提到如今日本的年轻人生活离不开“3P”:电脑(PC)、手机/呼机(Pager)、游戏机(Play Station),其现实社会已经被各种电子空间彻底地侵袭。想想中国目前的状况,其实也差不到哪里去。现在已经有约1.4亿的网民、超过4亿的手机用户,人们在不断加强自己对电子设备依赖的同时,也在无形中建立起一个虚拟社会,并对现实社会产生越来越多的影响。

         

        2006年时代周刊的年度人物是“You”,这里有很大程度是在暗示网络时代的到来使得人类社会的个体正在虚拟世界中发挥越来越重要的影响力,并将在未来左右世界的潮流。Web2.0和网络游戏的兴起,以融合形态的Second Life的崛起作为一个阶段的标志,在全球产生了前所未有的“虚拟生活”风暴。一个十七岁的普通少年可以在MySpace上向公众展示自己的歌喉,一个七十岁的老大爷可以在WarCraft的游戏世界中完成勇者斗恶龙的童话任务。这些形形色色的虚拟生活所带来的崭新商业模式,正在不断创造着真实的GDP。2007年初的GDC大会上,索尼也公布了其在PS3平台上开发的“Home”虚拟生活平台,积极地参与到虚拟经济的商业竞争中来。

         

        虚拟社会对现实社会的影响首先体现在经济上。很多年前,多人在线网络游戏等服务就已经开始实行游戏世界内的虚拟货币制度和配套的虚拟经济体系。如今,虚拟经济已经赫然发展成了一个新兴产业,并在跌跌撞撞的成长路上不断完善自己的产业链条。前不久,有人质疑腾讯Q币对人民币可能造成金融冲击,并引发了全国媒体的大讨论,就是虚拟经济在现实世界产生影响的明证。从长远来看,国家势必会出台相关的政策对虚拟经济进行监管,焦点主要有两个方面:一是虚拟货币的发行与流通问题,一是虚拟财产的产权问题。前者的难点主要在于目前虚拟货币的种类多且繁杂,监管困难;后者的问题则更多地体现在法理对虚拟财产、虚拟物权归属的界定上。毋庸置疑,虚拟经济问题将在未来的5年内逐渐走上前台,并获得更多更广泛的舆论关注。

         

        虚拟社会对现实社会的影响也同时体现在文化和意识形态上。从某种意义来说,虚拟社会更像是一种互动媒体,受众是以一种沉浸型的方式被虚拟世界中的各种内容所影响。由于虚拟世界的互动性、多样性、分散性、全球性等特征,现实世界的相关机构很难对其进行有效的监管。而虚拟社会秩序的逐渐失控,会在很深的层次对大众文化和意识形态产生潜移默化的影响,进而引发现实社会秩序的危机。2002年的美国电影《虚拟偶像》就对这种虚拟世界与现实世界融合后所产生的社会问题进行了辛辣的讽刺。而在我们的邻国日本,电子游戏等虚拟世界也对该国青少年的心理状态产生了很多不良的影响,其引发的“御宅族”等现象已经开始影响到该国的教育和劳动力状况。

         

        然而,尽管虚拟社会在发展的初期给我们带来了各种各样的难题,但其所倡导的信息自由沟通、互动娱乐等新型生活方式,却是人类文明发展的一大进步。随着科技与生产力的不断发展,人类社会的结构与秩序也会相应地发生进化。我们应该很庆幸自己能在有生之年目睹这场虚拟与现实融合的伟大社会变革,而未来的5年也势必成为这场变革最重要的关键。

         

         

        Leeforce

         

        LEEFORCE VIEW

        http://www.leeforce.com

        ~ 转载请注明出处 ~

         

         

        A video review of AToF

        Posted: 23 Apr 2007 10:42 AM CDT

        This is a first for me! GameJew (a frequently hilarious gaming culture video web show — the intro should give you a good idea of what it’s like) has done a video review of the book. Extreme close-ups of cartoons for the win!

        VC Update: Take A Lode Off

        Posted: 23 Apr 2007 11:20 AM CDT

        battlelode.gifIt's Monday in America, and that means three new old games hitting the Virtual Console for you people too blind see how glorious and wonderful Pokemon actually are. Without further ado...

        Battle Lode Runner (TurboGrafx 16 - 600Points): Never released stateside, Battle Lode Runner is a PC Engine version of the classic platformer. The original PC title was one of the first games to come with a level editor, and so does this one, along with a five-player battle mode which promises you'll have great bouts of fun until you stop. Back in the day there were no Halo VS Metroid debates. It was all about Lode Runner versus Jumpman. Jumpman 4 life y'all.

        Gradius III (SNES - 800 Points): One of my personal favorite entries in the Gradius series, II introduced a customizable powerup bar to aid those of you who always went one past the laser power up. Hours of fun blasting moai statues in your trusty Vic Viper.

        Wonder Boy in Monster World (Genesis - 800 Points): Oh Wonder Boy...what is the secret of your power? This is the second Wonder Boy title from Sega, also released as Super Monster World: Super Wonder Boy and Super Wonder Boy in Monsterland. No matter what you call it, this platformer with RPG elements can kill a yak from 200 yards away...with MIND BULLETS. That's telekinesis folks.

        So there you go, a lovely assortment of classic gaming this week. It's a pity you'll all be far too busy playing with your pocket monsters to notice. Don't lie, you know you love the Pikachu. Michael Fahey

        Wii-kly Update: Three New Classic Games Announced for Wii Shop Channel

        Admit it. Somewhere deep inside, you've always wanted to go for the gold, take down Monster World, and have people call you Vic Viper. How cool would that be? Well, pay a visit to the popular Wii(TM) video game system's Wii Shop Channel, and all those fantasies can now come true.

        Three new classic games go live at 9 a.m. Pacific time. Nintendo adds new games to the channel every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points(TM) to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are:

        Gradius(R)III (SNES(R), 1-2 players, 800 Wii Points): Return as the pilot of the Vic Viper starfighter to battle the onslaughts of the Bacterion Empire. Blast through 10 action-packed levels in space, destroying everything in your path. Customize and power up your ship with weapons and upgrades including speed-ups, missiles, lasers, options, and shields.

        Wonder Boy(TM) in Monster World (Genesis, 1 player, 800 Wii Points): Monster World was a peaceful, happy place until one dark day when an army of BioMeka monsters invaded. As a young man named Shion, you've vowed to defeat the hostile foes and make the land peaceful again. You'll attack enemies with swords and spears and guard against incoming projectiles with shields and armor. As you travel through the many different regions of Monster World, you'll talk to the townspeople, collect money to buy items, and gather a large variety of weapons and magic. The further you venture, the more powerful your weapons and equipment, including suits of armor and boots, will become.

        Battle Lode Runner(R) (TurboGrafx 16, 1-5 players, 600 Wii Points): This upgraded edition to the famous Lode Runner series includes a 5-player versus mode. Gold funds have been stolen from the Time Machine Research Center, and the group responsible used a time machine to escape and hide the gold throughout time. The center sends an elite team of "Runners" to go and retrieve the gold.

        In addition to the familiar Puzzle mode, the game features Battle mode, where up to 5 players can compete, and Edit mode, where you can create your own original stages. You can enjoy Battle mode in a number of different ways. Be the last one standing to win in Survival. Grab items from enemies and escape to win in Escape. With 4 players, you can separate into two teams to do battle in Tag Match.

        Feature: PokeParty From Cross-Dressers to Masuda

        Posted: 23 Apr 2007 11:00 AM CDT

        By: Paul Arzt

        On Sunday, just before eight in the morning the line stretched from the doors of the Nintendo World store at Rockefeller Plaza, more than half way down the block towards Sixth Avenue. Keep in mind, that's one of mid-town Manhattan's big blocks.

        I saw a little over two hundred people lined up, waiting for the release of the latest Pokémon games, Pokémon Diamond and Pokémon Pearl. It was crowded then, but nothing like what it would become that afternoon.

        At the the front of the line was Japan's TV Tokyo interviewing Jack Smith, the 17-year-old who was first at the store after arriving at three in the afternoon on Saturday. I didn't talk to Jack until two in the afternoon, when he had been up for over twenty-four hours, but still "thrilled" describes him best. After all, he'd been doing TV and press interviews all day, not to mention a lot of attention from other Pokémon fans.

        James.jpg

        Jack was in the middle of what Nintendo, according to a press a release issued four days before launch, anticipates (and hopes) "to be among the top-selling games for all of 2007." If Nintendo's claim that 533,000 pre-orders have been placed for the games is correct, than that hope may just come true.

        Clearly Nintendo is feeling celebratory about something. Part of the Pokémon celebration this Sunday was a party at one o'clock, open to all. A party that Bruce Loeb, Vice President of Marketing for Pokémon USA, claimed drew "solidly 5000 people."

        During the early hours before launch, the line to the store was quiet. Most of the noise heard came from the crowd gathered around the windows of the "Today Show," which shares Rockefeller Plaza with the Nintendo World store. There was the occasional holler or fist pump from the line as staff entered or exited the store, opening the doors as they passed.

        Then the store opened.

        There was a cheer. Bored faces perked into smiles. There was no mad rush inside though, and when the staff asked for the line to hold and wait for the store to empty, it did, peacefully.

        After the early customers bought their copies of the games, nearly everywhere I went, as I wandered through Rockefeller Center waiting for the one o'clock party, there was someone playing Pokémon. In a Duane Reade, the New York pharmacy chain, there was a group of teenagers, from 15 to 19, standing in the middle of the store playing Pokémon. In the basement of Rockefeller Center nearly every table of the food court was taken by someone playing Pokémon. Between a pizzeria and a deli I saw a dark, shaded staircase, and at the top, there was a kid playing Pokémon.

        At Dean and Deluca, the high-end deli and coffee shop, I met David, a 12-year-old fan playing the game. He and his mother had arrived at the store at 5:30 in the morning, but David wasn't showing any signs of fatigue.

        "She's tired; I'm not tired," he said.

        David was dressed in a Pokémon anniversary hat, a Lucario t-shirt, and a Pokémon backpack which he won at a trivia contest.

        "He was a shoe-in," his mother said.

        David also claimed to be "the expert" in Pokémon trivia at his Hebrew School in Queens; a fact, he proudly told me, which was settled after an impromptu trivia contest between he and a classmate.

        While we talked David never set his DS down, until, of course, it ran out of batteries. Then he wanted to switch tables to find an electrical outlet. He decided against it though when he realized he could read his new Pokémon strategy guide. "Little addict," his mother said as he flipped through the pages.

        David wasn't the only addict there that day. I saw much stranger.

        For instance there was James, a 46-year-old freelance writer from Philadelphia who, when he isn't writing about sports, shows up at Pokémon events dressed as "Jesse." As in the mid-riff baring, woman member of Team Rocket, often drawn in short skirts.

        James is six-feet tall, and weighs over two hundred pounds (an educated guess). He gets a lot of looks. James has been a Pokémon fan since he was introduced to the game by his nephews nearly seven years ago; nephews who also dared him to dress as Jesse, inspiring James' cosplay fascination.

        James wasn't the only "Jesse," at the event. There was also Voila Viola, a 26-year-old man (who swears that's his name) also dressed as the mid-riff baring member of Team Rocket. When asked about James, Voila said, "I'm dressed a lot better."

        Both men, though outside the norm, were nice guys. In fact "nice" describes the event as a whole, which is not surprising for a party definitely aimed at children.

        There were stations set up all over Rockefeller Plaza, each one seemingly geared toward a different age bracket. There was the tent full of stuffed animals, all Pokémon of course, for mostly toddlers.

        There was a tent with Nintendo staff handing out removable tattoos and stickers for those slightly older, and another with a scavenger hunt for those who could read.

        There was a station set up to play the card game, manned by adults who were there to teach the game to kids. Finally there was a station where Junichi Masuda, the game director, and Shigeru Ohmori, the game design lead, signed autographs for those old enough to know who they are. It may have been meant to push Pokémon merchandise (the guys at the card station handed out thin packs of cards to every kid who came by) but it also meant there was something for everyone.

        When you pack what Nintendo said was 5,000 people into a small space, especially when many of those 5,000 are children, and don't have one fight (I didn't see one), then something was done right. Or perhaps, as the mother of nine year old Rachel, who traveled two hours by bus from Allentown, Pennsylvania, said of Pokémon fans, "they're a class above."

        4 23,祈祷

        Posted: 24 Apr 2007 12:40 AM CDT

        我向上帝祈祷

        让受恶人欺负的我心中戾气化为前进的动力

        让历尽艰难的我在善良的人前始终面带微笑

        让走过一路的我能够忘却该忘却的

        专注于含有明确规则,和优美的程序语言

         

        Virtual Worlds 2007: The Future Of Gaming?

        Posted: 23 Apr 2007 11:00 AM CDT

        How important will virtual worlds such as Disney's Virtual Magic Kingdom and Nickelodeon's Nicktropolis be for the future of the video game business? Gamasutra checked out a recent NY conference on the subject to divine the answers.

        DIY XBox 360 120GB硬盘,省100美元

        Posted: 23 Apr 2007 10:21 AM CDT

        微软纵然有千种借口来解释为什么XBox 360的120GB硬盘要179美元,你完全可以自己来做,并只为硬盘付钱就是了,当然…需要做一些手工活。

        一个神秘的骇客“TheSpecialist”发布了新版的HDDHackr程序,这样你就可以自己安装120GB硬盘了,不过只限于Western Digital SATA的。

        No Tags

        Inq. of the Week: Spring/Summer Movies

        Posted: 23 Apr 2007 10:20 AM CDT

        10m.jpgLast week, we asked if you thought there was “more than meets the eye” to the new Transformers designs. Most of you thought that they looked awesome, with a strong contingent for merely pretty good and a wish that they had gone more old school with them.

        As I pointed out in Trailermania I last week, there’s a lot of potentially good (and potentially terrible) movies coming out soon. Now I feel as though Hot Fuzz has officially kicked off the movie season- despite it being significantly lower budget than most things on this list. But the question is:

        (more…)

        今天我们公司发生了件大事

        Posted: 23 Apr 2007 05:10 PM CDT

        熟悉我的人都知道,一般我不会就公司的事情公开发表言论。这次不会例外。

        只是,想安慰下一些同事,比如可爱的MM佳佳:不管公司做了什么决定,你们的努力大家都看得到,你们的价值也早已得到了广泛的承认。

         

        以上

          Shigeru Miyamoto Nominated in Time Magazine

          Posted: 23 Apr 2007 10:40 AM CDT

          vote-for-pedro.jpg

          Making it as one of the 200 candidates of Time Magazine's "100 Most Influential People of the Year" is everyone's favorite Nintendo game designer, Shigeru Miyamoto. Time Magazine has our little Shiggy listed as a 54 year-old, "Game Designer for Nintendo game systems" who has never graced the cover or anywhere in the Time 100 issues. His achievements, according to Time include:

          PRO: Most successful game designer, creator of Super Mario, Donkey Kong and The Legend of Zelda, whose new platform, the Wii, is currently the top-selling game console.

          CON: His perfectionist tendencies often result in games being significantly delayed and, despite the Wii's gameplay innovation, its graphics are far behind the competition.

          Very detailed as you can see. Although the description isn't very long, if you check out his profile up on their site, you can vote for just how influential you think he is, and who knows, maybe with enough votes, he can be crowned Prom Queen. Kim Phu

          Shigeru Miyamoto Candidate for Time Magazine's 100 Most Influential People of the Year [Wii QJ]

          "game" via 柠檬杀手 in Google Reader

          unread,
          Apr 24, 2007, 1:58:28 PM4/24/07
          to cngame...@googlegroups.com

          Ubi Announces Tom Clancy's EndWar

          Posted: 24 Apr 2007 01:00 PM CDT

          endwarlogo.JPG

          Looks like Ubisoft is going back to the Tom Clancy trough. Not that I'm complaining, so far I've loved all of the games based on Clancy's books.

          EndWar, hitting "next-gen consoles" in the 07/08 fiscal year, will be set on the battlefields of World War III, though it doesn't sound like there's any book tied to this particular title.

          The developers will be lead by Michael de Plater at Ubi's Shanghai studio, whose members also worked on Ghost Recon, Rainbow Six and Splinter Cell games.

          "Our development teams are invigorated to be creating the first 100 percent next-generation Tom Clancy brand," said Serge Hascoët, chief creative officer at Ubisoft. "Our success with Tom Clancy franchises is unparalleled in the next-generation and Tom Clancy's EndWar will be a marvelous addition to the already critically acclaimed library of games. A strategy game like no other, EndWar will allow gamers to lead their own armies against hundreds of others online in real global locations on the massive battlefields of World War III."

          The game will be shown off in the June issue of EGM, set to hit stands in early May. No word if this is connected to Ubi's JSF site, though I suspect it might. Brian Crecente

          New Ubi Site Launches [Kotaku]

          Ferrari Backs System 3 title

          Posted: 24 Apr 2007 12:40 PM CDT

          344px-Ferrari-Logo.svg.jpg
          Let's just say the cars available in Amsterdam are nothing like the cars that are parked in front of the nightclubs in Los Angeles. Sure, seeing a Ferrari is a clear indication of where a middle-aged, corporate dillweed is preying on an unsuspecting future candidate for the show "Dr. 90210", but there's no way getting around it, that car looks fucking hot in real life.

          For those of us who have decided to keep our original noses and hair, and don't have a half a million dollars lying around, we can always pretend that we have a Ferrari. The Italian sports car manufacturer recently went on the record to fully support the release of Ferrari Challenge by System 3 that features the real cars, real tracks, and true Ferrari racing dynamics. The game will be arriving Christmas for PS3, PS2, PSP, the DS, and the Wii (where you can using the Wii steering wheel, if you so choose).

          Not as cool as owning the real thing, but at least I won't feel bad when I wrap it around a telephone pole in the game. Kim Phu

          Ferrari backs game tie-in [MCV]

          《古代战争:斯巴达》(Ancient Wars Sparta)硬盘版

          Posted: 24 Apr 2007 05:55 AM CDT

          《古代战争:斯巴达》(Ancient Wars Sparta)硬盘版
          转自sharevirus
          游戏名称:斯巴达古代战争
          英文名称:Ancient Wars Sparta
          游戏制作:World Forge
          游戏发行:Eidos Interactive
          游戏语种:英文
          游戏平台:PC
          游戏类型:即时战略
          官方网站:http://www.ancientwarssparta.com/
          【游戏简介】(天极Yesky游戏频道)
          尽管目前市场涌现出许多优秀的即时策略类型游戏,不过这里还希望大家能把目光转移到“World Forge”公司制作的《Ancient Wars: Sparta》上。在《命令与征服3:泰伯利亚战争》的光环映衬下,本作更能突显很多特点。譬如这里的作战地点设置在远古的地中海一带,那里山清水秀,是一个美丽富饶的繁华世界。开始波斯人利用自己的发电站优势进攻希腊人,遭到失败后迅速发展壮大军队力量,同时也引起了斯巴达人的极度不满,于是它们之间作战越演越猛。其中最吸引玩家的地方有很多,具体有战役关卡,画面效果和强大引擎等。
          关卡设计灵活多变
          《Ancient Wars: Sparta》这款游戏中主要有三大战役,分别是希腊战役,波斯战役和斯巴达战役。每场战役都包含10多个有趣的任务关卡,军队上包含希腊,埃及和罗马庞大阵营等。本作描述了斯巴达人两代国王“Leonidis”和“Xerxes”的真实历史,而且为了提高玩家的积极兴趣,设计者还特意增加了很多来源于实际生活的美丽幻想内容。故事时间从公元前300年一直持续到公元700年,这段漫长的历史通过一条主线剧情有机地联合在一起。开始玩耍的时候有三种自由选择,如此一来不同玩家将会面临不同的决择和挑战。但是不管你喜欢哪一种,进入游戏后都会出现一个简单快速的游戏指南帮助你顺利作战。
          上面介绍过,每个战役都将包含多样化的任务关卡。经过简单的探索就会亲身感受到其中的乐趣,不同的任务关卡设置了不同的作战环境,比如那里有很多崎岖不平隧道,高大雄伟的建筑物允许任意破坏。和其他即时策略作品相比,《古代战争:斯巴达》中的大多数任务关卡都增加了不少新作战单位和每一个派别的不同计谋想法。譬如在希腊战役的中途部分,会根据实际情况快速创建坚固的城墙,或者采用巧妙战役包围或攻破敌人的强大阵营。在此,玩家也有机会看到简短的海军作战。舰船的体形十分巨大,样子看起来十分气势磅礴。
          独特设计突现战争魅力
          同其他大多数策略游戏相类似的是,这里的作战单位也可以进行编制。真实体验过后发现,这些编队需要你大力发挥自己的聪明才智来灵活调遣。游击战士好似标枪兵或者弓箭手,在混战中能发挥强大的攻击力量,同时也可以保护战车和协助骑兵大肆进攻。编队有很多种排列方式,比如有直线,纵队和分散等类型。如果真实玩耍的话,肯定会发现这样做要比没有编队的军队厉害的多。很显然,作战取胜需要全盘考虑。不仅要重视编队,而且还要随时进行外交,经济和多种战术策略等方面的发展。
          本作还有一种与众不同的做法,就是通过玩家本身来创建个性化的武器装备来代替升级过程。制作公司“World Forge”在这方面提供了一个自由探索空间,这样玩家们可以深入研究武器特性,然后研制出特别厉害的武器装备供自己享用。首先,第一个基本的作战单位类型是任意选择的。例如斯巴达人有三种类型,分别是“突击兵(Psiloi)”,“斯巴达卫队(Spartiate)”和“重装步兵军团(Hoplites)”等。通过这个例子,你就可以研制武器装备来更换,这些过程在屏幕上都有显示。除了主要武器和装备外,还能够配备次要武器类型和防护物。当然想要使用更高级别的装备,那就意味着你的作战单位制作需要花费更多成本。
          对于研制出来的武器装备,大都适用于基本的步兵,骑兵和多个专业作战单位。除了这些武器装备外,还要重视利用远程力量工具来进攻对手,比如飞机弹射器,作战中这种工具特别适合围攻作战和摧毁炮塔。如果没有获得最终胜利后,游戏中将不会有任何奖赏。最后还要指出的是,视觉画面相当逼真。既支持宽屏1600x900的分辨率,也可以在大屏幕1920x1200的分辨率上观看激动人心的宏伟激战场面。

          【游戏截图】





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          《世嘉VT网球3》(VirtuaTennis3)硬盘版

          Posted: 23 Apr 2007 07:39 PM CDT

          《世嘉VT网球3》(VirtuaTennis3)硬盘版
          名称:VR网球3 -VirtuaTennis3
          开发:Sega Entertainment
          语种:英文
          类型:Sports
          版本:完美绿色硬盘版(已经破解)
          配置:
          CPU :AMD SP2200+ 或同级别INTEL以上
          内存:最低512M以上 ,推荐1G
          显卡:最低N-GF 6800 ,推荐N-7系列以上显卡
          补充:本人机器512M内存, FX5200 128M显卡,系统以及驱动等优化的非常好,但是运行这个游戏仍然只有20帧玩不了.
          而在朋友机器上,朋友的机器除了显卡是GF 7100,别的都和我的配置一样,但是我朋友运行则完美60帧 !
          所以下载之前先看看你的机器够不够配置,
          再强调一下,.FX5200或6200级别的显卡玩不了,本游戏最低要求6600 或6800之上的显卡
          游戏简介:
          由世嘉制作,知名的网络游戏系列最新作《Virtua Tennis 3》公布了最新画面以及相关情报,喜欢的玩家不妨先来一睹为快。
           游戏的画面有着质的飞跃。不仅在场地表现上惊人,对于球员面步的表情描写都细致入微,最激动的就是球员运动起来的流汗都能清楚看见。
          《Virtua Tennis 3》将继续保持《Virtua Tennis 2》的简单操控感,让玩家轻松上手。另外,游戏可以实行网络对战,并能保存玩家的对战记录以及角色个化的装饰等。

          游戏截图:


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          Majesco Spins Mawasunda!! Stateside

          Posted: 24 Apr 2007 12:20 PM CDT

          mawasunda.jpg"You spin me right round baby, right round..."

          Last year, during a bout of rnadomly buying import DS games without knowing anything about them, I stumbled upon Mawasunda!!, a quirky little mini-game title from Taito. It consists of 24 games all controlled through use of a turntable-like control on the touch screen. The puzzles themselves range from simply, quirky originals to homages to classic Taito games, like Arkanoid and Elevator Action.

          Now Majesco is releasing the game in the US this Summer, under the completely underwhelming title, "Turn It Around." It features the same challenges and multiplayer modes of the Japanese title, only understandable people who don't read squiggles.

          While the gameplay is kinda light and sjprt-lived, the $19.99 MSRP goes a little ways towards forgiving the downfalls. However short and quirky it may be, I'm glad to see it getting a release on this side of the pond. More quirky titles please. Michael Fahey

          Here Comes Topsy Turvy Gameplay On Your Nintendo DSTM As Majesco Entertainment Announces 'Turn It Around'

          EDISON, NJ, April 23, 2007 - Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games and digital entertainment products for the mass market, today announced Turn It Around for the Nintendo DS. Developed by 505 Games and licensed from Taito, Turn It Around challenges players to master the Touch Screen turn wheel in 24 arcade-style games.

          "Turn It Around's unique spinning premise and wide range of mini-games make it a perfect title for gamers looking for a new handheld experience at a great value," said Ken Gold, vice president of Marketing, Majesco.

          All 24 mini-games in Turn It Around focus on Touch Screen turning. Players must strategically rotate the turn wheel to complete each game based on power, technique or speed. Whether destroying blocks in Arkanoid, transporting guests to their floor in Elevator Action, hitting it out of the park in Pinch Hitter or maintaining your balance in Packed Train, gamers will get a wrist workout on their way to becoming the ultimate Turn Master. Turn It Around also features three different multiplayer turning modes so gamers can "spin off" against a friend.

          Turn It Around will be available this summer for a suggested retail price of $19.99. For additional information please visit www.majescoentertainment.com.

          360 Loses Kane & Lynch, Crossfire As Exclusives

          Posted: 24 Apr 2007 12:01 PM CDT

          kandl.JPG

          SCi today announced that two of their upcoming titles, originally planned for Xbox 360 and PC release, will now also be coming to the Playstation 3.

          Kane & Lynch, announced in July as an Xbox 360 and PC title, and Crossfire, announced in September as an Xbox 360 and PC title, are now both officially hitting two next-gen consoles.

          Neither Forbes nor Reuters report on the matter explained the reasoning behind the decision, but officials with SCi said they expected the increased cost of making the new version will be more than compensated for by the upside of having a version for the PS3.

          Things, it appears, are turning around for the PS3. Brian Crecente

          SCi says new games plan to cut current year profit [Reuters]

          Clip: Alone in the Dark 5

          Posted: 24 Apr 2007 11:40 AM CDT

          Ok Atari, this is your last chance. I'm a real "once bitten, twice shy" kind of girl, so although I want to believe all of this is, in fact, fantastic in-game footage, and that this game is going to scare the fur right off my teddybears, I have my reservations.

          Of course, that doesn't mean that the clip didn't peak my interest. The new Alone in the Dark according to Wikipedia is:

          Set during 2006, the story continues with Edward Carnby, the main protagonist from the original game, looking for answers to strange supernatural and bizarre occurrences while battling his way through the opposition in New York City's Central Park. It has been mentioned that Atari wouldn't reveal exactly how Carnby is still running around in the present day considering that the first installment took place during 1926, but the game is most likely a franchise reboot.

          It also mentions the existence of another Alone in the Dark movie, but I'm not even sure Christian Slater will even be considered an actor any more in 2009. As for the game, it's wait and see time, peoples. Status on teddybears will have to come from future updates. Kim Phu

          Alone in the Dark Trailer (PC PS3 X360) [Gamertag Radio via Godfree]

          The Gates to Middle Earth Swing Wide

          Posted: 24 Apr 2007 11:20 AM CDT

          lotronlinelaunch.jpgArrows have been nocked, swords have been drawn, and Lord of the Rings Online: Shadows of Angmar has gone live. As I type this hundreds of new Hobbits are being created, along with thousands of elves with names like Llegolass, Regorass, Orlando, et cetera. Expect a handful of dwarves. People who play dwarves have issues.

          Computer and Video Games over in the UK gave the game a 9.2 in their exclusive review back on the 12th. Of course there is no real way to review an MMO prior to launch, and their website is now festooned with LoTRo ads, but that's probably just a coincidence.

          I celebrated the launch in my own personal way last night, getting my undead mage in World of Warcraft to level 69. As a whopping five Gamestop stores across the country opened at Midnight to accommodate starving Tolkien fans, I was in Nagrand unlocking the Thrall quest line.

          I'd actually love to see how the community shapes up in LoTRO as fans file in, but I've neither the time nor the money to support a third MMO at this point. On top of that, there is something sacred about Tolkien's works that I don't want ruined by having to quest with Elfdood. Michael Fahey

          LoTRo Home Page [Midway]

          Hummingbirds & Groundhogs

          Posted: 24 Apr 2007 09:48 AM CDT

          Finally, my wife and I will be completing our move to Knoxville this weekend. As a result, there will be further disruption of the blog this week as we tackle packing and so forth around my rather full work schedule. However, within a few weeks of the move everything should be settled down and we can get back to nonsense as usual. Which reminds me, I'll be announcing the start date for the Ethics Campaign shortly. 

          I have enjoyed staying here in the countryside outside of Nashville, though. There's a groundhog who has moved into a hollow under a tree next to the high-tech log cabin where we are staying, and the hummingbirds flit around the porch swing in an entertaining fashion. We have neither species in the UK, and both are entertaining neighbours. Still, it will be nice to get into a place of our own again.

          What TV Can Teach About Realism

          Posted: 24 Apr 2007 10:21 AM CDT

          How realistic do you really need your games to be? There is a lesson here from this blog post from famous sitcom writer Ken Levine, who posted about some of the less realistic parts of Cheers. An exerpt:

          No one came into town and checked into a hotel. They would go from the airport straight to the CHEERS bar, not even bothering to call to check if the person they wanted to see was even there. And who just ASSUMES their friend will be in a bar at noon? It’s a stretch but it’s always better to see a character than just hear him on the phone. And we figured it wasn’t so bizarre that it would take the audience out of the show.

          When those out of town visitors showed up at CHEERS they never had their luggage. We used to joke that there were taxi drivers in Boston with million dollar wardrobes.

          Did things like this in any way ruin the show? Of course not - the show is a classic that still enjoys frequent play in sindication nearly 15 years after cancellation.

          The trick is to not think in terms of realism, but rather in terms of immersion. And while immersion is aided by getting ‘the little things right’, in the television genre, pacing is a much more important part of immersion. Anytime the viewer is sitting there saying to himself “Why am I spending my free time watching a bartender break a twenty?” he is not immersed. And so it is with games as well.

          Clips: MLB The Show on PS3

          Posted: 24 Apr 2007 10:54 AM CDT

          SCEA just sent over this hot batch of fresh new videos showing MLB The Show playing on the Playstation 3. I don't know, I've never liked baseball games on the console. Of course, I've never liked them on the TV either. Three more vids after the jump. Brian Crecente



          Gallery: More CMU Booth Images Surface!

          Posted: 24 Apr 2007 10:40 AM CDT

          470912237_9c6b77868c.jpg
          I know that the festivities are
          O-V-A-H, but I am seriously in love with this gross misuse of time, glue and newspaper.

          CMU student Class of 2010 and Kotaku reader, Dannel, snapped a couple more photos of the Sig Ep Booth and is kind enough to let us babysit some of them here on Kotaku. This might be the last time anyone gets to see the Nintendo House in all its glory. We can only hope that at the very least Yoshi will end up in some dude's dorm room (then later in the back of said-dude's parent's garage), and the Duck Hunt dog will end up as an 8-bit garden gnome. Kim Phu


          Stick it to ‘em MSNBC - about damn time

          Posted: 24 Apr 2007 09:54 AM CDT

          Jack Thompson gets it for his ridiculous comments on the VT shootings.

          Linky

          Edit by Bartoneus: It looks like he’s getting called out on his BS by the San Francisco Chronicle too, and I imagine more to come.

          Analyst: Guitar Hero II, Wii Still Scarce In U.S. Stores

          Posted: 24 Apr 2007 05:40 AM CDT

          Following up on a survey conducted earlier this month, Analyst Bill Kreher from AG Edwards has revealed that Guitar Hero II for Xbox 360 is now sold out in 99 out of 100 GameStop stores surveyed. In Kreher's April 10th survey, 89 out of 100 GameStop stores were sold out of Guitar Hero II for Microsoft's next-gen console, but the new survey shows a continued case of "...demand outstripping supply with only 1 of 100 ...

          U.S. PC Game Sales Up 48% So Far In 2007

          Posted: 24 Apr 2007 04:55 AM CDT

          According to data from research firm NPD Group, sales of PC games have risen by 48 percent on the previous year, during the first two months of 2007, with sales lead by the success of Blizzard's World of WarCraft and its expansion The Burning Crusade. Speaking in a feature by The New York Times, NPD's Anita Frazier indicated that U.S. retails sales of PC games have risen to $203 million, from $136.8 million a year ...

          Shigeru Miyamoto Nominated For Time 100

          Posted: 24 Apr 2007 04:35 AM CDT

          Legendary Nintendo developer and current company executive Shigeru Miyamoto has been shortlisted for inclusion in the Time 100 list of the magazine's most influential people of 2006, primarily for his influence on the success of the Wii. The often controversial Time 100 list, which is separate from Time's Person of the Year award, has run annually since 1999 and is based on a person's influence, for better or worse, on the year's events. Nominees are ...

          Nintendo Dominates UK Sales Charts

          Posted: 24 Apr 2007 04:12 AM CDT

          Nintendo has seen its best performance in the UK sales chart in modern times this week, with four out of the top six titles all being Nintendo published games. The company's lead title has been Pokemon Ranger, which has moved up one space from its debut last week to claim the top spot. Pokemon Ranger represents Nintendo's first number one in the UK, traditionally always a weak market for the company, since Pokemon Ruby in ...

          Eggebrecht: Factor 5 Working On Turrican Concepts

          Posted: 24 Apr 2007 04:27 AM CDT

          As part of an in-depth interview with Gamasutra published today, Factor 5 (Lair) president Julian Eggebrecht has revealed that the firm is working on concepts for the return of the Turrican franchise. When asked about the much-rumored return of the action game series, which started on the Commodore 64 in 1990, and appeared in several side-scrolling 2D iterations for consoles, but never spawned a 3D version, Eggebrecht commented: "We've been concepting quite a bit internally. ...

          Opinion: Game Accessibility - Why Bother?

          Posted: 24 Apr 2007 02:27 AM CDT

          In this opinion piece, game academic Dr. Dimitris Grammenos, co-creator of the polarizing 'universally inaccessible' game Game Over!, explains the point he made with the game, and why video game designers should make games accessible to all players, no matter what their disability. Game Over!, which was recently covered in a weblog post by sister weblog GameSetWatch, is a game "...that can be played by no one. But why was such a game created? Well, ...

          Media Consumption: Evolution Studios' Matt Southern (MotorStorm)

          Posted: 24 Apr 2007 05:27 AM CDT

          For this week's Media Consumption, a column that looks at the media and art diets of our favourite industry personalities, we spoke to Matt Southern, product manager on Evolution Studios' PlayStation 3 racer, MotorStorm. The game launched with the system in Japan last November, and reached U.S. and European shelves during March. Along with Insomniac's Resistance: Fall of Man, MotorStorm was placed in the difficult position of having to be a system seller, though Southern ...

          "game" via 柠檬杀手 in Google Reader

          unread,
          Apr 25, 2007, 1:58:45 PM4/25/07
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          2007年最无耻的四大天王

          Posted: 24 Apr 2007 04:38 AM CDT

           

          引言:

          中国网络游戏市场已经平静了太久了。自魔兽世界国服开启引起魔兽热,到今天就再也没有看到什么网络游戏真正的冲击中国网络游戏市场了。曾经期待榜久居第一的《地下城勇士》到今天也能引入中国。而《奇迹世界》的公测虽然红红火火但是明显无法复制当年的成功。《神泣》、《激战》和《奇迹世界》这三款吸取了魔兽世界优点研发出来的新型网络游戏都无法真正赶超《魔兽世界》。

          2007年中,又有什么游戏能够给我们带来新的希望呢?

           

          1. 最无耻的撒手锏——仙剑奇侠传OL

          如果问你对国产的哪款游戏最具期待,很多人一定回答是《仙剑系列》,这款从DOS时代风靡的游戏引导者无疑影响了整个一代的中国玩家,而仙剑的网络化不知道应该是一个时代的结束,还是另一个时代的开启,但,就此为它冠上最无耻的撒手锏之名,相信一定不会有太多异议。

          拥有数代的单机游戏经验;《仙剑》系列游戏风格上的不断尝试;中国神话风格世界观的不断完善;最重要的还是它拥有的庞大忠实玩家。这些条件代表着《仙剑系列》的巨大优势,也是将其无耻网络化的基础。

          世界观的完善对于一款游戏的设计具有重大意义,《仙剑OL》占尽了优势,如果将仙剑和轩辕剑的世界观结合并且进一步完善和放大,甚至有希望能够创造中国的创世神话,造就中国人自己的神话世界。网络的存在是另一种实现的可能,将这个众多游戏玩家心目中的“神话”用这样的一个平台实现,是梦还是现实?

          作为中国自主研发的最经典的游戏,将《仙剑》网络化无疑是拿出了最后的撒手锏。说得严肃一点,这款最无耻撒手锏《仙剑OL》即使成功了,也无法超越老《仙剑》的辉煌。但是如果《仙剑OL》不能达到玩家期望的高度,那么中国单机游戏的最后一份骄傲也会就此失落。

          从市场的角度和游戏制作原理来分析,《仙剑OL》是拥有很大优势的。而研发商和代理商又能否真正的把握住自己的优势呢?“神话”是继续还是就此没落?让我们拭目以待。

           

          2. 最无耻的续作——魔兽世界“燃烧的远征”

          虽然魔兽世界资料片的远征计划被推迟了。但是这不代表玩家不期待了。无论是现在依然在游戏中,还是暂时云游在其他游戏中,甚至是未曾接触魔兽世界的玩家,都对资料片期待不已。

          传统意义上而言,旧作的成功会为新作既带来无限可能,也带来超越的瓶颈,按照好莱坞大片的传统,续作通常是不及前作的,当然也会存在例外。而根据“燃烧的远征”目前所带来的资料显示,我们有理由去相信他将超越前作的辉煌。

          新的级别上限,新的种族,新的天赋,新的副本……,这一切对于玩家都太过吸引了。当然燃烧的远征所带来的远远不止是这些。新区域—外域完全支持飞行坐骑,这才是资料片最大的特色。旧的艾泽拉斯大陆在设计上很多取巧或者说偷工减料之处,所以不可能允许玩家任意探索。而外域的设计则完全不同,玩家可以在飞行坐骑上任意遨游。这个世界有多大?魔兽世界说要做“你从未做过的事“

          魔兽世界的出现对中国游戏市场冲击有多大,对中国研发人员的冲击又有多大?我们从最近几款新上市的网络游戏中都能找到魔兽世界的影子。那么资料片又会给我们带来什么呢?魔兽世界用它特有的游戏世界观继续无耻的侵略着我们的游戏世界。

           

          3. 最无耻的黑马——〈地狱之门—伦敦〉

          《地狱之门—伦敦》是旗舰工作室的旗舰作品,而旗舰工作室是由原暴雪公司的部分主力人员新创办的。所以我们就不由自主的对《地狱之门—伦敦》的制作品质产生了默许。的确,从目前放出的游戏图片来看,该作的品质不容忽视。无论从游戏的设计、画面还是系统上,都可以找到亮点。

          魔兽世界当年给人的惊讶是—居然可以用第一人称玩RPG游戏,当然几乎没有人会真正去用第一人称去游戏。而《地狱之门—伦敦》真正的将第一人称视角利用到了游戏中去。猎人职业是游戏中的狙击手,能够躲藏在阴暗的角落远距离偷袭对手。这一新的玩法无疑给游戏带来了亮点。

          虽然对《地狱之门—伦敦》还无法进一步的了解。但是现阶段已经放出的资料就已经令我们兴奋不已。

          这款拥有近乎暴雪出品的精品游戏无疑是2007年的一匹黑马,我们期待它的入侵,并对现有的游戏格局产生新的冲击。

           

           

          4. 最无耻的动作网络游戏——三国无双BB

          无双系列虽然第一次进军网络领域,但是其在PS2上带来的巨大成功是不容忽视的。以简单的游戏方式和流畅的动作体验带来了很多忠实的玩家。

          《三国无双BB》在设计上非常符合目前的中国游戏市场。休闲型的8人开房间的战斗,动作类型的ARPG类型,加上可以扩展成免费增值服务的游戏基础。这一切都非常符合中国网络游戏市场的趋势。游戏的品质已经不容置疑。加上光荣公司的《信长野望OL》的尝试和《大航海时代OL》的巨大成功,单机《三国志11》的成功3D化,可以想象的是《三国无双BB》的系统和引擎已经非常完善。配合《三国志OL》的面世,不难想到,这两款游戏只是同一引擎的不同表现手法。

          《三国无双BB》的代理难点在于哪里?高互动和高即时的游戏本质,带来的是对网络连接的高要求。中国的网络连接状况还是不怎么乐观的,通用的ADSL号称2M带宽,而国外的技术已经可以支持到8M的带宽了。这也是不争的事实。而且中国玩家数量的庞大对于服务器质量的要求也不容忽视。对于《三国无双》这种高端动作游戏,网络延迟带来的后果是非常严重的。

          《三国无双BB》如果真的引入到了中国网络游戏市场,不单会对现时的动作网络游戏市场进行冲击,更可能的是推动中国网络连接的发展。当然这也只是美好的愿望,让我们对《三国无双BB》保持期待。

           

          总结:

          2007年我们迎来了如《激战》和《奇迹世界》等几款游戏的网络游戏。但是游戏市场却没有因此而改变。我们期待能有更新鲜更热烈的血液流入。2007年的下半年,让我们一起期待。

          敢问路在何方?----浅析网络游戏的明天

          Posted: 24 Apr 2007 04:34 AM CDT

           1. 前言

          任何一个稍微关注社会的人都会发现中国网络游戏的市场实在太大了,大到足以接纳任何类型的游戏、研发商和代理商进驻。官方调查显示有1亿2千万的网络用户,如果算上网吧多出口的用户,粗略估计也得至少3亿的网络用户。而网络游戏参与者已经达到3112万,市场规模约65.4亿。可见中国网络游戏仍然存在庞大的市场。但是实际的情况却并不像数字上显示的那么乐观,中国网络游戏依然存在很多问题,这些问题不解决则会让人担忧中国网络游戏的将来。

           

          2. 抄袭现象

          网络游戏本身就像中国的网民一样,具有无限的挖掘开发潜力。通过策划创意和技术的完美结合,我们可以在网络上体验各种平时体验不到的:做一个武林高手,做一个英雄;养个宠物,泡个MM;参与各种体育运动。网络游戏就像梦境控制器一样在虚拟又真实的社会中实现玩家的各种梦想。

           

          但是单纯的创意是不具有版权的。任何一个好的创意都会被人抄袭。一款好的网络游戏经常会被另外的一家公司抄袭、挪用,甚至是简略的修改就会产生一款新的产品。最常见的就是代理商将韩国的网络游戏代理回来,然后进行修修改改就成为了一款新的,并且是“自主研发”的网络游戏。

           

          这种抄袭屡见不鲜,市面上随便找一款游戏都能找到恶意抄袭的影子。这种抄袭带来了什么?制作游戏的技术和质量得不到提升;策划人员创意无法得到锻炼和实践;美术制作人员重复着低级的修改过程,自己的个性和风格得不到抒发。网络游戏变成了运营商市场运营操作的牺牲品。

           

          3. 运营商本质问题

          为什么抄袭问题会如此严重呢?作为一个游戏策划,我们相信每一个游戏制作人的心中都有创造自己的完美游戏的梦想。但是在实际研发过程中,起到决策权的经常是一些不懂游戏的投资者或者是公司老板,利用市场资源和运营手段来云游在市场间。

           

          虽然这种方式对于一个商业化的运营商来说是很好的,因为跟着市场的导向制作的游戏能够更好的受到市场的肯定,从而给运营商带来最大的利润。目前的状况是能够赚钱的就是“好游戏”。但实际上很多游戏性很好的游戏因为运营的问题而匆匆下马,很多优良的创意因为管理者不想承担创新的风险而腹死胎中。这样的情况就极大地限制了游戏的创意。

           

          对运营商来说能够带来利润的就是好游戏,对玩家来说能够带来欢乐的才是好游戏。但是游戏的生产制作也必须承担相当的风险和市场的验证,游戏的制作费用也是相当巨大。如果一款具有良好游戏性的游戏不能给生产商带来足够的利润那么无疑也是失败的。

           

          4. 创意的缺失

          中国网络游戏市场中的跟风习惯始终影响着创意的产生。然而很多时候并不是说跟风不好,顺着市场的走向可以迎合玩家的喜好。但是在游戏的实现方式上也完全模仿就限制了游戏的创意。就如音乐休闲游戏一样,市面上的音乐游戏全是靠键盘点击来实现,而且就游戏性来言是一款不如一款:键盘敲击从跟随节奏演变到完全不合节拍的盲目敲击;从N个键位变换成N+1个键位;一成不变的齐齐跳舞。而反观韩国的音乐休闲游戏却进化的有声有色。

           

          举个例子来说罢。暴雪的魔兽世界给MMORPG的游戏市场带来了极大的冲击。后续的韩国游戏神泣、奇迹世界和激战都可以找到魔兽世界的影子,同样国内最近几款游戏也模仿了魔兽世界。但是神泣、奇迹世界和激战在模仿借鉴魔兽世界优点的同时,主要还是放大自己的特色。神泣是专注于PVP,奇迹世界在于休闲型副本,而激战则在于角色培养成分的放大。而我们又学习了些什么,创新了些什么?魔兽世界的角色模型被拿来翻新利用,装备模型被修修改改,场景贴图拿来直接利用。为什么看不到魔兽世界的精髓而只是从外表上模仿?

           

          5. 路在何方?

          中国网络游戏依然处于学习阶段,无论技术、创意还是最关键的资金问题都有待解决。政策和国民的态度也是严重的问题。中国网络游戏需要在以下方面进行改善:

           

          1.  正确的市场导向

          市场的潮流对于设计者来说是至关紧要的。一款游戏是否会吸引玩家决定了游戏能否盈利,而大众还是跟随潮流走势的。设计者如何抓住市场的潮流成为一个主要的能力。没有市场的游戏根本不具备竞争能力。

           

          2.  游戏品质的保证

          玩家虽然不懂游戏的制作过程,但是玩家懂得游戏。就像知音一般,了解设计者的心声。设计者用心的去设计游戏的每个细节才能赢得玩家的喜爱。市场宣传的噱头只能吸引玩家一时,并不能获得玩家去消费。真正抓住玩家的还是游戏的品质。一款具有创新的高品质游戏很可能就带动下个潮流的到来。

           

          3.  业内的正常供求关系

          制作者和代理者之间的供求关系是很多人忽略的部分。代理者通常擅长的是市场方面,但是却经常在游戏制作过程中扮演了决策人的角色,经常会左右游戏的设计。制作者经常无法根据自己的理念去设计游戏,导致游戏变成了商业化的商品,而不是一件艺术品。在游戏设计这个创意产业中,这无疑是致命的打击。当设计者无法给游戏赋予灵魂的时候,游戏就没有生命力了。

           

          6. 总结

          中国网络游戏面对的问题远远还不止这些。更多的客观因素影响着游戏行业的发展。很多问题并不是随随便便就能解决的,但是至少我们还是能够从自己做起,用心的去制作每一款游戏,赋予游戏灵魂,将最好的游戏奉献给玩家。

           

          中国网络游戏的将来么,是朝阳还是落日,让我们一起期待。

          Wii Eat Wendy's Kids' Meals

          Posted: 25 Apr 2007 12:40 PM CDT

          wendys.jpg
          I have always been a fan of the McDonald Happy Meal toy, from the birth of the McDonald's McNugget buddies to the very popular Hello Kitty Bumblebee on a string. So, today it came as a bit of a shock as I discovered that Wendy's (not McDonald's with their fancy Nintendo DS Wifi and their past-promotional Nintendo toys) was coming out with a set of Wii toys of their Kids' Meal.

          So far, I can spot some kind of wii-mote shootin' pog thing, a mario on a shell (that is controlled with a wii-mote?), a set of boxes (wheeee!), a mini baseball game, and an excite truck. All of that, plus sweet, delicious fat for only $2.99? Let's go get us some burgers! Kim Phu

          Wendy's Wii Toy Line Up [Go Nintendo]

          Bizarre Talks Boom Boom Fireworks

          Posted: 25 Apr 2007 12:20 PM CDT

          boomboomfire.jpgBoom Boom Rocket creators Bizarre Studios have posted their latest Studio Update, which delves into the creation of the fireworks used in the game. Stu explores the various types of explosive goodness you'll encounter in the game, which might be the only time you get to see them clearly considering how frantic keeping up with the button presses can be.

          Kotaku Fun Fact: Fireworks are sparkly.

          They also touch on some of the hidden details that went into creating the city, the backdrop for the game. Apparently the lifting of Microsoft's 50MB restriction meant the city designer could go crazy with the graphical touches.

          I'm think I am in the early stages of a behind-the-scenes game development addication. I really enjoy reading about what goes into creating the games I love to play. It gives me a deeper appreciation or at least a deeper understanding of the end product. Michael Fahey

          Studio Update 25 - A closer look at Boom Boom Rocket. [Bizarre Creations]

          Gallery: LOTR Online

          Posted: 25 Apr 2007 12:00 PM CDT

          The 360 PR folks over at Gamerscoreblog hit up the Lord of the Rings Online midnight launch event in Bellevue earlier this week and took tons of pictures. Those pictures, right up there. Several of the gamers there to pick up the game were also hardcore players of World of Warcraft and Everquest, which is, well sad. Who has that sort of time? Brian Crecente

          LOTR Online Launch [Flickr]

          Taiko Drum Master for the DS

          Posted: 25 Apr 2007 11:40 AM CDT

          taiko.jpg
          There's no need to wait for a cracked hinge to beat your DS to a dirty pulp. Now you can do it just because you can and it's fun. The Taiko Drum Master is coming out for the Nintendo DS this summer and will be featuring an impressive track list that includes none other than everybody's favorite theme song, the Super Mario Bros. It also features classical tunes like "Flight of the Bumblebee" (which you might be able to find on a cd compilation called "Now That's What I Call Music from 1899") and even some interesting sounding J-Pop songs like "Dance2 Featuring Soy Sauce", which is apparently from a Pocky commercial.

          I don't want to work, I just want to bang on the taiko drum all day. Kim Phu

          Taiko Drum master Comes to Nintendo DS [Game|Life]

          Shakespear's Shooter - The Game's The Thing

          Posted: 25 Apr 2007 11:20 AM CDT

          shakespear.jpg
          What do you get when you cross the fun of a space shooter with an English Literature class focused on the great bard himself? You get 'Speare, a computer game by ApolloGames.ca aimed at teaching children about the works of William Shakespeare by using a futuristic space shooter.

          It sounds crazy but it just might work. The game is your standard flash shmup in which you have to collect the text of Shakespeare's plays from enemy ships, periodically scanning items to reveal information about his works, which you will be quizzed on later. You can even pick from different ships with names like Juliet's Dagger, Baited Bear, Star Crossed, and the Guardian Globe.

          Here's some text from the intro to give you an idea of how they're working this:

          Peace reigned in the galaxy until a civil war broke out in the Verona System between planets Montagor and Capulon, who were entrusted with guarding Shakespeare's ancient text Romeo and Juliet. Distracted by their squabbles, the Verona System is left open to invasion by the ever-encroaching drones of the power hungry Insidian Army.

          Crafty, eh?

          There is a flash demo available to try out at the ApolloGames.ca website, with the full version available for purchase for $20. Give it a look see, and let every eye negotiate for itself. Michael Fahey

          'Speare Download and Demo Page [ApolloGames.ca via CTV]

          Clip: Chains of Olympus Teaser, Free UMD Offer

          Posted: 25 Apr 2007 10:51 AM CDT

          God of War Chains of Olympus, it turns out, is a PSP game afterall. According to the Isle of Rhodes website the game will take place before GoW and GoW 2, or at least that's what I think this is saying:

          "The Ancient world speaks of a mortal that slayed a god. But long before his battle with Ares, Kratos sought absolution from his past sins by pledging himself as a champion to the gods. These brutal crusades in the name of Olympus became legendary."

          It sounds like were going Hercules on this prequel. Can't wait. And it looks like I won't have to for very long, at least for the demo. SCEA is offering up a free special edition UMD demo of the game on the new site. Brian Crecente

          Chains of Olympus

          Square Enix Not Coming to Virtual Console

          Posted: 25 Apr 2007 10:40 AM CDT

          colored%20drinking%20fountain.jpg
          A recent article translation from IGN of an interview between a Square-Enix representative and the magazine, Nintendo Dream, has revealed some not-so-great news for Wii owners. This year's release of the Crystal Chronicles will mostly likely come with no downloadable Virtual Console content.

          According to Shinji Hashimoto:

          We feel that the Japanese game market still requires [physical] media. Also, FF and Dragon Quest are played by a wide range of users, from children to adults, so there are limitations when you consider the problems that we would have with billing systems.

          At least in Japan. But let's face it, if Japan doesn't get Final Fantasies 0-1,000 on the VC, neither will we. Kim Phu

          Square-Enix Not Ready for Virtual Console [1Up]

          PS3 Folding Kicking Ass, Getting Update

          Posted: 25 Apr 2007 10:20 AM CDT

          folding425.gifOver 250,000 PS3 systems have registered for the Folding@home program since its launch in March, delivering nearly 400 teraflops of computing power at any given moment, more than doubling the pre-PlayStation power output.

          Today Sony has announced their continuing support with an update set to go live tomorrow that will increase folding speeds, improve the user location display on the map, and allow for longer names for teams and individual donors.

          The folks at Stanford are ecstatic:

          "The PS3 turnout has been amazing, greatly exceeding our expectations and allowing us to push our work dramatically forward," said Vijay Pande, Associate Professor of Chemistry at Stanford University and Folding@home program lead. "Thanks to PS3, we have performed simulations in the first few weeks that would normally take us more than a year to calculate. We are now gearing up for new simulations that will continue our current studies of Alzheimer's and other diseases."

          It's amazing what our consoles can accomplish when we aren't playing them. I just hope they aren't counting on this kind of output on a regular basis. Once the Metal Gear Solids and Final Fantasies start coming out I get the odd feeling the PS3 Folding@home project contributions will be a great deal less terafloppy. Yes it's a word. Michael Fahey

          PlayStation®3 Users Significantly Contribute To The Folding@homeTM Program

          Tokyo, April 25, 2007 - Sony Computer Entertainment Inc. (SCE) today announced that great progress has been made in the one month since PLAYSTATION®3 (PS3™) computer entertainment systems became part of Stanford University's Folding@home™ program, a distributed computing project aimed at understanding protein folding, misfolding and related diseases. Since the program launched in March, participation by the PS3 user community has been phenomenal, providing Folding@home with immense computing power that is helping to fast forward its research. Furthermore, thanks to PS3's powerful Cell Broadband Engine™ (Cell/B.E.), the Folding@home program has become one of the most powerful distributed computing networks in the world and is quickly approaching a level of computing power that is of historical proportions.

          Exhibiting its continued commitment to the program, SCE also announced that starting tomorrow, it is providing a Folding@home application update that will further enhance the user experience. The updated software features an improvement in folding calculation speeds, increased visibility of user location (*1) on the globe and the ability for users to create longer donor or team names.

          "The PS3 turnout has been amazing, greatly exceeding our expectations and allowing us to push our work dramatically forward," said Vijay Pande, Associate Professor of Chemistry at Stanford University and Folding@home program lead. "Thanks to PS3, we have performed simulations in the first few weeks that would normally take us more than a year to calculate. We are now gearing up for new simulations that will continue our current studies of Alzheimer's and other diseases."

          Some of the key accomplishments made since the Folding@home program launched on PS3 include:

          · More than 250,000 unique PS3 users have registered to the program in just one month.

          · PS3 users are delivering nearly 400 teraflops, achieving a total computing power of over 700 teraflops at a single moment. This is more than double the computing capacity of the network before PS3 joined the program (*2)

          · The "halo-effect" of PS3 has been evident as the number of active PCs has increased by 20 percent in the last month.

          "We continue to be thrilled with the ongoing contributions of the PS3 user community in helping the Folding@home program study the causes of many different diseases that afflict our society," said Masayuki Chatani, Corporate Executive and CTO Computer, Sony Computer Entertainment Inc. "As we move forward, we are issuing a call to action for all PS3 owners around the world to download the Folding@home application and help this cause. These PS3 fans can also be part of history as the Folding@home distributed computing program inches closer to achieving a petaflop - a measure of computing power that has never before been reached."

          PS3 users can download the new update version 1.1 by restarting the Folding@home application. New Folding@home users can join the program by simply clicking on the Folding@home icon within the Network menu of the XMB™ (XrossMediaBar) or can optionally set the application to run automatically whenever the PS3 is idle (*3).

          Starting with Folding@home, SCE will continue to support distributed computing projects in a wide variety of academic fields such as medical and social sciences and environmental studies through the use of PS3 and hopes to contribute to the advancement of science.

          Call of Duty 4 Reveal Coming

          Posted: 25 Apr 2007 10:00 AM CDT

          cod4w.JPG

          The worldwide reveal of Call of Duty 4 Modern Warfare will take place during the NFL Draft on ESPN at 1 p.m. Eastern on Saturday, April 28. As in this Saturday.

          Normally I don't watch such crap (not a huge fan of sports), but I'll have to make a point to watch it this time, because I am a huge fan of Call of Duty. Brian Crecente

          太鼓达人DS

          Posted: 25 Apr 2007 03:53 AM CDT

          namco将在nds上推出大人气的音乐游戏“太鼓达人”新作,预定2007年夏在日本发售。下图为日本游戏杂志扫描图:
           
           
          说“太鼓达人”系列“大人气”,其实说的是几年前:当时namco在ps2上首次推出从街机移植的《太鼓达人》,附带专用控制器“太鼓”,受到了用户的欢迎。2003年是该系列最为辉煌的一年,当年日本的软件排行榜top100里共有三款“太鼓达人”作品入榜:
           
          24位 PS2 太鼓达人 缤纷热闹第三代 NAMCO 43万7918套
          25位 PS2 太鼓达人 NAMCO 43万3013套(累计72万2797套)
          26位 PS2 太鼓达人~新曲春之祭 NAMCO 37万3205套
           
          不过最近一两年“太鼓达人”的新作就没有这么高销量了,下滑到了十几万的水准。这就有点类似当年也曾大红大紫的“DDR”系列,也许音乐游戏都是这样的命运,续作出得多了,让用户失去了新鲜感。
           
          “太鼓达人”系列也曾在psp上出过,2005年8月4日发售的psp版《太鼓の達人 ぽ~たぶる》,截止到年底销量大约5万份。由于掌机的限制,当然无法附带专用控制器,只能用psp上的按键来玩,投入感大幅降低——所以这样的销量其实也算不错了。
           
          如今“太鼓达人”新作出在nds上,个人感觉这种轻松的音乐游戏是非常适合nds的用户群的,以前在官方没有确认这个作品存在的时候甚至还想过类似的可行性——比如把下屏模拟成“太鼓”,可以用触摸笔在上面敲的想法——当然,目前官方还没有公布下屏的用法,我也只不过是瞎想,也许该游戏就是用按键来玩的。
           
          相关链接:

          Exclusive: Hawkins, Rosedale Talk Future Of Games At CNN Summit

          Posted: 25 Apr 2007 05:31 AM CDT

          On April 23rd at Stanford University's Fairchild Auditorium, CNN International's new "Future Summit" series brought together a diverse set of panelists - all at the forefront of Web 2.0 technologies - to discuss virtual worlds, and gaze into their respective crystal balls regarding the future of communication, creativity, games, and entertainment. Panelists included Stewart Butterfield, co-founder and CEO of Flickr, Trip Hawkins, founder of EA and current CEO and founder of Digital Chocolate, Ellen Poon, ...

          Report: Nintendo To Attend Tokyo Game Show

          Posted: 25 Apr 2007 04:54 AM CDT

          Online reports are claiming that Nintendo will rent a large-scale booth at the 2007 Tokyo Game Show to show its hardware and software for the first time since the resurgent game expo's inception in 1996, as the success of the Wii and DS in Japan continues. Although Nintendo has often sponsored the Tokyo Game Show, and used the business day of the show to make major announcements, the company traditionally does not operate a booth ...

          GAME Profits Soar As New Stores Planned

          Posted: 25 Apr 2007 04:29 AM CDT

          Officials from predominant British specialty video game retailer GAME have announced preliminary results for the company's full financial year, with profits up more than four-fold to £33 million ($66.1 million), and more than eighty new UK and international stores planned to continue the company's growth. For the financial year ended January 31st, 2007 the company has revealed an overall operating profit of £33.0m ($66.1 million), up significantly from 2006's £8.2m ($16.4 million), with international operating ...

          Analyst Predicts Wii Shortages Into 2009

          Posted: 25 Apr 2007 04:08 AM CDT

          IDC research analyst Billy Pidgeon has suggested that the Wii console will continue to experience supply problems until 2009, suggesting that Nintendo may see consumer interest in the console dip unless the issue is properly addressed. Commenting on the recent NPD Group data for U.S. sales in March, to website Home Media Magazine, Pidgeon commented: "I'd like to see Wii hardware shipping in larger quantities or mass market consumers may cool on it. Having said ...

          Critical Reception: Nintendo's Pokémon Diamond/Pearl

          Posted: 25 Apr 2007 05:30 AM CDT

          This week's edition of the regular Critical Reception column examines online reaction to Pokémon Diamond and Pokémon Pearl, a pair of sequels that critics are hailing as "the best Pokémon games yet." Spawning numerous spinoffs and countless imitators, Nintendo's Pokémon series has enjoyed worldwide success for almost a decade. Like its predecessors, Pokémon Diamond and Pearl focus on the collecting, battling, and trading of a variety of cute and marketable creatures against an RPG backdrop, ...

          暴血公司191·宣传也疯狂

          Posted: 23 Apr 2007 07:25 PM CDT

           

          老板:看这个,好玩吧?

          小强:“《夫妻离婚不要别墅,争抢游戏宠物》?……玩家夫妻小朱和小苟近日协议离婚,因争抢暴血公司《大汉OL》中宠物产生矛盾,两人都提出愿意放弃价值100万的海滨别墅,而希望独自拥有宠物……律师认为,该宠物是通过《大汉OL》中夫妻“性命双修”系统而修炼出来的,属于夫妻共同财产,总计消耗点卡约为5万元,但其中蕴涵的情感价值无法用金钱衡量……物权法刚刚颁布,就遇到了新挑战。”……这都是什么啊?咱们游戏什么时候有这个“性命双修”系统了?

          老板:弄个唬人的名字呗!这样才有人上当进来玩啊!下面还有呢,接着看!

          小强:“《九旬老太玩暴血游戏,焕发第二春》?……牛小姐说:我的曾祖母患有老年痴呆症,帕金森症,半身不遂,自从玩了暴血公司的《幻梦国度》之后,这些症状都逐渐消失了,而且腰不酸了,腿不痛了,连走路都有精神了,背着煤气罐一口气上5楼都不带气喘了,一头白发变成青丝了,还有20几岁的玩家追求她呢,她成了她所在服务器的“服花”了!”……我靠!这个更恶心!

          老板:下面还有,嘿嘿!

          小强:“《养殖专业户从游戏中悟得赚钱新门路,月收入爆增100万》?……马先生说,他没事的时候,喜欢玩暴血公司的《鸡鸭大战》,一开始只是觉得挺好玩,后来,他逐渐发现,这个游戏中蕴涵有大量生物学、养殖学的知识,博大精深,他是个养殖专业户,于是便逐渐有意识的将这些游戏中蕴涵的知识应用到养殖生产当中,终于创造出了“鸡鸭混合养殖新法”,这种方法令鸡鸭的产蛋率提高300%,他一个月多收入100万元”……我靠!我服了,这比亩产万斤还邪乎!

          老板:还有、还有!

          小强:“《暴血游戏神奇左右明星星运》?……著名相声表演艺术家候先生说,我那徒弟,就是那非著名相声表演艺术家郭得缸,最爱玩儿暴血公司的游戏,哎呀!一玩就上瘾,一宿一宿的玩,越玩越红,越红越玩,这不去年出名了嘛!特忙,有段时间没工夫玩了,得!就开始倒霉了,这边人家盗他版,那边人家告他欺师灭祖,我就跟他说,还得玩暴血游戏,这不,今天开庭,昨天我说你得玩通宵,不然准败诉,他可真听话,溜溜玩了一宿,结果怎么样,今儿这官司就赢了”……这是什么狗屎啊?

          老板:怎样?吸引眼球吧?能提升游戏行业形象吧?能给公司多拉来用户吧?

          小强:未必?你搞的这种东西太夸张了,放网上根本没人信,愚人节刚过,这就更没人信了。

          老板:嘿嘿!你看看最下面的出处!

          小强:咦?!这个是《府春江购物导报》、这篇是《大寨精品购物指南》、这个是《华西油田经济参考报》,这个是《华夏曲艺知音报》?都是平媒上转载的?

          老板:是呀!这样可信度是不是就高了一些呢?

          小强:这些犄角旮旯的报纸亏你能找得出来!

          老板:找什么找。咱一拍脑袋就是一个。

          小强:噢!合着都是你编的啊?

          老板:哈哈!那当然!

          Night Note: I Like Your Ribbons. I Hate Your Thermos.

          Posted: 25 Apr 2007 09:40 AM CDT

          To: Crecente
          From: Bash
          Subject: Young Love

          We're a week and a half into school, and 3 year-old Mini Bashcraft has a crush. He digs some little girl at his school, telling us that he likes the ribbons she wears in her hair. The little girl and him apparently spend most of the day together, her building stuff out of plastic blocks, Mini Bash wrecking the crap outta it. Today's big shocker was that the little girl told our kid that his thermos was, and I quote, "dorky." Puzzled, he apparently asked her why she said that to which she reiterated its dorkiness.

          Well, it is rather dorky. It has a bumble bee on it. It's red, yellow and white. Hideous, actually and probably would've never been purchased had it not been a present from the sister-in-law while she was studying aboard in New Zealand.

          After recounting this heart-crushing tale, Mini-Bash told us it would be "nice" to have a new thermos, but that we didn't have to buy him one. It wasn't necessary to get him a new one. The bumble bee, he said, was fine. Still, Mrs. Bashcraft searched around online and found a neat, cartoony Ultra Man thermos, which she'll surprised him with next week. 'Cause when you're three, things like ribbons and thermos matter. A lot.

          What you missed:

          Okay, the site's all yours. Enjoy!

          Block Of Flats To Commemorate Lara

          Posted: 25 Apr 2007 09:20 AM CDT

          blueplaque.jpgIf you've been to the UK (or, you know...live there), you'd have seen some blue plaques on the buildings and streets. Since 1867 they've been "installed in publicly-visible locations on buildings to commemorate either a famous person who lived or worked in the building (or site) or an event that occurred within the building".

          Relevance to us? Lara Croft's getting one. The site of the old Core offices where she was "born" are about to be turned into a block of flats, and once work is completed, a blue plaque will be placed on the building's walls. Paul Walters, from the site's builders, says:


          We were aware of the history of the building, but it was actually a local resident who wrote to the local paper and suggested it. We're really keen on the idea to mark Lara's 'birthplace.'

          She's only the second fictional character to receive the honour. The first was Sherlock Holmes. If I was a fan of older, and perhaps more noteable characters like Superted, Bananaman, Metal Mickey, Danger Mouse or Super Gran, right now I'd be feeling just a little bit slighted. Luke Plunkett

          Lara Croft 'birthplace' gets blue plaque [GameSpot]

          "game" via 柠檬杀手 in Google Reader

          unread,
          Apr 26, 2007, 3:13:40 PM4/26/07
          to cngame...@googlegroups.com

          【游侠NETSHOW论坛发布】【周杰伦2006演唱会实况高清精选版】【52M】 (大小:52.04M 人气:1 下载:3 完成:- 种子:1)

          Posted: 26 Apr 2007 01:10 PM GMT-06:00

          发布简介:P周杰伦2006演唱会实况/P< />P“周杰伦和他的朋友们超级巨星演唱会”在无锡体育中 心体育馆盛大举行,这场声势浩大的演唱会除了周杰伦还有当今华语乐坛炙手可热的潘 玮柏、罗志祥、吴克群、南拳妈妈同台献艺,现场气氛异常火爆。/P
          下载地址:http://gamebt.ali213.net/download-spot-1-160.html

          关于如何与玩家互动

          Posted: 26 Apr 2007 11:40 AM GMT-06:00

          转档工作,明后两天就将全部完成.

          在这半个月的时间里, 我,龙哥,DAVE以及我们所有的同事, 就象是经历了一场生死大考验, 饱含战斗激情的与各种问题作斗争, 尽可能迅速的解决所有问题, 这真的是一场难得的痛苦的经历. 但更让人感觉痛苦的是, 这样的过程可能将一直随着我们的产品延续下去, 因为我们现在的开发团队, 每天都在如此近距离地与玩家进行交互, 体会玩家感受.

          但是, 毕竟, 我们与玩家之间, 是一个服务与被服务的关系, 毕竟,我们是作研发的,也毕竟,我们还是一群血气方刚的年轻人. 对于玩家群体所表现出来的素质, 也会有非常失望的时候. 有人说:传奇,教会了中国的流氓如何上网. 这话虽然不能代表所有的网游玩家群体,但至少具有非常广泛的代表意义. 没错,我们所服务的对象, 有时确实很多是类似于流氓的人, 这是我们必须面对的现实.

          不要以为作网游

          ... ...

            Tiberium Wars To Be Novelized

            Posted: 26 Apr 2007 01:20 PM GMT-06:00

            cctwnovel.jpgThe future Earth of the Command & Conquer series is about to get a big ol' dose of finer detail. EA and Del Rey have announced that a novel based off of the latest game in the popular RTS series will be coming to a fine U.S. purveyor of the printed word near you on May 11th. The UK and Germany should be seeing the book a few months later.

            Written by Keith R. A. DeCandido, who has written novels for everything from Andromeda to Doctor Who to Star Trek, the novel will follow the storyline of Tiberium Wars closely, fleshing out the story seen in the game.

            Nothing can give life to a gaming universe better than a good novel, or at the very least one that doesn't suck completely. Having read some of DeCandido's previous work, I'd say were in for a good read. Personally I just want to find out if Billy Dee finally makes hot lovin' with the girl from House. You can't tell me that wouldn't be totally hot. Michael Fahey

            EA AND DEL REY ANNOUNCE NOVEL BASED ON POPULAR COMMAND & CONQUER GAME SERIES
            Gaming Universe Expands to New Forms of Media

            CHERTSEY, UK - April 26, 2007 - Electronic Arts (NASDAQ: ERTS) and Del Rey, an imprint of Ballantine Books at the Random House Publishing Group, announced today that Del Rey will publish a novel based on the critically-acclaimed Command & Conquer 3 Tiberium Wars™ computer and videogame on 29th May 2007 in the US and Canada. The novel will release in the U.K. and Germany in the months following. The game is available now for the PC and will be in stores 11th May 2007 for the Xbox 360™ videogame and entertainment system.

            In COMMAND & CONQUER: TIBERIUM WARS™, the novel by Keith R. A. DeCandido, the year is 2047 and the stakes could not be higher. Tiberium--a self-replicating alien substance that has infected the Earth--is spreading like a radioactive ice age. The Global Defense Initiative, a high-tech alliance of the world's most advanced nations, is fighting to contain Tiberium, but Kane, the megalomaniacal leader of the Brotherhood of Nod has other plans for Earth. Kane's secret society turned superpower is bent on using Tiberium to take control and transform humanity into his twisted vision of the future. In the midst of battles throughout the world, a third alien race emerges, and all-out war rages over Tiberium. The fate of the planet rests in the balance.

            "We're excited to expand the Command & Conquer franchise to a new form of media and offer a depth to the underlying fiction of the game series like never before," said Patrick O'Brien, VP of Business Affairs at EA. "Keith DeCandido wrote a great story, and we're pleased to have partnered with him and Del Rey."

            Del Rey editor Keith Clayton said, "Command & Conquer remains one of the most popular and well-reviewed gaming franchises, and we're thrilled to have the opportunity to work on an original story set in EA's Tiberium Universe."

            For further information on the novel, COMMAND & CONQUER: TIBERIUM WARS, visit www.delreybooks.com.
            For information on Command & Conquer 3 Tiberium Wars or the Command & Conquer series, visit www.CommandAndConquer.EA.com.

            # # #

            This Day in Gaming, April 26th

            Posted: 26 Apr 2007 01:00 PM GMT-06:00

            928546_67694_frontwtmk.jpg1996: Hudson Soft releases Super Power League FX for PC-FX. Baseball is pretty badass when you add the word "super" and subtract the word "baseball".

            1999: Silicon Knights announces a new 3D game with no load times. It's a big deal. And it's called Too Human. What ever happened to that game? I just CANT WAIT until it's finally released for the Playstation console. Wow, by the time we have the PS3 they should be on the third game in their trilogy, right? Mark Wilson

            Have gaming history, trivia, or famous birthdays you'd like to see in TDIG? Drop us a line at td...@kotaku.com


            Clip: Harry Potter Game Trailer

            Posted: 26 Apr 2007 12:40 PM GMT-06:00

            The kids are all grown up and but they're always up to same old shit, aren't they? This year's Harry Potter and the Order of the Phoenix looks even darker than the last one (which is why I want to see it) both in the film as well as in the video game version. Of course, I couldn't post the game trailer up there and then miss out on the opportunity to also post a 'compare and contrast' with the actual movie trailer since it too was just released:

            Both products will be released in the same week as each other in mid-July and so save up your pennies and your popsicles, because it's going to be a great summer. Kim Phu

            Harry Potter and the Order of the Phoenix Trailer [Gamer Tag Radio]

            Wii Boogie Details

            Posted: 26 Apr 2007 11:40 AM GMT-06:00

            boogie05.jpg
            They said they were going to do it, and now here they come. EA is catching up to the Wii train by announcing Wii Boogie with an ambiguous launch date of "by the end of 2007". Some of you might remember it being mentioned before by McMike as Wii exclusive from EA, but like so many others, I want to know more about the "boogie" part of the game and how crazy it's going to be. Are we talking Studio 54 crazy or crazy rave dancing in a country field?

            The party game will have an alien theme with customizable characters. Game play will include rhythm, dancing and singing player interaction. 'Boogie' will be a Wii-exclusive game with the usage of its unique controller capabilities.

            Oh, Carnival cruise line "Hot Havannah Nights" kind of crazy. Nice. Kim Phu

            Doing the Wii Boogie [Wii See]


            Conference Wrap-Up - Mastering the Craft of Online Gaming Infrastructure

            Posted: 26 Apr 2007 10:00 AM GMT-06:00

            The recent Mastering the Craft of Online Gaming event in San Francisco saw execs from Cryptic, Flagship, Trion World, BitTorrent and Netdevil discussing the future of the MMO, and Gamasutra was there to capture their thoughts on the burgeoning business.

            【游侠NETSHOW论坛发布】【周杰伦2006演唱会实况高清精选版】【52M】 (大小:52.04M 人气:8 下载:3 完成:- 种子:1)

            Posted: 26 Apr 2007 12:10 PM GMT-06:00

            发布简介:P周杰伦2006演唱会实况/P< />P“周杰伦和他的朋友们超级巨星演唱会”在无锡体育中 心体育馆盛大举行,这场声势浩大的演唱会除了周杰伦还有当今华语乐坛炙手可热的潘 玮柏、罗志祥、吴克群、南拳妈妈同台献艺,现场气氛异常火爆。/P
            下载地址:http://gamebt.ali213.net/download-spot-1-159.html

            学术会议上的惨案

            Posted: 24 Apr 2007 11:59 PM GMT-06:00

             
             
             
            《学术会议上的惨案》是一部关于大众传播理论的专业小说。这类介于通俗与专业之间的小说书,我以前看过软件工程方面的《最后期限》和经济学方面的《边际谋杀》。但是,这本《学术会议上的惨案》在故事叙述上明显不如《最》和《边》,所谓的专业理论也只是粗糙地堆砌引用,给人一种挂羊头卖狗肉的感觉。
             
            翻译质量一般。原书的名称《Mass Comm Murders: Five Media Theorists Self-Destruct》,窃以为翻成《大众传播谋杀案:五个媒介大师的自毁》会更贴切。我看见豆瓣上有人在骂这本书的翻译,还揪出了北师大的硕导教授蒋虹,也不知道是不是真的。
             
            《学术会议上的惨案》通过一桩奇怪的连环命案,试图影射学术界的学者间相互倾轧、争名夺利、尔虞我诈的阴暗面。这种情况,似乎在中国的学术界尤为甚。
             
            其实,在互联网等新技术、新媒体大肆普及的今天,人类的知识结构正在前所未有地扁平化。传统中所谓的学术界,正在日渐变成一个狭小的、虚伪的、扭曲的闭塞圈子。所以韩寒才会发出“文坛是个屁,谁也别装X”的感言。
             
            我曾经在GTalk上训斥过一个不懂事的学妹。我说她不应该来我这里面试工作,而应该选择留校或继续考研,因为她浮躁虚荣的气质尤其适合中国的学术界。而我的许多同学也在上研的过程中遇到了无能且人品差的导师,备受欺凌,苦不堪言。这年头,似乎学者的能力与人品呈正比,越是能力平庸的学术混混,其人品越是虚伪和糟糕。
             
            又说远了。建议所谓学术界的各位有能及无能之辈,应该好好读一下此书。
             
            以下介绍摘自豆瓣(http://www.douban.com/subject/1785539/):
             

            只要花十来块钱买一本书,再享受两个小时的轻松阅读,你就可以了解现代大众传播理论各流派的主要观点。

             

            学术界的种种腐败的荒谬,也随着小说情节的展开而暴露无遗;学术会议的哗众取宠、学术出版物的苟且草率、学者的同行嫉妒和争名夺利……笼罩在学术权威身上的神圣环被无情地剥去。

             

            阿瑟"伯格(1933- ),旧金山大学广播与电子传播艺术教授,一个机智而风趣的老头儿。他涉猎广泛,文学和哲学是他学生时代的主修专业,媒体传播学又是他执教的学科。身在学院,他身上却没有被丝毫学院气,他主张以轻松的方式引导学生进入一个学科领域,激发他们的兴趣,他更主张学术的自律和尊严,所以,在他的作品中,总是充满了对学术界的荒谬、腐败的辛辣揭露和嘲讽。或许,我们会发现这些现象也发生在中国。“谋杀”,是他的作品的主题。而谋杀可能是一个喜剧,谋杀之后的解剖更是令人痛快淋漓。学术,也许正在经历这样一次谋杀…… 

            他的作品,已有德语、瑞典语、意大利语、韩语、印度尼西亚语译本,中文译本正在陆续出版。

             

             

            Leeforce

             

            LEEFORCE BOOKs

            http://book.leeforce.com

            ~ 转载请注明出处 ~

             

            911pop mini 在线音乐台 发表

            Posted: 24 Apr 2007 11:43 PM GMT-06:00

             
             
             
            青檬网络电台(www.qmoon.net)推出新服务,很有点iPod的感觉。
             
            欢迎大家前去收听!
             
             

            说说STROM

            Posted: 26 Apr 2007 01:31 AM GMT-06:00

             上节目解说,总会准备一些资料,直播万一出现故障,可以多点东西聊聊.而且,笨鸟先飞么
            有时节目进行的顺畅,好多资料就来不及说.看看这越来越厚的笔记.觉得可以每天写出来,也好让不了解的朋友多些了解.
             
            昨天比赛中有STROM.沉寂了很久的世界第四,先来说说他吧.
             
            毕业于浙江大学,66的校友.同样,从浙大走出来很多星际知名人士,现在活跃在线上的名嘴freeagain,早期的sa5_slash,feeling,master....都是浙大的高才生哦.
            据说当时在学校,strom的sc水平并没有达到顶级的水平,master和freeagain是浙大虫族高手sa5_slash的大徒弟和三徒弟,而strom都属于不收为徒的行列.哈哈
            打法上丝丝继承贯彻了浙大虫族的传统---打的很科学,攻防攀的很快,只要一有机会,就立刻打死对手,不留喘息的余地.----浙大虫族打法独成一派,感觉,节奏都与众不同.
             
            strom这个低调的高校型选手,一直没什么成绩,但一出成绩,就吓人一跳,大成绩呀
            2005年,WCG,当时和66占据浙大星际一二位置的strom抱着陪66去玩的心态到了北京.当时以他的实力,没有人会认为他是种子选手,连他自己都没想到能拿成绩.正因为这样,心态出奇的好,轻松上阵,拿到中国赛区第三名.
             
            世界总决赛---新加坡在向他招手了.丝丝又抱着旅游的心态去到异国他乡,世界第四的成绩使得strom这个名字被人们永远记住了.
             
            世界第四---中国史上SC的最好成绩.总共3次:
            2001年 CQ2000
            2005年 STROM
            2006年 LX
             
            这次的wcg给STROM带来了荣誉,也带来了爱情.漂亮,直爽的红颜MM就这样成为了世界第四夫人.红颜为了丝丝从重庆来到杭州,两个人租一间屋,过起了幸福的小日子.
            现在,每天两个人都上班,下班在家做饭啊,很让人羡慕.
             
            很久不做选手的STROM已经淡出舞台,几乎我们在各大赛场上看不到他的影子.这次WCG外卡赛,STROM受到组织方NEOTV的邀请,再战江湖
             
            由于长久远离,所有人都认为,意识,打法,应战技巧各方面战胜他应该不难,但是在16进8的小组淘汰赛上,出乎所有人意料之外的,STROM漂亮的以小组第2的姿态进入8强.又一个事例告诉我们:会打比赛很重要,姜还是老的辣啊
             
            希望STROM在接下来的比赛中可以越战越勇,打出风格.
            最近还是要加强练习喽

            解读IGE金蝉脱壳式合作战略

            Posted: 25 Apr 2007 07:41 PM GMT-06:00

             

            近日,世界第一大B 2C虚拟交易网IGE中国分站发出一则公告,公告内容主要为:1337.com.cn接管IGE所有魔兽世界美国和欧洲的收货和付款业务。公告一出,立刻引发业界轩然大波,大家这回真的不知道IGE葫芦里卖的是什么药了。

             

            第一大网站的第一大烂账

            其实谁都猜到IGE近期将有重大变动。IGE自从年初以来举动就及其反常,一直以很高的价格收货,然而结款时间却一拖再拖,少则半月,多则数月,工作室自然是叫苦不迭。每次问其原因,都以台湾地震导致线路问题、或者结款系统故障等诸多理由搪塞,久而久之,人心大失。

            IGE自从进入中国来,凭借市场老大地位,掌握美服魔兽的绝对定价权,一直是市场的风向标。而其他收货网站则是等IGE开出新价格后,定一个比IGE稍微优惠一点的价格,致使虚拟交易市场上长久以来B2C网站收货价和零售价差价巨大,最少也达到百分之六十。工作室苦于渠道掌握在各大网站手中,自是敢怒不敢言,而心中都把矛头都对准了IGE这位龙头老大。

            所以,在IGE拖款期间,不时传来IGE的众多负面消息:有的说IGE风投出了问题,投资机构撤资;有的说IGE在美国吃了很多官司,资金吃紧;更甚者说IGE已经黄了,压了一大笔货款准备跑路;这些消息中,不乏一些人煽风点火唯恐天下不乱,而IGE对外则是三缄其口,不接受任何采访,一时间让外界浮想联翩,但谁也摸不到准信儿。

             

            IGE的前世今生

            这次IGE的公告发布,其中许诺IGE.com.cn将于430日前付清之前所有的欠款,多少是对工作室们的一些安慰,然而对1337接管IGE的收货业务,大多数人始终还是琢磨不透,我们不妨通过IGE的创业历史找到一些端倪。

            其实外国媒体对IGE的关注程度远胜国内。IGE在国内只是圈内有名,普通玩家并不知道IGE是谁,但在国外则是大众关注和研究的对象。IGE在国外销售市场具有良好的口碑,形象健康。针对美国国内反感中国FARMER打币的情况,IGE多次公开表示声名,说网站销售的虚拟金币与FARMER无关,金币均来自向普通玩家的收购。加上便宜的价格、高效的流程,当之无愧地成为业内老大。

            在资料中我们可以查到,IGE和当年的IGE第一大股东YANTIS进行过一次并购。尽管对外宣传是IGE并购了YANTIS的业务,而据业内人士透露,其实很有可能是YANTIS收购购了IGE。对外之所以如此宣传主要原因就是由于双方在竞争交恶时期,使用了很多非常手段,导致YANTIS声誉不佳,而IGE一惯注重形象,所以最后商议合并之后决定沿用IGE品牌,IGE从此走向飞速发展的道路。

             

            头壳坏掉 换一个更好

            从这些资料中,我们或许能看出一些本次IGE合作战略的目的。众所周知,IGE中国尽管入驻之初运营的非常好,但由于管理不善,多次出现内部危机,加之拖款事件,使IGE中国的品牌信誉度大幅度下跌。很多工作室都对IGE恨的压根子痒痒,更别说日后合作了。鉴于这种情况,IGE再次脱壳的可能性就非常大了。

            IGE私下一直在选择可收购的业内网站,包括与SV这样的大网站,都曾谈过收购事宜。其实收购也一直是IGE战略上的一种常用手段。对于国际间优秀的竞争对手,IGEYANTIS通常会选择收购。如果收购不成,则会采用开设马甲网站(不是马甲网络),变向拉动价格战打击对手。这次IGE谈了一大圈,最后选择1337作为业务接手网站,不得不令业内人士大跌眼镜。1337这个去年才开的新网站,在业务上除了结款速度外,并没有其他长处。它究竟是IGE自己开设的马甲站,还是收购站点,一直是个迷。总之,在业内人士眼中,1337还是IGE

             

            大哥好多年 谁苦谁知道

            IGE选择金蝉脱壳也有可能是出于外界压力。圣者认为,作为备受争议的虚拟交易行业,IGE一直站在舆论的风口。媒体一向对虚拟交易界的好事抱以质疑态度,坏事抱以批判态度,IGE无疑为行业挡了好多枪。尽管在国外媒体中并没有看到切实的IGE与暴雪打官司的新闻报道,但IGE盈利模式的法律争议一直存在,而且从EBAY禁止WOW游戏币销售也不难看出IGE的压力是多么的巨大。在这期间,IGE脱壳缓解压力的可能性也是存在的,至少不会让自己总是那么引人注目。

             

            从亢龙有悔到群龙无首

            IGE市场份额的缩小,让原本有序的虚拟交易市场混乱了起来。IGE时代,其他网站趋于IGE的强大压力,都做的十分小心谨慎,那时期也是虚拟交易市场相对最平稳的时期。如今,市场的混乱不言而喻,各个网站价格越砸越离谱,服务售后水平更是全行业集体跳水,最后苦的还是工作室。过去,有IGE这个行业风向标,至少市场发展还有据可寻,现在却是天下大乱了。

             

            星星还是那个星星,月亮还是那个月亮,IGE还是那个IGE。新IGE能否打好这套太极拳,完全取决于IGE自己了。

             

            本文仅代表个人观点,如资料有不实之处,还望当事人指正!

            Pinball FX Impressions - A Mean Pinball

            Posted: 26 Apr 2007 12:20 PM GMT-06:00

            pinballtop.jpgEver since I was a young boy I played the silver ball. While I've never been to Soho or Brighton, I must have played more than my fair share of pinball machines before the bleeps and bloops of video games stole me away. Still pinball is never far from my heart, which explains my excitement over Pinball FX, the new Xbox Live Arcade game from Zen Studios.

            The main ingredient to any pinball game is the ball itself. You can have to most beautiful table in the world, filled with ramps, spinners, bumpers, floaters, roofies, and any number of odd items that may or may not be pinball terms and it all means nothing if the ball physics are off.

            I'd say Pinball FX completely nailed it.

            In this game, the ball is a pinball, no doubt about it. It takes spin, reacts to the table surface, and even does that damn thing pinballs tend to do right between the flippers where it feels like they are being magnetically pulled to their doom. For better or worse, it plays very much like the real thing.

            Along with the excellent ball physics, Pinball FX has one of the best implementations of the rumble feature I've ever encountered. Along with the realistic sound effects, I could almost imagine I was getting my hands jarred by an actual machine at an arcade and not a console facsimile. Very well done indeed.

            The game comes packed with three tables. Speed Machine, which is all about racing, Extreme, which is about trying to be hip but failing, and Agents, which is about real estate sales. Or spies. Probably spies. Let's give them each the once over, shall we?

            Speed Machine
            pinballspeed.jpg
            The only table available in the demo version, Speed Machine has the best lines of any of the three initial tables in Pinball FX. By lines I mean the way the ball flows about the table, allowing for more fluid movement and less randomly hitting bumpers, hoping you don't lose the ball. Some very well placed ramps and loops on this table. It's fast and flashy with some great sound effects, and it's the one I'm the best at, which of course makes it my favorite.

            Extreme
            pinballextreme.jpg
            It's all about rap, skateboarding, and other hip, extreme things, and it comes off feeling like a Jamie Kennedy joke. The table is effectively split into two sections, with the lower half consisting mainly of a hidden loop that just returns the ball right back to you. There is fun to be had here, especially when you get three balls going at once, but it's all a bit too hokey for my tastes.

            Agents

            pinballagent.jpg
            It really was neck and neck between this table and Speed Machine. In terms of style, Agents wins out, with modeled pistols, what looks like an industrial complex, a yacht, and a random bird. While the lines don't flow quite as smoothly Speed's, you can get some really nice loops going, and I love the spy-themed missions.

            More to come

            Even if none of these tables tickles your fancy, Zen promises the release of more tables as DLC later down the line, much like Epic Pinball for the PC back in the early 90's - the best game Epic has ever released. Take that, Gears of War!

            Multiplayer

            I don't like the way they multiplayer set up, though I suppose it is for the best. Instead of taking turns playing as you would in a bar, everyone plays at the same time, with scores tallied at the end. You might as well just rely on leaderboard scores, as you really aren't playing with other players as you are playing at the same time as other players. It makes sense from a time standpoint, and I guess watching another person play pinball in a bar is only fun because you are in a bar.

            Vision Camera Support

            No. I will not. Knock yourself out, but there is no reason to control a pinball game with a camera. That's the great thing about giving impressions rather than posting an actual, scored review. I don't have to do silly things like this.

            One of the Best

            I cannot recommend the game enough to pinball fans. It is one of the best pinball simulations I've come across, and I've been playing these things since Pinball Construction Set back in 1983, before some of you were born. Zen Studios has done a stellar job with Pinball FX. Michael Fahey

            Frankenreview: Pokemon Diamond/Pearl

            Posted: 26 Apr 2007 12:00 PM GMT-06:00

            pokePicture%205.pngRemember the good old days when gaming was cheap and simple primary colors like red and blue made us happy? But being the vigilant consumers that we are, before we knew it, we'd upped the ante to gold and silver and ruby and sapphire. Now what to we get? Diamonds. Freakin' diamonds. Buying a light RPG has become the cultural equivalent to getting engaged. At least this means the Pokémon arms race may finally come to an end.

            Pokémon Diamond and Pearl are the series' first real foray on the DS. Already a huge hit in Japan, there is no question that bajillions of copies will sell in America. But we don't care about sales charts around these parts (true only because it rhymes). All we need to know is if the game any good. Hit the jump to find out the answer in our Frankenreview—plagiarism that's A-OK.







            pokegraph.jpgPocket Gamer UK
            Pokémon Diamond (and Pearl)...mimic their predecessors' graphical style to the point where, early on, they're almost indistinguishable from a Game Boy Color game. Even when the environments start to lift into the third dimension, it never approaches the quality of comparable DS titles. The pokémon themselves retain their...but the lack of any battle animations is pretty galling considering the hardware the game's running on.

            pokemon_diamond_002.jpgGame Daily
            In the single-player mode, gamers tired of the franchise probably won't find enough new content to warrant a purchase, but Pokemon loyalists will be drawn in by sweet touches...the ability to dress-up Pokemon, a Super Contest that allows people to compete in Visual Dance and Acting competitions, and a day/night cycle that encourages around-the-clock play in order to locate all of the Pokemon.

            Nintendo World Report
            Relatively early in the game, the coolest new feature becomes available; the Global Trade Center. Players can make Pokemon available for trade and state their minimum requirements for that exchange. Did you pick Piplup as your starter but wish you could have a Chimchar too? Chances are someone who picked Chimchar is having a similar thought... [and] you'll get your wish in only a few hours.

            pokemon_diamond_004.jpg1up

            Diamond and Pearl feature a fantastic array of multiplayer options. You can do the standard one-on-one battles, sure -- but you can also link up for double-team fights, too. You can explore the vast Sinnoh underworld and play capture the flag... Being on DS affords the ability to play wirelessly, a huge relief after the Game Boy family's clumsy and unreliable link cables. More importantly, the wireless battles can be linked across the Internet -- which tends to be laggy, but not unforgivably so...

            Game Revolution

            Is it just me, or does anyone else find the whole process of catching Pokemon and training them to become your own personal militia slightly disturbing? Everyone in the game acts as though the little beasties should be happy to help us otherwise defenseless humans, but honestly, how could that be? I mean, how would you feel if you were minding your own business, walking through the tall grass, and some kid showed up and beat you to within an inch of your life, then imprisoned you in a tiny sphere and only let you out to fight against his enemies - including your own brothers and sisters?!

            So who our there has been jonesing for some new Pokémon? (Sorry, I really meant that sincerely, I just never got into the franchise.) Mark Wilson

            Wii Boogie Box Art & Details

            Posted: 26 Apr 2007 11:40 AM GMT-06:00

            wii-boogie.jpg
            They said they were going to do it, and now here they come. EA is catching up to the Wii train by announcing Wii Boogie with an ambiguous launch date of "by the end of 2007". Some of you might remember it being mentioned before by McMike as Wii exclusive from EA, but like so many others, I want to know more about the "boogie" part of the game and how crazy it's going to be. Are we talking Studio 54 crazy or crazy rave dancing in a country field?

            The party game will have an alien theme with customizable characters. Game play will include rhythm, dancing and singing player interaction. 'Boogie' will be a Wii-exclusive game with the usage of its unique controller capabilities.

            Oh, Carnival cruise line "Hot Havannah Nights" kind of crazy. Nice. Kim Phu

            Doing the Wii Boogie [Wii See]


            Ken Kutaragi Steps Down at Playstation

            Posted: 26 Apr 2007 11:21 AM GMT-06:00

            52671-1.jpg
            The "Father of Playstation" is retiring today from his position at Playstation, but will still serve as Honorary Chairman of SCEI. After completing the launch of PS3, Kutaragi has decided to pursue his dreams outside of the Playstation family:

            I am happy to graduate from Sony Computer Entertainment Inc. after introducing four platforms to the PlayStation family. It has been an exciting experience to change the world of computer entertainment by marrying cutting edge technologies with creative minds from all over the world. I'm looking forward to building on this vision in my next endeavors.
            Kazuo Hirai who is currently President and Group COO, will now be promoted to President and Group CEO of the Playstation business worldwide. Kim Phu

            SCEI Corporate Release [SCEI, thanks R. Hunter!]

            Warhammer Online Pushed to 2008

            Posted: 26 Apr 2007 11:20 AM GMT-06:00

            warhammerskull.jpgThe game that many MMO fans and developers alike are touting as the best hope at breaking World of Warcraft's dominance on the genre, Warhammer Online, has been delayed until the first quarter of 2008. This according to the latest newsletter for the game, in which EA Mythic GM/VP Mark Jacobs explains the reasons for the delay.

            We have made the decision to move our ship date for the US and Europe to the first quarter of 2008. (Release dates for Asia will be announced at a later date.) Since our acquisition by EA, we have been afforded many wonderful development opportunities and we plan to take full advantage of everything that is available. This includes taking several additional months to make the best MMORPG possible.

            Hmmm. Delaying a game to make it better is generally a sound idea. It worked for WoW, after all. Just a little worried about how these new EA resources are going to affect the game. Too many cooks, too many ingredients...that sort of thing. Wouldn't want to see this MMO go the way of my poor, deceased Earth and Beyond. Michael Fahey

            Warhammer Online Delayed [Voodoo Extreme - Thanks Cyanbane!]

            打造全新态趣味网游 “趣味第一”要做的三件事(2)

            Posted: 26 Apr 2007 01:25 AM GMT-06:00

            继2007年4月中旬“趣味第一”在沪成立,宣布第一款原创趣味网游《纸客帝国》之后,其又在上周对外公布了今后要在中国网络游戏市场努力打造以休闲、趣味、快乐为主题的网络游戏新方向。
            为了实现让玩家始终带着笑容进行游戏的理念,“趣味第一”要做到三件事。第一件是寻找游戏的乐趣——即始终伴随着玩家的游戏体验。第二件事则是企业的生存来源:商业化模式。
            目前中国乃至世界范围内,网络游戏市场主要的商业模式有两种:一种是针对MMORPG这种结果导向类的时间收费(即小时收费或包月收费),另一种则是近2年来流行的道具收费(即目前大多数号称免费网游所采用的收费模式)。这两种收费模式在本质上是相同的,即:玩家通过付费行为直接购买到游戏道具、游戏经验,或通过购买游戏时间来获得游戏道具和经验。但是,玩家选择游戏是为了娱乐、快乐,这两种商业化模式使他们仅仅购买到虚拟的数据,而非快乐的感觉。
            “趣味第一”的商业模式将区别于以上两种,采用更先进的,更贴合玩家游戏体验的“Pay for fun”概念——为游戏乐趣买单。在第一款原创产品《纸客帝国》中就会有所体现:
            玩家在进入纸客帝国游戏时,是完全免费的。玩家获得功能性道具,也只需要用游戏中能够获得的游戏币进行购买。玩家需要付费购买的,是享受用喷火器焚烧对手的乐趣,是体验用高压水枪把对方碾碎的快感,是领略用定书钉蹂躏敌人的全新玩法!此外还有许多其他有趣的设计,比如童声的枪战配音,夸张的中弹效果,还有纸片人系统特有的侧身贴墙贴地,漂浮袭击等……总之,玩家在纸客帝国中,不但可以获得当前休闲网络游戏大众化的游戏体验,还能够享受“趣味第一”提供的革命性的“趣味服务”!

            做有趣味的游戏,享受快乐的游戏过程。无论你是因为什么理由和什么心情进入纸客帝国,趣味第一都将令你带着笑容回到现实。为趣味买单这一全新的商业化理念,就是“趣味第一”要为中国玩家做的第二件事,使国产网游真正做到为中国玩家谋福利!
            在游戏上市之前,玩家可以先通过下载《纸客帝国》广告大片的精彩拍摄花絮来了解这款与众不同的全新态网游。
            点击进入《纸客帝国TVCM的世界》http://www.qwd1.com/trailer_flv.rar
            如无法正常打开,请登陆趣味第一官网www.qwd1.com直接下载

             关于《纸客帝国》


            纸客帝国是由“趣味第一”自主研发的一款以第三人称视角射击为主题,置身于电影大片和经典游戏恶搞元素的新形态趣味网游。它的特色之处:具有属性的个性纸片人物,千奇百怪的枪械道具,夸张的视觉听觉效果和功能独特的E键,赋予射击类游戏以全新的游戏乐趣和休闲享受。

            《纸客帝国》官方网站:p.qwd1.com

            关于趣味第一
            趣味第一(www.qwd1.com)成立于2006年7月,是一个全新形态互动娱乐综合门户网站,主要从事经营性互联网文化内容,是获得政府网络游戏运营资质的纯中资企业。公司集网络游戏开发、运营为一体,立志为中国网络游戏用户打造休闲、快乐、时尚的“童话网游”。
            公司的核心团队成员主要来自全球第二大游戏开发商、第五大游戏发行商法国育碧软件(ubisoft,在中国运营过大型网络游戏“无尽的任务”-Ever Quest)以及于国内各大网络运营商,具有丰富的游戏开发及网络游戏运营经验。公司目前正在与核心合作伙伴进行产品开发以及运营的前期准备工作,计划于今年6月发布休闲网游《纸客帝国》,并在年内发布第二款大型互动娱乐产品。
            如欲了解有关“趣味第一”的更多信息,请访问:http://www.qwd1.com

            上海麦格特尔网络科技有限公司
            2007年4月25日

             

            Watch the EndWar Clips Here

            Posted: 26 Apr 2007 11:00 AM GMT-06:00

            Just in case you were too lazy to follow our directions yesterday, here's the EndWar clips we found over at the JSF site straight from Game Trailers. What do you think? FPS, RTS, side-scroller? Brian Crecente

            DS Drinking Games (Totally Not Kidding)

            Posted: 26 Apr 2007 10:40 AM GMT-06:00

            dsbar.jpg
            Now that's what I'm talking about, Nintendo. Combining my two favorite things, drink and video games, and putting them together so I can enjoy them both on a lovely summer day. Portable gaming devices have always been a natural fit in the lives of bar flies because everyone likes a lush who can entertain themselves. Bartender DS, Liquor Craftsman/Teacher, and Sommelier DS may not be games per se (EA would prefer you call them, " the gourmet information magazine for the adult"), but if that's the case, then what in the heck is Cooking Mama? Pouring a Manhatten just right in Bartender DS, or choosing the right wine with certain cheeses as with Sommelier DS sounds a lot like being able to peel a potato just right.

            Game or no game, at the end of the day, most attempts at making a Cooking
            Mama-inspired curried pilaf is going to result in something that tastes a lot like failure, and nothing says "I'm sorry" like a tall, ice cold glass of G&T. Kim Phu

            EA Announcing "The New Tool 3 Section Works of the Liquor Choosing" [Famitsu]

            "game" via 柠檬杀手 in Google Reader

            unread,
            Apr 27, 2007, 1:49:01 PM4/27/07
            to cngame...@googlegroups.com

            Mainframes + Cell Chips = Armageddon

            Posted: 27 Apr 2007 12:20 PM GMT-06:00

            matrixmoves.jpgWhat do get when you cross the awesome power of the PS3's Cell processor with the computing juggernaut that is the mainframe computer? Well according to our PR contact, you'd call it the Gameframe, but I think I'm going to call it the Harbinger of the Matrix, Sire of Our Destruction. It has a certain ring, doesn't it?

            "As online environments increasingly incorporate aspects of virtual reality -- including 3D graphics and lifelike, real-time interaction among many simultaneous users -- companies of all types will need a computing platform that can handle a broad spectrum of demanding performance and security requirements," said Jim Stallings, general manager, IBM System z. "To serve this market, the Cell/B.E. processor is the perfect complement to the mainframe, the only server designed to handle millions of simultaneous users."

            You can read the full press release, but the gist of it is that IBM wants to usher in the 3D internet, and nothing good ever comes of a 3D, virtual reality internet.

            Pass the word down to your descendants, and make sure that they remember my warning as their protective dome is shattered by cruel, metal hands. I'd suggest a statue be erected in my honor, but the robots would just destroy it anyway. Michael Fahey

            Cell Broadband Engine Project Aims to Supercharge IBM Mainframe for Virtual Worlds

            IBM Collaboration With Brazilian Game Developer, Hoplon Infotainment, Looks to Hybrid Platform for Advanced 3D Simulations; Unique Mainframe Architecture Speeds Integration With Cell/B.E.

            ARMONK, NY & FLORIANOPOLIS, BRAZIL - 26 Apr 2007: IBM (NYSE: IBM) today disclosed a cross-company project to integrate the Cell Broadband Engine™ (Cell/B.E.) with the IBM mainframe for the purpose of creating a hybrid that is blazingly fast and powerful, with security features designed to handle a new generation of "virtual world" applications, such as the 3D Internet.

            The project capitalizes on the mainframe's ability to accelerate work via "specialty processors," as well as its unique networking architecture, which enables the kind of ultra-fast communication needed to create virtual worlds with large numbers of simultaneous users sharing a single environment.

            Drawing on IBM's research, software and hardware expertise, the project is being undertaken in cooperation with with Hoplon Infotainment, a Brazilian online game company whose software is a key component of testing the capabilities of the new environment.

            "As online environments increasingly incorporate aspects of virtual reality -- including 3D graphics and lifelike, real-time interaction among many simultaneous users -- companies of all types will need a computing platform that can handle a broad spectrum of demanding performance and security requirements," said Jim Stallings, general manager, IBM System z. "To serve this market, the Cell/B.E. processor is the perfect complement to the mainframe, the only server designed to handle millions of simultaneous users."

            At its heart, the project intends to create an environment that can seamlessly run demanding simulations -- such as massive online virtual reality environments; 3D applications for mapping, enterprise resource planning and customer relationship management; 3D virtual stores and meeting rooms; collaboration environments; and new types of data repositories. It plans to achieve this goal by parceling the workload between the mainframe and the Cell/B.E.

            Cell/B.E. and Mainframe: A Beautiful Partnership

            In the relationship between the mainframe and Cell/B.E. capabilities, Cell/B.E. will handle the complex simulation associated with operating in virtual worlds -- for example, a ball thrown in a virtual reality world must obey the laws of gravity.

            To that end, IBM and Hoplon are porting Hoplon software to the Cell/B.E. to handle message passing and physics simulation. The companies have already created a programming model and messaging architecture that separates the application running on the system.

            For its part, the mainframe will run Hoplon's industry-specific middleware for virtual worlds, called bitVerse, currently under development using WebSphere XD as the underlying runtime environment, along with DB2.

            In addition, the mainframe will run the administrative tasks for middleware and applications. It will also handle logistics (billing, etc.), and connectivity to third parties as well as to multiple clients, which might include PCs, game systems, mobile phones, music players, TVs, and other devices.

            The Mainframe: It Contains Multitudes

            Unique among servers, the mainframe was designed from the beginning to incorporate processors that handle a variety of specialized tasks. For example, so-called "specialty processors" are designed for processing eligible Linux, Java and data workloads as well as encrypting and decrypting certain data. In addition, the mainframe can include up to 336 RISC processors to assist I/O. It is anticipated that this powerful design point will help the system to integrate seamlessly with the Cell/B.E.

            Just as important, the mainframe's Hipersockets technology provides fast communication between all the virtual servers contained in a single machine. As a result, it is believed the mainframe may be the ideal platform for large virtual worlds, which often require a technology platform that can handle many simultaneous transactions spread out among several hundred servers. The mainframe's Hipersockets enable users residing on different virtual servers to interact with each other with minimal lag time. By contrast, in a distributed environment, where many physical servers are connected by networking cables, lag time may be greater.

            Other mainframe attributes -- its leadership in security capabilities, for example -- also lend themselves to virtual reality applications. In the security certification known as the Common Criteria's Evaluation Assurance Level (EAL), the IBM mainframe achieved one of the highest levels of certification -- Level 5 -- for logical partitioning, IBM's premier virtualization technology.

            And it is able to handle massive workloads. For example, the mainframe recently achieved the world's largest core banking benchmark result delivering a record 9,445 business transactions per second (tps) in real-time based on more than 380 million accounts with three billion transaction histories.(1)

            The revolutionary Cell/B.E. -- jointly developed by IBM, Sony Corporation, Sony Computer Entertainment (SCE) and Toshiba -- is a breakthrough design featuring a central processing core based on IBM's industry-leading Power Architecture™ technology and eight synergistic processing elements (SPE). Cell/B.E. "supercharges" compute-intensive applications, offering fast performance for computer entertainment and handhelds, virtual reality, wireless downloads, real-time video chat, interactive TV shows and other "image-hungry" computing environments. The groundbreaking Cell/B.E. processor appears in products such as SCE's PLAYSTATION®3 and Toshiba's Cell/B.E. Reference Set, a development tool for Cell/B.E. applications, as well as the IBM BladeCenter QS20. It is also embedded in custom Cell/B.E. based offerings from IBM Global Engineering Solutions.

            Founded in 2000, Hoplon Infotainment is dedicated to multiplayer online games and complex simulations, as well as related online entertainment and business training ventures based on advanced information systems. Hoplon is located in Florianopolis, Brazil, and on the Web at http://www.hoplon.com.

            Garriott, Hawkings in Spaaaaaaaace!

            Posted: 27 Apr 2007 12:00 PM GMT-06:00

            hawkinsspace.JPG

            Yesterday famed astrophysicist Stephen Hawking joined game developer Richard Garriott for a ride into the edge of space.

            The two were among about two dozen who boarded a modified 727 at Cape Canaveral that then performed eight parabolas.

            The commercial vomit comet flight gave Hawking a chance to float free of his wheelchair, the first time he has been physically boundless in four decades.

            "Six parabolas really was the intended cutoff point," said Richard Garriott, son of former NASA astronaut Owen Garriott.

            "But he was having so much fun, we went for two more, and then we thought we'd better quit while we're ahead."

            Hawking said he wanted to make the flight for a variety of reasons, not the least of which is the fact that he believes Earth is headed for disaster and that the humans species will need a new home in the cosmos.

            "I believe that life on Earth is at an ever-increasing risk of being wiped out by a disaster such as sudden global warming, nuclear war, a genetically-engineered virus or other dangers," Hawking said.

            "I think the human race has no future if it doesn't go into space. I therefore want to encourage public interest in space."

            He also said he wanted to prove that people with disabilities can aspire to spaceflight, too, and Diamandis said he did a good job.

            Pretty damn cool. I wonder if Garriott was able to talk with Hawking at all during the flight. I'd love to hear what sorts of things they'd shoot the breeze about. Brian Crecente

            'Space, here I come' [Florida Times]

            Gallery: Big Brain Academy Wii Degree Screenshots

            Posted: 27 Apr 2007 11:40 AM GMT-06:00

            hero.jpg
            I think I'm sold on Big Brain Academy for the Wii. The cutest thing about the game for the DS was Sergeant Slug or whatever the heck his name was, and even then, he was only cute on the box. Everything else in the game was actually quite fugly. Well not this time. The newest screenshots coming out for Big Brain Academy: Wii Degree have been Nintendo-fied in that familiar fruity-pastel, candy goodness, and it doesn't matter if I fail every test, at least I'll be happy doing it (this time). Tons more screens in the gallery! Kim Phu

            Mind-bending new Big Brain Wii screen [CVG]

            Zoozen Transforms the 360

            Posted: 27 Apr 2007 11:20 AM GMT-06:00

            Hong Kong video game accessory company Zoozen is looking to change the face of the Xbox 360, and I'm not talking a simple faceplate change or shell swap out. Their new Ovo 360 shell is a complete and total refit for the console, which removes the guts, replaces some parts, and leaves you with something that looks like it would be quite at home on as spaceship as well as strapped to the underside of a tricked-out Nissan Sentra.

            This model is only a prototype mind you, and the company's web site does warn that this might never go into actual production, which would be a terrible shame. The more I look at the sleek and sexy design the uglier my retail 360 gets. Michael Fahey

            Zoozen Home Page

            终于不用 VC 了

            Posted: 27 Apr 2007 11:02 AM GMT-06:00

            最近一年半做的主要项目是跨平台的。但是只是说说,还没真的去试着在别的平台上 run 起来。因为我们做的是二进制复用,目标模块文件是自定义格式,所以也不太在乎编译器。原计划是在 Windows 下开发,用 VC 编译的。

            最近几天真正开始做跨平台了,想来想去,还是改用 gcc 的好 。废弃 VC 倒不是因为它不好,而是想买一台 Mac mini 放在家里用用 :D 一直家里都没买电脑,我也不用笔记本,回家就是打游戏和睡觉。到时候有了机器,在 Mac OS 上自然是没有 VC 用了。

            所以,我的跨平台目标就定在了 win32 、freebsd 、linux 和 macosx 。当然,目前我的测试环境只有 win32 和 freebsd ,这几天就在把这两个搞定。

            原来的 build 工具是用的 bjam ,这个是 05 年之初选定的。前段时间反省了一下,又考察了最近两年新出的一些 build 工具后,最后还是决定改回 gmake 。到了今天,我在 windows 下的开发环境就成了 gcc(mingw) + gmake + insight

            今天主要是试了下 insight ,这个 gdb 的图形外壳还是很好用的。唯一美中不足的是:我在注册表 HKEYLOCALMACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\AeDebug 中把它定为默认调试器后,似乎总不太对劲。 gdb 在 attach 到被调试进程上时老是不正确。反正不能正常工作,也定位不了 source code 。但如果直接用 insight 启动程序则可以顺利调试。

            前两天则一直在折腾 gmake ,也是件很痛苦的事情。被折磨了几天后,我放弃了一开始就写出一个通用的 Makefile 模板,打算随着项目进展一点点改进。

            gcc 倒是这半年一直在 freebsd 下用,只是用的不够深入。今天想把原来用 vc 编译的东西移植到 mingw 时,就好好研究了一下 gcc 的各种选项。对比 VC 的选项,gcc 要丰富和严谨的多。以前 vc 的命令行用的挺熟,一下子换到 gcc 还是有一点点不适应。

            最后,留个自己的一个大工程:打算把项目已有的 C++ 代码全部拿 C 改写一遍。没办法啊,我又爱上 C 了 :D 谁叫我精力旺盛呢。

            《蜘蛛侠3》(Spider-Man 3)[ISO]

            Posted: 27 Apr 2007 08:50 AM GMT-06:00

            《蜘蛛侠3》(Spider-Man 3)[ISO]
            转自gamepcrip
            开发:The Fizz Factor
            发行:Activision
            容量:1DVD
            语种:英文
            平台:PC
            类型:Action
            网址:http://www.sm3thegame.com/
            【游戏简介】(邻客娱乐)
            由电影改编游戏的情况在业内并不新鲜,但真正成功的范例却屈指可数,特别是动作类电影改编游戏作品,其难度之高也是业内公认。好在游戏的开发周期较长,时间也相对充裕,再加上本作的开发商Treyarch公司(电影改编游戏系列前两部作品的开发商)经验丰富,游戏版《蜘蛛侠3》的制作过程并没有遇到太多的坎坷。据悉,本作将继承系列前作大规模、高开放度的游戏场景,并在此基础之上增加更多刺激的动作要素。剧情方面,游戏版将基本上遵循电影的故事设定和发展,但同时也增加了许多原作漫画中的情节和部分原创要素,使整个故事结构更加完整和丰满。
            作为一款动作游戏,《蜘蛛侠3》的核心部分当然是紧张的战斗。玩家在本作要面对的敌人将更加强大,新登场的对手沙人和在前作中对蜘蛛侠杀死自己父亲(初代绿魔诺曼)怀恨在心的新一代绿魔哈利都将对主人公造成极大的威胁,更何况玩家这次还要面对由神秘外星共生体衍生出来的恐怖对手毒液以及来自蜘蛛侠内心黑暗面的双重挑战。本作的战斗无疑将更加激烈,挑战性也更

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

            Motorstorm Update Hitting

            Posted: 27 Apr 2007 11:00 AM GMT-06:00

            motorstorm1.jpg

            A patch will be hitting MotorStorm in the next couple of weeks to fix a bunch of minor issues and revamp the ranking system for the PS3 game.

            The full list is on the jump, but the patch seems to mostly be a laundry list of minor fixes for things like text in standard definition, a boost exploit and some tweaks of the lobby system. What I found most heartening about this announcement was that while SCEA initially said the ranking fix was going to result in a full reset of all ranks, they changed their mind after listening to the player feedback in the forums.

            Now the only thing be reset with the patch will be the FAME rating. I love it when developers actually listen to their fans, more of them should do that.

            Hit the jump for the full list of fixes. Oh, and next time around, give us some new vehicles or maps. You know you want to. Brian Crecente

            MotroStorm Update 1.2 [Playstation Forums, thanks Paul]


            Patch List
            1. Game List Improvement
            - 'Game Status' is now displayed with the game list in the online lobby making it easier to find a session where you'll be able to join and race promptly.

            2. Host Identification
            - Within the game lobby the host is now clearly identified by a 'host' icon visible to all players and updated during host migration.

            3. Boost Exploit
            - A bug involving the boost system that allowed a player to use boost in an exploitative manner has been resolved.

            4. Buddy List Size
            - This has been updated to support up to 50 friends.

            5. Text Cut-off
            - When playing in standard definition all messages will now display as intended.

            6. Improved Stability Online
            - Online gameplay stability has been improved.

            7. Audio issues
            - All known issues with 5.1 / 7.1 surround have been fixed. Audio issues within the front-end have been resolved.

            8. Player Ranking
            - Players were found to be ranked incorrectly due to a bug. Because of this all online rankings will be reset and the ranking system should now function correctly.

            Evolution and Sony apologise for this measure but it will result in a fairer and more stable ranking system for all players.

            9. Auto-Start
            - Races will be forced to start after a fixed countdown which should dramatically reduce the waiting times in lobbies. Hosts may delay this countdown up to three times.

            10. Save Data Corruption
            - When quitting the game using the PS button it was possible to corrupt the save game data. This will no longer occur.

            11. Lobby Information
            - Upcoming track and current lap details will be displayed in lobbies.

            12. Vehicle Damage
            - When restarting a single player race during a death camera the damage wasn't always reset at the start of the next race. This has now been resolved.

            13. Missing Audio
            - Audio effects were missing from the death camera, these have now been reinstated.

            14. Name Tags
            - Added ability to switch the player name tags on / off during online races using a single button press (L1).

            Honeycomb Beat Cereal

            Posted: 27 Apr 2007 10:40 AM GMT-06:00

            honey1s.jpg
            Any guesses what the prize inside is? The lucky kids over at Game Set Watch got this box of Honeycomb Beat cereal to promote, what else, Honeycomb Beat for the Nintendo DS. Unfornately, there was no prize in the box, just a plastic bag filled with Post Honeycomb cereal. I especially love that the DS is actually sitting in a pool of Honeycomb on the box cover. Apparently, it stays crunchy even in milk! Kim Phu


            Honeycomb Beat's Breakfast Goodness! [Game Set Watch]

            Postmortem - Gangs of GDC: Rumble in the Moscone Center

            Posted: 27 Apr 2007 10:00 AM GMT-06:00

            Innovative NY game developer Gamelab (Diner Dash, Arcadia) developed what they call "the world’s first... massively multiplayer mobile phone fighting game or MMMPFG", Gangs Of GDC, for play at the 2007 Game Developers Conference - here's the postmortem.

            太阳照常升起,青蛙依旧蹦达

            Posted: 27 Apr 2007 09:22 AM GMT-06:00

            可能有好几天没有写日志,也许很多人都觉得我被各种言论与目光杀死掉了,笑。

             

            从小到大,经历了许多坎坷挫折,这人间的世态冷暖也看得多了,所以有些东西,没兴趣去评说,唯有朋友们的支持鼓励,会永远铭记在青蛙的心头。

             

            谢谢小雅,村长,天音,三杯,花花,星星还有许许多多的朋友们,青蛙不是那么轻易被过去束缚的家伙,也不是遇到挫折便丢掉理想的懦夫,反思问题,凝视将来,是青蛙最想去做的事,这种小沟小壑,怎么可能阻挡青蛙呱嗒呱嗒的蹦达。

             

            没有什么,能够阻挡我做好游戏的信念。

            所以,请允许我,在这个时候将自己和最尊敬的写者并列在一起来鼓励自己。

             

            太阳照常升起,青蛙依旧蹦达!

             

            ... ...

            • 两个字,雄起


              ---- 阿蒙蒙 (Email) 评论于 2007-04-28 00:08:25
            • 大青蛙继续努力,永远支持你!
              大青蛙和老徐(徐宥箴)一样有执着的信念,在众多策划里我佩服你们两个人,加油!
              ---- 网易博友248 (Email) 评论于 2007-04-27 23:43:52
            • 恩,男子汉,有空喝酒嘛.
              ---- 羊肉肉 (Email) 评论于 2007-04-27 23:41:42

            [NetShowBT][最新大作游戏][Spider Man 3][蜘蛛侠3][EN][DVD] (大小:4.10G 人气:174 下载:263 完成:2 种子:1)

            Posted: 27 Apr 2007 09:44 AM GMT-06:00

            发布简介:PSpider-Man_3蜘蛛侠3/P< />P【游戏封面】游戏名称:蜘蛛侠3英文名称:Spider Man 3游戏制作:Treyarch游戏发行:Activision&&&&& 游戏语种: 英文游戏类型:动作冒险&& 官方网站:http://sm3thegame.com游侠0day信息 网:http://0day.ali213.net/jump.asp?id=5085所属讨论区:(动作冒险大作专区) http://game.ali213.net/forum-258-1.html/P< />P游戏安装指南及版本说明:*该游� 肺平獍妫褂米钚掳姹镜腄T4.09载入镜像进行安装*安装完成后,到镜像里的Crack� 募懈粗艷ame.exe破解补丁到你的游戏安装目录覆盖即可进入游戏/P< />P配置要求:C PU Speed: Intel Pentium 4 2.8GHz or Athlon XP 2800+ ProcessorDisk Space: 6.0 GBDisplay: 3D Video Card, DirectX 9.0c C ...
            下载地址:http://gamebt.ali213.net/download-spot-1-162.html

            360 Launches in the Middle East

            Posted: 27 Apr 2007 10:20 AM GMT-06:00

            uaexbox.jpgWhile we were busy yesterday following the Kutaragi news, over in the United Arab Emirates they were celebrating the launch of a brand new video game console for the region, the Microsoft Xbox 360.

            Launch titles include Viva Pinata, Gears of War, PGR3 and Crackdown.

            Microsoft is in the middle of a 3-day launch event over there, which culminates in the Xbox 360 X-perience competition, where participants have the chance to be crowned the Xbox 360 ME Gamer of the Year.

            Middle East Gamers, the voice of gaming in the Middle East, has been following the launch of the console, so check out their website for a look at what it's like to launch a 'new' system a year and a half after its initial release. Michael Fahey

            Xbox 360 3-day launch event kicks off [Middle East Gamers]

            Blizzard Working on "Next-Gen MMO"

            Posted: 27 Apr 2007 10:00 AM GMT-06:00

            the_lost_vikings.gif

            A sharp-eyed reader points out that Blizzard added three new positions on their job openings page yesterday for a "next-gen MMO."

            The company is looking for a lead engine programmer, lead tools programmer and lead technical artist. While the reader theorizes that this is for a console port of World of Warcraft, my money is on World of Starcraft or something like it.

            Remember, yesterday was also when Blizzard told us that they intend to announce a new product at th Worldwide Invitational in Korea on May 19. They also said they do plan to revisit the StarCraft universe at some point in the future.

            What do you think? A new World of Warcraft, a Starcraft MMO, oooh, maybe Lost Vikings the MMO? Brian Crecente

            Job Postings [Blizzard, thanks Ryne]

            DLC Bioshock Themes and Pictures

            Posted: 27 Apr 2007 09:40 AM GMT-06:00

            bioshockweb.jpg
            ARE YOU READY TO FREAK OUT?! We are literally months away from the release of Bioshock (August 21st for the US, and August 24th for Europe) but today, through the sheer benevolence of Microsoft, new content will be available for download at the Xbox Marketplace for the introductory combined low price of 310 points:

            Name: BioShock Theme
            Price: 150 Points
            Availability: Not available in Asia
            Dash Details: The official theme to the first person shooter BioShock

            Name: Character Picture Pack
            Price: 80 Points
            Availability: Not available in Asia
            Dash Details: A picture pack to the first person shooter BioShock. This pack contains five gamer pics focusing on the characters of BioShock.

            Name: Artist Picture Pack
            Price: 80 Points
            Availability: Not available in Asia
            Dash Details: A picture pack to the first person shooter BioShock. This pack contains five gamer pics focusing on the environmental and character design of BioShock

            Thanks, Mircrosoft! You're just going to nickel and dime us all the way to the bank, huh? Kim Phu

            Bioshock Theme and Pictures [Major Nelson]

            礼物

            Posted: 26 Apr 2007 11:32 PM GMT-06:00

            发现一篇好文,千万表错过啊.
            "NSL星际总决赛片头与选手介绍,有很多朋友问我要这些,干脆,一次性奉上吧。"
             
            明天是NEOTV一周岁的生日.会有一些庆祝活动啦,大家表错过哦.
            公司每个同事都要准备一个礼物送给另一个同事
            好有想法的,但是要送什么呢?
            大家都在苦思冥想中
            貌似最最痛苦的是周胖胖同学,他已经痛苦到现在了.他又不知道送什么,又不知道送给谁............
            哈哈,真不知道明天会看到些什么样的礼物.
            明晚星际直播,就可以一一揭晓了

            宇宙囧片王

            Posted: 27 Apr 2007 05:11 AM GMT-06:00

            宇宙囧片王

            超好笑~

            Clip: Wii Would Like To Prey

            Posted: 27 Apr 2007 09:20 AM GMT-06:00

            The man behind the terrifying Miyamoto Operetta is back, and he's brought friends. This time they carry the "Wii Would Like to Play" commercials to their inevitable, gruesome conclusion.

            Wii Would Like To Prey (a parody)

            Add to My Profile | More Videos

            As our own Kim Phu said after seeing the clip, they really should have stopped halfway. Once the fake flames kick in the whole affair loses something. If you haven't got the balls to set a fire to your house for the sake of your art, then it isn't art at all. Michael Fahey

            The Elite's Preloaded Content

            Posted: 27 Apr 2007 08:55 AM GMT-06:00

            360elitehdd.JPG
            The Xbox 360 Elite comes preloaded with eight videos, one Arcade Live game and three demos.

            Hexic, of course, is the freebie game, but you also get a chance to check out Burnout Revenge, Kameo and Tomb Raider Legend.

            The videos are mostly a collection of commercials, previews and shorts, but you do get a full 23-minute or so episode of the toon Justice League Unlimited. There's also three of those kinda cool Adidas soccer commercials, previews of Warren Miller and Step into Liquid, a crap Viva Pinata commercial and a 10 minute episode of UFC All Access.

            Not bad for a first taste of the 360's video content. Of course you lose all of this if you already own a 360 and you transfer your old data to your new drive. So make sure to watch the stuff first. Brian Crecente

            Night Note: A Lesson In Japanese Journalism

            Posted: 27 Apr 2007 08:40 AM GMT-06:00

            To: Crecente
            From: Ashcraft
            Subject: How Things Are Done

            So today I had to call a company for a short mag piece I'm doing. It's not game related, and I had to call a regular ol' Japanese manufacturer based here in Osaka. Somewhat odd when the employee asked: "Will we have to pay your magazine to include the product?" I thought he was joking, but he was dead serious. Taken aback, my response was of course not. He pointed out that the company often had to do that, so he was just checking. Telling...

            What you missed last night:

            Okay, off to watch The Godfather!

            Mata Hari: The Game

            Posted: 27 Apr 2007 08:20 AM GMT-06:00

            MatH.jpgAnaconda have announced that they're working on a game based upon the...uh...exploits of Mata Hari, famed spy and sexy gentleman entertainer. It'll be a point-and-click adventure that appears biographical, in that it follows her journey from "oriental nude dancer" to First World War spy, and is due for release in 2008, with German-speaking Europe getting the game first, the rest of us later.

            Not impressed by the subject matter? Know this: former Lucasarts developers Hal Barwood (Indiana Jones and the Fate of Atlantis) and Noah Falstein (Indiana Jones and the Last Crusade) are behind it. If that doesn't stir at least part of your loins, you're dead to me.

            Sexy-yet-treacherous press release follows. Luke Plunkett

            dtp/ANACONDA announces the PC adventure game Mata Hari

            Beautiful and dangerous: ANACONDA goes spying with Mata Hari - Story by Hal Barwood and Noah Falstein

            Hamburg/Germany: April 26, 2007 - Europe, at the beginning of the 20th century: The beautiful dancer Mata Hari has collective manhood at her command. The performances of the native Dutch girl as an oriental nude dancer are an overwhelming success in the unbounded luxury and enjoyment of life of the Belle Epoque.

            Her daring dancing shows attract influential gentlemen from the realms of industry and politics, amongst these the attractive Swiss Oscar Samsonet. He quickly realizes that this exotic beauty can be ideally used to realize his aims. Lured by her taste for adventure and the prospect of making a fast buck, Mata Hari becomes a spy.

            She uncovers highly sensitive military secrets using her finesse, charm and seductive skills. She thereby gets caught between the fronts: The Entente ran a frantic arms race with the Central Powers, World War I is threatening on the horizon.

            Mata Hari as a classic point & click PC adventure game will be telling a story based on legendary dancer and spy Mata Hari. Story and game design of Mata Hari will be created by the industry veterans Hal Barwood ("Indiana Jones and the Fate of Atlantis"; LucasArts) and Noah Falstein (u.a. "Indiana Jones and the Last Crusade"; Lucas Arts). Hanover-based studio 4Head Studio is developing the game.

            dtp entertainment will publish Mata Hari worldwide under the ANACONDA label, with a Q1 2008 release date set for Germany, Switzerland and Austria.

            "game" via 柠檬杀手 in Google Reader

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            任天堂公布的一些数据

            Posted: 28 Apr 2007 02:59 AM CDT

            如下数据来自任天堂的2006财年财报说明会( http://blog.sina.com.cn/u/4938f71b01000b4u上岩田聪演讲的ppt。任天堂一家之言,将就看看~
             
            ——“脑白金”(1代)的销售轨迹,欧洲居然比日本还猛,你信么?
             
            ——欧洲的一个市场调查:“买了脑白金后你是否还会再买其他nds软件”,有97%的人回答“当然会”或“可能会”。
             
            ——欧洲的一个市场调查:“买了脑白金后打算买什么软件?”回答依次是:新超级马里奥兄弟、轻松脑力学校、任天狗、英语训练、休闲棋牌大全、俄罗斯方块DS、动物之森、数独、超执刀、耀西岛DS、逆转裁判
             
            ——《任天狗》在欧美的销售轨迹
             
            ——任天堂自家15个在日本出货突破百万的软件,依次是:新超级马里奥兄弟、脑白金2、动物之森、脑白金、口袋妖怪钻石、口袋妖怪珍珠、马里奥赛车DS、英语训练、任天狗、轻松脑力学校、大人常识力训练DS、摸摸瓦里奥、俄罗斯方块DS、超级马里奥64DS、星之卡比:参上!ドロッチェ団
             
            ——日本游戏主机销售轨迹对比,nds出货1602万用了2年半的时间,几乎达到gba用了6年时间的出货量(1666万)
             
            ——根据cesa的数据:日本游戏市场规模1997年开始下滑,这一两年得到回升
             
            ——根据npd数据:美国各大家用机发售5个月的普及台数
             
            ——Wii上的VC(虚拟控制台)游戏下载数量达到330万
             
            ——任天堂预测2007财年(2007年4月-2008年3月)nds和Wii的软硬件销量
             
            ——任天堂预测2007财年业绩
             
            ——nds中期重点目标
             
            ——Wii中期重点目标
             
            最后是ppt里的一些相片,可以看到在国内被kuso为“补脑机”和“健身机”的nds和Wii的群众基础:
             

            《蜘蛛侠3》(Spider-Man 3)硬盘版

            Posted: 28 Apr 2007 08:19 AM CDT

            《蜘蛛侠3》(Spider-Man 3)硬盘版

            自STF

            开发:The Fizz Factor
            发行:Activision
            容量:1DVD
            语种:英文
            平台:PC
            类型:Action
            网址:http://www.sm3thegame.com/
            【游戏简介】(邻客娱乐)
            由电影改编游戏的情况在业内并不新鲜,但真正成功的范例却屈指可数,特别是动作类电影改编游戏作品,其难度之高也是业内公认。好在游戏的开发周期较长,时间也相对充裕,再加上本作的开发商Treyarch公司(电影改编游戏系列前两部作品的开发商)经验丰富,游戏版《蜘蛛侠3》的制作过程并没有遇到太多的坎坷。据悉,本作将继承系列前作大规模、高开放度的游戏场景,并在此基础之上增加更多刺激的动作要素。剧情方面,游戏版将基本上遵循电影的故事设定和发展,但同时也增加了许多原作漫画中的情节和部分原创要素,使整个故事结构更加完整和丰满。
            作为一款动作游戏,《蜘蛛侠3》的核心部分当然是紧张的战斗。玩家在本作要面对的敌人将更加强大,新登场的对手沙人和在前作中对蜘蛛侠杀死自己父亲(初代绿魔诺曼)怀恨在心的新一代绿魔哈利都将对主人公造成极大的威胁,更何况玩家这次还要面对由神秘外星共生体衍生出来的恐怖对手毒液以及来自蜘蛛侠内心黑暗面的双重挑战。本作的战斗无疑将更加激烈,挑战性也更上一层楼。
              
            游戏版《蜘蛛侠3》在坚持忠实于电影原作这一原则的基础上,还设置了几条不同的剧情路线供玩家选择,整个故事流程中包含了至少10个关卡,而这期间还将穿插大量电影中没有出现过的漫画版剧情和原创剧情。除了蜘蛛侠生命中最主要的三个敌人的威胁以外,玩家还要面对各种形式的犯罪活动和突发事件的考验。无论你是想要发展主线剧情、再现电影中的经典镜头和画面也好,还是想获得更多的游戏体验、挑战100%完成度也罢,本作高度开放式的游戏结构都将满足你的要求。当然,隐藏要素也是必不可少的乐趣之一,尽管眼下还不清楚本作究竟设计了那些隐藏要素,但丰富的收集乐趣无疑将使游戏的耐玩度进一步提高。
              
            本作使用了全新制作的3D游戏地图,整个纽约市的情况可谓是一目了然,玩家随时可以调出地图查看各个地区的情况和可以参加的事件或分支剧情。不过也不用担心场景太大而迷路,只要确定好目的地,在地图上做出相应的标记,接下来只要按照画面上的箭头指示在摩天大楼之间施展蜘蛛侠飞檐走壁的绝技就万事OK了。值得一提的是,游戏中还设置了一个比较体贴的系统,我们称之为“犯罪跟踪”。顾名思义,玩家只要打开大地图,就可以随时查看纽约市各区域的状况,红色标记的区域就是有犯罪活动发生的场所。
            玩家可以扮演蜘蛛侠,在关键时刻挺身而出惩恶扬善,当然,如果你认为与主线剧情无关或是不感兴趣的话也可以置之不理,但需要提醒大家的是,在某些场景和特殊情况下,不管你愿不愿意都必须出手援救,而且耗费的时间越长对后面的行动就越发的不利。当然,善有善报,玩家在游戏中惩治罪犯或解决紧急事件的次数越多,在市民中的受欢迎程度也会越高,这一情况可以通过“公众好感度指数”来获得直观的认识。如果事件解决的乾净漂亮,蜘蛛侠的支持者就会与日俱增,反之,总是对犯罪活动不闻不问或是处理的不够妥当,那就不要指望能从市民中获得什么支持了。令人欣慰的是,本作中的犯罪活动和突发事件,在种类和形式上都比前作要更加丰富,因此大家不必再象前作中那样,一天到晚为了全城中不断涌现的孩子丢气球事件而奔波了。
              
            本作中的动作要素将更加丰富多采,除了蜘蛛侠经典的动作,如吐丝、投蛛网、攀墙和大范围跳跃以外,游戏中还增加了不少全新的动作,特别是格斗部分比起前作强化了不少。另外,玩家们关心的受共生体侵蚀后的黑色蜘蛛侠也将在游戏中亮相。由于代表着彼得心灵中黑暗和复仇的一面,黑色蜘蛛侠在继承原有能力的基础上,攻击手段将更具进攻性和杀伤力。比如,红色蜘蛛侠可以用蛛丝捆住敌人并挚出的普通技能,到了黑色蜘蛛侠形态就变成了一次可以捆住一把敌人并造成更大伤害的强化型技能。另外一点区别是红色蜘蛛侠的“超级模式”和黑色蜘蛛侠的“疯狂模式”,同样是在计量表达到最大值后发动,黑色蜘蛛侠的的“疯狂模式”威力更大,效果也更加明显。
            提到游戏的几个不同版本,Activision官方表示,所有平台的《蜘蛛侠3》都将采用相同的核心剧情设定,但次世代主机版将会对应一些独有的新游戏方式,从Wii的独特操作方式,到PS3的六轴动作感应,再到X360的Xbox Live,三台次世代主机都将拥有各自不同的亮点。游戏画面方面,PS3版和X360版都对应720p,Wii版将对应480p.此外,游戏中的纽约市也经过了脱胎换骨的全新制作,细节部分更加逼真,游戏中各个角色的形象也更加活灵活现,力图最大限度地带给玩家有如电影一般的完美游戏体验。




            -------------------------------------------
            -------------------------------------------
            ---------------------------------------------
            Spider-Man 3 The Game
            --------------------------------------------
            Ripped : music

            ---------------------------------------------
            -unrar
            -setup.bat
            -play game....(ENG version)

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

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            《虚拟船长5:第32届美洲杯帆船赛》(32nd America S Cup - The Game)clone版

            Posted: 28 Apr 2007 09:14 AM CDT

            《虚拟船长5:第32届美洲杯帆船赛》(32nd America S Cup - The Game)clone版
            转自sharevirus
            开发:Nadeo
            发行:Focus Home Interactive
            容量:1DVD
            语种:英/法/德/西/意
            平台:PC
            类型:Sport / Simulation
            网址:http://www.virtualskipper-game.com/
            [QUOTE]1. Mount image using DT4 last version
            2. Install With Serial BBYX-A8NF-YWD9-CGDE-JJ6
            3. Play the game and enjoy this
            great release. [/QUOTE]

            【游戏简介】(游戏视界)
            在航海类游戏里,除了大航海时代系列外,我想就属Virtual Skipper系列了。《Virtual Skipper 5》顾名思义,玩家在游戏中将要扮演一位船长,而和大航海时代不同的是,你要用你自己熟练的操作和航海经验,去赢得各个航海赛事的冠军。
              
            航海向来都是勇敢者的游戏,其中你不但可以看到海的波澜壮观,还可以和大自然争斗,从而达到令玩家自己满意的刺激效果。《Virtual Skipper 5》和前作相比有了更长足的进步。在前作中,玩家可以驾驶美洲级,单体船,双体船等多种不同类型和级别的船只进行全球航海。而在《Virtual Skipper 5》中不单加多了船只的新类型,还添加了更多具有漂亮景色的比赛景点(旧金山、葡萄牙波尔图、新西兰奥克兰、澳大利亚悉尼、英国怀特岛等)。
            【游戏截图】




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            《虚幻竞技场2004》(Unreal Tournament 2004)硬盘版

            Posted: 27 Apr 2007 08:17 AM CDT

            《虚幻竞技场2004》(Unreal Tournament 2004)硬盘版
            名称:Unreal Tournament 2004
            开发:Epic MegaGames
            语种:英文
            类型:fps
            版本:绿色硬盘版(已经打了破解补丁)
            游戏介绍:
            自1999年11月15日具有历史意义的《虚幻竞技场》(Unreal Tournament)发布以来,该系列一直以领头雁之势引领FPS的进程。随着2004年3月15日《虚幻竞技场2004》(以下简称UT2004)的国际发售,一周之内其普通版和限量版便名列全美电脑游戏销售排行榜的第二名和第三名(如果合在一起,虚幻竞技场2004一定是名副其实的No.1)。UT2004在短短1个月内的时间里,仅在Gamespy中能探测到的服务器数量便已经超过4000台,遍布全球各地。火爆程度可想而知!虚幻竞技场是一款很优秀的竞技游戏,在WCG总决赛项目设置中同CS一样连续4年被选为第一人称动作射击类游戏决赛项目,并且连续2年淘汰了Quake III(雷神之锤),这也说明了虚幻竞技场系列的实力,以及不输CS的人气!
             UT2004将有6CD和双DVD包装2个零售版本,其中6CD是普通零售版,在全球范围内上市销售,价格99美元。双DVD版本仅在美国销售,限量500套,价格是114.9美元。
            这个是自己压的,用国外发行的6CD多国语言正式版为源(非国内引进版),安装完毕以后游戏文件有5G多!!请务必留足硬盘空间!!另外,因为原版的大头模式(就是杀人越多头变越大,死得越多头变越小)我觉得太难看所以去掉了,需要修改回来的话打开游戏目录system下的user.ini文件,查找出所有的字串“UnrealGame.MutMovementModifier,”(不包含括号)然后紧接其后加上“UnrealGame.MutBigHead,”就可以恢复大头了。
            已经打上血腥补丁,有类似quake3那样的效果,但物理效果更强,可以充分体验杀戮快感了。



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            Frankie's Time To Shine: Halo 3 Beta Sports Split-screen, Saved Films

            Posted: 27 Apr 2007 06:40 PM CDT

            WALLGUYThis week's regularly scheduled Bungie update features some interesting info about the upcoming public beta of Halo 3. In addition to detailing some of the maps for the third Master Chief blast-a-thon—that may or may not make it in time for the beta—Bungie's Frankie teases the beta set with fancy-shmancy split-screen play and a feature he refers to as "Saved Films."

            Simply describing the Saved Films feature as "very, very, very limited" in the beta, the name would imply a game recording feature that would (we hope) allow players to record, save, and upload multiplayer matches for posterity. Recording is already a fairly common feature in a number of first-person shooters and will surely be a welcome addition to the world of Halo deathmatches.

            There's a lot more to read and some intense Spartan eye-candy to take in in the form of the above pic, suitable for wallpapering at 4008x2258 resolution. Michael McWhertor

            Bungie Weekly Update [Bungie]

            【原创】跳舞、竞速类网游的用户分析

            Posted: 18 Apr 2007 05:12 AM CDT

            喜爱此类游戏的玩家往往在反应操作上有天赋,只要经过简短的训练就可以成为高手,高分可以带来很强的成就感。

            通过在

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            类别:默认分类 查看评论

            【原创】谈策划招聘和工作

            Posted: 28 Apr 2007 06:21 AM CDT

            现在想做策划的人大致分为四种,一种是没啥实力的想做策划混口饭吃,一种是以做好游戏为志向但资历尚潜的,还有一种是专业对口、实力牛叉但拿做游戏设计没啥兴趣的,最后一种是专业实力很强而且对游戏设计感兴趣。这四种人同在一个公司做项目,对管理者来说是个挑战。

            公司招人时,评判美工和程序水平有统一的标准,但策划就不一样了。用什么标准评判策划的能力呢?如果有新项目,当然是要招对该项目游戏类型有深入研究的人,不然肯定做不出好游戏。例如,有丰富工作经验和优秀作品的手机游戏策划做MMORPG,写出

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            类别:行业分析 查看评论

            我们所见更远——电子艺界的成长史[一]

            Posted: 27 Apr 2007 07:22 PM CDT

            译自Jeffrey Fleming之《We See farther – A History of Electronic Arts》
            译文经原作者授权,未经许可,谢绝转载。 卑微的开端

            电子艺界(“Electronic Arts”,下文简称“EA”)的创始人霍金斯三世(Trip Hawkins)终生痴迷于游戏。“我深陷在Strat-O-Matic和龙与地下城这样复杂的桌面游戏里。”他对我们说道。“我意识到在玩游戏的过程中,我同游戏正建立起宝贵的深层次的联系,我的思维也更加活跃了。”
            “在1975年的夏天,我获悉微处理器的诞生,还得知第一家可以让消费者把共享终端[1]租回家用的零售商店。”他回忆道。 “就在那一天我决心要在1982年创立EA。我预计七年时间足够使电脑硬件步入家庭,并且创造出我所要做的电脑游戏的用户群。”

            在哈佛毕业之后,霍金斯横穿美国前往斯坦福大学攻读MBA。

            多层的游戏体验

            Posted: 26 Apr 2007 05:49 PM CDT

            译自Ernest Adams之《Multi-level Gameplay》。
            译文经原作者授权,未经许可,谢绝转载。

            “Level”一定是游戏开发词典中被赋予含义最多的词。有人物等级(character levels),难度(difficulty levels),关卡设计(level design),科技树等级(tech-tree levels),编程中的递归(recursion levels)等等。电脑游戏中充满了数字,于是几乎任何有数值的东西都可以说具有这样或那样的“等级”(level)。

            在这个专栏里,我还将把它弄得更加复杂一些,我要来谈谈多层的游戏体验(Multi-level Gameplay),它指的是一个游戏中具有不同的游戏模式。从概念上来说,是一个模式嵌套在另一个模式的里面。在战争游戏中,这个概念经常被化作一个世界(全局)模式(玩家可以在这里作出针对整个战役的战略决策

            挑战的门槛

            Posted: 26 Apr 2007 07:35 AM CDT

            《文明4》几乎是一款完美的战略游戏,在它的设计中存在着这样的一个问题:在玩家获得了一定优势之后,游戏里极具挑战性的gameplay会突然变得索然无味。

            在其他游戏中,如果玩家可以获得这样主导性的优势的时候,游戏几乎如同围棋中投子认输一样,马上就结束了。但在《文明4》中,你仍然需要继续游戏,打败所有的对手,直到你获得“征服胜利”。或者你可以尝试领先第二名25%的人口以及占有整个游戏中65%的土地面积赢得 “统治胜利”。这是该游戏中最常见的两种获胜方式。

            一旦你打败了最强的对手,不出意外的话,你就获得了足够赢得游戏的优势。而因为《文明》系列本身的设定,你的优势在接下去的游戏过程中会不断累积,因此变得越来越容易,毫无挑战性可言。但为了取得最后游戏认可的胜利,你必须把游戏完成。根据开始游戏时所选的地图大小,这一段“垃圾时间”可能会长达数个小时。

            游戏过程中充满了有趣的挑战,

            化学家和游戏设计师

            Posted: 26 Apr 2007 07:18 AM CDT

            化学家们在研究物质的时候,会将它们打碎到原子,剥离到元素的层面。他们研究不同的元素在各种各样的条件下互相作用。

            也许有人在研究化学的时候认为,只要知道什么东西和什么东西放在一起一烧可以诞生新的物质就可以了。于是他们就遍地搜集可以烧的东西,反复地更换着放在烧杯里的对象,一丝不苟地坚持着他们的理论。氢气球飘得高,我也拿来烧一烧。他们不去理睬元素,原子结构,这些都和他们无关。他们不愿意去照顾那些在显微镜下也未必看得见的东西。他们喜欢在燃烧的火焰中寻觅自己的科研成果。很遗憾,往往这些勇士会被烧得灰头土脸之后慢慢退出了舞台。也很幸运的,我们的科学世界不是被这样的人物所主宰。

            我们应该怎样来看待游戏设计呢?诚然,你没有办法把好游戏放到显微镜下来研究。但是这并不代表我们只能遵守“燃烧化学派”的作风。这个游戏的系统出色,那个游戏的故事精彩,将它们合并在一起我就可以创造“神作”了。也许你成功了,“

            浅谈选择与平衡

            Posted: 26 Apr 2007 07:07 AM CDT

            原文刊载于《家用电脑与游戏》 2006年11月号

            让我们从一个苹果开始。

            要如何才能在没有第三者参与的情况下,让两个死敌分享一个苹果呢?他们希望公平的分法,不管哪位来分,另一位都会觉得自己吃亏了。谁都无法单独完成这项工作。这个问题的最佳答案是让其中一位将苹果切成两份,另一位优先挑选他喜欢的一份。切苹果的为了不让自己吃亏,必须将苹果分得尽量均匀以免被挑苹果的占了便宜。而一旦切分均匀后,挑的那位也无法占得什么便宜。

            在这个问题中,双方的选择维持着一种微妙的平衡。之所以这样的做法比较公平,是因为双方都拥有了选择的权利。选择的内容虽然不同,但是都能够对结果产生足够大的影响。

            我们经常会谈论到游戏设计的平衡问题,比如对战时双方的初始位置让游戏明显有失公平,或者当玩家选择某条路径时,游戏变得过分简单等等。如同没有现身的裁判制定了切分苹果的规则,

            游戏设计中的多样性

            Posted: 26 Apr 2007 07:07 AM CDT

            原文刊载于《家用电脑与游戏》2006年12月号

            任务设计是游戏设计中的重要一环。即便一个游戏已经有了完善且有趣的系统设定,如果在任务的设计上单调、乏善可陈的话,那么不仅没有办法发挥出系统设定的潜力,也会让玩家很快对该游戏失去兴趣。

            在一个长约半个小时的射击游戏关卡中,主流游戏通常会设置多个任务目标让玩家去完成。如果只有一个目标的关卡,时间一久就容易让玩家感到疲倦。在这样的关卡中,多个任务目标的设计要尽量避免重复,从而呈现出丰富的多样性。

            可能会有这样一些糟糕的设计:目标一,清除某广场A中的所有敌人;目标二,前往工厂B,并清除路上的敌人;目标三,清除工厂B中的所有敌人以及敌兵首领。

            在这个方案中,尽管设计者保持了一个引导玩家的流程,路线和目的都非常明确,但是在玩家实际游戏的过程中会发现,其实在这大约三十分钟的时间里,他所做的都是干掉出现在面前的敌人。虽然从字面上来看,

            关卡中的多重选择

            Posted: 26 Apr 2007 06:55 AM CDT

            原文刊载于《家用电脑与游戏》 2006年9月号

            “选择”所指的是,玩家在完成一项任务的过程中,可采取的多于一种的手段。如果一个游戏中没有“选择”的话,那么所有玩家在玩这个游戏的时候体验都是相似的。玩家在第二次玩这个游戏时也很难感受到新的经历。在这里,笔者将以一个实例关卡的分析,来介绍通过向玩家提供不同的选择,从而提升关卡丰富性,提高游戏可玩性的设计思路。

            《Mafia》(《四海英雄》)是Illusion Softworks在02年出品的一款质量上乘的动作游戏。游戏取材于世纪30年代的美国黑帮社会,极为出色的任务设计贯穿游戏始终。该关卡片断发生在一座码头。主人公Tommy假扮成卡车司机混入码头,要将对手藏匿的数箱雪茄搞到手,装上卡车后逃离现场。

            雪茄箱子由专人看守。当玩家上前对话时被告知不得靠近。看守要Tommy招呼他的小弟去搬运其他仓库的普通木箱。之后看守会离开片刻,但时间并不够

            谣言 股价 博客

            Posted: 26 Apr 2007 10:59 PM CDT

            ---------------------------谣言是这样的--------------------------

            这两天最有意思的一条消息就是谣传九城着火的消息了!

            一开始是从QQ上的这个人传给了那个人,再后来就是从这个QQ群传到了那个QQ群——

            再再后来,在许多地方都变成了 假亦真 的 “新闻”了!

            大家姑且想几个问题:

            1、有那家游戏公司是把服务器架在自己公司,而不是电信机房的?

            2、有那个游戏不备份服务器资料的?

            3、如果真是烧了,整个WOW 1区 才价值3500万?

             

            今天一个朋友给我发了下面的这篇老外针对这次事件的新闻,突然发现其实事情远没有我们想的简单!

             

            ----------------------------洋人看到的新闻是这样的---------------

             

            The9 Not Burning 

            (THE9 没着火)

            Gaming, Internet, NCTY, Online Game, SINA, Sina, The9, WoW, World of Warcraft, Zhao Yurun, blog

            Posted by: Hattie Lee on Apr 26, 2007 | 19:04

            Editorial Summary

            The9 (Nasdaq: NCTY) announced on April 26 that maintenance on the first server farm of its licensed MMORPG World of Warcraft (WoW) has been completed. Twenty server groups (out of 40) in WoW were down for unscheduled maintenance starting 21:45 on Tuesday April 24. According to a post in Sohu's online community, The9's server hosting room in Zhangjiang caught fire on Tuesday night and WoW's first server farm was exposed. Some servers in the room were burned and some account information was lost, causing 35 million Yuan in property loss, said the post. The9 public relation manager Zhao Yurun posted an entry on his Sina blog (Blog.sina.com.cn/Zhaoyurun) on April 25, claiming technical difficulties but denying the rumor that WoW servers caught on fire. The9's first server farm was scheduled for maintenance on April 25 in preparation for The Burning Crusade expansion.

             

            --------------------------股价---------------------

             

            一向势头良好的THE9股价,在谣言出现的当天 立即发生了反应——B 点开始的暴跌!

             

            但是随着谣言传播开来后,大家发现内容的越来越离谱以及各方业内人事的专业分析,马上就开始出现了股价的反弹!

             

            一直到A点(赵雨润在自己的BLOG上辟谣后),THE9的股价不仅仅开始回到应该的正轨,甚至还摸高了一些!

             

            ------------------------------博客------------------------------

             

            第九城市公关总监赵雨润是这样辟谣的

             

             

            而所有的谣言,也就是止于这个时间点的!

             

            可见SINA BLOG 的力量!

             

            谣言漫天飞,智者不轻信!

            新奇、优秀与伟大

            Posted: 28 Apr 2007 02:03 AM CDT

                这个题目可能会有些令人不解。我想说的是游戏设计相关的。发表一下个人看法。

                什么才叫好游戏呢?从我的角度来讲,游戏很自然地分为网络游戏和单机游戏。本文无意讨论那些空洞无聊的东西,只就一两个方面来表达一下自己的看法。

                一款游戏不能单纯说“好”还是“不好”,就像人人心中都有一座断背山一样,人人心中也都有关于“好”的定义。不过,另一个词“新奇”可以说就是具体一些了。

                从电子游戏诞生开始的乒乓球,到后来出现跳跃类游戏、格斗游戏、横版闯关游戏、第一人称射击游戏、即时战略游戏、角色扮演游戏,每一种游戏类型的出现,都可以用“创新”来表示,对于当时的人们来说,这是“新奇的,好玩的”,到后来,大的游戏类型被

            ... ...

            • 汗。。。看多了你的博,我肯定都要网游了。。。
              加油,端端。。。
              ---- 雅文 (Email) 评论于 2007-04-28 19:14:53

            nds的“音声感情测定器”

            Posted: 27 Apr 2007 10:55 PM CDT

            sega将在nds上发售很多非游戏的软件,其中有一款“音声感情测定器”看起来比较神奇,号称是可以根据人们的声音进行分析,检测人们当时的感情(喜怒哀乐)。
             
             
             
            该软件是sega得到了日本SGI和AGI共同开发的“感性制御技术ST(Sensibility Technology)”的授权,预定2007年8月发售,价格3990日元。
             
            技术虽然神奇,不过这种软件的实用性表现在什么地方呢?

            喜气洋洋的岩田聪

            Posted: 27 Apr 2007 08:24 AM CDT

            一边是悲情的久多良木健( http://blog.sina.com.cn/u/4938f71b01000b3x ),一边是喜气洋洋的岩田聪……
             
            4月27日,任天堂在日本举行2006财年财报说明会,岩田聪再次乐呵呵地出席。这个场面似曾相识——去年6月份的时候,我在blog就曾经说过:“如今每逢任天堂开记者招待会,岩田聪脸上总是带着掩饰不住的笑容。”( http://blog.sina.com.cn/u/4938f71b010004ry
             
             
            任天堂2006财年财报的亮眼程度已经不用多说了,之前在blog已经贴过,有兴趣的可以再去看看( http://blog.sina.com.cn/u/4938f71b01000b3r )。
             
            岩田聪在说明会上当然又要说说任天堂的理念是如何得到了市场的承认,这一套东西算是自卖自夸,我们已经听过太多,倒也可以一笑置之。其实演讲中更值得关注的是:岩田聪说任天堂正在开发45款Wii软件、79款nds软件,将于2007年下半年陆续推出。
             
            对玩家来说,当然都是软件越多越好;对软件厂商来说,又何尝不是这样?软件的利润比硬件大本来就是常识,尤其是在一台已经取得了非常高的普及量的主机上(我说的是nds),当然也是软件出得越多越好,因为这样就相当于在抢钱。nds在日本已经有1600万台的普及量,是一个已经进入“收获期”的机种,当然要大肆出软件来赚钱;当然,Wii和nds相比还是有不小的差距,它的普及量还在起步阶段,所以多出点软件来推动主机销量也是应该的。
             

            附:部分任天堂软件2006财年销量(“合计”表示2006财年的销量总和,“累计”表示包括2006财年之前的销量累计)

             

            ——gba软件:

             

            口袋妖怪不可思议的迷宫:赤之救助队
            日本:0万份
            欧美/其他:153万份
            合计:153万份
            (累计:220万份)
             
            口袋妖怪火红/叶绿
            日本:18万份
            欧美/其他:130万份
            合计:148万份
            (累计:1066万份)
             
            口袋妖怪绿宝石
            日本:18万份
            欧美/其他:96万份 
            合计:113万份
            (累计:632万份)
             
            ——nds软件:

             

            新超级马里奥兄弟
            日本:446万份
            欧美/其他:504万份
            合计:950万份
            (累计:950万份)
             
            任天狗
            日本:46万份
            欧美/其他:649万份
            合计:695万份
            (累计:1360万份)
             
            脑白金
            日本:143万份
            欧美/其他:425万份
            合计:568万份
            (累计:770万份)
             
            口袋妖怪珍珠/钻石
            日本:517万份
            欧美/其他:4万份 
            合计:521万份
            (累计:521万份)
             
            动物之森
            日本:170万份
            欧美/其他:222万份
            合计:392万份
            (累计:748万份)
             
            马里奥赛车DS
            日本:99万份
            欧美/其他:182万份
            合计:281万份
            (累计:703万份)
             
            脑白金2
            日本:239万份
            欧美/其他:未发售
            合计:239万份
            (累计:430万份)
             
            口袋妖怪不可思议的迷宫:青之救助队
            日本:0万份
            欧美/其他:227万份
            合计:227万份
            (累计:303万份)
             
            轻松脑力学校
            日本:29万份
            欧美/其他:194万份
            合计:223万份
            (累计:342万份)
             
            耀西岛DS
            日本:58万份
            欧美/其他:130万份
            合计:188万份
            (累计:188万份)
             
            俄罗斯方块DS
            日本:112万份
            欧美/其他:53万份 
            合计:165万份
            (累计:190万份)
             
            星之卡比:参上! ドロッチェ団
            日本:106万份
            欧美/其他:54万份 
            合计:160万份
            (累计:160万份)
             
            英语训练
            日本:100万份
            欧美/其他:55万份 
            合计:155万份
            (累计:250万份)
             
            大人の常識力トレーニング DS
            日本:146万份
            欧美/其他:未発売 
            合计:146万份
            (累计:146万份)
             
            马里奥篮球3on3
            日本:49万份
            欧美/其他:81万份 
            合计:130万份
            (累计:130万份)
             
            ——ngc软件:

             

            塞尔达传说:黄昏公主
            日本:7万份
            欧美/其他:125万份
            合计:132万份
            (累计:132万份)
             
            ——Wii软件:

             

            Wii Sports
            日本:143万份
            欧美/其他:384万份
            合计:527万份
            (累计:527万份)
             
            塞尔达传说:黄昏公主
            日本:56万份
            欧美/其他:271万份 
            合计:327万份
            (累计:327万份)
             
            第一次的Wii
            日本:121万份
            欧美/其他:141万份
            合计:262万份
            (累计:262万份)
             
            手舞足蹈的瓦里奥制造
            日本:72万份
            欧美/其他:97万份 
            合计:169万份
            (累计:169万份)

            4月26日新游戏销售情况速报:最终幻想12RW

            Posted: 27 Apr 2007 07:30 AM CDT

            nds《最终幻想12 REVENANT WINGS》
            首日销量:约18万(消化率约40%)


            nds《桃太郎电铁DS TOKYO&JAPAN》
            首日销量:约2万

             

            Wii《ONE PIECE UNLIMITED ADVENTURE》
            首日销量:约3万(几乎完卖)


            Wii《Wiiでやわらかあたま塾》
            首日销量:约1.5万(消化率小于10%)


            xbox360《RAINBOW SIX VEGAS》
            首日销量:6000-7000


            xbox360《TEST DRIVE》
            首日销量:6000-7000

             

            相关链接:
            http://blog.sina.com.cn/u/4938f71b01000aff
            4月部分日版新游戏封面

            ea的三个nds作品

            Posted: 27 Apr 2007 12:50 AM CDT

            ea看到日本非游戏的软件好卖,也来凑热闹了,将在nds上推出三款和酒相关的软件:《酒吧招待员DS》、《酒匠DS(暂称)》以及《酒吧间的服务员DS》。
             
             
            ea还为这个游戏开了一个小规模的发表会。个人对品酒没什么研究,也不了解潜在用户群有多少,只是感觉这三个软件的封面还是挺好看的(笑)。
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