"game" via 柠檬杀手 in Google Reader |
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Posted: 08 Jan 2009 08:47 AM CST 原作者:Pierre-Alexandre Garneau http://www.gamasutra.com/features/20011012/garneau_01.htm
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
Fourteen Forms of Fun
What is the nature of fun? Why are some things fun and others not? These questions are extremely important when it comes to designing a videogame, yet they are still without an answer and will likely stay that way. What can be done instead, is to find what kind of things are fun: what type of activities are entertaining.
The goal of this article is to be as complete as possible in the enumeration of the broad categories of activities that are fundamentally entertaining. Obviously, no game uses a single element of this list and nearly all of these "forms of fun" can be combined with the others to create a richer experience. The goal of this list is not to provide a perfect method that would insure the creation of great games. Instead, it is another tool to help in the creation of better games and the improvement of existing designs. By understanding these fourteen forms of fun, it is possible to compare the features of a game with them and see which features contribute most to the fun of the game. These fourteen forms of fun are, in no particular order:
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Posted: 08 Jan 2009 08:42 AM CST 原作者:Lewis Pulsipher 译者是自GameCareerGuide的链接上看到这篇文章的
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
Idea Origins
[12.09.08]
-- C. S.
Lewis
Game-related ideas come from many sources and can be in many shapes and forms. At some point, ideas coalesce into something that can become a game. Usually there is some immediate stimulus, some spark, involved.
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<b>XNA</b>中的RenderTarget - Clayman的专栏- CSDNBlog Posted: 03 Dec 2008 12:29 PM CST xna中render target和dx中的行为并不完全相同,这里列举了几点需要特别注意的地方.
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That Was Fast… (Today’s ‘Making Living’ Offer Is Closed Now) Posted: 08 Jan 2009 08:50 AM CST Things happen fast in the Internet. I’ve already received over 50 applicants for the making a living -kit. The offer is now closed and I’ll be emailing you people today and continue tomorrow. Please notice that there’s 30ish people I haven’t emailed yet, so not to worry if you mailed me that you’d be interested - I’ll be emailing you soon. Thanks people. P.S. Please subscribe to the newsletter for future announcements. By subscribing you get to my “A-list” (so to speak :). In that list are the people who I’m contacting when I have something good to give. (It’s not like regular newsletter you might see on many sites… I only email when there’s something juicy stuff available, and sometimes a couple of months might pass between emails). Okay, enough of my pitch, just get the newsletter. It’s free you know. |
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Postmortem: Mommy's Best Games' Weapon of Choice Posted: 08 Jan 2009 11:00 AM CST |
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Crayon Physics Deluxe Demo and FAQ Posted: 08 Jan 2009 05:13 AM CST
So yes, Crayon Physics Deluxe is finally here. You can go and buy it for 20$ from here. Or you can download the demo and give it a test. There’s been a lot of questions going around about the game so I though this would be a good place to go through some of them. It’s sorta like a quick FAQ about the game. FAQWhat are the system requirements of the game Windows XP / Vista When in doubt, you can try the demo to see if it runs on your system. Is there a Mac / Linux port Unfortunately not at this moment. I’m planning of doing these as soon as I’m done with the PC version of the game, but I can’t promise anything at this point. Can I get a boxed copy of the game or can I buy it from a store The game will be delivered as a digital download, so there’s no boxes or shipping of any physical goods. It’s possible that there might be a boxed version of the game at some point in the future, but currently there are no concrete plans to do this. Will the game be on Steam / other digital distribution services I can’t promise anything since nothing is signed at this point. But I’m trying to get the game to as many places as possible. What about Wii / Nintendo DS / 360 / PS3 / any other platform There are no plans to do any console port of the game. There’s a port of the game available for the iPhone (done by Hudson). I bought the game but I didn’t get my download link Check your spam and if you can’t find anything try this tool: http://www.crayonphysics.com/resend_secretkey.php. If that doesn’t work email me at sup...@crayonphysics.com and I’ll get back to you with your lost email. My question was not answered The quickest way to get help is to go the forums. You can also email sup...@crayonphysics.com and I’ll get back to you as soon as I can. |
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Posted: 07 Jan 2009 07:33 PM CST ... 故事仍然无法达到经典小说,电影的水准,有些时候甚至还会暴露出传统叙事性游戏所具有的那种浅薄和苍白。 为什么我们缺少完美的游戏故事?我在玩游戏时做了不少思考,写下了这篇文。给我启发的,还有独立游戏Braid的主创,Jonathan Blow的相关演讲。 ...
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iPhone processor found: 620MHz ARM CPU - JSR184/MascotV3专栏- CSDNBlog Posted: 05 Jan 2009 02:00 AM CST j2me, 2d, 3d, xna, game,mobile online game: xueyong1203的文章: 原创121 篇: 翻译3 篇: 转载161 篇: 评论101 篇; 小河马的公告: MSN: xueyong#live.com QQ: 37677448; 最近评论: ripotala:程序员大多很内向,缺乏主动出击的勇气。。 ...
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Posted: 08 Jan 2009 07:33 PM CST |
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Independent Games Festival Finalists Posted: 08 Jan 2009 03:26 AM CST
Some great stuff on the lists in all categories! I promise, I will get to my “faves of 2008″ post soon! |
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New Poll: Classes in Role-playing Games Posted: 08 Jan 2009 01:45 AM CST When you play a computer RPG with classes, which style of play appeals to you? Do you like to get in close and personal and hack at the enemy with melee weapons, or lurk at a distance and pick them off with bows? Do you prefer the power and versatility of a mage, or perhaps the sneaky thief or rogue classes appeal to you? Or maybe you like characters strong in healing and support? Perhaps none of these classes appeal to you, and you like hybrid classes like a traditional Advanced Dungeons & Dragons-style Bard, or maybe classes aren't your thing at all and you like to create custom characters? This poll is about how you prefer to play cRPGs - choose your answer, and you can let me know your thoughts in the comments here. |
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Posted: 08 Jan 2009 12:53 AM CST 真的是兔子!女性向け抱き枕カバー印刷委託受付中詳しくはHPをご覧下さいhttp://33paradox.web.fc2.com/main.html
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Wikipedia, muds, and where the sources are Posted: 08 Jan 2009 03:15 AM CST So at this point, the whole kerfuffle over the MUD articles on Wikipedia has reached a fever pitch, and I am a bit exhausted by it all. Of course, not so exhausted that I can’t write 2500 more words about it. But it has been an interesting education for me in how Wikipedia works, and I’d especially like to thank Adam Hyland for his patience explaining it all. I am a bit dismayed that both Richard & I were tagged by some in the debate as biased or “canvassed” or whatever the term is, when I think we both acted in good faith… but there are plenty of folks on the AfD discussion who have pointed this out. Me being who I am, it of course led me to dig deeper into citations there in Wikipedia (hey look, ma, I’m a reliable source! No, wait, I’m not!). I think at this point that in theory, I’m a valid source. This may seem like an odd thing to wonder about or worry about, but hey, how can I help issues like this if not? I mean, this is right at the top of the whole MUD category:
So I decided to take a look at sourcing. I picked LegendMUD and my name, because though I may not be able to edit those articles, I do know the topics! In fact, I am an expert on me, though biased. Ahh, vanity So I found that there’s 27 mentions of me on Wikipedia in articles, including an article on my GDC talk on Small Worlds. Astonishingly, I apparently owned the keyword “small worlds” for a few years (!) until the article was moved to make way for an episode of Torchwood (you can’t make this up, folks…!). Duncan Watts and other mathematicians must be dismayed. But wait! There’s more, because there are also mentions of me on lots of Talk pages, usually about whether I am a valid source. One of those was using me & Bartle as a way to get Paul Barnett removed from Wikipedia. (Sorry, Paul). And of course, a challenge to whether the timeline is a valid source by one of the folks involved in the AfD. So, that led me to wonder if it is a verifiable source? Well, one of the criteria is whether I am an expert. Do I have scholarly credentials? One of the ways to do that is to check whether you’ve been cited a lot in books or in papers. In fact, we can check to see if the timeline itself is used widely in scholarly work. Wikipedia has specific standards about sites like mine and Bartle’s that can be read here. Of course, in one of the (many) debates on whether or not the entry for “Shadowclan” should remain, the point is made that “blogs are only reliable if written by journalists or academics and Raph Koster is neither.” So there are clearly gray areas where editors don’t quite know what the line is either. As regards the Threshold controversy specifically, the policy is pretty simple. If Bartle or I had happened to mention how Threshold was important a few weeks ago, then it would have been fine. If Bartle or I had been approached as an expert by an editor (which is presented as an option in one of zillions of policy pages I read) thatwould have been different. Hearing about it through the community grapevine — not useful. In browsing this, what did I find that cracked me up? I’m mentioned in an encyclopedia. A print one. This one, the Berkshire Encyclopedia of Human-Computer Interaction. Oh wait, the entry was written by that other guy, whatsisname… Yep, that’s right, I am mentioned in an encyclopedia entry written by Richard Bartle. The gap between having interested but non-expert editors in subject areas and having experts who cannot edit articles that come too close to them can lead to odd things. I should definitely feel grateful and flattered to have a Wikipedia page at all. On the other hand, I do think that the Rights of Avatars are a bit of an odd omission, and yes, even game grammar, given how widely cited they are in scholarly literature and more popular books. Then again, I also seem to be ranked as less important than the guy with the second-highest high score in Donkey Kong, and am not on the game designers list, so what do I know. OK, so what happened to the LegendMUD entry? I don’t know. Just as the useful sources for mud material have bitrotted, so has the AfD for the LegendMUD article. I did find a discussion where it was lumped in with around 30 other muds, and then not deleted. But it’s gone nonetheless. Can a case be made for notability? Well, not by me, on Wikipedia, because I am tremendously biased. From a design-historical sense, and trying to be unbiased, LegendMUD is interesting for several reasons. One, it was one of the first classless muds (for a long time, we thought it was THE first, because none of us back then could find another one. But I’ve been emailed about it since then). Two, the moods and speech systems used later in other games developed here (with inspiration taken from many sourcs, including a couple of MUSHes). There’s the concept of an OOC Lounge. The textual implementation of true vehicles. There’s the historical value in tracing the development of scripting in DikuMUDs (in which Legend plays a side role), and how that then subsequently influenced MMO architectures (in which it plays a much more direct one). The LegendMUD code of conduct ended up serving as a model document for several worlds, and led in itself to the declaration of the rights of avatars which doesn’t have a Wikipedia entry but damn well should given that it’s even reprinted in a book by the American Bar Association. (sorry, slipped there again And of course, there’s the fact that no fewer than five LegendMUD admins — if you count Damion Schubert, who was involved for a bit but not for the long haul; he did design work on the combat message system — went on to play roles in the nascent MMO industry, eventually working on titles such as Ultima Online, Star Wars Galaxies, Meridian 59, Shadowbane, blah blah, you know all this. In fact, the famous UO class action lawsuit had a strong connection to LegendMUD. Yes, we were sued by an ex-LegendMUD player that I knew very well because we had had behavior issues with him there. Oh, and that Karyn incident, which of course has an article of its own. Does that make it notable? By mud standards, I would say yes. I don’t think “by mud standards” is good enough for Wikipedia, but it doesn’t matter — none of that is verifiable by Wikipedia’s standards. But if you had to take the thousands of muds that have existed throughout the decades, and pick 50 to cover, it’d be in the 50. If you had to pick 25, I think it’s possible it would make the cut. I personally would not put it in the top ten — my top ten would likely include MUD1, TinyMUD, Penn, LambdaMOO, TinyTim,DikuMUD, Aber, Armageddon, HoloMUD, EmlenMUDs, BSX Muds, MUME, DartMUD, even Medievia, maybe the original Star Wars one, certainly a few key LPMuds like Nightmare… OK, ten is hard. LegendMUD also won a bunch of awards and at the time was in print a surprising amount of times. Being in print when you were a mud in 1995 was… unusual. But many of these have rotted. In fact, they have inconveniently rotted right off of LegendMUD’s own webpage. Hurray for the Internet Archive, which shows us a fuller list. Then there’s the now-infamous question of whether MudConnector is a valid source. Well, at least back when LegendMUD won Mud of the Month, the award was picked editorially, by staff. I know, because that’s me getting interviewed by said staff member. But XYZZYNews is used as a Wikipedia source a lot. Legend got an award from them. And wait, there’s CNet! Of course, actually finding that article on CNet, when their archives suck, and it was before they were even on news.com… forget it. But wait… we can go to print, right? Hurm, print Internet directories — two of them! Back in the 90s, being a site that merited inclusion in a print directory was a big deal. There were no search engines. There was room for, well, ten muds. They got picked editorially by those authoring the directory. Those directories don’t show up in Google books, alas, but you can buy Yahoo! Wild Web Rides for 46 cents on Amazon and thus verify that Legend did in fact get reviewed and rated as one of the best muds on the Internet. Hurm, I know I have this book but cannot find it in my vast library. And Google Books doesn’t have it… But what Google Books does find is… more mentions in print! Look at that… five book mentions right on top including a scholarly article about LegendMUD’s depiction of religion in the midst of a book on religion in popular American culture. (LegendMUD has a historical theme. We regularly had controversy over the historical depiction of, say, moneylending by Jews in the Middle Ages). But wait, one of the books is by Bartle again. Hmm, collusion? The rest of the book citations seem to be for something by some guy named Joseph Conrad… but we don’t need to delve deeper into that particular heart of darkness. Instead, I can just briefly note that even though the majority of scholarly references to LegendMUD are actually links to docs on he legendmud.org domain, there are several papers buried in there that do in fact reference the game itself. What do I learn? That Richard Bartle and I are a mutual admiration society? None of this is for the sake of lobbying to get the LegendMUD article back. There is actually a process for that, and I am not following it nor should I initiate it. Rather, it is more to illustrate that the big blockquote at the top, and yes, even the folks deleting mud-related articles, do have a point, if you go by their very particular rules. It was a small and insular community. If we took, say, some experts in the mud culture that were not in my immediate circles, like say, Alan Schwartz aka Javelin, or Lydia Leong aka Amberyl, way over in MUSH land… well, yeah, I knew them. Know them. Alan still reads this blog. I did the timeline in the first place because I saw the history already fragmenting badly. Remember, by mud dino standards, I came to it late — I didn’t start mudding until late in 1992! And for Wikipedia standards, well, it’s gotten even more fragmented. The Timeline itself has suffered bitrot badly as well, with sources getting tangled up and lost as it has been added to and moved sites multiple times. I used to be able to point to a great archive of mud research at UTexas, and it’s gone now. At least Lauren Burka’s MUDDex is still around. No, rather, the bottom line is that there ARE sources out there in this case. But I think that this case is probably unusual. I am not sure a non-expert would be able to follow the trails I did, know what things are relevant, or know what are good reasons for notability or good pieces of info that should be in an article. I also think that there’s an odd situation regarding experts and important topics that lack easy to find documentation. Our recourse to try to improve Wikipedia is to go research, write elsewhere, get cited, get studied, and then this stuff can get found by people who don’t know where to look, what keywords to search for, and what significant elements should be included in articles. Would they find game grammar, cited in papers presented at ACM, for an article on me? I don’t honestly know. After all, I myself didn’t know about it until now. So I have greater sympathy for Wikipedians, who face a difficult task. And I also think that despite my great sympathy, they are messing up the mud history stuff. It’ll be hard to fix, and it may take years of scholarly study. It may be that the very policy structure of Wikipedia (which is an ever-evolving thing, of course) has certain shaping tendencies. As I said in the comment thread in the last post,
I do know that in terms of my own research and work, one thing that is a clear takeaway for me is that writing Wikipedia articles where there is such a byzantine jungle of policies and yet also little way to have a high quality bar isn’t something I want to do. It’s a lot easier to just do it on my own site. Which means I will just have to push that material up the Google ranks without Wikipedia’s help if I want the historical info preserved — and someday, maybe it’ll be on Wikipedia too. |
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口袋<b>独立游戏</b>: Touch the Bubble Posted: 08 Jan 2009 02:33 AM CST 口袋独立游戏. game programmer. 2009年1月8日星期四. Touch the Bubble · exe (22k) src (13k) 前两天看到game7z上推荐了一个音乐 ... Indie game site. 独立游戏中文杂志 · game7z · D2D游戏库. 博客归档. ▼ 2009 (1). ▼ 一月 (1). Touch the Bubble ...
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僵尸街道(Facewound) | <b>独立游戏</b>视频| Game7z Indie Games <b>独立游戏</b> <b>...</b> Posted: 04 Jan 2009 11:50 PM CST 僵尸街道(Facewound)是一款爽快的横版射击游戏, 由Garry's Mod的作者制作. 游戏中使用了一些常用在3D游戏里的技术. 丰富的特效和物理效果让游戏增色不少...
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Posted: 08 Jan 2009 01:54 AM CST 为了适应大多数朋友的浏览习惯,我们为网站增加了白色界面.
本站推荐您使用Firefox 或者 Chrome来浏览.可以获得最佳的浏览体验.当然IE7 IE8 也是不错的选择.假如您喜欢的话.
想切换的话,点一下灯泡.
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Results of Poll 13: Failure in Videogames Posted: 08 Jan 2009 01:39 AM CST |
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Posted: 08 Jan 2009 01:01 AM CST
设计者的角色 案例研究4.1 一个研发时程表 灵感: 概念化 蓝图 技术性结构 建造工具 组合 关卡 回顾 在制作一个游戏时,从概念到压片所花的全部时间,在花费与结果的比率(投资报酬率)上有明显的差别。看看《Plague》这个范例是如何规划的,你可以看到如何让花费保持在一定的程度之下。在前6个月的时间,只需一小群人进行这个企划就行了,整个制作小组参与的时间差不多只有12个月。 设计文件 游戏内容规格 设计备忘录 案例研究4.2 规格文件所需的东西 使用设计文件 *7.3军事单位(物件类型)军事单位是由共享行为协定加以个性化。非军事单位是由共享行为协定加以个性化。将非军事单位认定为军事。 部队的类型如下: 除此之外,每一行都可以加上注解,提供进一步的说明。举例来说,写在[骑兵]旁边的注解可能是:[在进入弓箭射程之后,一对一的情况下可以打败弓箭手;但是会被步兵打败。] 将设计套入研发 阶段与测试台 每一个阶段的迷你规格,应该以下列的要点来说明: 假设你把一大捆的迷你规格交给你的软件规划师和首席结构师。他们第一件要说的是,就是你只专注在游戏性方面的主题,而其他需要建造的元件却还没写。这件事本身很好,所以现在工具和元件小组就可着手开始撰写东西。 案例研究4.3 规划迷你规格以符合结构所需 到底为什么要使用文件? |
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Posted: 08 Jan 2009 01:01 AM CST 第三章 游戏性 * 游戏性代表有趣的选择 现在,让我们仔细看看上一章提到的东西,特别是游戏性――它所代表的意义,如何达成、以及如何加强。 什么是游戏性? 提供游戏性 优/劣势策略的问题 接近劣势 1. 我们要让镇静枪拥有更常被使用的功能吗? 2.如果镇静只能在游戏中使用一次,要在上面花多少研发时间才算有价值? 3.怎样做才能以最好的方式把这把枪放入界面中,与其他常用的武器有所不同? 一个可以持续保持吸引力的游戏,一定要保持它的有趣程度,就算玩者已经知道游戏技巧也一样。接近劣势并不象劣势那么具有毁灭性:一个不小心的玩者可能会忽视掉这个接近劣势的选择,而敌人可以好好的利用这一点。但是接近劣势的确可以显示出哪个选择最经常被使用,而且在逻辑上面,这些选择是你应该在画面下最多功夫的地方。 避免琐碎的选择 范例研究3.1 环境+规则=游戏性 确保有趣的选择 有趣选择的工具箱 策略选择 辅助性投资 多重功能 不过,还有一个独立类别的选择: 所以,在你为你的游戏设计武器或是策略,一个扪心自问的好问题是:[如果遥话,什么时候才是玩者最好的选择?]你在游戏中安置的大部分选择,都应该具有某些方面的优势。而其中之一虽然只有中等程度的优势,但是在其他方面,却拥有万事通般的考量。 范例研究3.2 未预见的多功能 补偿要素 范例研究3.3 补偿要素的平衡 暂时性 隐藏花费 范例研究3.4 在《帝国时代》中的隐藏花费 表3.1 协同作用 协同作用是玩者的策略才智库中,不同元素相互作用的结果。它们可以分为四种类型,从表3.1中可以看出来。 相同类型 不同类型 范畴经济(Economies of Scope):使用不同力量的组合来表达出优势(举例来说,一个步兵应该可以得到坦克的支援)。也包括互补机械的使用(象是矿工使用采矿雷射)。 不良搭配=负向回馈 规模经济(Economies of Scale):第一个最有用――过了一会之后,取得其他的就不重要了。有些投资在设计上会不断的增加花费――虽然这种东西,有时是隐藏花费所伪装的。 范畴经济(Economies of Scope):组合式部队的移动速度一定动最慢的一个,而且必须下达不同的命令。有时用较为集中的方式,要比确保你的赌注,或是什么都不做更好。 协同作用 关于游戏性的最后一句话 互动性 互动性的种类 以身为玩者的立场思考,在电脑游戏中有可能的互动包括: 现在,这些互动的方式,有哪些是你经常看到被人拿来运用的?第一种,当然有,但是只有在我可以让游戏简单或是困难一点,或是可以调整游戏速度的条件下。为什么我不能在《星际争霸》中向一个电脑对手(如同我和真正人类玩者对打一样)说:[嘿,我们先建一些部队再开始作战!]或是在《帝国时代》中说:[先别打我,我现在盖城市盖得正起劲]? 范例研究3.5 一种不同类型的互动性 [为何?]Vs.[什么?] 游戏方面的先师克里斯?克劳福谈到程序(游戏世界中的法律)与资料(游戏世界发生事情的详细描述)是相对的。这是为什么大部分设计者以强调资料的方式盲目进行四处碰壁,最后只能以最简单的互动方式来表现,让娱乐软体陷入泥沼的主因。要说明这一点,回想我们早期讨论到的互动性,但运用上改为数位电视。很多人想要的是一个系统(这是他们视为一种新类型手法的东西),让观看的人能够决定人物要做些什么事。本质上,他们在讨论的是一种没人惋惜的媒体――互动式电影。 |
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[新闻] 第七日-正式发布-蜡笔物理学豪华版(Crayon Physics Deluxe) Posted: 07 Jan 2009 09:30 PM CST 在蜡笔物理学豪华版(Crayon Physics Deluxe)正式发售之前的一周内, 每天作者都会放出游戏相关的内容, 做发售前最后预热. 作为第七天, 游戏正式发布...
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» Crayon Physics Deluxe 已发布-无藏= 无· 藏| 记录心情| 分享知识 <b>...</b> Posted: 09 Jan 2009 08:35 AM CST 看完这些,还有下面很多你感兴趣的内容... 12月2日2008年-- IGF2009年度评选入围名单; 11月12日2008年-- World Of Goo 期待已久的神作; 8月4日2008年-- 独立精神下的独立游戏节. Tagged: 2008, IGF ...
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The History Of Pong: Avoid Missing Game to Start Industry Posted: 09 Jan 2009 11:00 AM CST
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Need For Speed <b>XNA</b> working in progress !!! - Codeboycjy's Home <b>...</b> Posted: 08 Jan 2009 09:22 PM CST It's an XNA game with the Nvidia Physx. I've been working on this project for about three months. And there is another guy from university of Nankai will join me this month. Part of the game is finished, here is what I've got: ...
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Posted: 09 Jan 2009 08:34 AM CST I’ve been browsing through the reviews of Crayon Physics Deluxe. So far it’s all been positive, but I’ve noticed that some of reviewers and players are playing the game strictly as a standard puzzle game and they don’t like the sandboxiness and open ended nature of the puzzles. They don’t like that you can solve the levels any way you like. Which is really a shame, because coming up with creative solutions is what the game is really about. It’s not about finding just any solution or brute forcing it, the game is actually about finding the awesomest solution possible! That’s the reason why there are no limitations or restrictions in the game. The puzzles in the game don’t have “right solutions” to them, there is no solution that the “designer intended you to take”, anything is possible and hopefully you’ll come up with the best one by yourself. The levels in the game are there to inspire you to be creative (and to teach you how to build up stuff). But it’s all my fault, because I didn’t communicate well enough what the game is really about. Luckily a lot of the reviewers played the game as it should be played Here’s some of the reviews that I read: Crayon Physics Deluxe Review (PC) | UGO.com
Score: A- Tech Olive | Review: Crayon Physics Deluxe
Score: 9 / 10 Review: Crayon Physics brings out inner (physics-loving) child | ars technica
Verdict: Buy Crayon Physics Deluxe; The Review | The Reticule
Verdict: An excellent game. Buy it. Crayon Physics Deluxe: Drawing Up Something New | Technologizer
Wot I Think: Crayon Physics Deluxe | Rock, Paper, Shotgun
Crayon Physics Deluxe Review | Eurogamer
Score: 7 / 10 Destructoid Review: Crayon Physics Deluxe
Score: 8.5 / 10 SavyGamer: Crayon Physics Deluxe, PC - Review
Crayon Physics Deluxe | Binary Joy
Score: 4 / 5 Game reviewer: Crayon Physics Deluxe
Score: 10 / 10 If you know of other reviews, post them in the comments! |
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[推荐] 石板战争(Battle Of Tiles)-亚瑟王和石板骑士 Posted: 05 Jan 2009 09:48 AM CST 石板战争(Battle Of Tiles)是一款以石板为角色的回合制策略游戏. 被GameTunnel评为2008年最佳策略游戏, 2008年十大最佳独立游戏之一...
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Posted: 09 Jan 2009 06:54 AM CST 上次刚介绍没多久(Crayon Physics Deluxe 预售视频),荣获2008年IGF ——Seumas McNally Grand Prize大奖(http://igf.com/2008finalistswinners.html#Crayon)的 Crayon Physics Deluxe (http://www.crayonphysics.com/)终于在前天出了正式版了。 先给下载地址再介绍,嘿嘿。 点此下载试玩版 游戏刚试玩了二十多关,逐渐引导你入手,过了几关之后,我就大致知道了游戏的规则和玩法: 我们通过按住鼠标左键来随意的绘画各种各样的物体,右键可以取消鼠标所指的自己绘画的物体。同时,把鼠标在球上停留几秒之后,就能给球一个短暂的动力,而这一切的目的,都是为了把球引导到那颗星星上面。 童稚的画面,轻松的游戏,没什么压力,没有太多的限制,失败了可以重新开始,纯粹的游戏,放松自己。
看完这些,还有下面很多你感兴趣的内容…
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宇宙をかける少女(穿越宇宙的少女) 01, Twitter-Style Posted: 09 Jan 2009 07:39 AM CST |
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Posted: 09 Jan 2009 07:26 AM CST NET(42) · C#3.0+(11) · C/C++(16) · CommunityServer(7) · Database(10) · Enterprise Library (7) · JavaScript(10) · ServerContols(7) · UML(1) · VC++/MFC(8) · WPF/SilverLight(5) · XNA Game(2) · 翻译(4) · 今天我当家(7) · 设计模式(2) ...
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Posted: 09 Jan 2009 06:04 AM CST 分裂细胞的网络对战关卡设计就充分考虑到了这方面的影响。网络传输速度也影响到了事件同时性的判断,格斗游戏在这方面深受其害,网络游戏部分的判定和单机状态下的判定就有所不同。这样的例子都没有巨大到产生延迟的地步,都被游戏设计者巧妙的通过调整 ...
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Posted: 05 Jan 2009 10:12 AM CST 随机文章:. 什么时候你才明白 2008/12/12. 11.29 2008/11/29. 你会不会 2008/11/24. 10.25 2008/11/22. 要转变风格 2008/11/21. 收藏到:Del.icio.us. 奇伟鞋油“炫亮成功路”博客大赛——职场关键时刻,成功达人如何塑造形象、炫亮成功?
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Posted: 09 Jan 2009 12:09 AM CST 先来看一个片子,Gears of War 2的官方制作预告片,讲的是游戏的美术制作部分 这段视频中提到了很多Epic在美术制作上的态度和倾注的精力。挑了几段其中的言论: |
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R.——Ruin 随机文章:【TGS2008独家首发】Halo: Recon《光环3:天降神兵》官方封面、细节公布! 2008-10-09 【E308】FF13最新E308预告片 for PS3 only in Japan 2008-07-15 【E308】《最终幻想13》正式跨平台,宣布登陆Xbox 360! 2008-07-15 [叉包文集] 被遗忘的“声音”——次世代的游戏音效 2008-06-12 微软日本RPG发表会:星海4确认登陆Xbox 360! 2008-06-10 收藏到:Del.icio.us |
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Posted: 09 Jan 2009 03:52 AM CST 从作品时间顺序及内容上看,《英雄志》顺接《隆庆天下》,都以明朝中后期的历史为背景,内容涉及朝廷江湖,中朝日三国等。作品结构宏大,人物众多,思虑精深,动人心魄,是为近年武侠小说的扛鼎之作。 当然,孙晓最为读者激赏的还是其作品表现出来的思想深度。孙晓在《隆庆天下》自述里面所提到的两点:“历史可以被一记载,但史观不能被决定。因而我必须用假的人物,假的故事,留下另一种‘非正统’的观点,这些观点都曾经存在于历史当中,一非稗官野史,二非小说家言,而是历史的光荣真实,只不过早被今人遗忘而已。”“然而故事里的人们,每一位称呼都呼应了那个时代的某个真是角落、以及那个角落里的种种梦想和哀伤。 时至今日那些声音都不曾远去,仍在影响着当代的每一个人。”我们从这段话不难发现,孙晓的创作重心其实集中在两个方面,其一是历史,为宏观方面,其二是人性,为微观方面。从作品呈现出来的风貌,无疑,孙晓达到了一定的历史高度和人性深度。 《英雄志》里面的历史“真实”在于,孙晓并不倾向什么正统思想,而是采取一种冷静的客观态度,记录了帝皇,王侯将相,江湖势力,异族国家,民间贫民,宗教团体等等所有不同阶层为了各自的理想和目标所采取的做法。他不刻意去宣扬忠君爱国思想,也不刻意渲染爱民或残民的行为。历史是由偶然巧合,在各种力量的共同作用之下发生发展的。 个人的力量在历史之中显得格外渺小,但偏偏至关重要。在诸般势力冲突之下,孙晓隐隐提出一种对历史决定力量的质疑和无奈奈:适者生存的自然法则才是决定历史发展的力量,但是这种力量并不人道,同样也称不上符合天道,因为其中不可避免地充满杀戮和鲜血,充满对邪恶势力妥协,媾和却又无可奈何,正义只是永远不可实现的乌托邦理想,一切都必须让位于生存。孙晓并没有指明在历史之中,个体和集体孰轻孰重,但二者之间的冲突和权衡,却是引起读者深深的思考。 与此相对应的,孙晓在挖掘人性上,也不是简单的褒贬,不采取二分法。他笔下的人物都坚持各自的价值观,虽然各自表现不同,但本质都在于随心所欲,不能违反自己的原则底线:卢云儒家本色,耿直刚正,不识时务,不物妥协,因而“害人害己”但始终不改赤子热心;伍定远虽然由冲动倔强而变为深沉稳重,但维护他认为的正义,保护尽可能多数人的平安生活之志也始终如一:秦仲海从将军而变叛贼,体现的是打破天地间不平等和不人道法则的勇气,但其缺少节制的率性,变为粗野蛮横的杀戮,堪称其情可悯,其行可恨;杨肃观阴狠深沉,辣手治国,一心向着自认为的佛国理想前进,其实却越来越背离他师父天绝僧设想的初衷。扩展到帝皇争权,权贵斗法,百姓求存,异邦夺利等等行为,孙晓并不简单地从道德上给予谴责或褒扬,也不从成王败寇的斗争法则给予肯定或否定,他展示的是人性在不同人身上的不同表现。既展示各自强悍,也展示他们的脆弱,既表现了他们的疯狂野蛮和邪恶,也表现理性文雅及正义的可能。人性面对的既有外部环境的考验,更多是内心面对外部环境的选择,抉择的不同体现了各自不同的人生观和人性本质。激烈而复杂的冲突,痛苦而无能为力的抉择,昭示了个体的人的痛苦和无奈,带着一种命运色彩。惟其如此孙晓虽然没有明显的正邪对立色彩的描写和是非判断,但他的作品却较少争议,更多的是探讨色彩,探讨具体环境下对人的选择的理解,对人这种生命个体的尊重。 《隆庆天下》内容较少,只是整部作品的冰山一角。从已经展现的内容来看,孙晓无疑准备对明代中叶以后中国、日本和朝鲜三国何以走向不同的发展轨迹进行思考和阐释。这种带上国际视野色彩的新“三国演义”的展示,无疑对目前的中日韩(朝)三国关系,具有现实参考意义。 |
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此举吸引了图片拼图蜡笔,物理:胰岛素样生长因子获奖作品和PC iPhone <b>...</b> Posted: 09 Jan 2009 01:53 AM CST 2009.01.09 12:06:42 日语 ▶▶▶ 中文(简体); 此举吸引了图片拼图蜡笔,物理:胰岛素样生长因子iPhone获奖作品在2009年1月和PC文化9评论:引用( 0 )克里斯Kohler2008独立游戏竞赛的一年中,独立游戏节(胰岛素样生长因子)获奖作品,伟大的游戏瘾, ...
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Posted: 05 Jan 2009 02:00 AM CST |
Behemoth制作了很长时间的对战游戏《城堡毁灭者》排名第一,Bizarre Creations的《线条战争:进化2》名列其后,而今年备受好评的Jonathan Blow独立游戏《时空幻界》名列第三。 而在Xbox的游戏排行上,《光晕2》继续占据第一。2004年发售的《光晕2》 ...
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Posted: 09 Jan 2009 10:12 AM CST 第一项:自我察觉 1、意识到自己情绪的变化:解读自己的情绪,体认到情绪的影响。 2、精确的自我评估:了解自己的优点以及不足之处。 3、自信:掌控自身的价值及能力。第二项:自我管理 4、情绪自制力:能够克制冲动及矛盾的情绪。 5、坦承:展现出诚实及正直;值得信赖。 6、适应力:弹性强,可以适应变动的环境或克服障碍。 7、成就动机:具备提升能力的强烈动机,追求卓越的表现。 8、冲劲:随时准备采取行动,抓住机会。第三项:社交察觉 9、同理心:感受到其它人的情绪,了解别人的观点,积极关心他人。 10、团体意识:解读团体中的趋势、决策网络及政治运作。 11、服务:体认到客户及其它服务对象的需求,并有能力加以满足。第四项:人际关系管理 12、领导能力:以独到的愿景来引导及激励他人。 13、影响力:能说服他人接受自己的想法。 14、发展其它人的能力:透过回馈及教导来提升别人的能力。 15、引发改变:能激发新的做法。 16、冲突管理:减少意见相左,协调出共识之能力。 17、建立联系:培养及维持人脉。 18、团队能力:与他人合作之能力;懂得团队运作模式。
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Posted: 08 Jan 2009 11:36 PM CST 落書。巡音ルカ……姐姐,吾輩想聽聽乃的聲音!
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Posted: 09 Jan 2009 01:52 AM CST 2008年理應是網頁遊戲蓬勃發展的一年,但是過多同質的網頁遊戲以及不平衡的商業設定,讓網頁遊戲很快的就像雞肋一樣被玩家們捨棄。這個部份友站已經有專文論述過,就不再重提。 從2008年七月份左右,大陸開始發現劃地為王式的網頁遊戲熱度開始衰退,開始有其他類型的網頁遊戲出現,首要目標當然是黏著度最高的角色扮演遊戲。武俠、西遊之類的題材仍然是主流,這些網頁MMORPG遊戲承襲了先前網頁遊戲的優點,不需要下載,有興趣的玩家可以試玩看看。 但是不需下載的問題就在於執行速度和內容擴充不易,商城物容易破壞平衡這點也仍然沒有解決方案。MMORPG本來就是個和人互動,你的快樂很可能是建立在他人痛苦上的遊戲類型,仍然有許多只是抱持著休閒態度的玩家無法接受這樣的網路遊戲。 在年底的時候,出現了這樣的網頁遊戲,以知名單機遊戲美少女夢工廠為點子,融合RPG+社群+育成的美眉夢工廠。 這種低競爭但是高成就感的遊戲或許更適合以網頁遊戲的方式呈現,雖然目前實際上玩起來的感覺還是內容不足,但是已經可以看出大陸遊戲廠商的敢於嘗試,這是目前台灣遊戲廠商所缺少的... |
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[XAML学习资料] XAML 概述一- .NET人字拖- 博客园 Posted: 09 Jan 2009 12:21 AM CST NET(42) · C#3.0+(11) · C/C++(16) · CommunityServer(7) · Database(10) · Enterprise Library (7) · JavaScript(10) · ServerContols(7) · UML(1) · VC++/MFC(8) · WPF/SilverLight(4) · XNA Game(2) · 翻译(4) · 今天我当家(7) · 设计模式(2) ...
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Posted: 08 Jan 2009 10:07 PM CST 第五章 游戏平衡 *玩家平衡以及游戏平衡 你是不是曾经羡慕过房车的优雅之处?我个人最喜欢的是Rolls Royce Silver Ghost,但也可能是任何其他的车种,不管新旧,只要是设计精良的机械,拥有优雅、相称设计就好。 就是玩家在游戏一开始就因为运气好而占了先机(象他的城市旁边就有金矿,或是一进入游戏就站在军火库的大门口)。这种不合理的优势,要怎么避免才好? 对称性 关卡设计的对称性 一位站在内陆的岛屿上、而另一位处于环绕着熔岩的峡谷。玩家刚开始拥有的普通骑士与步兵,是无法通过这些障碍的;但是对游戏后期的先进部队而言,这些屏障已经不再是无法穿越,不再成为进攻的困扰。 如果我知道你的防御是依靠着内陆的岛屿地形,我可以专注于建造海军,从海上展开攻击。在预期到这种可能性之后,你可能开始建造一只防御性的舰队,或是你打算征召毛瑟枪部队,设法先冲入我的城堡。只要一些象登山部队或船只的特殊武力获得平衡,这个游戏还是十分公平的。而且还有爬上峭壁的其他可能性,让游戏中可以加入其他重要的策略性考量。看到几艘我在海上的船只,可能足以吸引你的注意而离开传统的攻城部队,最后我的主力却从另一方向进攻。 游戏设计的对称性 还有,记住只有在游戏中才应该力求公平。一个[纯粹]模拟游戏要着眼的重点,可能是忠实重现历史情况:在这种状况下,玩家之间的平衡问题将是次要的。在一个《Conquest of Mexico》的模拟游戏中,扮演西班牙人以及忠于他们的土著构成一个阵营,来对抗另一边的阿兹特克帝国,这是一个很不公平的游戏。扮演中美洲的人来对抗西班牙人,不但不忠于历史,也不公平。有些方式可以让游戏平衡(举例来说,加入更多的玩家,或是要求任一方都要与电脑控制的国家合作并结成永久性的同盟),但是在这些事件的真实模拟中,阿兹特克注定要败亡。你可以让游戏具有公平性,但是事实很少如此。 玩家与游戏性平衡 游戏平衡的观点可以减为三条简单的规则: 案例研究5.1 这真的好玩吗? 奖励玩家 让机器做工 作一个你要玩的游戏,而不是与之对抗 案例研究5.2 储存游戏的问题 现在,我一向认为储存的特色是让你在游戏世界中喘一口气,回到现实生活或是进入另一个游戏的好方式。把它转化为游戏的一部份,而且象上述的例子一样对待玩家,实在是相当的荒谬。我不会经常跑到地下城去打怪物,而且我也从来都没有玩过《地城奇兵》,所以我并不知道这个游戏在数年之后完工上市,这种陷阱是不是还存在。但是我可以告诉你,我的设计中永远都不会出现这种东西。 游戏性与游戏性的平衡 在我们想要让游戏性平衡时,我们面对的挑战是什么?广义来说,我们必须考虑下列三件事: 听起来象是进退两难?不尽然,因为有些简单的概念,可以让我们用来进行第一次不同选择的数值预测,就算是动态游戏一样适用。这些概念是专门用来分析这一类的问题,而且从二次大战之后,就广泛用来查看各种问题,从核武器到游乐器制作的价格政策。 元件以及属性平衡 选择中;如果它真的可以加以简化,就一定要在其他因素中进行平衡。 范例研究5.3 在《地下城守护者》中的元件与属性平衡 生物是以随机数决定来访的可能性,而且你也无法控制哪些生物要来,但是你需要决定哪些生物有价值,然后花钱来提升他们的技能。 很显而易见的,属性平衡要比元件平衡困难得多,后者真的只是在评估不同策略的相关数值问题。请记得这边所说的策略并不是把游戏限制在战争游戏中(不过这一类的游戏足以为这一类的概念,提供常见的例子),策略只是表示玩家可用的游戏选择――象是格斗游戏中的连续技、战争游戏中的混合部队等等。 利用游戏工学来确保平衡 游戏中混合不同的部队,而且在赢得战斗之后,只要是存留下来的部队就可以用来应付下一场战斗。在格斗游戏的例子中,你一次只能出一招,而每一次过招的赢家只有一个。所以,事实上每一次的攻击行动,都是整场格斗中的小型游戏。 表5.1 剪刀-石头-布类型游戏的结果 这边表格中是你使用招式(竖列)在对抗你的对手(横排)招式的结果。赢一次就以正值来表示,输一次就以负值来表示,0则为平手;这个结果是因为这场游戏为零和比赛(换句话来说,只要有一方赢,就有一方会输)。我们很快就可以看出来,就算这些结果的矩阵只是很抽象的游戏模型,在设计不同的元件时,要加以平衡还是很管用的。 要开始推算的话,假设我们玩家最喜欢用的策略是每次都出石头,另一个玩家以每次都出布来回应,所以结论就是改出剪刀。很快的,玩家被迫走向图表的中心,表示所有的选择都有可能在下一次的较量中出现。没有方式可以打倒剪刀-石头-布中的特殊策略,不幸的是,你也可能找出每次都赢的可能!就象热力学的第一条定理一样,你只能打成平手。 我们可能会让足跟落的使用次数,和其他的动作比较起来最低。不过先等一下,如果足跟落的使用次数最少,就表示前踢的实用性大为降低。最佳的选择无法用直观的方式看出来,我们得先做一些运算。 记住,这些结果中的数字都是净值。所以,举例来说,如果我选择了扫腿,而你选择的是足跟落,我在耗损的气量比你少了2单位(+2),但是我在招式上输了而被你击中,所以损失了5单位(-5),所以净值为-3。 案例研究5.4 使用剪刀-石头-布的属性平衡 组合的爆破力 设计的可缩放性 其他不具传递性的关系 以从结果的矩阵中(表5.2),更清楚的看到这一点。 表5.2 五向不传递性关系的结果 武士 修行者 步兵 弓箭手 忍者 利用类似的方式,你也可以用相同的原理,建造出七向的关系图(据他们的说法,可以当做读者的练习)。但是图5.6描述的却是一个没有规则的关系。 表5.3 四向剪刀-石头-布变体的结果表 弓箭手 战士 蛮族战士 女术士 在用随机数来选择对手时,蛮族战士在对抗其他人物时显然不是常胜将军,但这难道表示玩家不会经常使用蛮族战士吗?呃,才不,因为只要我看到你不使用蛮族战士,我就开始用弓箭手,你只有回头再重用蛮族战士,才能解开僵局。 所以,我们会得到: 游戏平衡检查表 案例研究5.5 使用游戏理论分析达到平衡 表5.4 《Bloody Century》结果矩阵 坦克 步兵 机动化步兵 炮车 坦克杀手 每个人在研究这个表格时都皱起了眉头,而且喝掉了不少手中的咖啡。最后,首席关卡设计师莎拉(Sarah)冒昧的做出了结论。[这看起来并不怎么平衡。坦克可以打掉几乎所有部队,但是坦克杀手几乎什么都打不倒!] 表5.5 删减的《Bloody Century》结果矩阵 坦克 其他 坦克杀手 [这个表告诉我们什么事?]公司总裁想要知道(假设他没有发现其他人已经快要把他看成呆伯特中的老板)。 表5.6 部队使用机率 部队种类 坦克 步兵 机动化步兵 炮车 坦克杀手 [我可不这么想!]莎拉说,[你觉得坦克出现的机率是步兵的三倍。这一定不对劲。] |
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Posted: 09 Jan 2009 07:35 AM CST 圣诞节去光谷书城调研,发现《走出软件作坊》已经到货了,俨然摆在“企业管理”的展架上,与《管理圣经》在一起:)下面是在现场拍摄的几张照片。呵呵,海报是梁晶和Holly贴上去的。感谢博文团队。
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Posted: 10 Jan 2009 09:10 AM CST DNF的更新也够慢的
客户端都删了半年了,才出2.0
半年前 DNF1.0 登录死机,掉线,外挂和木马刷屏
现在 DNF2.0 继续登录死机,掉线,外挂和木马刷屏 开区不加老区服务器,依然堵塞严重
补充的任务设计得不聪明,别的任务也就罢了 SP书类任务竟然强迫刷同一个地下城10次+
某些任务逻辑不对
更改游戏难度后更容易被秒杀
升级经验依然变态
开罐子仍然被和谐
部分物品出售价格偷偷改低
不过2.0的格斗技能改得很不错 可玩性提高了 ![]() ![]() |
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Posted: 10 Jan 2009 09:10 AM CST 之前有提到關於立體遊戲的運用,但是都是文字上的敘述,也許無法讓沒接觸過立體影像的朋友體會到立體影像得特別之處,而且我也想試試看立體遊戲到底有沒有那樣足夠的魅力,於是我就找了些資料,跟大家分享一下怎樣在家體驗立體遊戲的魅力。 使先要至做一個立體眼鏡,用硬紙板做出一副眼鏡,在左眼貼上紅色玻璃紙,在右眼貼上藍色玻璃紙,這樣很簡單的就完成了一附立體眼鏡,我是建議玻璃紙貼兩層,能夠比較有效的過濾光線。 接著照這個網頁的敘述下載並安裝程式:http://www.iz3d.com.tw/mkt0804/form.php 安裝完後,就可以來測試一下了。 這邊再拿Google Earth的紐約來試試看,以下是我截下的兩張圖片,大家用立體眼鏡看看是不是跟平常看到的影像有不同之處:(點選圖片可以放大) 可以看到建物間有相當明顯的距離感,這就是立體影像和一般影項最大的不同。
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蜡笔物理学豪华版(Crayon Physics Deluxe)上篇-买一盒蜡笔吧| <b>独立游戏</b> <b>...</b> Posted: 10 Jan 2009 07:03 AM CST 话说, 一只被牛顿灵魂附体的苹果从树上掉落下来, 缓缓滚动, 踏上了自己的人生路. 我们的游戏也由此开始....
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[推荐] 蜡笔物理学豪华版(Crayon Physics Deluxe)上篇-买一盒蜡笔吧 Posted: 10 Jan 2009 03:18 AM CST 话说, 一只被牛顿灵魂附体的苹果从树上掉落下来, 缓缓滚动, 踏上了自己的人生路. 我们的游戏也由此开始....
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Posted: 10 Jan 2009 06:39 AM CST
2008年12月線上遊戲公司營收與累積 內詳 |
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Posted: 10 Jan 2009 01:27 PM CST 从上周起,陆续看到多个好友把 IM 上的签名改为“力撑陈 Sir”或者“力挺陈扬”,虽然因为项目进度忙,已经很久不看《新闻日日睇》,但我还是意识到他出事儿了。后来查证,果然已经下课多日了。陈 Sir 再次下课,引发了我去深入了解一下这个人的兴趣。放狗去搜,得到许多资料,这篇文章正是这些资料的整理版(原始资料 URL 附后),也许可以让大家更多地了解陈扬。
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How To Handle Stress When a Dragon Is About to Attack You (I Know, I Just Bought a Car) Posted: 10 Jan 2009 03:18 AM CST Handling stress doesn’t happen like in those self-help books. It’s easy to say “don’t worry, things will go okay” when you are NOT feeling stress. It’s very easy to say that, but how can we really handle stress when we feel it? Keeping the stress away (with a magical armor) Here’s a simple analogy which hopefully clarifies what I mean to say: If we would live in medieval times, I would wear a magical heavy-metal armor that simply won’t let me take damage. I’ve managed to find a good blacksmith and a wizard who make sure that I don’t need to deal with the stress - the armor takes care of it. But, sometimes (very rare) my armor has been taken away, and then I’m helpless. (Simplified example, but hopefully you get the point.) So, I got car (dragons are attacking me!) I’m telling this, because I’d never had imagine that I would be showing a picture of our new car. I bought this after getting tired to use the rope to get our old car’s doors shut.
It’s a second hand car, so in English that means: possible stressful ahead. Dealing with the stress (watching the dragon in the eyes) I still felt bit anxious and I started thinking about my current way of dealing with stress. Now I spotted that I had been wearing magical armor. I started thinking that this stress is a good thing. I told to my brain that this is good practice. I started thinking that now I’m finally getting practice in handling (and not take cover behind a magical armor so to speak) the stress. There’s external element that’s putting pressure on me, and instead of trying to “fix things quickly by dealing with the car shop” I’m telling myself to stop avoiding and start blocking. I simply refuse to feel anxious. I know that when buying a car, all kinds of stuff can happen but I’m going to bear it. Somehow I feel (almost the first time in my life if I recall) that I’m not trying to make the source of stress go away (”fix the car fast”). I’m letting myself to deal with the pressure. I’m not waiting for the car shop to “rescue me from my stress”. I’m taking away my magical armor - nobody will help me now. I’m dealing with the situation. I’m watching the dragon straight in the eyes, and there’s nothing between us. Nothing to help me. You know what happened? The dragon turned his head and went away… |
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Tormishire trailer 5 | New Beginning Posted: 10 Jan 2009 02:17 AM CST 無料レンタルサーバー. 我的豆单. 德克斯特的实验室. 收集的一些动画短片. 收集的一些独立游戏视频. 收集的一些独立游戏视频(优酷). 鸡与牛(中文语音). 飞天小女警Z. 霹雳特警猫. 随机文章. 久违的震撼 · 线条先生The line continues · 感冒了. ...
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Posted: 10 Jan 2009 01:03 AM CST
Glossing much here… DikuMUD was derived from AberMUD, which was similar mechanics, but had more of a scavenger hunt mentality in some ways. At its core, it is a class-based RPG with the principal classes being fighter, healer, wizard, thief. (Later codebases added more). It was heavily based on the combat portion of Dungeons and Dragons. Advancement handled by earning experience points through combat, reaching a set amount of points, returning to town and “levelling up,” which unlocked new abilities. Classes were immutable (though eventually systems such as remorting, etc were added). Rewards for killing things also included equipment, which affected your stats and damage capability. If you reached the maximum level, common cultural practice was that you were invited to become a game admin (this practice dates back to much earlier, and I believe existed in some form in MUD2). Combat was generally on a fixed rate, with “faster attacks” in cruder systems consisting of actually running the same attack multiple times in a row (so you could only do damage on multiples: 1x, 2x, 3x, 4x, 5x, 6x, 7x, 8x, 9x). More advanced systems added true variable interval attacks. Tactics were centered around controlling which target the mob was attacking, and using special state-affecting attacks that did things like trigger periods of indefensibility (stun), periods of damage multipliers, etc, using stances. Much of the gameplay consisted of moving about solo or in groups attacking monsters for XP and loot. Grouping was a typical strategy because it was a large force multiplier, permitting players to kill targets much more powerful than they were alone. Because of this, an array of systems including level limits on equipment, on grouping, and even on monster attacking were in place. A command called “consider” told you whether the monster was too easy or too hard. Monsters spawned originally on time intervals called resets. At first, the whole zone reset at once, then resets evolved in Diku-derived codebases into per-monster timers. (A zone was a collection of world data, including rooms, monsters, and items — each zone could at first have 100 of each.). There evolved the practice of “rare spawns” and eventually “rare drops” as well. Weapons, potions, and the like were all based on simply on performing spell effects, in the fashion today referred to as a “proc.” They were hardcoded back then, however. Players had the typical array of D&D stats, with the addition of “move points,” which were literally spent by moving from room to room. You had to rest to recover these. Death in Dikus involved losing all your gear, because everything stayed in the corpse. It also could set you back levels, as it cost you a fraction of your experience points. You respawned back in town at your “guildhall” (a class-specific spawn point and levelling trainer) and had to do a “corpse run” to get back to your body naked and reequip your gear. In an inheritance from aspects of AberMuds, you could scavenge gear from the “donation room” which was a place where excess gear nobody wanted (usually from outlevelling or from trash drops) went when it was donated or “sacrificed” by other players. This was not the only means of trying to keep the economy balanced. Every item had a cash value (the value for which it was sold in NPC shops). In some Dikus, you got a fixed limit on what you could save with your character, said limit based on a maximum cash value. If you saved your character at a point where you were in excess of this limit, you were saved with nothing. In others, you simply could not save your character state. (State saving was manual, and you had to go to an inn to do it). There were also systems whereby your save time was limited, because you had to pay “rent” at the inn where you logged out. The rent was proportional to the stuff you had, which drove people back to the game to keep earning gold. Despite this huge sink, it was common for the economy to spiral out of control (termed “mudflation”) and for the admins to wipe all items or even all characters. It was also common for the mud to crash, and corpses and stuff on the ground did not persist, since Dikus were a character state system. DikuMuds came with stock areas, the best known of which is Midgaard, the main city. Many mudders from the time period would judge a DikuMUD based on whether Midgard was the first thing they saw. Midgard came to also feature stock tutorials called “mud school” which saw you through the first fight. Zones were built by editing text files, though eventually forms of online editing tools (”OLC,” for “online creation”) were added. Because map building was relatively asy, many Dikus were based on popular hack n slash fantasy fiction such as Forgotten Realms, Fred Saberhagen, Wheel of Time, etc. DikuMUDs did not come out of the box with any quests, because they were not a programmable game engine. They were about combat and levelling up. There was no crafting either. They did come with good chat features, grouping, etc. “Clans” were a common addition — you would call them guilds today, except that they were formed by admin command, not formed freely by players. (Honestly, I am not sure where freeform clan formation came from. I know we did it on LegendMUD, and we did it in UO, but I don’t even remember which came first!) Believe it or not, Dikus DID have simple pets out of the box (usually summoned and non-persistent). They also had hunger and thirst (with a requirement to eat and drink regularly for good health), containers, inventory, in-game messaging and bulletin boards, chat channels (at first just via “shout”) and so on. They were quite sociable, because of the grouping requirements, the corpse mechanics, and the move rate factor. Towns tended to have fountains in them so you could drink and rest, for example, and people would gather there. Eventually Diku games added questing engines, then scripting languages (see Worlds of Carnage), etc, and diversity developed. Because they were functional games with content out of the box, many “stock muds” were created, which had little differentiation from one another. If you knew some C you could customize the game some, and the single commonest means of doing so was to add more classes, more levels, and more player races. It got to be a common sight to see games advertising “20 classes, 30 races, and 500 levels!!!!!” without actually offering different gameplay. That said, Diku codebases did eventually popularize many of the major developments in muds. Procedural zones, instancing, public quests, player housing (in the style we know today, as opposed to UGC systems), the modern scripting system model, the modern persistence system, and aspects of zone-based PvP all were developed or hugely elaborated on DikuMUDs. In addition, once scripting hit, DikuMUDs arguably saw the flowering of quests to a level unseen in other codebases. Diku derivatives gained things like banks, auction houses, PvP systems, player-formed clans, moods systems, player government systems, overhead ASCII maps, and even tags for sound effects. Many Dikus had strict enforcement of rules regarding roleplaying, and even required players to stay in character at all times, or submit essays as applications to play. Despite this, the core remained hack n slash, with many terming Diku gameplay “roll-playing.” If Abers set the template, Diku was the root from which a huge portion of muds sprang, because they were so easy to get running (though hard to customize). As the initial code was release as open source (though not under what we would today call an open license), many variants were made and also released, and many of these then also resulted in derivatives, etc. When I did the tally in the late 90s, Diku-derived muds accounted for around 60% of all muds running. Considering there were at least three other major codebases and traditions with radically different architures and significantly more power and flexibility, this was quite an achievement. By the end of their dominance, the Dikus were beginning to rival other codebases such as MOOs and LPMuds in flexibility, whilst still retaining a simpler core architecture than either. Because they were template fill-in-the-blank muds, most of them were very similar, and had to differentiate solely on their worldbuilding and fiction. However, few altered the basic combat equation. Among other terms “tanking” “nuking” and the like were common. (Thieves were sort of a nuker, in some ways — they were used to initiate combat with a “backstab” attack that did up to quadruple damage — they then they had to get out of the way! They were also used as scouts because they could move without triggering aggro). In fact, “kiting” also took place quite a lot, by leading high level aggressive mobs into low level areas. Everquest was created by players of DikuMUDs (specifically Forgotten Realms ones — Sojourn, Toril, Duris), and even had the same wording for many server-generated messages (”it begins to rain,” which was completely superfluous for a 3d game!). It played so similarly to its inspirations that some wondered if it actually was a DikuMUD, with graphics added on. See here for the resolution of that (false) rumor. Meridian 59 had DikuMUD players on its team. UO had three Diku players on the original core team (and a couple folks from other codebases). Of the early MMORPGs, UO played the least like a Diku, whereas the line of inheritance from Diku to EQ and thence to WoW is completely undeniable. In the end, the central elements of phase-based combat, combat states, cool-down based special attacks, tank-healer-nuker triad, and basic aggro management are what you play today in WoW. A Diku player from the late mudding period would feel completely at home if you just gave them slash commands and a text box. They’d be astonished by the number of quests, would think the crafting system was insane, and would think that the entire PvP system was either a rip from an EmlenMUD or was teleporting you to HoloMUD, in the case of the battlefields. Even raids would feel a lot like a “group of groups” tackling a level 50, albeit at a scale smaller; I recall participating in a “raidish” encounter on Worlds of Carnage against a dragon in a tower which nearly “wiped,” consisting of a half dozen maxed out characters and an assortment of lower ones. My character, who was the lowest there by far, happened to get in the final blow and was the sole survivor, and gained five levels in one fell swoop. While it is true that many of these core elements stretch back to AD&D, the fact is that as a pen and paper game, AD&D played quite differently when in the hands of an expert group. Similarly, even though there were plenty of of hack n slash tropes in place in AberMuds and various LPMud mudlibs (a mudlib is more or less a ruleset… that’s a whole other article!), or in standalone games such as the Wizardry and Might & Magic series, there was a very specific “feel” to how Dikus played, and this remained even across all the many children codebases (the DikuMUD home page has a family tree of these). In the end, if you play modern MMORPGs, you are playing what to a veteran feels strongly reminiscent of what they saw when they headed out of Midgaard and towards Haon Dor to go kill giant spiders, in 1991. Hope that answers your question! Everything above is from memory, so dinos, feel free to jump in and correct me. |
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Posted: 09 Jan 2009 07:10 PM CST 看了一下今年的决赛入围名单(Seumas McNally Grand Prize)感觉今年的游戏没有08年的素质高,游戏给人的惊喜不大。08年的独立游戏节带来了太多的惊喜。 最终入围的Crayon Physics Deluxe、World of Goo、Audiosurf、Noitu Love 2: Devolution、Hammerfall每一个都是高素质的游戏。不输与那些大制作、大投资的游戏。每一个游戏出来都引起了不小的轰动,特别是Crayon Physics Deluxe、World of Goo、Audiosurf。 现在08年最终入围的游戏名单中只有Hammerfall没有发售,Hammerfall是我最为期待的游戏。不知道老毛子还要拖到什么时候。都09年了呀!还一点消息都没有 ●≥﹏≤●
2009年独立游戏游戏节决赛入围名单
Osmos(个人最为看好的游戏) 感觉就是一个大鱼吃小鱼的游戏。不过游戏里玩家MS是一种细胞,必须通过不断的吞噬其他细胞才能变得更大更强,不过必须要喷射自己的物质才能移动。Osmos的音乐和画面把游戏的意境营造得很不错,很容易上瘾。感觉这就是我喜欢的那一类比较意识流的游戏。
Blueberry Garden (蓝莓花园 直译太无聊了 表达不了游戏的意境吧) 看视频,像是个横板游戏。看好这个游戏,音乐和画面风格很不错。这类游戏很容易拿奖。不过官网ms是挂了。
XOBX LIVE上的游戏,XBOX360上的游戏。看了视频后觉得挺一般。
算是个及时战略游戏吧。有点意思。关注一下。
介绍说的是一个横板解密游戏,玩家操纵一个球。看游戏画面也是比较容易拿奖的一类游戏。目前游戏只有这张截图。
画面风格也是比较有特色的。开始的时候只有MAC版,现在MS有PC版了。以前在空间上还有一个MAC版的DEMO。MS现在官网没有提供下载了.......
完整的名单
Seumas McNally Grand Prize:
Excellence in Visual Art:
Excellence in Audio:
Excellence in Design:
Innovation Award:
Technical Excellence: Copyright © 2007 Dieser Feed ist nur für den persönlichen, nicht gewerblichen Gebrauch bestimmt. Eine Verwendung dieses Feeds auf anderen Webseiten verstößt gegen das Urheberrecht. Wenn Sie diesen Inhalt nicht in Ihrem News-Reader lesen, so macht sich die Seite, die Sie betrachten, der Urheberrechtsverletzung schuldig. (digitalfingerprint: ) |
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MotorM4X offroad Extreme | 极限越野 Posted: 04 Jan 2009 02:37 AM CST 在开放的野外环境中冒险为什么不能是竞速游戏的主题?MotorM4X(后文简称M4X)的小组带着这样的质疑展开了游戏的设计。经过两年的努力,我们看到了一款极为具有创新精神的驾驶游戏。
“新标准”是M4X的关键字。在竞速游戏领域里,有一个特殊的定义,叫做“真实”。带有引号的真实是指玩家在游戏中可以选择去做的事情和游戏提供的可能性,当在现实中一些习以为常的事在游戏中无法完成的时候,玩家就会感觉到很不真实。有趣的是,玩家对游戏的要求会因为现实中人们受到的规则限制有关。举例来说,在街道上开车,想要停车后下车散步是一种很自然的想法,但是大多数竞速游戏都无法满足这样的要求。反过来,在赛车场上开车,大家都知道想要随心所欲的下车时不太可能的,所以面对游戏限制禁止下车则不会感到有什么不合理。 那么,以真实的角度来看,以往的户外竞速游戏,大多离户外这个词太远,完全没有真实感……没有可以自由选择的道路,没有可以细节驾驭的车辆,更不提下车活动等内容。基本上只是一个地面换成泥土,赛车换成越野车的赛车游戏而已。 随机文章:从极品飞车的停开新闻开始 | 一些后话 2008-12-23 Need for Speed: Undercover | 无间风云的遗憾 2008-11-27 极品飞车:无间风云 | Need for Speed: Undercover 2008-11-01 极限飚车的极限问题 | Level-R 2008-10-17 力、美与灵魂 | Power, Beauty and Soul 2008-09-26 收藏到:Del.icio.us |
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[XAML学习资料] 验证用户提供的数据ValidationRule - .NET人字拖- 博客园 Posted: 09 Jan 2009 11:34 PM CST NET(42) · C#3.0+(11) · C/C++(16) · CommunityServer(7) · Database(10) · Enterprise Library (7) · JavaScript(10) · ServerContols(7) · UML(1) · VC++/MFC(8) · WPF/SilverLight(6) · XNA Game(2) · 翻译(4) · 今天我当家(7) · 设计模式(2) ...
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Posted: 09 Jan 2009 10:22 PM CST
游戏界中历史悠久的系列作可谓不少,虽然往往意味着某种因循守旧,然而硬币的反面就是这类经典续作,很能满足老玩家的怀旧心理,宇宙巡航机V正是这样的作品。
Ps: 同是经典续作,KONAMI在宇宙巡航机魂斗罗和恶魔城上却采取了截然不同的做法,前两者都选择在2d+3d画面下尽量维持原作风韵,恶魔城则完全3d化彻底推倒重来,市场上前者好评显然高于后者。 |
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Posted: 09 Jan 2009 08:36 PM CST 如同乐章一般,每一款游戏都有游戏自身的节奏,这种节奏有的是游戏类型本身所赋予的,而有的则是游戏设计所带来的。而玩家在游戏过程中则能够体会到这种潜在的节奏感,同时对于设计者来说,把握和控制游戏节奏,则影响到游戏产品的品质、特性, ...
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四海一家world one: 特写:一个美国游戏人在上海的创业之路 Posted: 09 Jan 2009 09:20 PM CST 具备至少五年从业经验的首席关卡设计师SunYiMing对此赞赏道:"在这里工作确实与某些知名公司大不一样,没有那种知之甚少却颐指气使的大人物,每个人都能自由发表看法";另一位关卡设计师JiFeng附和道:"美国老板比较平易近人,对每个人都很好。" ...
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Posted: 09 Jan 2009 09:35 PM CST 历史 历史上,森林巨魔曾经控制着洛丹伦的大片地区。他们的王国,名为祖阿曼。目前这片名为祖阿曼的地区,曾经是他们的政治中心。几个世纪之前,高等精灵和人类曾经联合起来打败了这位国王,巨魔几乎被赶尽杀绝。现在,巨魔们的国王仅仅控制着洛丹伦东北方的一小片地区。在漫长的岁月里,巨魔们逐渐放弃了他们的大国梦,但仍然悉心守护着这片狭小的领土。巨魔的军团在森林里巡逻,杀死巨魔以外所有的生物(和死物)及林中的野兽。他们崇拜远古的神祗,不过外人很难搞清楚这些神祗到底是来自古代神话还是由巨魔巫医们臆造出来的。 虽然巨魔国王早已不复存在,他们仍然控制着这片名为祖阿曼的广袤森林。他们的领土曾经横跨整个大陆,严重威胁着新生的人类国家和羽翼未丰的奎尔萨拉斯王庭。但随着高等精灵将法术知识传授给人类,两大种族联合起来打败了森林巨魔的国王,将祖阿曼的领地压缩到现在的大小。巨魔们始终不曾接受这样的溃败,更不会忘记人类和精灵对他们的屠杀。随着洛丹伦和奎尔萨拉斯的沦陷,这些巨魔正试图夺回领土,重建帝国。 巨魔对外人一律格杀勿论,经过此地的探险者们必须小心行事。不过探险者在这里也并非毫无盟友。一些高等精灵从奎尔萨拉斯逃出以后,选择了往南退避,如今正在这片森林里流浪。还有那些早在巨魔来到之前就定居在此的,尚未被杀死的生物(随时可能成为巨魔生番的盘中餐)。还有一些前来剿灭高等精灵的天灾士兵也在此地出没。 森林巨魔的领地祖阿曼是一片黑暗的原始森林。巨魔的巫术力量影响了气候,古老的金字塔高耸入云。随着洛丹伦和奎尔萨拉斯的沦陷,他们向各地派出了士兵,开阔疆土,试图重建巨魔帝国。术士金萨克(Jin'zakk)正领导着这些巨魔,他的巫医和萨满祭司为他们提供了魔法上的支援。 人文 森林巨魔是一个野蛮的种族。他们滥用邪恶的巫术,崇拜一些被他们称为森林诸神的原始生物。森林巨魔还是一个凶残的食人种族,自己的族人与敌人都可以成为他们的食物。他们憎恨人类和精灵,因为这些人在几个世纪前曾屠杀了无数巨魔,还夺走了他们的领土。在第二次兽人战争中,森林巨魔曾加入过部落,因为兽人当时许诺过要帮助他们向洛丹伦和奎尔萨拉斯复仇。但是连兽人也受不了他们的野蛮行径,所以巨魔现在同样痛恨兽人,认为他们背叛了当初的承诺。总而言之,森林巨魔痛恨所有人——包括自己的族人。 祖阿曼的最高领袖是巫医,其下则是萨满祭司和酋长。但术士金萨克是一个例外。巫医主要依靠魔法的力量,而萨满祭司则使用神圣法术。森林巨魔的社会活动主要围绕渔猎、萨满教和巫术展开。尤拉特(Ula-Tek)的神龛是他们的统治中心,那是一座巨大的金字塔建筑,具有神圣的地位。森林巨魔属于父系社会,但狡猾凶狠的女性偶尔也能掌握大权。这些巨魔尚处在原始社会,只掌握了极少的冶炼技术,对蒸汽技术更是一无所知。他们都精擅投掷武器,比如斧子和长矛。 随着洛丹伦和奎尔萨拉斯双双陷落,森林巨魔看到了重建旧日帝国的希望。他们正在不断扩张领土。巨魔军团向着南方、北方和西方进发,想要收复失地。巨魔人口众多——大约有20,000人口,且大部分都是熟练的猎手(女性同样如此)。长达几个世纪的战争磨练了他们的战术水平。祖阿曼单独对抗天灾军团的胜算极低。但如果采用适当的方法(或许可以让牛头人或地精去试试?),并许诺帮助他们建国,他们也许愿意与别人建立同盟。 和所有的巨魔一样,祖阿曼的森林巨魔都长得又瘦又结实。他们长着长耳朵,长鼻子和突出的犬牙,相貌粗野,肤色从深棕到浅绿不等。许多森林巨魔都佩带着粗糙的饰物,大多为木制或骨制,多为项链或耳环鼻环等。男性巨魔大多留着高高的,染过的莫希干头,有些还刺着纹身。森林巨魔以部落的形式聚居,如黑叶(Blackleaf)和枯树(Treeblight)部落。同一个部落的成员通常比较团结。 一些奎尔多雷精灵同样迷失在祖阿曼的森林里。这些散失在祖阿曼的高等精灵对天灾军团仍有一定的价值。亡灵天灾法师鲁萨德(Ru'sad)正领导着天灾军团。相比天灾军团,精灵们更加熟悉森林,食尸鬼和僵尸走过草丛时发出的声音早就惊动了他们。石像鬼相对更有效一些,他们飞过林间空地和密林,帮助天灾军团和斯坦索姆的军团领袖侦察祖阿曼的情况。这些石像鬼曾帮助天灾军团发现了一个精灵的避难所,并乘这些精灵睡觉时杀死了他们。 天灾军团相信,完全摧毁高等精灵只是一个时间问题。他们要防止这些精灵与希尔斯布莱德或卡兹莫丹的盟友汇合或团结到一起。他们不能让精灵们恢复太阳之井。
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Posted: 31 Dec 2007 10:00 AM CST |
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2009年<b>独立游戏</b>游戏节决赛入围名单出来了! | New Beginning Posted: 09 Jan 2009 07:26 PM CST 看了一下今年的决赛入围名单(Seumas McNally Grand Prize)感觉今年的游戏没有08年的素质高,游戏给人的惊喜不大。08年的独立游戏节带来了太多的惊喜。 最终入围的Crayon Physics Deluxe、World of Goo、Audiosurf、Noitu Love 2: Devolutio.
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MotorM4X offroad Extreme | 极限越野 Posted: 04 Jan 2009 02:37 AM CST 在开放的野外环境中冒险为什么不能是竞速游戏的主题?MotorM4X(后文简称M4X)的小组带着这样的质疑展开了游戏的设计。经过两年的努力,我们看到了一款极为具有创新精神的驾驶游戏。
“新标准”是M4X的关键字。在竞速游戏领域里,有一个特殊的定义,叫做“真实”。带有引号的真实是指玩家在游戏中可以选择去做的事情和游戏提供的可能性,当在现实中一些习以为常的事在游戏中无法完成的时候,玩家就会感觉到很不真实。有趣的是,玩家对游戏的要求会因为现实中人们受到的规则限制有关。举例来说,在街道上开车,想要停车后下车散步是一种很自然的想法,但是大多数竞速游戏都无法满足这样的要求。反过来,在赛车场上开车,大家都知道想要随心所欲的下车时不太可能的,所以面对游戏限制禁止下车则不会感到有什么不合理。 那么,以真实的角度来看,以往的户外竞速游戏,大多离户外这个词太远,完全没有真实感……没有可以自由选择的道路,没有可以细节驾驭的车辆,更不提下车活动等内容。基本上只是一个地面换成泥土,赛车换成越野车的赛车游戏而已。 随机文章:从极品飞车的停开新闻开始 | 一些后话 2008-12-23 Need for Speed: Undercover | 无间风云的遗憾 2008-11-27 极品飞车:无间风云 | Need for Speed: Undercover 2008-11-01 极限飚车的极限问题 | Level-R 2008-10-17 力、美与灵魂 | Power, Beauty and Soul 2008-09-26 收藏到:Del.icio.us |
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Posted: 09 Jan 2009 05:44 PM CST I’ve mentioned many times here my love of Neil Gaiman’s work. Well, check out what happened to this other blog that apparently mentioned it more times than me.
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Posted: 11 Jan 2009 07:50 AM CST http://www.ogre3d.org/wiki/index.php/ButtonGUI buttonGUI是一個for OGRE用的小型GUI,作者認為目前的GUI都太複雜且太肥了,很多業餘使用者並不需要這麼多的功能,而他認為目前最接近他理想的輕型GUI有兩個,一個是Navi,一個是betaGUI;這兩款各有其優缺點: (觀看全文...) |
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Posted: 11 Jan 2009 06:21 AM CST 回 Percy: 回半路: 我會努力的~ 祝今年大家一切順利。 ^_^ |
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Posted: 11 Jan 2009 06:17 AM CST 算起来今年我才是真正体会到了春运对我的影响。 往年的时候,读书时不用担心票的事,都人进校园来代订学生票;08年的春节早早的就回家了,连春运的影子都没摸着。 今年,不但感受到了春运票务的压力,还感受到了假期太短而带来的痛苦。 最近由于需要帮朋友买20-21之间的票,可谓是找遍了方法。
过年的日期日近,到底该如何才能得到这张小小的回家的车票呢? 看完这篇了还可以顺便看看下面的…
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Posted: 11 Jan 2009 06:04 AM CST 刚看了2D游戏《大明龙权》的视频,对于2D游戏来说,算是国产研发的高手了,有点感慨。战斗体验做得不错,我喜欢。有兴趣的不妨Google些视频来瞧瞧。
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Posted: 11 Jan 2009 03:50 AM CST |
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Posted: 11 Jan 2009 03:33 AM CST 2008年的梦幻西游有着太多美好而难忘的回忆。 08年,《梦幻西游》迎来了232万同时在线;08年,《梦幻西游》最新资料片坐骑天下与玩家见面;08年,《梦幻西游》推出跨服挑战系统、社区系统;08年《梦幻西游》成功举办了助圣火传递,为中国喝彩、12人物玩家宝贝大评选等等精彩活动……然而,要我说,最最具有影响力,最让你兴奋和感动的是——《梦幻西游》于2008年12月30日在全服正式推出保证好玩计划,超长体验状态,欠费300点,梦幻玩不停 什么?你说才300点不过瘾?!老大,这你就错啦,300点已经足够让你玩梦幻不花钱了。玩梦幻不花钱?没错!不要怀疑自己的耳朵,玩梦幻就是可以不花钱。让小编俺来为各位大大们解释下如何爽歪歪地进入免费玩梦幻的幸福生活吧 日常赚钱方法: 赚钱方法一:师门任务,从各人门派师傅那领的每天前20个师门任务都不可丢弃。双倍经验和金钱奖励哦,绝对让你赚的轻松又愉快。 赚钱方法二:抓鬼任务,地府钟馗那领任务,每次打完鬼,都可以得到一些经验和钱,10个鬼为一轮,完成一轮后队长100%能得额外物品奖励,队员也有20%的几率得,是不是天上掉馅饼呢。 赚钱方法三:运镖任务,长安镖局的郑镖头那领任务。这个只需要对路线熟悉,有个厉害点的宝宝,就可以了。有时间就多跑几次,还有机会得到阵书。卖个几十万真是零风险的买卖啊。 当然,日常赚钱的方法还有太多太多,例如打宝图、钓鱼、封妖、跑商、过剧情等等,实在是数不胜数。除此之外,勤劳的玩家还可以学习各种帮派技能和剧情技能,例如打造、炼金、裁缝、制药、烹饪、插旗、古董等等,有一点可以肯定,那是绝对不会亏的,聪明的玩家擅于利用这些技能,那利润真是成倍增长哦。还不只哦,不少玩家在游戏中开店铺,摆摊位,生意那是做得如鱼得水,每天少则几百万,多则上千万梦幻币的入账,绝对可以让你过上富人的生活。 总之,梦幻西游中赚钱的途径是多种多样,五花八门,只要玩家稍加努力,不费什么力气就能过上自给自足甚至奔小康的美好生活。嘿嘿,有了大把的梦幻币以后,玩家就可以直接在游戏中购买点卡了。300点的充裕时间再加上平时的积累,已经足够大部分玩家赚到赖以生存的点卡钱了,这样岂不是将梦幻一直免费到底吗 在网游市场猛刮游戏免费、道具收费风潮的今天,《梦幻西游》仍然以2亿多注册用户、232万人同时在线的事实牢牢稳坐国产网游头把交椅。有玩家称,所谓免费游戏,实际上是富人游戏,只要有钱就可以买到好的道具,在游戏中玩得比较爽,而穷人是根本体会不到游戏的乐趣的。但是,《梦幻西游》决不是这样,优秀的运营品质,公正公平的游戏环境,多样的玩法体验,再加上为玩家贴心打造的保证好玩计划的推出,谁能否认,梦幻西游其实才是符合中国诚信之风潮的、真正意义上的免费又好玩的游戏呢 更多内容请浏览保证好玩专题页面>> |
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Posted: 11 Jan 2009 03:27 AM CST |
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Posted: 11 Jan 2009 03:21 AM CST 【背景资料】 网易互动娱乐有限公司(网易):在国内众多网络游戏供应商中,网易是其中少数拥有自主开发能力的公司,拥有高素质的精英团队及先进的网络技术,在开发互联网应用、服务及其它技术方面具有领先优势,立足于本土文化更了解国内网络游戏玩家的需求、口味及文化背景,因此能针对性强地开发最合适的游戏产品。目前,网易游戏已占据国内网游市场最大份额,成为国内自主研发和自主运营能力最强的网络游戏厂商,其旗下《大话西游》系列和《梦幻西游》,拥有注册用户超过3亿,同时在线人数超过300万。 美奇扭蛋玩具贸易(深圳)有限公司(美奇扭蛋基地):成立于2006年,是全国独家集研发设计﹑市场销售﹑网络销售﹑生产物流于一体的电子扭蛋基地。其前身系创办于1963年的美奇塑胶厂,已有50多年的玩具制造历史,具备扎实的技术基础和完善的质量管理体系。现有员工2500多名,占地面积8万平方米,是我国最大的扭蛋品牌。曾于07年研制出全国首台电子扭蛋机,打破了日本扭蛋一统天下的尴尬局面。经过两年多的发展,美奇扭蛋已拥有一支国际化的运营团队、丰富的市场经验、思潮新颖的设计队伍及覆盖全国的多级别、扁平化的发行销售网络,美奇扭蛋已在国内具有一定的市场影响力。 (1月7日,北京)中国原创网游第一品牌网易(股票代码:NTES)与民族原创玩具品牌美奇扭蛋基地,在北京梅地亚中心举办主题为“中国创造,共抗风暴”的战略合作新闻发布会,双方就网易周边授权等事宜签署合作协议,正式宣布网易将授权美奇对网易旗下拳头游戏产品《梦幻西游》、《大话西游Ⅱ》和《大话西游3》相关周边产品进行开发。出席本次发布会的双方企业代表有网易在线游戏事业部战略发展总监庞大智先生和美奇扭蛋基地的董事长谭志诚先生。
网易和美奇双方就周边的授权合作达成共识:美奇未来将开发网易《梦幻西游》、《大话西游Ⅱ》和《大话西游3》系列主题扭蛋,将中国玩家熟悉的网络游戏素材搬到广受消费者喜爱的扭蛋产品上。授权内容包括设计、生产和销售等方面,相关产品预计在2月下旬陆续上市。新闻发布会上展示了美奇最新研制的西游主题扭蛋机和扭蛋,并为“首届美奇扭蛋设计大赛”的获奖者颁发了奖金和奖品。
会上,美奇董事长谭志诚表示:美奇作为民族原创玩具品牌,一直以来致力于生产高品质的玩具产品,近年来积极转型国内市场,加大开发投入,希望能为国内消费者奉献更多有中国特色、有创意的产品。美奇与网易达成这次合作,希望双方建立起长期的战略合作关系,充分引入网易创意、大力推广美奇创新,共同推进玩具制造行业的中国创造,携手抗击金融海啸。网易在线游戏事业部战略发展总监庞大智认为:网络游戏作为高速发展的文化创意产业,衍生出周边玩具制造等二级市场链条。随着网易游戏用户群的扩大,我们也很希望把网络游戏的文化内涵有形化,深化玩家的认同感。我们一直在积极寻找富有设计创意和市场运营能力的合作伙伴。此次与美奇的合作,可以预期未来的网易游戏周边市场将更上一个台阶。
近年,网游产业兴盛发展,仅网易旗下两款拳头产品《梦幻西游》和《大话西游Ⅱ》便有超过3亿注册用户,超过300万的同时在线。庞大的玩家用户群存在着巨大的消费潜力,也拉动了周边市场的需求。有实力的制造企业进入周边,拥有合法授权,在扩大网游文化创意的有形价值、活跃周边市场等方面将起到不可低估的积极作用。而传统的玩具制造业突破自身行业局限,搭上新兴产业网游的顺风车,在增强传统产业的适应性的同时,也促进了市场产业优化升级。普遍认为,本次合作为新兴文化创意产业和传统玩具制造业创建了一条新型“中国创造”之路,具有长远的社会经济效益。
(您也可通过手机访问wap.nie.163.com及时了解以上内容。) |
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Game Design Outside: GameDev.net日报200812030 十大<b>XNA</b>社区游戏 Posted: 10 Jan 2009 11:07 PM CST 最后,Gamasutra网站发布了它的2008年XNA社区的十大游戏。个人而言,我认为James Silva的《洗碗机》(Dishwasher )应该位列榜首,除非这游戏被认为是一款完整的Xbox Live Arcade游戏。当然咯,我无意贬低榜单上的任意一款游戏,这是对入榜游戏质量的肯定 ...
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Posted: 11 Jan 2009 02:29 AM CST 2009年度, 独立游戏节(IGF)提名游戏详细介绍. 包括提名游戏的提名奖项, 官方网站, 游戏简介等.
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Posted: 11 Jan 2009 03:18 AM CST 新年伊始,网易经典回合制网游《大话西游Ⅱ》迎来了大好消息,在腾讯举办的“网游风云榜2008”活动中,大话Ⅱ荣获2008年度“十大最受欢迎网络游戏”大奖。这一大奖为大话Ⅱ在2008年所获得89万新高的辉煌荣誉上,再添一笔华彩! “十大最受欢迎网络游戏”大奖完全由玩家投票评选,候选名单中汇集了全国最高人气的游戏,而获奖游戏更加证实了其号召力和凝聚力!大话Ⅱ走过这经典的六年,赢得了897421的新高人气,更凝聚了89万玩家的力量! 让人感动的不仅仅是丰盛的收获,还有过程中玩家所表现的热情和投入,当中有热心玩家四处拉票,更有美女玩家出尽浑身解数,不但号召帮内好友,还拍摄拉票视频,游戏里投票热情高涨!大话Ⅱ衷心感谢所有曾经祝福大话Ⅱ,帮助大话Ⅱ的玩家!有你们的支持才有大话Ⅱ的经典!
更加值得高兴的是,大话Ⅱ以排名第三入选“最佳回合制游戏”大奖!最终结果将在1月9日的颁奖礼中揭晓。我们期待迎接多一份的荣耀! |
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Posted: 11 Jan 2009 02:21 AM CST i think there should be an online world in which there is 4 kingdoms the kings
civilians
fighting style
wilderness
weapons and armour
war
accounts
money
you will need experience in order to make better items etc.... that kind of experience doesn't go away bow's and magic
heroes
dragon's
god
married
prison
over throwing
damage system
this would proly be a 2 d game looking down like the old runescape or something and online game like runescape free from browser (like looking 5 meters / 30 feet above ur guy... you can change Ur view and what not) i don't think there should be perk's with real money but the game creator has that option if he wants that or not. just it would wreck the game. but they need to get money from it some how. put all that time in it and get nothing out of it... but it would be nice if it was free.. and ya that is my idea for a game. |
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[新闻] 本土作战(Minor Battle)-视频预告发布 Posted: 11 Jan 2009 01:24 AM CST Minor Battle 是一款显示在多屏幕上的联机游戏. 通过把多个屏幕摆在一起, 形成一个虚拟的空间. 玩家为了完成团队作战, 需要在现实中不停的绕着屏幕移动, 观察每个屏幕上的战况...
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本土作战(Minor Battle)-视频预告发布| <b>独立游戏</b>新闻| Game7z Indie <b>...</b> Posted: 11 Jan 2009 01:55 AM CST Minor Battle 是一款显示在多屏幕上的联机游戏. 通过把多个屏幕摆在一起, 形成一个虚拟的空间. 玩家为了完成团队作战, 需要在现实中不停的绕着屏幕移动, 观察每个屏幕上的战况...
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I’m a Darn Proud Cleaner (Are You?) Posted: 11 Jan 2009 01:09 AM CST Yesterday I spend several hours cleaning my email inbox, and got rid of hundreds of unread emails - and cleaned several folders I had created. I didn’t get to zero emails in my inbox, but with this pace I’m there (hopefully) very soon and tend to keep that way. It’s a wonderful feeling to see an empty folder (instead of a folder with hundreds of unread emails). How many unread emails you have in your email box? How often you clean your email? |
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Posted: 11 Jan 2009 05:05 PM CST 作者:北京公司/人力资源部 王先鹏 早晨,微风,光照,拱桥。后面的背景是入住的城堡酒店的主城堡和东西配楼。该城堡属巴洛克式的建筑风格,据说是参照法国十大贵族城堡之一为模型设计的。奥运期间还接待过俄罗斯奥运代表团。前面当然是几位漂亮的助理MM了,这幅图景,冬日里难得的和风拂面,阳光在肩,雕梁在后,溪水在侧。 |
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Posted: 10 Jan 2009 10:18 PM CST |
Bioshock Carries The Potential for Many Sequels, Says 2K President 2K老大放话:《生化奇兵》可能有多款续作 消息来源: What They Play 编译:叉包饭斯DKCK 2007年以独特的世界观征服广大玩家的 Xbox 360 经典作品《生化奇兵》(Bioshock,嗯,最近也出了PS3版)继去年公布了续作的消息之后,最近又传出了更多令人兴奋的消息。2K Games全球总裁 Christoph Hartmann 最近在接受游戏网站MCV采访时表示,Bioshock有潜力“走《星球大战》的系列化之路”(emulate the Star Wars series),其极具深度的故事和游戏方式有望制作出多达5个续作。 Hartmann表示,他并不想榨干Bioshock系列的产权,所以“五款续作”的说法并不是什么严肃的承诺,而只是一个构思。他 说:“Bioshock这样的作品,故事的驱动力太强,问题随之而来:你能坚持多久,不把这款作品弄成《黑客帝国》(The Matrix)?《黑客帝国》第一部绝赞,第二部有点令人费解,到了第三部你就要发问‘到底谁是好人谁是坏蛋?’当然,看看《星球大战》系列。这是正邪大 战,就和Bioshock一样。如果我们能把握正确的创新方向,那么我们把整个系列做成六个部分也不是不可以,像《星球大战》那样。” “当然,我们要小心不要把钱套进去。” 去年公布的Bioshock 2从故事上来说应该是前传。多部作品,打造成系列史诗的想法听起来非常有趣。当然,估计像Hartmann这样恶趣味的电影观众可能并不多。要知道一堆星战迷可并不认为Lucas那些前传配得上《星战》的名号。(叉包:这个贱人显然也根本没看懂《黑客帝国》这个不可分割的三部曲。太没内涵了。) 系列化,就注定要渣么?嗯,2009年有两部halo作品,Halo Wars,Halo ODST,你们这些软匪就等着看下场吧~~ 随机文章:BioShock《生化奇兵》PS3版发售消息官方确认 2008-06-04 [叉包文集] 深蓝色幽闭 ——BioShock玩余随笔 2008-06-04 [叉包文集] 深海镇魂曲 ——《生化奇兵》深层解读 2008-06-04 《太空围攻》预览 2008-07-01 《地牢围攻》重温计划开始 2008-06-23 |
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Posted: 10 Jan 2009 11:13 PM CST This was posted on the forums, but it is such an awesome solution that I thought it needed to be posted on the front page. Thanks enzym!
Keep the awesome stuff coming. |
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2008年度-游戏开发者选择奖-公开接受提名| <b>独立游戏</b>新闻| Game7z Indie <b>...</b> Posted: 02 Jan 2009 02:00 AM CST 眼看08年就要结束了, 游戏开发者大会(GDC)的组织者举办的2008年度游戏开发者选择奖, 现在正公开接受提名. 此次提名通过互联网进行, 只要有Gamasutra.com的帐户就可以参与.
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Critical Bits for the week ending 2009-01-10 Posted: 10 Jan 2009 09:59 PM CST
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Posted: 12 Jan 2009 09:39 AM CST If you still have Christmas money to spend and are looking for videogames of the non-indie variety, today Amazon is doing its "Gold Box" deal with videogames. Each deal gets revealed one at a time throughout the day, for a limited time and quantity at a steep(ish) discount. They've got some hints ... there sounds like there's an RPG for the 360 getting discounted at 11:00 PST.
Worth taking a look, at least. Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 12 Jan 2009 08:53 AM CST |
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Posted: 12 Jan 2009 08:33 AM CST 偶尔,我会在公众场合上网。但是不敢以自己的身份登陆任何网站。这年头,自己家的机器都不安全了(使用非 Windows 平台的除外),哪敢信任不知底细的机器啊。 话说,我是没买过没用过笔记本的,对这个东西比较抵触。之前已经极大的挖掘了 Palm 手机的功能,比如可以用 ssh 登陆远程自己的机器。可以用浏览器访问一些简单的控制界面等等。只要在自己放在公网上的服务器配置好了,问题都不大。记得有一天,我想看一个网站上的图片,但是手机浏览器对那个网站的页面罢工。我是先 ssh 登陆到自己服务器,用 wget 下载下页面,再用 grep 分析 html ,然后 wget 下图片。并用 ImageMagick 缩小,压缩转换格式。最后放到自己的 web server 上,让手机浏览器可以顺利观看的。(顺便节约了许多 GRPS 流量) 这套方案用起来过于繁琐,也有很大的局限性。 昨天睡觉的时候胡思乱想。如果能弄一套通用的东西,或许就可以让我放心的去用别人的机器了。比如出差的时候突然需要上网,光靠手机又不够的时候,可以冲到网吧里暂时用一下。 当然一切技术方案都不是完美的,只能尽可能的做到安全了。另外需要使用方便,不需要安装额外的软件。在大多数可以连接互联网的桌面系统上,最低软件配置应该至少有个浏览器吧,只能打这个的主意了。 为了防止被人在本机之外截走网络包(例如网吧的网关被动了手脚),应该做一个 https 连接的 proxy 。我想会有现成的软件的。 通过 https 的 proxy 访问自己想访问的网站,大多数线路上的安全问题可以放心了。这个 proxy 应该可以帮我保存所有的 cookie 在 proxy server 端,保证不泄露隐私。 第二步,我不能在非自己的机器上输入任何的用户名、密码。因为无法确认键盘是否被监听。不光是键盘输入,其实,无论以任何方式的输入,都不应该让密码存在于陌生的机器内存中。使用 usb key 或许是一个好办法,但是不是所有的机器都有 usb 接口,有的话也不一定允许插入。 所以我想,最好的办法是,把自己的各组密码全部事先在安全的环境放在 proxy server 上。通过 proxy server 转发提交就可以了。如果需要管理的密码太多(比如我,每个地方用的密码全部不一样),就可以为每组密码设置一个自己明白的字符串标识,下拉选择。 第三,这个 https 的 web proxy 系统如何安全登陆呢? 最简单的方法是事先生成一组一次性密码(OTP),用掉一个就销毁一个。出门前抄在本子上,或放在手机里。 btw, OTP 其实是个很廉价且安全的方案,建议游戏里用 :D 比如允许用户在安全环境下索取一组 OTP 自己打印出来放着。然后在自己不放心的环境下使用。这里面会有些设计上的细节,不展开分析了。 嗯,不知道做上面这样一套东西麻不麻烦。是不是有开源的东西改吧改吧,拼拼凑凑就能做出来。 :D |
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Ragdoll Acrobats: An Interview with IGF Finalists CarneyVale: Showtime Team Posted: 12 Jan 2009 03:30 AM CST |
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Ask the Experts: Informational Interviews Posted: 12 Jan 2009 03:20 AM CST
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Game Developer Layoffs: The Real Story Posted: 12 Jan 2009 11:00 AM CST |
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Posted: 12 Jan 2009 01:22 AM CST 2d横板的platformer game。玩家可以控制镜头照相,捕捉移动物体,完成谜题。有点新意。2009年独立游戏节Excellence in Design入围。 开发者Kyle Pulver (Verge) and Peter Jones |
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[推荐] 洗脑管道(BrainPipe)-邪恶外星人的洗脑工具 Posted: 12 Jan 2009 07:05 AM CST BrainPipe是一款第一人称视角的动作游戏. 玩家在一个绚丽多彩的管道里飞行, 收集象形文字一样的符号, 躲避各种障碍物...
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Posted: 12 Jan 2009 05:38 AM CST 来源: www.levelup.cn 时间:2009-1-10 编辑:六段音速 以我们的立场来说,只有游戏才是最重要的,但遗憾的是,今年的国际消费电子展上并没有出现太多新鲜的东西。不过这也不能算是出人意料,毕竟对PS3和X360这样上市已经好几年的电子产品来说,CES不是一个合适的舞台。 索尼和微软都在今年的CES展台上提供了各自的游戏试玩,不过这其中尚未发售的新作少得可怜,PS3上只有《杀戮地带2》和《抵抗 惩罚》,X360上是《战锤40000:战争黎明2》和《光环战争》。 相比之下,索尼的游戏展台更倾向于向观众介绍那些神乎其神的新技术,比如PSP与PS3和其他索尼牌子家电的互动性,其中包括一个使用PSP接收网络广播的新功能。而微软的展台,今年把大片空间留给了《班卓熊》和《高歌红唇》这样的家庭向和休闲向游戏。 下面是索尼和微软在今年CES上展示的游戏相关产品的详细名单,另外今年现场有不少音乐游戏的体验,包括《摇滚乐队》和《吉他英雄》。 微软: 战争机器2/Gears of War 2 索尼: 杀戮地带2/Killzone 2 标签 Fable, Halo, PS3, xbox360, 战争机器, 最新游戏, 辐射相关日志
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Posted: 12 Jan 2009 09:12 AM CST A few days ago I sent an message to my distribution list (full text below the fold) telling everyone that I'm starting to sort my Inbox using a currency called the Serio. The Serio is a virtual currency that can be attached to emails. Since it is a scarce resource, I know that a message with more Serios attached means more to the person who sent it. For that reason alone, I should pay more attention to that message. That was my reasoning. Since I sent the note out, there has been quite a lot of negative reaction. That is not all that surprising if you know much about the history of public reaction to prices - people hate them. Making things more heated in this case is the frequency with which people think that virtual is the same as digital which is then thought to be costless. As a result, the idea of applying a price in terms of a virtual good, to ration attention, a good that has always been thought to be free, has stoked some angry discussion. The anger in turn calls for a calm reflection on what prices are, why we have them, how virtuality changes prices, and how all of these things relate to human well-being. First, text of my mail: *** BEGIN QUOTE No
big news; I'm just letting you know that from now on I'm going to be
sorting my Inbox using the Attent program, developed by Seriosity.
Attent allows senders to attach a virtual currency called the Serio to
emails. By design, Serios are in limited supply. An email with more
Serios attached means more to the sender. By attaching Serios to
messages, senders help receivers prioritize the flood of incoming
messages. It's the sort of thing that appeals to me: virtual currency,
economics, scarcity, fun, etc. *** END QUOTE I then added to my webpage some statements to the effect that, in general, I will not be responding to emails that have no Serios attached. What is the Serio? It is an invented money. Seriosity created an Outlook aplication called Attent that enables a user to attach Serios to email. The Serios are drawn from the user's Seriosity account. Seriosity refills the account with a certain amount of Serios every week, keeping a limited number of Serios in circulation. (It also makes sure the accounts and transactions are secure and don't get hacked, duped, or exploited.) Being limited in supply, Serios become valuable through a simple, unavoidable fact about the nature of economic human life: Opportunity Cost. Opportunity Cost is the true economic cost of any decision, and can be summed up as the value of what you might have done instead. If I spend a minute talking to Joe, I missed out on the opportunity of spending it talking to Jane. The lost value of talking to Jane is the true cost of talking to Joe. Thus while minutes are "free" - I don't have to buy them - nonetheless there is a real cost in using them, the opportunity cost. Using time itself is costly. Similarly, using Serios is costly: if I spend mine to get Barack Obama's attention, I can't spend them to get yours. Serios have value. Therefore a message that comes with Serios attached has cost the sender something. The sender is trying to get my attention when he could have tried to get someone else's attention. If I am just being respectful of people and their wishes, I ought to pay more attention to a message with more Serios attached - just as I ought to pay more attention when someone waves frantically at me rather than calmly at someone else. I trust they know what they are doing and are not going to the expense (physical and in terms of social embarassment) of waving like a lunatic for no good reason. So I perk up and ask what they need. Very natural. What would be very unnatural would be a system that did not allow people to up the ante when they needed more attention. Imagine if all babies cried at the same decibel level, or all gestures were the same. A man puts his hands to his neck; the viewer cannot tell whether he is looking for respect a la Rodney Dangerfield or choking to death. Though odd, this is the situation we have with email. I can use the Subject and From field to make an inference about whether the email might matter to me. But I have no idea how much the email matters to the sender. Sure, claims are made; but no one in his right mind delves quickly into every email labeled "IMPORTANT!" That's because it is too cheap and easy to write those letters - just look at junk snail mail. ("DO NOT DISCARD!!" Ha. First one in the bin.) Not knowing how important an email is to the sender, we tend to look into just about everything. Looking at email is a lot of work and it is inequitably distributed. As Clay Shirky has written, nothing about the digital age has changed the inequities inherent in human reputational networks. Though the cost of mail has fallen to zero, Oprah Winfrey still cannot read the mail of all of her fans. Indeed, the collapse of messaging's cost has only made the inequities worse, in that far more people now have the time and resources to satisfy their inclination to send messages to Oprah, but she has no more time to read them. If you really, really, REALLY need to get Oprah's attention, it's harder in the digital age, not easier. She is flooded with messages that all look the same. She has no way to tell who really has something to say and who doesn't. This is not a big deal for Oprah's business, but it is a crushing burden for many others. Managers of sizable corporate units now face exposure to thousands and thousands of emails a week, all of which look the same. One of those thousand message is pretty damn important, and to make sure she catches it the manager has to look through them all. It takes a lot of time, most of it wasted on "IMPORTANT! READ! Someone left an earring in the 3rd floor women's room." Estimates of the business cost of free email run to the billions of dollars. Heaven knows what poorly priced email costs people outside business. As I write this post, the AP reports that the the US Department of State nearly lost one of its communication systems due to email. It seems someone wrote a message to a huge list, and everyone responded to it - using 'Reply All.' The ensuing packet flood swamped the servers and led the department's leaders to threaten disciplinary actions against anyone using 'Reply All.' It's funny that people see a problem when the attention of a server gets swamped, but they ignore the same problem when it is not a server but a person drowning in the tide of information. Something is wrong with email and a lot of responses have been tried without success, all of them focusing on new things the receiver could do to assess all this information. of course, the problem is that the receiver is the person who is overwhelmed in the first place. It's like forcing the people whose river water is being polluted to do the cleaning at their own faucets, rather than putting the burden on the factory upstream to clean it at the source. The senders are the source of the problem; they are the ones who face a zero price for a thing that actually does have a cost. In this kind of problem, where prices are out of whack with actual costs, the best remedy is to make a price that reflects the real economic cost. In this way, the massive costs of email, once placed on the senders who create them, come into alignment with the benefits of email. You send an email when the benefit of sending it exceeds it price. If the price is zero, you send them all. That's too many. Therefore something is needed to make the price positive, so that not every single sendable thought actually gets sent. Businesses seem to face the greatest pain, and their costs were the main focus of Seriosity when I first consulted for them, back in 2004 or so. (Disclaimer: as a result of this prior consulting, I do have some stock options in the company. And I am writing this entire blog post because I hope to become fabulously rich by drumming up massive hype. Yep.) Anyways, I had no intention of using the Serio or anything else to sort my own Inbox. Bravely, and in retrospect naively, I felt I could manage it on my own, using receiver-side filters, priority colors, and a system of insider-outsider email addresses. But none of this works. It takes too much time to set up filters; I don't know whom to filter; and what about all the email I get from people I don't know. I have to examine every incoming message, and the examination time is the source of pain in the first place. Filters on my end don't eliminate examination time, they add more work to it. What I needed was a filter that senders could apply, as a legitimate signal on their part of how much they want me to see what they have to say. The Serio does this, so as my work with it continued, I came to wish I could implement it myself, not as a business unit manager but as just a guy with too much email. The Attent program, which is the way you attach Serios to emails, works in Outlook, so I hesitated to switch from Thunderbird. But it finally got to be too much, so I decided to go for it, and this resulted in the January 8 email. I have since learned that Seriosity now allows you to send Serios simply via the web - not attached to a particular email. Rather, you just go to http://www.seriosity.com/ss/sendserio.php and compose a message, attaching Serios from your account. They seem to have divorced the Serio from email per se - you could send someone 10,000 Serios with the message "Please have a close look at the comment I just put on your Facebook page." With this development, it seems like it ought to be quite easy now to orient attention with respect not only to what obviously seems important to me - an email from my brother - but also what seems important to someone else, someone I don't know. If I get an email with Serios attached, whether from the Outlook client or the web-sending tool, I'll know somebody went to some effort to get my attention. When it is a good message, I will be sure to send some back as a way of thanking them for getting their idea the attention it deserved, while saving me time (not to mention the risk of not seeing it at all). To me, this is entirely benign. A good development. Yet many people are angry and dismissive. I understand this in the same way that I understand the general opposition to things like gas taxes and parking fees. It is an old problem in economics: People hate to see prices on things even though they know that the things do have social costs. "Let someone else pay." Yet when the people creating the cost are not the people bearing the price, bad allocation results. Think what would happen if everyone could order a pizza for delivery and have the bill sent to the next person in the phone book. We would all order, and pay for, way too much pizza. Prices are not our enemy, they are our friends; they align the costs to individuals (the price) with the cost to society (the underlying opportunity cost of using the resource). When you have worked through the basic economics of a situation, you sometimes come to the conclusion that a good that seems to be "free" really isn't "free"; that this "free" good is being allocated unequally, some getting more than others; moreover that the allocation that's happening is bad in the sense that some people are getting the thing even though they don't want it that much, while others are not getting it despite being desperately interested in having it; and finally that a simple pricing system, one that aligns the costs of the good with the prices faced by the people who cause the good to be made, would correct the problem. Yet people understandably wish prices were not there at all, because they think the absence of prices means the absence of costs. Or perhaps they just like getting something for free while someone else pays. Therefore it is common that when an economist proposes a price system for something, people howl - even though a price system would allocate things more fairly. People prefer to believe that the thing is just plain free. It would be nice if things with no prices were free, but they are not: costs are always there, whether or not they are expressed as prices. Take parking spaces, for example. My campus has a limited number (so does yours). They are also unequal in terms of quality, with some closer to the offices than others. And there are differences in need, too: some people need to get in and out of their workplaces fast, some have heavy things to carry, some often have visitors. In many cases, however, parking is "free": you don't have to pay anything, just go in and park. But we see immediately that parking space is not, in fact, free. For when no one pays for it, it still gets allocated to someone, and others must do without. The question is not whether parking spaces have a cost, it is rather how does the cost relate to the price, and who ends up getting the parking? Is it fair that those who come in first get the best spots, regardless of need? My chairman, nearing retirement and with no little kids to take to doctor appointments mid-day, gets in at 7:30am and walks 10 feet to the door. I take my kids to day care and don't get in until 9:30am, so I have to park on the moon and if Abigail has her doctor appointment at 1:30, I have walk back out there at starting at 12:45. Oh sure, we have a permit system; my chair and I, along with 5,000 other workers, students, professors, and lab rats, all pay an outrageous sum every year to have access to the exact same 200-car lot. The permits do not actually price the parking; they just extract money from us all so as to grant us "free" access to that parking, which every day goes to the early-risers first, regardless of their needs for that day. Yet what would people say about a policy that the closest spot costs $1,000 per day, the next closest $995, and so on, down to my usual spot on the moon priced at $1. Imagine the hue and cry. Unfair! Injust! Rich full professors will get all the spaces! (rich?!?!) Putting a price on something free! It's Just Wrong! OK, richer people have more dollars. Fair enough. Therefore imagine this instead. Suppose there were a virtual currency, the Parko, allocated to every University employee and student (and lab rat) at the rate of 100 Parkos per week. The closest spot costs 1,000 Parkos, the next 995P, and so on, down to my 1P moon-spot. There would probably be the same hue and cry, perhaps less loud because nobody in this scheme is more rich than anyone else. But one thing would definitely be true: people who really want the close parking on a given day would get it. They would save up their Parkos and spend a chunk of them on the day when an important meeting runs until 11:15 but Justin has his orthodontist at 11:30. People who don't care so much about where they park on that day would not spend Parkos on those close spots. Wouldn't that be better? The Serio makes things better. It does not put a price on a thing that was formerly free. That thing, attention, was never free. Rather, we did not have to actively manage access to our attention, because the technology of communication did not allow people to send more messages than anyone could handle. However, we now find ourselves overwhelmed with incoming messages. Even our servers can't handle it. We went from free parking with 200 spaces and 100 cars, to free parking with 200 spaces and 10,000 cars. The resulting allocation stinks in terms of fairness and efficiency. The old allocation system does a very poor job of getting the attention where it needs to be. Thus the Serio comes in as an attempt to improve the allocation mechanism for attention, by putting a returnable price on the sending of messages. No more thoughtless Reply-Alls, and you don't need to impose 'disciplinary measures.' The Serio uses what we know about prices, information, and markets to direct the scarce resource of eyeball time to its most useful ends. Why a virtual currency? Foremost, it's fair. Nobody is rich in Serios; if you sign up, you get the same amount as anyone else. But virtual currencies are also easier to manage, costless in transportation, and very pliable. This is where the fun comes in. At Seriosity, I talked often about what a smart company could do with Serios outside of the email problem. Look at what MMOG players do with gold: They buy gear, they buy resources, and they buy services. Imagine turning aspects of a business into a game driven by virtual currency accumulation. Need to get a bunch of people to meet at a weird time? Give them some Serios. Need the lab tomorrow, not in three weeks when the next opening is? Pay the current holder some Serios. Want to give major kudos to the employee who took over the newsletter? Give Serios. For my own work, I imagine sending Serios to a former student on the occasion of tenure, or paying a current student some Serios to make game art, or paying my colleagues some Serios to help me with a guest lecture. The Serio is a lighter kind of money, suitable for a lighter kind of transaction, one not burdened with all the ramifications of real cash. Imagine coming up with cool games based on MMOG incentive systems, where Serios are the rewards. (Actually, you don't have to imagine. The guys who invented the Serio have written up some ideas already.) Based on my research in this area so far, I think virtual currency is the kind of innovation that unlocks entirely new incentive systems and social institutions. I love the idea of the Serio, even though up to now it has been a business-only app for Outlook. It's unfortunate that people get upset when they see a price. They need to recognize that most things have a cost, that some have costs that are hard to see, and in those cases the absence of a visible price does not make the good, in fact, "free." Invisible costs only make the good poorly allocated. The answer is to make the cost visible, with a price. The fact is, attention is not cheap. I need to order my Inbox or I will go crazy. In the digital age, with its low cost of sending messages, the information search costs that people can place on others are becoming immense. There will have to be a response, and some responses are better than others. Think of it this way: Which is more unfair, to order my Inbox by Serios or to ignore all email from people I don't know? If technology makes us all rude people who only talk to folks in our old-boy networks, that would not be a good development. Better to invite innovative forms of signals and transactions - new currencies, new markets, new agreements, new institutions - to help preserve both our sanity and our respect for one another. |
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Posted: 12 Jan 2009 02:31 AM CST 在GameDaily.BIZ近日公布的“2008年度人物”榜单,中Epic Games的两位高层,创办人兼开发者Time Sweeney和总裁Michael Capps名列第三。上榜理由是他们共同打造的虚幻引擎3风靡全球,成为次世代游戏的主要动力,为许多精彩游戏达到前所未有的逼真画面作出了突出贡献。 提到虚幻引擎3,游戏粉丝们都会想到Epic Games的大作《虚幻竞技场3》和今年11月火爆发售的《战争机器2》,其实运用这款引擎的游戏远远不止Epic Games的这两款力作。《bioshock》,《失落的奥德赛》,《彩虹六号:维加斯》这些响当当的名字背后共同的幕后英雄都是Epic Games的虚幻引擎3。 随着技术的不断进步,以往仅限于主机游戏中的次世代游戏引擎技术已经开始被运用到网游中来。虚幻引擎3近来开始在许多公司的最新网络游戏项目中发挥作用,运用了虚幻引擎3的新一代热舞网游《Mstar》动作逼真,富于动感,在舞蹈类游戏中取得了突破性的画面进步。韩国网游公司NcSoft运用虚幻引擎3开发的《剑灵》尚未公布,就已经多次登上韩国最受期待的游戏TOP 10榜单。国内的网游公司:金山,网龙,网易等也已购买了虚幻引擎3的授权,一大批新一代网络游戏正在开发制作当中。 Epic Games创立之初,规模并不大,工作人员也并不多。然而对游戏开发技术极致的追求成就了虚幻引擎3的成功,如今,随着《战争机器2》等游戏大作风靡全球,虚幻引擎3成为次世代游戏尖端技术的代表,在游戏开发领域中被广泛使用。Epic Games也在全球名声大噪,其在中国的分公司Epic Games China也迅速发展壮大。一直以来,Epic都非常重视技术和研发实力的提高,把游戏开发人才的培养作为企业核心竞争力的关键来看待。 08年, Epic Games China宣布与新加坡理工大学合作,在新加坡开设虚幻引擎实验室。在虚幻引擎技术的运用方面作进一步的探索和研究,并且起到辐射周边的游戏人才培养作用。该实验室将成为东南亚地区游戏开发人才培养的一个中心。 在上海,Epic Games China与GA游戏教育基地密切合作,为GA提供技术支持,把包括虚幻引擎技术在内的尖端游戏开发技术带进课堂,系统地传授给年轻学生。仅08年一年就有200余名毕业生从GA走向各大游戏公司,其中一部分直接进入Epic Games效力,剩下的遍布游戏行业的各大著名企业,从外资的EA,UBI到国内的网龙,九城,都有GA毕业生的身影。一方面Epic的虚幻引擎等技术为他们增添了重要的个人竞争力,另一方面,随着他们逐渐成熟,Epic的技术也将逐渐深入到整个游戏开发领域中去。 Epic Games的创始人,虚幻引擎之父Time Sweeney当初在创立Epic Games的时候或许并没有料到,如今Epic和他的虚幻引擎技术已经成为全球游戏开发中的一面旗帜,Epic Games的技术正直接或间接地对整整一代游戏开发者产生深远的影响。 |
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Snapshot 实际游戏视频| New Beginning Posted: 12 Jan 2009 01:38 AM CST 2d横板的platformer game。玩家可以控制镜头照相,捕捉移动物体,完成谜题。有点新意。2009年独立游戏节Excellence in Design入围。 开发者Kyle Pulver (Verge) and Peter Jones.
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特写:一个美国游戏人在上海的创业之路_妖色缪伊莎的BLOG_新浪博客 Posted: 12 Jan 2009 12:26 AM CST |
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具备至少五年从业经验的首席关卡设计师SunYiMing对此赞赏道:“在这里工作确实与某些知名公司大不一样,没有那种知之甚少却颐指气使的大人物,每个人都能自由发表看法”;另一位关卡设计师JiFeng附和道:“美国老板比较平易近人,对每个人都很好。” ...
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Posted: 12 Jan 2009 08:17 AM CST 从现在开始做手机浏览器、邮件客户端、MSN、音乐在线播放器、视频在线播放器、3G手机大型网络游戏,音乐在线播放运营商,视频在线播放运营商、3G手机地图运营商。做运营,需要资源,还不如做个软件产品,追求用户装机量,有资本推动做到老大份额,然后在播放的时候显示溜字广告和间隔广告。还有什么应用呢?可能是炒股软件、阿里旺旺、支付宝、输入法之类的吧。在PC ADSL时代,下载后再看,因此下载软件很火,从BT到迅雷等等很多工具此起彼伏。但手机3G宽带时代,下载软件是否还能继续火,我个人不太看好,因为现在人越来越倾向于想什么时候看就什么时候看,现在的视频网站,土豆啊、优酷啊,都是这样,包括迅雷都是在线看了。尤其对于3G手机,一般大家应用的时候是在移动或等待或无聊休闲的状况使用,所以更不会有耐心等待下载,所以他们都转型成为视频在线播放运营商,一个月包月10月大片电视连续剧随便看,我想许多人愿意买单。
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World of Goo v1.30 - 不敢独享- 博客大巴 Posted: 11 Jan 2009 11:12 PM CST 中文名称:粘粘世界英文名称:World of Goo游戏制作:2D Boy游戏发行:2D Boy游戏类型:Action/Puzzle官方网站:http://www.worldofgoo.com/这个由2D BOY开发的另类益智游戏曾经在美国独立游戏节上包揽三项大奖。根据2D BOY官网的消息,World of Goo会在 ...
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Posted: 11 Jan 2009 11:39 PM CST 网页游戏联合运营须知
“天”趋势与政策。网页游戏作为互联网过冬的粮食广泛受到业内外的关注。国家关于网络游戏运营的相关规定有很多,此前在游戏工作博客中介绍了一些,由于网页游戏快速兴起,在规章制度方面略有些滞后,但这并不说明没有管理,文化部是主要的上级主管部门,此外还有相应的行业协会等机构。
“地”网页游戏和网页游戏联合运营的现状
联合运营由来已久,早在棋牌游戏时代就有与地方信息港合作的模式,无论是“分区”“联合”“区域”或者其他什么名字,总之是各出资源,各取所得的方式,天下没有免费的午餐,付出了资源或者劳动才会有回报。网页游戏的联合运营模式随着时代的变化而变化,关于1.0模式与2.0模式的差别有专门的论述,在未来技术的进步和市场的发展变化还将出现3.0模式甚至是更高版本,名称不重要,关键是得失厉害,关注行业最新变化是联合运营商需要具备的素质。 网络游戏是以内容和用户需求为导向的体验经济代表.联合运营的一方握有"内容"--游戏产品,另一方握有"用户需求"--游戏玩家,这样才能形成搏弈,了解并掌握最终用户--游戏玩家的情况,是联合运营方必须做到的.当前网页游戏玩家群体和需求状况并非想公开信息中描述的那样,起复杂程度超出客户端游戏状况许多,其后的“将”“法”两部分将详细说明,对于一个初级网页游戏联合运营商来说,"广泛学习""虚心求教""亲身体验""重视数据"是四大基本点.了解一下其他网页游戏联合运营是如何生的,是如何死的. 行业环境:网页游戏联合运营现阶段还处于一个半透明的状态,核心问题的利害得失只有少数人掌握,利益分成虽然是一个比较关键的部分,但是以产品为导向的网页游戏更看中能够达成的预期目标.试问:如果魔兽世界做联合运营,会是一个什么样的分成比率?以最终达到的结果反向推导过程,多换几个角度思考问题.
“将”将者,智、信、仁、勇、严也 联合运营中"人"和运营团队的组建十分重要, 当前浮躁的社会大环境使得"真实""信任"比任何事情都要难, “法”法者,曲制、官道、主用也。 灵活了解"法"的内涵.多年以前曾经写过"游戏联合运营井中八法",一直没有写完,原因之一是"法无定法",联合运营是在不断的创新之中前行.随着市场的不断变化而变化是特征之一.为了及时了解掌握这种变化,多年前建立了相应的QQ群,并且密切关注市场的细微表现,尝试着总结规律. 1渠道策略 2外部网络推广手段 3官网及论坛 4人际病毒营销 5用户筛选与优化 6用户行为培育和引导 7沉睡用户唤醒 8高级用户维护 9用户群体组建 |
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Posted: 11 Jan 2009 10:38 PM CST 此前已经介绍了中国八大节点,由于网页游戏对于带宽和服务器要求都不高,一般优秀的二级节点的机房就可以胜任,特将中国IDC机房情况做一个资料整理.
网通
电信
联通
铁通
双多线
资料不完整,从事IDC工作的朋友可以按照以下格式将联系方式发在评论中联系 城市/节点状况 公司名称 姓名 电话 手机 QQ/MSN/mail 地址 其他联系方式: 公司介绍及相关业务说明
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Inq. of the Week: Oh Oh It’s Magic Posted: 11 Jan 2009 10:01 PM CST
Over New Year’s, I took a trip down to Miami (Florida, not my alma mater) and visited with The Main Event. In addition to some Left 4 Dead and Rock Band 2 playing, we took that time to discuss and speculate on the fantasy epics that we’ve enjoyed so much (and eagerly await the next installment.) He’s more well-read than I am within the genre, and was explaining some about the Mistborn series and the Malazan Book of the Fallen series, particularly how the two handle magic. While an interesting magic system is not enough to drive a fantasy setting, it does appear to be part of the main hook when getting readers. Likewise, in a fantasy RPG system, this provides an immediate appeal to playing the game if the magic is interesting enough. In systems like Mage: The Ascension/Awakening or Ars Magica where everyone is a magic user, it’s practically a requirement to make the game fun. To that end, The Main Event and I compiled a short list of different kinds of magic systems. The question thus is: Note: There is a poll embedded within this post, please visit the site to participate in this post's poll.I’m sure many others have been left out, as we compiled this list just on the ones we are aware of. Are there other awesome magic systems out there, in print or otherwise? Enlighten us! |
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Posted: 11 Jan 2009 10:36 PM CST |
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Posted: 11 Jan 2009 11:03 PM CST 小时候看隋唐演义,里面的秦琼有一项绝技,叫“人飞”,是他当人民警察时抓贼练出来的绝技。简单地说就是跑步时俯着身,重心向前,膝盖能贴着胸口,大腿贴着肚子地跑。(动漫里日本忍者也常用这个姿势跑步),跑起来速度极快,有如鼠窜,而且还能疾跑中迅速拐弯。 另外一件事情,我年少时穿皮鞋,哪怕是号称坚韧的轮胎底或者牛筋底鞋,一般穿不了3个月,就一定会以皮鞋的鞋前掌断为两半而结束,而我仅仅是外形很平常地走路而已。 后来有段时间生活困苦,心想,还是节省一下鞋子吧。于是在走路时特别留心自己的走路姿势。后来渐渐一年才穿坏一双鞋子,但武功却不知不觉间直线下降了,而且开始发胖。 28岁时回想起来,这两件事情,其实是发生在同一时间的。而且其中有极大关联。但身体已经忘记了当年的走路方式。想模仿外形,却不得其要领。 最近抬头向天,闭着眼睛翻了个白眼,身体顿时记起了当初的感觉。原来,人飞这技能的消失,不在于柔韧性,在于我的重心问题。 我长年使用电脑和走路姿势不正确,脊椎已经微微变形。这是其他种族的动物不会有的毛病,也只有用动物的身体运动方法才能治疗。形意拳要求站桩时双眼微微上瞟。我抬头朝天闭眼翻白眼。也都是为了回到动物的体态和重心。 |
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Posted: 13 Jan 2009 08:31 AM CST 一直对《阿尔戈英雄的崛起》这款游戏没什么了解,只知道它已经发售了,对它没有怎么关注。但今天上论坛看到有玩家对它大加赞赏,说这游戏是一个缩水版的、希腊版、冷兵器版的《质量效应》,虽然各方面都不是优秀,但各方面都有亮点,是一个让喜欢以上这些要素的玩家都能各取所需的游戏,是一个非常“好玩”的游戏。看完它的评测,我对《阿尔戈英雄的崛起》这款游戏也产生了浓厚的兴趣。毕竟希腊神话这一点就很吸引我。我们看看玩家gliath是怎么说的。 可能因为前期缺乏宣传,大家对此游戏没啥了解也没啥期待。但我入手后,最近几天一直欲罢不能。 游戏的亮点在于,作为一款动作游戏,它故事性出奇的好;作为一款冒险游戏,它动作部分和升级系统比较优秀。 游戏以希腊神话为背景,主角是位有情有义的小国国王,主线是为遇刺的妻子寻找复活的途径并调查背后的真相。听起来有些老套,但游戏在情节刻画方面非常生动,故事娓娓道来,让你觉得在看一部电影。 游戏在讲故事时,所有角色对白是全程语音,并进行了口型同步处理,并采用了和《质量效应》类似的对话选择交互模式,玩的时候颇有代入感。 和很多RPG一样,玩家在进行主线的时候,有很多支线小任务,但这些任务并不那么天马行空,莫名其妙,而是和情节多少有连带关系,感觉是对整个故事的一种丰富。这种描述可能有一定主观的成分,但整体给人感觉,到目前为止,这故事讲得让人觉得很自然。具体还需大家各自去体会。 游戏背景是基于希腊诸神的,所以大量的【希神】英文词汇让人无奈,要想充分理解剧情需要你的英文水平达到一定程度,但游戏中的地图总会指出主线和支线任务下一步的位置,所以纯粹当一个动作游戏玩也无甚不可。 至于很多只关心画面和动作性的玩家,这两方面,此作没达到特别高的水准,画面比XO的大作有一定差距,但以我个人标准,我可以接受;动作方面,以忍龙作标准,就不怎么样,如果和柯南相比,就有过之。主角的4种武器的设定,也算是一个玩点,针对不同的敌人可以选择长枪、槌、刀来对付(第4种是经典的-巨盾),每种武器的区别明显,大家尽管选择趁手的兵器来作战。 游戏还有一个看似复杂的升级系统,以4位希腊著名主神为代表,所能升级的项目颇多,需要花点时间研究。升级的点数来自完成的主线和支线任务,完成的任务越多便能进行更多的升级;升级包括属性的提升和新能力的学习。新能力让战斗跟丰富多彩,发动时需要指定在十字键上,长按按键发动(这点玩了好久才琢磨出来)。 另外一个奇怪的设定是“星座”,暂时看起来有点像成就系统,通过达成不同的目标来点亮星座上的星星,来使整个星座完整。但完整的星座有何功用,暂时还没琢磨出来。 游戏的音乐,很大气,很恢弘,像极了宗教题材电影大片里的配乐。虽然有音乐的地方不多,但一旦响起,让人颇有感觉。 游戏其他的优缺点,游戏的引擎貌似用的Unreal,不知道这引擎是否特色如此,就是画面、物体贴图并没有达到特别高水准的时候,就已经开始出现帧数不足的情况了。但换来的是,在大地图上跑动时,loading较少,甚至没有(剧情转换时的loading在所难免)。尽管如此,我还是进行了硬盘安装,也因此让整个游戏进行更有保障一点。 无论怎样,我觉得本论坛对此作的评价注定褒贬不一,比如哈忍龙的会把此作的动作扁的一无是处,哈画面的会拿战争机器来比的体无完肤,哈剧情的会整个RPG来压的没法翻身… 但我给一个建议的定位:这游戏是一个缩水版的、希腊版、冷兵器版的《质量效应》,虽然各方面都不是优秀,但各方面都有亮点,是一个让喜欢以上这些要素的玩家都能各取所需的游戏,是一个非常“好玩”的游戏。 这就好像是,一部经典的B级片,比如州长演得《野蛮人柯南》,仔细琢磨各方面都不算多新奇,但里面的动作、剧情、题材、人物造型又都比较对人胃口,让你看的津津有味,不知不觉地陪主角将整个冒险旅程进行到底。在我看来,《Rise of Argonauts》,就是这么一款游戏。 http://www.xbox-skyer.com/showthread.php?t=218168 标签 RPG, xbox360, 最新游戏, 阿尔戈英雄的崛起相关日志
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Posted: 13 Jan 2009 08:01 AM CST 来源: www.levelup.cn 时间:2009-1-13 编辑:风间仁 Atari公司宣布,几年诞生25周年的著名电影《捉鬼敢死队》的同名游戏作品将于2009年6月16日在北美市场发售,世界其他地区的发售日为6月19日。 很多人都知道好莱坞的大片通常都会伴随着同名的游戏。很多人也知道一般电影改编的游戏都是垃圾。的确历史上也有曾经成功过的《007黄金眼》和《星际传奇》游戏版,不过这些只不过是改编游戏中的沧海一粟。目前正在由Terminal Reality制作组开发的《捉鬼敢死队》也是一款由经典电影改变的游戏,看起来似乎还不错。这款游戏还得到了多位原片演员的配音支持。很多电影改编的游戏很难还原原作的精髓而受到诟病。不过这次游戏的投资有一部分就是来自于原作的创造者Dan Aykroyd和Harold Ramis。所以他们也几乎加入了游戏从头到尾的,从故事到剧本的所有开发。“Dan会玩我们游戏的每一个版本。我们也得到了从武器名到其他很多方面的意见。他很有热情和激情。这对于我们团队来说也是一个动力。”制作人之一Goss表示。尽管原作者的支持并不一定就能保证游戏的品质(还记得沃卓斯基兄弟亲自参与的《黑客帝国》游戏吗?)但游戏的制作小组们对于电影粉丝们的期待也十分看重。Goss说道:“对我们来说很重要的就是要保持原作的世界观和感觉,我们认为游戏是电影的延续。Dan也把游戏叫做《捉鬼敢死队3》。”正如制作人所说,这款游戏将会延续系列的剧情。故事设定在1991年,这是电影的第二部结束两年后。由于捉鬼敢死队大受雇主们的欢迎,队伍的业务多到接不过来。他们得寻找第五个成员,也就是玩家扮演的新角色。尽管多人模式中你可以自己选择那些经典的捉鬼队员,但在单人模式中你只能老老实实的做你的菜鸟。 因为你是新人,所以你自然得担负起使用队中最新的未经测试的武器这一职责。有很多都是没在电影里出现过的,Goss表示:“我们当然需要保持原来的故事元素,但也要有所创新。” 比如其中包括一把暗物质发生器,可以用来封住和撕裂敌人。还有一种是粘液枪,你可以以各种方式射出令人作呕绿色的粘液。这个很搞的武器可以让你自由的操纵物体,把东西粘到房顶上,拉起重物,当然也可以用来制作陷阱。游戏中几乎所有的装备都会有第二种功能,比如粘液枪还可以射出粘球弹来直接攻击敌人。 当然电影中的经典道具——质子背包游戏中也少不了。你会发现游戏中的质子背包细节描绘的非常好,背包上圈圈绕绕的各种管线、各色的按钮以及闪光灯都做得很细致。游戏中画面上会有一条计量槽,当它闪动时你就知道背包有过热的危险,这时候手柄也会有震动。 游戏中目前有两类幽灵:一类是有形的可以用暗物质发生器来解决。还有一类隐形的则必须像电影里一样用陷阱困住他们然后抓住他们。 游戏中战斗和钓鱼很类似,那些幽灵的移动很迅速,很容易从光线或是陷阱中逃脱。在X360和PS3版中你需要转动模拟摇杆来和他们对抗。就像一个保持平衡的游戏,你需要保持那些幽灵在陷阱区一段时间,才能捉到他们。 当被问到游戏既然有平衡的概念,会不会在Wii版中用到平衡板时,Goss表示:“我们还不确定,但我们相信遥控手柄的体感功能也会有不错的表现。“本作目前仍在紧张的开发之中,更多的消息请关注本站后续的报道。 标签 PS3, xbox360, 捉鬼敢死队, 最新游戏相关日志
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Posted: 13 Jan 2009 09:06 AM CST 原作者:James Portnow 译者是自NextGen(http://www.edge-online.com/features)的链接上看到这篇文章的 |
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
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以下省略 ------------------------- 以下译文
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Posted: 13 Jan 2009 08:15 AM CST 可怕的贪欲....... Monsters | ||||||||||||
Copyright © 2007 Dieser Feed ist nur für den persönlichen, nicht gewerblichen Gebrauch bestimmt. Eine Verwendung dieses Feeds auf anderen Webseiten verstößt gegen das Urheberrecht. Wenn Sie diesen Inhalt nicht in Ihrem News-Reader lesen, so macht sich die Seite, die Sie betrachten, der Urheberrechtsverletzung schuldig. (digitalfingerprint: ) |
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Posted: 13 Jan 2009 09:00 AM CST 我确信,这,就是一直以来我想要,我在作,以及我准备作的。 华为08年的业绩公布了,在很多网站都可以看到,200多亿美元的营收吸引了绝大多数人的眼球,而我所关注的,除了这个数字之外,还包括徐直军一直在提的“集成产品开发”这个玩意,在没有决定弄清楚这个名词之前,仅从字面的理解上,我猜它应该是一种以产品为中心的研发方式。 而终于,当我找到这样一篇文字时,我才知道,原来,我脑子里一直以来模模糊糊的那些概念,清晰的表达,应该是这样的: http://wiki.mbalib.com/wiki/%E9%9B%86%E6%88%90%E4%BA%A7%E5%93%81%E5%BC%80%E5%8F%91 以上地址,是智库里对“集成产品开发”概念的简单介绍,虽然内容不多,但已经点出了它的核心思想: 1. 新产品开发,是一个比投资更重要的投资决策; 2. 基于市场的开发:有限度创新,任何创新都必须基于市场; 3. 跨企业、部门、跨系统的协同团队:感受非常非常非常深刻!!!一个公司是否真正成熟,流程的好与坏,我认为,单凭这一点,就可以看出一二; 4. 异步开发模式:这是一个管理方式、流程组织、以及人员调度的方法论问题,强调异步工作,不等待,不浪费时间,不浪费资源; 5. 重用性:每个人、每家公司都知道的一点,但能作到的,少之又少,包括网易自己,这不仅仅是最低级的代码级别的重用,还包括各种公共资源的重用,你可以把它理解为一个平台; 6. 结构化的流程:这里的独特点在于,不要为了结构化而结构化,要在结构化和非结构化之间寻求一个平衡点,而这个点,说白了,在一定程度上还是由人来把握,而这个人如何把握这个尺度,那就要看这个人对这个产品的整体把握了。 此外,在网易商业频道,也有一篇有关“集成产品开发”的文章,说得也挺全面: 其实,说得通俗一点,“集成产品开发”,就是如何在整个公司的层面构建一种以产品为中心的研发、运营、以及营销的完整体系。我们也喊了很长时间的以产品为中心,但是,我们毕竟是在产品内部这样来倡导,来实施,而IPD则是站在一个更高、更宽的视野来作这同样的一件事,而且,一点都不教条化,有很多务实有效的方法来实施。 今天,我想,华为之所以能够成为华为,IBM之所以能够成为IBM,它们的强大和崛起,在IPD里,我找到了理由。 |
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Dodging, Striking, Winning: The Arc System Works Interview Posted: 13 Jan 2009 11:00 AM CST |
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ricky 對於 解構Unity的Script物件模型 的回應 Posted: 12 Jan 2009 11:54 PM CST 關於 Component 在一個 GameObject 中的執行次序,不是按 component insert 的次序就行嗎? 那是 user 可自行控制的. |
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Posted: 12 Jan 2009 04:33 AM CST 第一個來讚 |
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Posted: 13 Jan 2009 07:02 AM CST 引用—— “我们目前的产品有《真三国》、《真水浒》、《梦幻红楼》、《大闹天宫》、《武侠世界》等,未来还将要制作一款以《山海经》为背景的游戏,我认为我们在制作以中国传统文化为题材的游戏方面有比较多的经验和积累,能够充分把握用户和玩家对于游戏的认知程度和体验需求,与时尚流行的游戏玩法相结合,因此能够驾轻就熟。不过,我们也在进行尝试,来制作一些比较不一样的产品。在初期,我们会更多的进行借鉴和模仿,比如我们未来的一款产品《梦幻魔兽》,就是借鉴《魔兽世界》的西方世界观以及《梦幻西游》的广受中国玩家喜爱的游戏方式,把他们进行融合,我相信这不管对于我们还是对于玩家,都会是一种全新的挑战。”
看了公司主页http://www.hopecool.com/之后,我不得不说,真的是山寨极品。 |
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《魔戒:勇者無雙》正式版多人連線搶先速報(一):2vs2對抗 Posted: 13 Jan 2009 05:39 AM CST The Lord of the Rings: Conquest《魔戒:勇者無雙》於今(13)日正式上市,XboxLIFE於第一時間取得遊戲片,進行多人連線試玩報告。系列第一篇針對Xbox LIVE功能中的Instant Action連線選項著手。該選項提供四名玩家進行2vs2搶旗子對抗模式,開新遊戲的玩家透過邀請好友加入就可以湊滿四人進行遊戲。
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Posted: 23 Dec 2008 06:45 AM CST 每一个游戏设计者都希望自己的游戏玩得人越多越好,玩得时间越长越好。一个关卡设计优秀的游戏,从头至尾都能让玩家感到快乐,也就是我们常说的一口气通关。反之,若一个游戏关卡设计得不够周到的话,卡关、崩溃、郁闷甚至越玩越痛苦的事情也就不稀奇了。 ...
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Posted: 03 Dec 2008 08:36 AM CST 把一个创意放到游戏中去正是关卡设计师做的事情。关卡设计师提取瞬间的灵感并给予他们形态。这意味着一个好的设计师必须学会如何把创意提炼成固定的,可定义的,可运行的游戏。 在这一章节中,你将学到以下东西:. ■ 如何提出创意 ...
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Posted: 12 Dec 2008 08:59 PM CST 通常,在设计关卡时,我们又往往为每一个关卡设计一个主题,该主题做为游戏关卡设计的主要目的,也就是该关卡的主要目标。另外,为了增加游戏的趣味性,围绕主要目标. 我们又会设计多个分目标。比如我们设计该关卡的主目标为杀死“蓬蒙”这个BOSS,但是“蓬 ...
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Posted: 23 Dec 2008 12:20 PM CST 但这似乎那些已经超越了他们的把握能力,给我吃力不讨好的感觉。倒是古墓丽影7代,相应来说挺取巧的,虽然7代并不像波斯王子那样反反复复地重复着游戏设计,但那种单线性和讨巧的设计非常接近波斯王子的理念。看来我当初不喜欢7代的关卡设计,其实就已经 ...
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Posted: 07 Dec 2008 05:56 AM CST 当暴雪的关卡设计者设计了一个地点是不可跳上时,他们通常的做法是将这个地方的逻辑高度设置为略高于玩家的跳跃能力一点点。但是,在应对一个3D环境时,这样的设计事实上是非常危险的,一个小的地形起伏,就可能导致玩家的操作超越了游戏设计者的预计, ...
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Posted: 13 Jan 2009 06:36 AM CST |
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Posted: 13 Jan 2009 05:38 AM CST 看過了猴子靈藥的 "Database Hot Loader" 後,心動之下又想做些類似的東西,哪就是一個用來監視檔案系統的小工具。有了它,遊戲裡的任何素材(美術素材,以及音效、字型、腳本程序等等)檔案一經修改就會立即在遊戲裡反映出來,因而省去重新啟動遊戲程式的煩厭。當然背後還需健全的資源系統才能成事。
在視窗環境中,標準的方法是調用 FindFirstChangeNotification 或 ReadDirectoryChangesW;前者告訴你某個資料夾有否被更改,後者還會告訴你甚麼檔案/資料夾曾被更改。怎知 ReadDirectoryChangesW 的調用殊不簡單,MSDN 又沒有範例,上 CodeProject 碰碰運氣得來的是一個 3000 多行代碼的類別,Google 一翻還是找不到想要的。 經過一翻努力和嘗試(我相信 MSDN 是有錯漏的),得知 GetOverlappedResult 和 ReadDirectoryChangesW 的配合是最簡單的;無須和任何多緒有關的東西打交道。我的 FileMonitor 就只有 constructor 和 getChangedFile 這兩個函數。 FileMonitor.h #ifndef __FILEMONITOR__ #define __FILEMONITOR__ #include <string> /*! To monitor file changes under a particular folder. The implementation use the win32 ReadDirectoryChangesW() function with GetOverlappedResult() to perform the monitoring, therefore no thread is created and so making the interface very simple. With the limitation of ReadDirectoryChangesW() is using a fixed buffer to hold the information between calls of getChangedFile(), FileMonitor may fail to detect file changes between calls of getChangedFile() if the file names are too large to fit into the buffer. To overcome the issue, you need to call getChangedFile() frequently. \sa http://mtlung.blogspot.com Example: \code FileMonitor monitor(L"pathToMonitor", true); // In your main loop: while(true) { std::wstring path; while(!(path = monitor.getChangedFile()).empty()) { std::wcout << path << std::endl; } } \endcode */ class FileMonitor { // FileMonitor is non-copyable FileMonitor(const FileMonitor&); FileMonitor& operator=(const FileMonitor&); public: /*! Constructor \param path The path to monitor \param recursive Watch the path recursively \param operationTowatch Which file operation to monitor with, having the same meaning as the dwNotifyFilter in ReadDirectoryChangesW() function, see http://msdn.microsoft.com/en-us/library/aa365465(VS.85).aspx for more details. By default, it's value is -1 and have the same meaning as FILE_NOTIFY_CHANGE_LAST_WRITE */ FileMonitor(const wchar_t* path, bool recursive, int operationTowatch = -1); ~FileMonitor(); /*! Get which file under the watching directory is changed. This function is non-blocking and if there is no changes in the file system, it will simple return an empty string. \note The current implementation use a fixed buffer to capture all the file changes between calls of getChangedFile(). If there are too much changes or the file names get too long, the buffer overflow and that file change notification will lost. See more on the documentation of ReadDirectoryChangesW() in MSDN. */ std::wstring getChangedFile() const; private: class Impl; //!< Private implementation class Impl* mImpl; }; // FileMonitor #endif // __FILEMONITOR__ FileMonitor.cpp #include "FileMonitor.h" #include <assert.h> #include <iostream> #include <list> // Exclude rarely-used stuff from Windows headers #ifndef WIN32_LEAN_AND_MEAN # define WIN32_LEAN_AND_MEAN #endif #ifndef VC_EXTRALEAN # define VC_EXTRALEAN #endif #include <windows.h> #ifdef _MSC_VER // Currently only windows is supported class FileMonitor::Impl { public: Impl(const wchar_t* path, bool recursive, int operationTowatch) : mRecursive(recursive), mOperationTowatch(operationTowatch) { assert(int(mBuffer) % 4 == 0 && "Address of mBuffer must be 4-byte aligned"); // Adjust the defalt value for mOperationTowatch if(mOperationTowatch == -1) mOperationTowatch = FILE_NOTIFY_CHANGE_LAST_WRITE; mDirectory = ::CreateFileW( path, FILE_LIST_DIRECTORY, FILE_SHARE_DELETE | FILE_SHARE_READ | FILE_SHARE_WRITE, 0, OPEN_EXISTING, // ReadDirectoryChangesW() needs FILE_FLAG_BACKUP_SEMANTICS FILE_FLAG_OVERLAPPED | FILE_FLAG_BACKUP_SEMANTICS, 0 ); memset(&mOverlapped, 0, sizeof(mOverlapped)); if(!mDirectory || !readChange()) { ::CloseHandle(mDirectory); mDirectory = NULL; std::wcerr << L"Fail to watch directory: " << path << std::endl; } } ~Impl() { ::CloseHandle(mDirectory); } bool readChange() const { return ::ReadDirectoryChangesW( mDirectory, mBuffer, sizeof(mBuffer), mRecursive, mOperationTowatch, NULL, // bytesRetured &mOverlapped, 0 // callBack ) != 0; } std::wstring getChangedFile() const { // We will try to call GetOverlappedResult() even there are entries inside // mFiles, so that it's less possible for the mBuffer to be overflowed. // For some unknown reason(s) ReadDirectoryChangesW() will report the file twice, // therefore we add a loop to filter out those duplicated entries. for(size_t i=2; i--;) { DWORD bytesRetured = 0; if(0 == ::GetOverlappedResult(mDirectory, &mOverlapped, &bytesRetured, false)) goto CACHED; // The use of goto here makes the code clean. if(bytesRetured == 0) { // TODO: To reduce the chance of insufficient buffer, // we can move the code to another thread. std::wcerr << L"Error returned by ReadDirectoryChangesW(), " L"most likely the internal buffer is too small" << std::endl; readChange(); goto CACHED; } FILE_NOTIFY_INFORMATION* p = reinterpret_cast<FILE_NOTIFY_INFORMATION*>(mBuffer); while(true) { std::wstring fileName(p->FileName, p->FileNameLength / sizeof(wchar_t)); // Skip duplicated entry if(mFiles.empty() || fileName != mFiles.back()) mFiles.push_back(fileName); if(p->NextEntryOffset == 0) break; p = reinterpret_cast<FILE_NOTIFY_INFORMATION*>((char*)p + p->NextEntryOffset); // Do some extra buffer overflow check. if((char*)p - (char*)mBuffer > sizeof(mBuffer)) break; } if(!readChange()) return L""; } CACHED: if(!mFiles.empty()) { std::wstring ret = mFiles.front(); mFiles.pop_front(); return ret; } return L""; } HANDLE mDirectory; bool mRecursive; int mOperationTowatch; /*! This buffer must be 4-byte aligned, therefore we use int as the type. You may change the buffer size to fit your needs. */ mutable int mBuffer[2048]; mutable OVERLAPPED mOverlapped; //! A list of wstring acting as a circular buffer. mutable std::list<std::wstring> mFiles; }; // Impl FileMonitor::FileMonitor(const wchar_t* path, bool recursive, int operationTowatch) { mImpl = new Impl(path, recursive, operationTowatch); } FileMonitor::~FileMonitor() { delete mImpl; } std::wstring FileMonitor::getChangedFile() const { __assume(mImpl); // We know mImpl is always not null, shut off the C++ analysis warning return mImpl->getChangedFile(); } #endif // _MSC_VER Main.cpp #include "FileMonitor.h" #include <iostream> #include <conio.h> // For _kbhit() int main() { FileMonitor monitor(L"./", true); std::wcout << L"Create and modify the files in the current directory, " L"and the FileMonitor will tell you the name of those files."; std::wcout << L" Press any key to quit the program" << std::endl; while(!_kbhit()) { std::wstring path; // Keep polling the monitor, But a real application should // only poll the monitor once a while. while(!(path = monitor.getChangedFile()).empty()) { std::wcout << path << std::endl; } } return 0; } |
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Posted: 12 Jan 2009 10:31 PM CST 前一陣子發現計算OBB的演算法,研究了幾天,本以為大致都了解了,但深入去思考推導之後,卻才發現,原來我是錯得離譜,Totally Wrong!! (翻譯叫做 "一整個錯!!") 於是又從頭開始,一步一步從數學的角度來看。 觀念還是一樣,把美術模型的每一個頂點,都當做是取樣點,然後用Least Square Fit的方法,找出OBB需要的中心點以及三個軸向。 OBB的中心點取得,根據的是偏微分取極值的方法,三個軸向呢,則是用Principal Axis的概念,從Eigen vector來取得。 底下是兩個參考資料。 http://mathworld.wolfram.com/LeastSquaresFitting.html http://www.geometrictools.com/Documentation/LeastSquaresFitting.pdf 這個推導,背後的數學有點小複雜,不過,大概都是些矩陣向量的運算概念。 最後呢,得到一個取得OBB的步驟。 1. 先建立一個可以解出Eigen value, Eigen vector的函式庫(或者去抄一個) 2. 把所有頂點座標加起來,找出平均值,就是OBB的中心。 3. 對於每一個頂點,計算與中心點在 x,y,z 三個方向的誤差值 X,Y,Z ,取得兩兩相乘的值,XX, XY, XZ, YY, YZ, ZZ,把每個頂點所算出來的這六個值,全部加起來平均。然後塞到一個3x3的矩陣內。 4. 把這個矩陣丟給Eigen System求解,拿回三個Eigen vector。 5. 用這三個Eigen vector得到的座標系統,轉換原來的頂點,找出在這個座標系統中的Box長寬高。 |
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Posted: 13 Jan 2009 03:41 AM CST After the whole Threshold deal with Wikipedia and losing mud history, a new Wiki was created on Wikia in order to preserve mud history. I’ve put up a detailed LegendMUD entry with a bunch of citations. Yeah, it’s a conflict of interest, and I am sure I am misremembering stuff or letting my bias show. But it’s also the only way some of this history will be preserved.(And wow, I had forgotten a lot of this stuff!) Go there, and jump in, and help. And hey, if people do the hard work of finding sources and the like here, then some articles can maybe migrate back to Wikipedia. |
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Weekend Design Challenge: What makes this game tick? Posted: 13 Jan 2009 12:45 AM CST This week, we'll take a look at a game to see what makes it tick. The game in question is Eversion. Heed the warning: NOT INDICATED FOR CHILDREN OR THOSE OF A NERVOUS DISPOSITION Actually, that's about your only hint before downloading that the game isn't as innocuous as the screenshots seem to imply. After you run the game, you see the H.P. Lovecraft quote. So, warning: the game is full of surprises. Actually, it doesn't even really tell you much about how to play the game; you don't really find out what the "everse" button does by reading the instructions. You have to pay careful attention to really understand what's going on. This isn't a game for the impatient, but the game is pretty brief overall. So, play the game and see what makes it tick. Think about the design decisions, perhaps think about these questions:
If you get truly stuck, there are some videos on YouTube that show you how some of the things are done. Give it a go on your own first, though. |
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Posted: 11 Jan 2009 02:29 AM CST 2009年度, 独立游戏节(IGF)提名游戏详细介绍. 包括提名游戏的提名奖项, 官方网站, 游戏简介等.
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Postmortem: RiverMan Media's MadStone Posted: 14 Jan 2009 11:00 AM CST
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Posted: 14 Jan 2009 08:02 AM CST 《Bully》(欺凌弱小者,学院坏小子),好像是从PS2移植到PC的。主要就是一个叛逆小子在一个充满暴力的校园里混的游戏。其实画面不算暴力,只是这个意境对在校学生来说,的确是起负面作用。3D校园做的不错,RPC们的反应挺有趣,一些场景、道具、人物行为的表现也比较细。细的象俺这种喜欢简单的人,不想去注意。游戏的动态提示频率高了些,不过挺方便。因为象俺这样隔几天玩一下的,早就忘了什么操作键和什么事件了。
游戏里的时间有白天黑夜。从早上7点30起床,到晚上2点必须睡觉,所以做事的抓紧。事件触发后,需要在“当天”完成。当然,没来得及完成可以过一天重新去触发一次。一天里,在不同时段会有特定的事件。事件嘛,无非就是打架斗殴、捉弄调戏、泡妞把妹、弄点Money之类的。还是老美做的游戏内容丰富。如果能适当加入H内容、校服诱惑等等,则更能吸引广大亚洲玩家的眼球...... 可惜俺是老学生,不是小学生了,早20年一定有兴趣玩几遍。还忘了:这个游戏也是会突然中断退出的哦! ![]() ![]() |
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Posted: 14 Jan 2009 07:34 AM CST 负责整个技术部的工作,准确的说已经一年零22天了。 这一年来,经历了许许多多波折。总的来说,还比较顺利的挺过来了。 离不开团队成员的团结,离不开主管们的努力和付出。 这也最是让我值得感动,值得为之付出的地方。 |
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Posted: 14 Jan 2009 10:30 PM CST |
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Gamers versus the Quick Time Event Posted: 14 Jan 2009 02:31 AM CST For the next week, ihobo and The Minigames Court are conducting a trial to determine if QTEs are a Crime Against Gamers. The case for the prosecution and the defence can be found over at the ihobo site in For or Against QTEs. Here's an extract: Quick Time Events, or QTEs, are
sequences in videogames which occur suddenly and ask the player to
input a particular control to avoid a penalty (often death). They
date back to the 1983 Cinematronics arcade machine Dragon's Lair,
the gameplay of which consisted of nothing more than QTEs, but the
term “Quick Time Event” was coined by Yu Suzuki in reference to
sequences in his game Shenmue
which featured numerous action sequences requiring sudden control
input to be completed. But are you for
QTEs, or against them? Then, when you've made your decision, you can vote "Guilty!" or "Not Guilty!" in Trial by Geek: QTEs over in the Minigame Court. (If you start at ihobo, you can follow a link at the end of that piece to take you to the trial). You have until next Wednesday to decide the fate of this (allegedly) scurrilous game mechanic! |
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Posted: 14 Jan 2009 06:15 AM CST 7 周6 天之前. Tags in 标签. 红色警戒3 电视游戏 星际 暴雪 暗黑3 独立游戏 网游 sc 星际2 星际争霸 GAMESPOT 星际争霸2 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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Posted: 14 Jan 2009 05:33 AM CST |
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Posted: 14 Jan 2009 05:34 AM CST 7 周6 天之前. Tags in 标签. 星际争霸 sc GAMESPOT 红色警戒3 暗黑3 暴雪 星际争霸2 电视游戏 网游 星际2 独立游戏 星际 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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传美版NDSi将于4月4日发售售价179.99美元| SC2L Posted: 14 Jan 2009 05:30 AM CST 7 周6 天之前. Tags in 标签. 星际 红色警戒3 星际争霸 sc 独立游戏 星际2 暗黑3 网游 星际争霸2 电视游戏 暴雪 GAMESPOT · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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Posted: 14 Jan 2009 07:36 PM CST |
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Posted: 14 Jan 2009 04:39 AM CST 攝影的法律問題筆記
實力跟權力
智財權與肖像權的複雜度
法律的主觀及對象的主觀
藝術品與建築物的不同
最後還是提醒各位權力與實力的差別,法律永遠是事後再補救跟主張,如果過分相信法律而受傷是得不償失的。
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Posted: 14 Jan 2009 01:03 AM CST 最近几日, 在看一些想一些很基础很基础的问题, 但是在网上又很难找到相关资料, 于是只能前来这里提个问题看有人能回答在下不
在三角形光栅化的过程中, 由于对三角形是做了透视变换的, 所以在屏幕空间对z值进行线性差值是不正确的, 如下图所示:
因为在dx的线性变化的条件下, z值是非线性变换的. 查阅一些资料后, 得到可靠的消息称, 对于dx的线性变化, 1/z是线性变化的, 并且这也是所有现在的显卡内用的差值方法. 我的问题是: 谁能给我一个证明? 小弟谢谢了~~~~~mua~~~ -------------------------- 新闻:GPRS资费标准下调 "20号现象"有望结束 导航:博客园首页 知识库 新闻 招聘 社区 小组 博问 网摘 找找看 |
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Posted: 14 Jan 2009 03:03 AM CST 7 周5 天之前. Tags in 标签. 电视游戏 星际 暴雪 星际争霸 红色警戒3 星际2 暗黑3 sc 星际争霸2 网游 独立游戏 GAMESPOT · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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Posted: 14 Jan 2009 03:04 AM CST 7 周5 天之前. Tags in 标签. sc 星际争霸 独立游戏 GAMESPOT 暗黑3 暴雪 电视游戏 星际2 星际争霸2 星际 网游 红色警戒3 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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DA大怒!斥责PSP3000破解视频作者欺世盗名| SC2L Posted: 14 Jan 2009 03:04 AM CST 7 周5 天之前. Tags in 标签. 网游 独立游戏 星际2 星际争霸 星际争霸2 红色警戒3 星际 暴雪 GAMESPOT 电视游戏 sc 暗黑3 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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分析家:PS3价格将在4月降至299美元微软E3前将下调X360售价| SC2L Posted: 14 Jan 2009 03:03 AM CST 7 周5 天之前. Tags in 标签. 红色警戒3 独立游戏 网游 暴雪 sc 星际争霸2 暗黑3 星际 星际2 星际争霸 GAMESPOT 电视游戏 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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GameSPOT2009游戏期待榜!帝国:全面战争 NO.1 Posted: 14 Jan 2009 02:38 AM CST
帝国:全面战争荣登2009最受期待游戏第一名! ![]() 2009本年度备受玩家期待:即将到来的6款PC游戏大作 原作者: Andrew(gamespot) 翻译者: 晃晃 文章时间:2009年1月12日 随着2009年第一周工作日的正式结束,我静下心来,写了一个本年度玩家最期待的预发售游戏清单。要注意的是 ,这里仅仅是一个本人和大部分玩家所期待的预发售游戏清单,并非完整的游戏名单与详细的介绍。如果这里所 列出的清单没有你所喜欢的游戏,这并不是说明我对某些游戏有所偏见或者仇恨态度。如果这些游戏你并不期待 ,那只能说明你的母亲是一个大仓鼠,你的父亲是一个大胡瓜,而你被时代所淘汰,你不能被称作一个真正的电 脑游戏玩家。 言归正传: 1) Empire: Total War 帝国:全面战争 预发布日期: 3月/2009 游戏类型: 战略, 即时+回合制 最近的前瞻与报道: 海军战役上手(http://www.gamespot.com/pc/rpg/dragonage/news.html?sid=6202477) ![]() 帝国:全面战争将提供庞大的经济与政治的战略元素,以及重返远古时代那惊心动魄,即时宏大的海陆战场。帝 国:全面战争将是2009年内一个具有划时代意义的电脑游戏,是游戏设计的崭新革命。在游戏中,你可以全方位 的体验任何的细节:可以从战略地图上指挥你的军队,也可以亲临战场上任何一个在战场上厮杀的士兵或者船上 的火炮手。甚至可以像即时战略一样的策略控制你的军队进行战役。从地图到每个士兵,游戏将你的游戏视点瞬 间放大数千万倍,游戏将给你任何全方位体验战争的机会,这个是前所未有的设计高度。将政治,经济,外交, 战斗与真实战场气氛表现以乱真的画面完全还原在你的眼前。是年度玩家最受期待的电脑游戏。 2) Dragon Age: Origins 龙之时代:起源 预发布日期: 3月/2009 游戏类型: 角色扮演 最近的前瞻与报道: 角色设计采访(http://www.gamespot.com/pc/rpg/dragonage/news.html?sid=6202477) ![]() 龙之时代:起源将重返博德之门的奇幻世界,博德之门作为电脑游戏历史上最成功与伟大的角色扮演游戏,这次 由博德之门原班人马沥血打造的龙之时代:起源的回归,点燃了角色扮演游戏崭新的生命之火,10年后的今天, 新的RPG旷世巨作即将降临。在美国,玩家们对这款游戏的期待度,远远高于暗黑破坏神3。 3) The Sims 3 模拟人生3 预发布日期: 2月/2009 游戏类型:策略/模拟 最近的前瞻与报道: 志愿系统采访(http://www.gamespot.com/pc/strategy/thesims3/news.html?sid=6200517) ![]() 模拟人生3将引入当今最先进的人工智能技术,角色将会有自己的感情与一定的逻辑思维能力。任何的环境,事件 与状态都会影响到角色的思维与感情,而产生真实的互动体验。这也是美国艺电首次将尖端人工智能技术引入游 戏的先河。这必将开拓出一个崭新的模拟人生体验与前所未有的游戏过程。玩家对模拟人生3的期待度异常,让我 们一起等待,游戏发售指日可待。 4) |
Warhammer 40,000: Dawn of War II |
战锤40000:战争黎明2
预发布日期: 第2季度/2009 游戏类型:策略, 即时 最近的前瞻与报道:单人游戏上手 (http://www.gamespot.com/pc/strategy/warhammer40kdawnofwar2/news.html?sid=6201391&mode=previews) ![]() 战锤40000 :战争黎明II将提供一个巨大,开阔的血腥战场。战锤40000 :战争黎明II无论在操作,设计与互动 上都表演的异常成熟而大气。战锤系列是未来最有发展前途的RTS游戏,没有之一。 5) Starcraft II: Wings of Liberty and Diablo III 星际争霸2和暗黑破坏神3 预发布日期: 2009, 或许. 游戏类型:策略,即时,角色扮演,动作,混合类 最近的前瞻与报道:星际争霸2/暗黑破坏神3上手展示 (http://www.gamespot.com/pc/strategy/starcraft2/news.html?sid=6199273) (http://www.gamespot.com/pc/rpg/diablo3/news.html?sid=6199271) ![]() 1996年暗黑破坏神1的发布开拓出一个崭新的游戏模式,给广大的MMORPG指明了道路。在暗黑2发布后,并未受到 前作的一致好评,原因在于过于单调,老套的游戏模式与陈旧的游戏观念已经不符合这个时代。这次暗黑破坏神3 依然延续了前作的特点,在强化画面与动作性的前提下进一步丰富了互动情节与多人配合元素。至于暗黑破坏神3 到底会给我们2代那样的失望感还是一个新的惊喜,让我们拭目以待。 |
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Posted: 14 Jan 2009 02:33 AM CST 1月9日,经过30位来自专业媒体、游戏公会、时评等资深人士组成的30人评审团现场投票,《大话西游Ⅱ》以绝对优势夺得第五届中国网络游戏风云榜“最佳回合制网游”大奖。加之已获得的第五届中国网络游戏风云榜“十大最受欢迎网游”,《大话西游Ⅱ》成为年终中国网游市场最大赢家。
网易游戏事业部战略发展总监庞大智先生上台领奖
网易游戏事业部战略发展总监庞大智先生与颁奖嘉宾合影 《大话西游Ⅱ》在2008年收获两项大奖,最应感谢的是玩家对大话Ⅱ的支持。2008年在所有玩家的共同支持下,大话Ⅱ创89.7万历史在线新高;最新资料片《倩女幽魂》也得到了广大玩家的肯定和支持,成为中国网游市场最令人瞩目的作品。而在第五届中国网络游戏风云榜的评选过程中,每一位大话Ⅱ的玩家都在为自己深爱的游戏投票,这一切都是2008年《大话西游Ⅱ》最大的收获。 2009年《大话西游Ⅱ》将从玩家的需求出发,推出更多新的、好玩的游戏玩法,同时对现有一些的不足将做大的调整和更新。相信在所有玩家的支持下,2009年大话Ⅱ一定会更加经典! 相关新闻: |
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Posted: 08 Jan 2009 12:57 AM CST 实际上,企划领导者现在应该在一连串的战斗下显出疲态,所以首席关卡设计师是不是具有创意,以及创作人员能否担得起这个重任才是最重要的。所以,企划领导者应该可以将他的部分主导权,在打造关卡时分担给关卡的设计人员。 人员:企划领导者以及关卡设计 ...
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Posted: 15 Jan 2009 08:57 AM CST A. 一农户在杀鸡前的晚上喂鸡,不经意地说:快吃吧,这是你最后一顿! 第二日,见鸡已躺倒并留遗书:爷已吃老鼠药,你们别想吃爷了,爷 他妈也不是好惹的。 当对手知道了你的决定之后,就能做出对自己最有利的决定。 ——纳什均衡理论 所以保密、信息安全很重要 B. 鱼说:我时时刻刻睁开眼睛,就是为了能让你永远在我眼中! 水说:我时时刻刻流淌不息,就是为了能永远把你拥抱!! 锅说:都他妈快熟了,还这么贫!!! 约束条件变了,原来的收益,一下子都变为成本。生命如果架在锅上,成本自然也 就很高了。 C. 男人为什么喜新厌旧? 经济学上有个著名的戈森法则可以解释 ——同一享乐不断重复,其带来的满足感会不断递减;同一享乐不断重复,第一次和第二次所获得的满足感最大。 D. 男人和女人,谁更容易在感情上受伤? 所谓受伤,应该就是投入太多,收获太少,也就是产生了亏损。一个企业亏损,最主要的原因应该是没有竞争力,如果绝对优势不足的话,发掘一下自己的优势。比如说,中国企业往欧美国家卖纺织品,自然是手到擒来,如果非要往欧美卖汽车,肯定要受伤了。 如果一个人能够不计亏损的话,应该就不会受伤了。当然,要达到这样的境界实在困难,只有我们的某些国有企业可以做到。 E. 为什么不能一夫多妻或者一妻多夫? 一夫多妻或者一妻多夫会打破市场的均衡,有些又帅又有钱的王老五可能会形成市场垄断,从而像电信、铁路一样,成天被人骂娘。轻则引起内分泌失调,重则引起和谐社会失调。 一夫一妻制已经形成了帕累托最优。 F. 飞机上, 乌鸦对乘务员说:给爷来杯水! 猪听后也学道:给爷也来杯水! 乘务员把猪和乌鸦扔出机舱, 乌鸦笑着对猪说:傻了吧?爷会飞! 外界因素是一种约束条件,自身能力也是一种约束条件,往往更重要。所以,别人能成功的事,未必自己就能成功。 G. 黑猩猩不小心踩了长臂猿拉的大便,长臂猿温柔细心地帮她擦洗干净 后他们相爱了,别人问起他们是怎么走到一起的,黑猩猩感慨地说: 猿粪!都是猿粪那! 路径依赖在经济学里说的是,你当下的选择是被你的前一个选择决定的,如果你要改变路径,成本将会高到你不愿意改变 |
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Practical Game Playtesting: A Wii-Based Case Study Posted: 15 Jan 2009 11:00 AM CST |
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Posted: 15 Jan 2009 08:23 AM CST 唉,真郁闷,很郁闷,非常郁闷,总之就是郁闷,都选过年结婚……
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Inside the IGF 2009: Sneak Peek at Trino Posted: 15 Jan 2009 03:30 AM CST |
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Posted: 15 Jan 2009 07:20 AM CST 今天 卡牌对决 新版本发布,几乎都已经更新包放出来了,突然发现了 bug 。那个紧张哦,好在临危不乱 :) 用了半小时仔细阅读代码,找出了 bug 。 由于这次需要部署多个网络接入点,解决网通、电信、教育网互联的问题。我申请了各个网络的多台机器。新申请的机器是跑的 debian/linux ,而不是我们开发时用的 freebsd 。一个以前在 freebsd 上跑的正常的程序,放在 linux 出了问题,一开始让我很不解。 仔细查看后,发现 bug 出在一个 recv 调用上。用 gdb attach 到锁死的进程中,确认果然是一处 recv 调用没有返回。 原来,一旦用阻塞方式去 recv 0 字节长度。比如: recv(fd,buf,0,MSG_WAITALL); 在 linux 上,系统调用就会一直阻塞而不返回了。 经同事验证,freebsd 上这样做,调用会返回 0 ,并设置一个奇怪的 errno 。但这种行为不会导致程序的行为错误。 当然,这是一个程序实现的 bug ,recv 传长度 0 一种结果未定义的行为。只是我觉得 freebsd 的行为要人性一点,呵呵。 btw, 这两天发现,debian 下默认的 syslogd 不太好用。居然不能像 freebsd 下的那样,配置成按 ident 字符串过滤。怪不得在 linux 下开发的同事没有使用 syslog 输出 log 的习惯。 或者,是我不会用? |
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Posted: 15 Jan 2009 07:51 AM CST 根據 Gameshot 的消息,韓國的大航海時代宣佈轉為免月費制後,排名一口氣上升了八名(By Gametrics),這在線上遊戲競爭激烈的韓國來說,是個相當不錯的成績。 大航海時代在韓國從2005/09開始營運,至今已經三年多了。有了足夠的內容之後轉成免月費制遊戲,想必可以為代理商發揮足夠的剩餘價值。不知何時台灣這邊的代理商也會跟進? 沒落的遊戲通常有其原因,不過就前例來說(RO),只要有足夠內容的遊戲轉換成商城制度的話,通常可以迴光返照個一年左右... |
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Posted: 15 Jan 2009 06:19 AM CST 8 周1 小时之前. Tags in 标签. GAMESPOT 星际 网游 星际争霸2 星际争霸 电视游戏 独立游戏 暴雪 红色警戒3 sc 星际2 暗黑3 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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Myths of Evolution (1): Scientific Metaphysics Posted: 15 Jan 2009 02:30 AM CST
Metaphysics, the philosophical exploration of that which cannot be tested or proved, lies beyond the borders of science. I have used the term Popper's milestone to denote a boundary between science (methodical research) and metaphysics (the untestable), following the work of Karl Popper who felt that falsification – the capacity to prove something untrue – was a proper boundary for science. Others have disputed this claim, and with just cause, but as a demarcation of the limits of metaphysics Popper's idea remains salient. Science never manages to be entirely free of metaphysics – the belief that it does, that there is a notion of “scientific truth” in some absolute sense, is itself a metaphysical belief. Indeed, one of the most prevalent confusions about science in modern times is that “scientific” should be taken to mean “proven true by science”, rather than “conducted in a spirit of formal investigation”. Thus, models that have been rejected, such as phlogiston or the ether, cannot be called “unscientific” without falling under the criticism raised by Thomas Kuhn: If these out-of-date beliefs are to be called myths, then myths can be produced by the same sort of methods and held for the same sorts of reason that now lead to scientific knowledge. If, on the other hand, they are to be called science, then science has included bodies of belief quite incompatible with the ones we hold today. Given the alternatives, the historian must choose the latter. Out-of-date theories are not in principle unscientific because they have been discarded. In a similar vein, when I talk about “myths of evolution” I am not accusing various ideas of being unscientific, I am talking about stories that are being spun out of the scientific theories in circulation. We are comfortable calling phlogiston a myth, because we presume that myths are not true, but this is not what I mean when I invoke the term 'myth'. When I, for instance, call “the selfish gene” a myth of evolution, I do not mean that the gene-centric view is not a valid scientific perspective, but rather that the idea of a “selfish gene” is an abstract embellishment that puts a particular spin onto an otherwise neutral concept. This is what I mean by 'myth' in this context: a metaphysical story that expresses a particular interpretative bias. When dealing with the subject of evolution, myths abound. It is not Intelligent Design which is the chief culprit – most intellectuals can spot that this is a metaphysical belief about a scientific topic – but rather the various stories that are spun out of the numerous competing models developed for understanding the putative processes of natural selection. Because these models are all incomplete, speculative and by-and-large untestable, they accumulate a rich scientific mythology which is then mistaken for knowledge and (even more embarrassingly) used as the basis of teleological games largely indistinguishable from those conducted under a theistic paradigm. In this short serial, I present five of these evolutionary myths, and offer for each an alternative story that is equally compatible with the current theories but entirely different in both meaning and implication. To begin with, I will discuss the iconography of the ladder of progress, depicted above in its most familiar form, and the reasons why this myth can be so misleading. Next Week: Myth #1: The Ladder of Progress |
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Posted: 15 Jan 2009 05:04 AM CST Ya gotta be freakin' kidding me: Zork to be Revived as a Browser MMO. Then again, now that I think of it, that could be pretty cool. Though I don't know how in the world the puzzle-based adventure gameplay of Zork would possibly work. I'm guessing by the description that they are leaning more in the direction of traditional MUD style text-based RPG-esque-ish-ness. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 15 Jan 2009 03:49 AM CST 8 周5 分钟之前. Tags in 标签. 暗黑3 暴雪 独立游戏 星际争霸2 网游 星际 电视游戏 红色警戒3 星际争霸 sc 星际2 GAMESPOT · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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Posted: 15 Jan 2009 04:12 AM CST 挺长时间没有逛街,以至于我累积了强烈的购物欲望。 接连的3天,每天都有出账。 比较开心!! 也不知道是花了钱所以开心,还是有新衣服喜欢比较开心。。。。。。
昨天我疯了 穿着丝袜和高跟短靴 坐地铁去看话剧。。。然后又坐地铁回来。。。 冻成冰棍了 我这是什么时候学会节省了。。。 问题是,偏偏在穿着丝袜懂得要命的情况下节省
话剧叫做《收信快乐》 男主角是沙溢(《武林外传》里的白展堂) 对于他的表演,稍微有一点失望,并不是很出彩 女主角白荟,演得好棒,很有感染力 这部戏很“单” 怎么理解这个“单”呢 演员,场景,灯光相对简单,却很有张力 戏里所有的对白都是两个人通信的内容,没有过多的肢体和场景 很单纯的一部戏 看完之后感受相对复杂 2个小时,2个人,一个场景,无数封信,几十年 快乐,悲哀,爱。。。。。。。。。。 散场亮灯的时候,我看到对面几个女性观众哭了 不过我没有哭 我的泪腺并没有受到足够的刺激
吃饭去了 好吃的粥火锅,我来了
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Posted: 11 Jan 2009 07:03 AM CST 了,问了不少人,觉得奇怪中查了两天,发现php_admin_value open_basedir “e:\web\xna”中限定了PHP运行权限,而C:\WINDOWS\Temp没在能运行的目录权限下,改为php_admin_value open_basedir “e:\web\blog;c:\windows\temp\”,而Linux下应为”/home/zxsv:/tmp” ...
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Posted: 15 Jan 2009 03:26 AM CST 前言:当我2008年用360天的时光去评价完美的前瞻、盛大的江山、巨人的变革、九城的坚持的时候……我似乎已经忘记了曾经带我进入PC游戏世界的单机们,很惭愧的是那时候还是学生,电脑是租的,自然游戏光盘也是D的!毕竟在2000年或者更早69元一张或者仅有25元一张的正版游戏,对于还生活在石库门里的我而言太过奢侈。 当最近一家还坚持在单机战线的朋友找到我,寥寥几句……无非表达了以下几个无奈的概念。 1、单机不行了,但是希望能凭借自己研发的新产品,让玩家喜欢甚至去买正版 2、没有投放也几乎难以拿到各大游戏媒体的推荐位置,是否可以借我的博客发一些文章,希望能引起共鸣 出于对单机的“旧爱”,我当仁不让的答应了~ 一天之后,QQ那边传过来了一篇文章,本以为会是一个枯燥的讲究攻略的文字。打开一看,里面的内容还颇有看头。也许在这个玩家打开文章只想知道如何获得内测号,如何领取新手卡的年代,很少有人会下面这篇多少带有议论文色彩的东东看完!? 但,引用文末的一段文字吧“中国玩家宁可翘首期待不断跳票的《暗黑破坏神3》,宁可不断在《传奇》中重复体验PK的乐趣,却不愿尝试国产的最新ARPG单机产品,这些奇特的现象也从另一侧面反映了单机改革的重要意义。” 仅以此文献给曾经在单机PC RPG游戏中熬过日夜的,真的70、80后们! ---------------------------------------------------------------------------------------------------------- 游戏作为“第九艺术”早已成为人们闲暇生活之余不可或缺的组成部分,其基本可分为三大类,即:电子游戏、掌机游戏和电脑游戏。在中国大陆,由于文化和其他综合因素的影响,前者的发展远远不及电脑游戏之迅猛,而在后者中网络游戏又占据了90%以上的市场份额。截止08年底,仅有不足10家单机游戏代理商依然顽强生存,而研发ARPG类型的更是凤毛麟角,国产ARPG单机游戏正面临一次亟待变革的历史转折点。 国产ARPG单机游戏昔日的辉煌 谈及单机不得不提起暴雪,虽然它并非国内的游戏研发公司,可其对于单机产品的奠基作用则具有划时代的意义。早在15年前,一款即时战略类的经典巨作《魔兽争霸》1代横空出世,从此创造了RTS系列风靡全球的神话。不仅如此,ARPG这种结合动作和角色扮演的特殊类型也与暴雪有着不解之缘。1996年,《暗黑破坏神》以简单的操作、朴实的画面却极为经典的创意,一举售出75万套并创下在Battle.net上1300万玩家在线的全球佳绩,ARPG从此走上了历史舞台,一大批仿暗黑的同类作品就此应运而生。 在这些同类作品中,1997年所发售的《剑侠情缘1》颇为值得一提,其作为中国的ARPG游戏鼻祖可谓具有里程碑式的意义,此后的《剑侠情缘2》和《月影传说》不断巩固了这一系列的声誉,游戏主题曲《爱的废墟》时至今日依然被忠实的玩家所传唱。2002年12月15日,《新剑侠情缘》又再度将这款经典之作重新复刻,民族ARPG的称号被深深烙印在这里。 然而,不得不承认的是,由于年代久远,这些作品用今天的眼光来看显得粗糙而平庸,而更为可惜的是,随着金山软件的转型,《剑侠情缘3》最终被《剑侠情缘ONLINE》所代替,一代民族单机ARPG经典力作就此戛然而止。 国产ARPG单机游戏的窘境 剑侠系列的全面转型使得国产ARPG类游戏变得群龙无首,《情殇》、《碧雪情天》、《刀剑封魔录》等ARPG产品的推出都未引起较大的市场反响。反之,一款仿暗黑的ARPG网游产品《传奇》被热捧为市场的主流,单机游戏也因此逐渐褪去了历史的光环。 同样简单的战斗模式,同样并不出彩的画面,甚至剧情也远未超过当时的剑侠系列,《传奇》就是以丰富的系统设定瞬间成为不可思议的个中翘楚。盛大一夜暴富的神话加剧了大陆游戏市场的分化,越来越多的单机厂商纷纷投入网游的怀抱,开发出大量同质化的产品,奢望着也能在这片金矿中分到一杯羹。
于是乎,不仅是ARPG类型,几乎所有的单机游戏都不再成为香饽饽,一款3A百万级的白金大作在中国大陆的正版销量竟然只有1万套,天人互动怀揣着海外极为叫好的《无冬之夜》代理权铩羽而归,曾经叱咤风云的各大老牌单机游戏厂商在屡战屡败的残酷现实面前轰然倒地。 在网游当道的年代,单机销量极具减少,由此刺激到续作和新作的研发成本大为降低,游戏品质不尽如人意又再度影响销量,单机从此陷入了尴尬的恶性循环,循环的终点便是永久的消亡。 国产ARPG单机游戏的一线生机 所谓ARPG ,即“动作角色扮演类游戏”,其强调的应该是动作与RPG的完美结合,研发难度远比普通的RPG更高。在海外,成功的ARPG大作也屈指可数,除了《暗黑破坏神》系列,《无冬之夜》系列、《地牢围攻》系列等,也鲜有出色的佳作便是这一原因。 在国内,千篇一律的PK砍杀让ARPG很难获得玩家的钟爱,除了暗黑之外,海外各类ARPG大作均败走麦城,对于这一系列在大陆的前景,改革才是其唯一的生机。 近日,最新发售的一款改编作品《新绝代双骄之鱼戏江湖篇》便做了一次大胆尝试。在这款游戏中,不仅动作和剧情兼具,还特别融入了众多网游和电子游戏的系统设定。其拥有同伴系统、自由加点、技能升级、武器镶嵌、称号系统、难度选择、连击加成、多角度瞬杀系统、多结局养成系统等等,因此被官方称之为特殊的A+RPG类型。 随着时代飞速发展,玩家对于每款游戏的粘着度正在不断降低,除了剧情之外,各种特殊的设定均可延长一款单机游戏的寿命。就这点而言,《鱼戏江湖》借鉴了如单机上的《暗黑》、电子游戏上的《三国无双》和网游中的《梦幻之星ONLINE》等各大平台上的游戏特性,并进行了整合,所有武器属性随机附加、高完成度的特殊奖励和隐藏剧情、以及招式中嵌入的中文语音都成为国产单机游戏难得一见的系统设定。 诚然,《鱼戏江湖》并非某种意义上的史诗巨作,其无法与《暗黑》等系列相提并论,论及游戏画面和CG精美程度更不能与最终幻想最新的CCFF7等大作相媲美。可面对单机游戏的颓势和ARPG的没落,这种敢于创新和勇于实践的精神正是中国单机游戏人所值得引以为傲的资本。如何将单机与网游相融合是游戏人广泛讨论的话题,《鱼戏江湖》的抛砖引玉为民族ARPG单机游戏的发展开辟了一条新路。 国产ARPG单机游戏的未来 平心而论,国产ARPG是否能够重拾昔日辉煌,其不仅应纯粹依靠游戏研发团队单方面的努力,玩家也应反省下自己的言行。 中国玩家一边抱怨着单机79元的价格超高,一边掏出几百甚至几千元砸入深不见底的网游黑洞。中国玩家宁可翘首期待不断跳票的《暗黑破坏神3》,宁可不断在《传奇》中重复体验PK的乐趣,却不愿尝试国产的最新ARPG单机产品,这些奇特的现象也从另一侧面反映了单机改革的重要意义。 从另一层面上而言,未来的ARPG国产单机代表着新生代革新的力量,这种融合了单机、网游甚至电子和掌机游戏的A+RPG全新类型是否能够为民族单机开拓出一条绝地反击的新天地呢?答案其实掌握在每一个人自己的手中! |
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Posted: 15 Jan 2009 03:25 AM CST 08年初曾预言: 年内必将有一款新游戏在线人数超过100W (据说DNF和CF达到了!) 三强名次必将变动(看看各项报表会发现九城和巨人一直是动荡最多的) 不会有任何一款游戏走收费模式(仅有苍天短暂的采用过收费模式,后也宣告开放免费服) CHINA JOY走向没落(这个很难评价,每个人都有自己的尺度) FPS混战,CSOL难抗大旗(黑马CF抢了CSOL的风头,世纪天成似乎只会运营卡丁车) 韩系网游全线失败(不能这样说,至少年末的AION目前还是很受关注) 日系网游将成为小分支,但占有一席地位(日系网游?如果无双也算的话,至少还活着) 国产网游遍地开花,赢利客观质量一般(国产的今年大赚哦,不过死的也不少) WEBGAME仅此一年,乱战(你玩过那些WEGBAME?他们是不是很像?)
回头看看,有对的有错的~~~ 无碍啦~~~ 再预测下新一年吧! 1、传统三强将有一家跌出前五 2、今年将是横板网游年,市面上可见同类型作品超过五款。且年末仅有两款能活下来 3、街头篮球、跑跑卡丁车走向没落,休闲网游群龙无首 4、2DMMORP再次井喷,除传奇 传世 巨人市场份额将被许多新游戏蚕食 5、完美年内将出超过三款新作品,其实必有一款是休闲网游 6、WCG逐渐淡出玩家视线,中国选手拿不到09年任何一个冠军 7、年内有关部门会重新定义电子竞技,有望在次年电视上看到游戏节目,不过将以网络游戏为主 8、涵盖手机、PDA、PC的新型网络游戏伴随3G逐渐浮出水面,但谁先做谁倒闭 9、将产生第一款线下线上相结合的网络游戏,不过因为几次不良社会新闻被叫停 10、魔兽下一个资料片将在7-9月之间推出 ----------- 等2010年初咱们看看有那些应验了…… |
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Posted: 15 Jan 2009 02:26 AM CST 464452592 16:14:03
做游戏人该知道什么呢?各人自己找答案吧 1不懂基本交流技巧和礼貌的不要找我,免得自找麻烦 2不懂学习和主动了解的不要找我。免得耽误大家的时间 3自以为是的不要找我,自己会受到伤害。
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Posted: 15 Jan 2009 01:48 AM CST 花了一點時間整理好我的 SSAO Demo,請按這裡下載。請各位多給意見 :)
操縱方法:
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Posted: 16 Nov 2008 06:00 PM CST |
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眼看08年就要结束了, 游戏开发者大会(GDC)的组织者举办的2008年度游戏开发者选择奖, 现在正公开接受提名. 此次提名通过互联网进行, 只要有Gamasutra.com的帐户就可以参与.
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Posted: 14 Jan 2009 10:21 PM CST 这是一次迟来的致敬,向罗胖子与他刚被强行关闭的牛博网http://www.bullog.cn/ 。正如有的朋友所言,牛博网被关闭的唯一理由便是良心过于集中,为丧尽天良之人所不容。 今时今日,诚五千年未有之变局,每一个天良未泯的人,都会想着做些什么。吾国吾民,从来不缺才智俊杰之士,恨只恨,大多器局偏狭,为一些末节反复自相纠缠,蜗牛角上争何事? 相信罗胖子与他的牛博网会回来,带着一身的光彩。这是最后的抗争,唯一能撤退的去所,通向万世奴役之路。 |
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Posted: 14 Jan 2009 11:25 PM CST 7 周6 天之前. Tags in 标签. sc 网游 电视游戏 暴雪 独立游戏 星际争霸2 星际争霸 红色警戒3 暗黑3 星际 星际2 GAMESPOT · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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Posted: 14 Jan 2009 11:25 PM CST 7 周6 天之前. Tags in 标签. 星际争霸 sc 星际2 红色警戒3 GAMESPOT 独立游戏 电视游戏 暴雪 星际争霸2 网游 星际 暗黑3 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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Processing The Truth: An Interview With David Shippy Posted: 16 Jan 2009 11:00 AM CST |
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專題-Game Design(二)遊戲怎老抄來抄去?談創意風險(上) Posted: 16 Jan 2009 08:06 AM CST
玩家一定有種感覺,玩這麼久的線上遊戲好像只是互相抄來抄去而已,玩起來都很類似,創意真的有這麼難嗎?到底是什麼原因造成這種現象呢? |
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Inside the IGF 2009: Sneak Peek at The Ghastleybriar Zoo Incident Posted: 16 Jan 2009 04:00 AM CST |
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Posted: 16 Jan 2009 05:38 AM CST 极品飞车的主角是什么呢?如果放在2000年之前,你一定会毫不犹豫的说——是名车!那么2003年之后开始的地下赛车风格呢?稀少的名车与多多少少的RPG内容形成的游戏,主角恐怕已经从车转移到了人身上。虽然远比不上Half-Life系列中的戈登,但你是否又有想过极品飞车背后的主角们又有怎 样的故事呢? 你也许会想,极品飞车系列一直在以主观视点叙述故事啊。大家都会认为游戏中所指的主角就是自己吧。但是,谁又能确定呢?带着这样的疑问,我们准备了这样一篇有趣的文章,来一探极品飞车背后隐藏的故事。其中的有些内容是大家所熟知的,有些却是从未曝光的。 从地下车会到地下车会2,到最高通缉、生死卡本谷以及后来的街道精英五部作品,都是围绕着两个主角展开的。 Ryan : Underground,Underground 2,Pro Street 三作的主角 故事从Underground的世界观开始扩张,以Carbon的情节为首尾呼应,Pro-Street为延伸补充,而最新的Undercover则是一部分周边。其中两个主角的故事线有着一定的独立性,自然最好的方式是按照时间线以游戏分成两人的不同角度来展开。 P.S. 在点开正文之前,我们不妨猜个谜题吧。大家可能都知道这个极品飞车地下狂飙(Underground)的模特。可是,她在游戏中是哪个角色呢?(答案在正文结尾揭晓)
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随机文章:从极品飞车的停开新闻开始 | 一些后话 2008-12-23 Need for Speed: Undercover | 无间风云的遗憾 2008-11-27 极品飞车:无间风云 | Need for Speed: Undercover 2008-11-01 |
年年骂 年年有 极品飞车2008 的一些消息 2008-02-16 PS3 Burnout Paradise DEMO 2007-12-28 收藏到:Del.icio.us |
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Posted: 16 Jan 2009 06:35 AM CST 2009年1月9日,GarageGames副总裁Brett Seyler在官方博客中透露,预定2009年度中期推出的TGEA升级产品Torque 3D的定价将远高于原TGEA价格。虽然Brett只给出了$1000左右的含糊价格,但文章中透露出的关于GarageGames未来走向及引擎定位等信息却引发了Torque用户间的一场大讨论。 |
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Posted: 16 Jan 2009 05:38 AM CST 极品飞车的主角是什么呢?如果放在2000年之前,你一定会毫不犹豫的说——是名车!那么2003年之后开始的地下赛车风格呢?稀少的名车与多多少少的RPG内容形成的游戏,主角恐怕已经从车转移到了人身上。虽然远比不上Half-Life系列中的戈登,但你是否又有想过极品飞车背后的主角们又有怎 样的故事呢? 你也许会想,极品飞车系列一直在以主观视点叙述故事啊。大家都会认为游戏中所指的主角就是自己吧。但是,谁又能确定呢?带着这样的疑问,我们准备了这样一篇有趣的文章,来一探极品飞车背后隐藏的故事。其中的有些内容是大家所熟知的,有些却是从未曝光的。 从地下车会到地下车会2,到最高通缉、生死卡本谷以及后来的街道精英五部作品,都是围绕着两个主角展开的。 Ryan : Underground,Underground 2,Pro Street 三作的主角 故事从Underground的世界观开始扩张,以Carbon的情节为首尾呼应,Pro-Street为延伸补充,而最新的Undercover则是一部分周边。其中两个主角的故事线有着一定的独立性,自然最好的方式是按照时间线以游戏分成两人的不同角度来展开。 P.S. 在点开正文之前,我们不妨猜个谜题吧。大家可能都知道这个极品飞车地下狂飙(Underground)的模特。可是,她在游戏中是哪个角色呢?(答案在正文结尾揭晓)
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随机文章:从极品飞车的停开新闻开始 | 一些后话 2008-12-23 Need for Speed: Undercover | 无间风云的遗憾 2008-11-27 极品飞车:无间风云 | Need for Speed: Undercover 2008-11-01 |
年年骂 年年有 极品飞车2008 的一些消息 2008-02-16 PS3 Burnout Paradise DEMO 2007-12-28 收藏到:Del.icio.us |
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Posted: 16 Jan 2009 10:11 PM CST 究竟哪个网站的游戏评论最出名呢?过去身边的人大多比较推崇gamespot,不过自从评分系统改革,jeff小哥离开之后,似乎gamespot的参考性愈发的低下。而现在身边的洋人们似乎更推崇ign,不过个人一直觉得ign的给分似乎有些偏激,经常有莫名就刺刀见红分数大大跌破预期的游戏。不过现在最出名的Gamereview恐怕是Zero Punctuation。超快的语速,辛辣的讽刺和搞笑的小人画是他的标志。再加上可以好好锻炼 阅读全文类别:默认分类 查看评论 |
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Posted: 16 Jan 2009 04:06 AM CST 十个WEBGAME有九个是三国题材,这话说得一点也不夸张。 三国题材在WEBGAME领域的泛滥,尤其是“盖房子”流策略模式的同质化严重程度,使得三国这个原本最具号召力的金字招牌越来越不值钱,甚至令不少铁杆的三国迷玩家开始对此类游戏有了排斥抵触的情绪。 可是是不是只要是三国题材的WEBGAME,就一定是“盖房子”流的策略模式呢?其实也不尽然,这里就对目前已上线或者已公布的所有三国题材WEBGAME就游戏模式的差异进行分类盘点,也许能让你找到一款合意的游戏。
“盖房子”流策略模式 这也许是目前最主流的游戏模式,十个策略游戏有9.9个是这种模式,最具代表性和影响力,也是相对系统最成熟完善的非《纵横天下》《三国风云》和《热血三国》莫属,其次就是《武林三国》《方便面三国》《网页三国》《兵临城下》等等,此类游戏实在太多,恕不一一列举。
画面风格千奇百怪,最大的相同之处就是能看见房子 此模式最大的特点,顾名思义就是造房子,准确来说就是仿《部落战争》模式:玩家一进游戏就拥有自己的一座城市,通过“建造房子——研究科技——生产兵种——招募英雄——出兵打城——开分城”的固有流程来攻城掠地,就连建筑树、科技树、兵种树这些元素都大同小异。尽管“勤劳善良”的中国人民也努力遵循鲁迅先生“拿来主义”的准则,不断地在此模式基础上发挥了无限的创造力,无论是英雄养成功能,还是打野怪功能,还是每日任务功能,都在固有模式上增加了更多符合中国玩家游戏习惯的可玩性,但归根到底还是摆脱不了盖房子的这套思路。
指令策略模式(仿三国志九) 此类模式,准确来说是同一套引擎,应该最早源于《三国之群雄崛起》,而后由于代码外泄导致复制者众,一时间冒出来无数款基于这套引擎开发的克隆作,包括《OFFICE三国》《煮酒三国》,《RPG三国》《WEB三国志》等等,名字五花八门,但是进去一看比“盖房子”流模式还要大同小异——准确来说就是换换图片调调数值而已,有甚者连这些也懒得改,换个名字就出来了。
你能分辨出这是两款游戏的截图吗? 与上面的“盖房子”流模式相比,相似之处就在于还是君主扮演模式,玩家一进游戏就是拥有自己城池的君主;最大的差异就在于取消了建造房子这套流程模式,而是改为类似三国志九那样的操作指令模式,执行一个操作指令持续一段时间得到工作结果。不但模式是仿三国志9的,就连指令的名字也几乎完全照搬三国志9,就更别说图片了。
策略+RPG模式(仿三国志十) 尽管目前上面两种模式的策略游戏都在大打RPG牌,推出名将副本装备宝物等各种RPG元素来弥补纯策略模式在线黏度不强的不足,但不管怎么推陈出新,也始终只不过是在盖完房子造完科技之余,给在线时间较长的玩家找点事情做罢了。 而真正具有革命性突破的只有一款《全民三国》,这是截止目前为止,唯一一款完全抛弃了“一人多城”君主扮演模式,取代为“一城多人”武将扮演模式的三国题材WEBGAME。也就是说,玩家不再是一上来就是有城有将的君主,而是需要从默默无名的普通武将,通过打怪练级采集生产等RPG流程来培养自己,最终和其他玩家一起组成势力攻城掠地,打出属于自己的一片江山!
古朴的画面风格,简易的上手操作,丰富的玩法设定 准确地说,这款游戏其实是延续三国志系列7,8,10代的武将扮演模式,让玩家可以象真正回到三国时代一样,体验从在野武将到割据诸侯再到君临天下的成长历程。但是在此基础上,还衍生出武将,谋士,能臣,统帅四大职业,玩家既可以选择打怪练级来成为一骑当千万夫莫敌的无双猛将,也可以选择通过提升智力来成为运筹帷幄绝胜千里的天才军师,还可以选择通过采集生产来成为理财有道治国有方的治世能臣,又或者是通过攻城掠地来成为用兵如神百战不怠的绝世统帅。同时,游戏中还加入了录用三国名将做随从,锻造镶嵌极品装备,历史战场副本等特色玩法,同时兼顾了在线时间长和在线时间短的两大玩家群体。
纯MMO模式 尽管《全民三国》的武将扮演模式已经完全沿用了传统MMO的诸多设定,但无论是从谋士能臣这样的职业设定,还是从各职业相辅相成的交易系统,包括势力间的大规模城战国战系统,都保留了大量的策略成分,而严格来说真正意义上的纯MMORPG模式当属新推出的《BIGBOSS大亨》。
组队PK打怪练级,画面风格恶搞 这款基于FLASH技术开发的WEBGAME,是彻底地把MMORPG模式照搬到WEBGAME平台上来。尽管之前已经有不少同类型的WEBGAME,如《幻境》《天书奇谭》《昆仑ONWEB》等,但是截止目前为止三国题材的仅有这一款,大概是大家都在忙着搞房地产吧。虽然这款游戏目前开发度不高,除了采用现代都市背景来表现三国历史之外,也没有什么太多的特色之处,但毕竟同模式类型的仅此一家,喜欢练级打怪的玩家可以试试。
纯MUD模式 这应该算是骨灰级的WEBGAME了,尽管现在早已退出了历史舞台,但是作为国内出现最早的三国题材WEBGAME,在这里不得不提。其引擎是来自日本的一套CGI源码,国人翻译并在此基础上进行二次开发而来,名曰《三国志.NET》(又名《天下一统.NET》)。
简陋的页面繁琐的操作却也曾让无数人为之疯狂 之所以把它与前面的各种模式区分开来,是因为它所采用的玩法模式是纯粹地MUD模式,尽管在画面,操作,可玩性方面都与现在的主流WEBGAME没得比,但在WEBGAME的萌芽阶段还是有相当重要的地位和意义的,喜欢怀旧的朋友可以再找来玩玩。
社区模式 《三联之黄巾起义》,这也算是退休干部级的老游戏了,相信现在的玩家能知道的已经不多了。这是“中华三国联盟”网站(简称三联)在01年左右开发的一套社区插件,虽然其中已经结合了不少PK升级装备公会等MMORPG的成分,但是本质上还是基于论坛基础上的游戏社区,其中很多诸如“墨子守城”“采矿”等小游戏在当时都是相当经典的,尤其是离线打劫和挂单的设定都让我们渡过了无数个不眠之夜,比起现在SNS主流的争车位买卖奴隶有过之而无不及。 很可惜现在三联已不复存在,原来的开发小组也转型做盖房子流的《皇帝密诏》了,就连想在网上搜索一张当年的游戏截图都已经很难了,在此悼念之…… |
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Releases - Teeworlds, GearHead2, FreeCol, more Posted: 16 Jan 2009 04:06 AM CST These days there's a flurry of open source game development activity and I don't have time to blog or follow it closely, but here's a highlight of some of the most recent game developments. Teeworlds 0.5.0 is out. Everybody's favourite game about tea, where you have an entire world of tea bags and... wait, Q is whispering something to me... *listens* Oh, it's not about tea. The clue was the double-e apparently. Still, despite the disappointing news that there still isn't a game dedicated to my favourite beverage, Teeworlds 0.5.0 is the largest update to the game yet. New features to everybody[ who doesn't love OpenLieroX or another game I can't think of]'s favourite 2D deathmatch Free project include demo recording, a revamped server browser and in-game voting, as well as a a gazillion changes under the hood. There is also a new, shiny 16-player limit. FreeCol! The game where you get to free Colin! Right?! No? Dammit.... ! Ooooh, the col is short for colonization, which has nothing to do with turning the things into colons but everything to do with creating a new country on new land. Aaah, so, FreeCol 0.8.0 brings lots more polish - bugfixes, music, gameplay tweaks, graphical enhancements - to a project that seeks to embody and improve upon the original game (and succeeds). Warzone 2100 2.1.1, bugfixes, and it's about war in a zone! I knew it, at least one game had to be guessable from the name! There's some really interesting posts on the Worldforge dev blog these days. All aggregated on the planet - which isn't actually a planet, or technically attempting to be one, so don't visit it and be disappointed at finding a collection of feeds on Free Software game development. Anyhow, here's a video showing the compass in Ember (note: website is out of date, currently releases is 0.5.5), one of many recent Worldforge developments: Whenever I see people saying, "Hey, let's create the next world of warcraft or an amazing 3D single player RPG!" I think, why don't you guess help with the Worldforge project. And nobody ever does. And they end up ditching their dreams to become an alpha mud. Like Radakan did. Back to Worldforge, it's quite impressive these days. Whilst it is client-server based, it has a nicely featured persistent AI server, and the focus seems to be somewhat on non-MMORPG features even though it is an MMORPG toolset. So, if you want to make an RPG or MMORPG, unless you're a blood relative of John Carmack, stop thinking you can do it all yourself when these guys have been designing and implementing it for 10 years and thought through all the problems you don't yet know you have yet to face. Instead, start by prototyping your game on Worldforge. That's an official Free Gamer blog mandate / recommendation. :-) GearHead2 0.532, lots of bugfixing. I know I'm missing something other than screenshots and good jokes... there's a game release I've forgotten to mention. Sadly, for comedians everywhere who get relatively funnier when I'm typing, I have to go. |
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Posted: 16 Jan 2009 03:37 AM CST One of my favourite bloggers, Yehuda, is telling a fairly tall tale on the About page of his new multi-author blog Purple Pawn, which covers board games, card games, tabletop RPGs, trading card games and all other non-digital gaming. Hi Yehuda,
There's no way for me to add a comment to your About page on Purple Pawn,
so in the spirit of my attempt to use Fridays to improve communication between blogs (somehow!) I have decided to write my commentary here.
The About page on your excellent new board games blog makes the following claim: While a few million people play video games, several billion
people play tabletop games every single day: board games, card games,
vintage games, role-playing games, collectible card games, war games,
miniatures.
Biased much? :)
Firstly, the number of people who play videogames is a few hundred
million, not a few million. And if you include video gambling, which you could,
it goes up even further.
As for the several billion you contend who play tabletop games, you are of
course choosing to omit the fact that 99% of these play classic board and card
games. The collected audience for role-playing games, collectible card games,
war games and miniatures is under ten million (and roughly half of the sales to this audience appear to come from just one game: Magic: The Gathering). That said, the estimate of the number of
people who have played role-playing games is 20 million (based solely on Dungeons & Dragons since nothing else comes close) but this doesn't reflect the current
size of the market for tabletop RPGs, which genuinally is "a few million" players.
But I think perhaps that you know all this, and are being deliberately
pugnacious. :)
Perhaps you should revise your
statement to admit that the audience for videogames is in the hundreds of
million scale, and not just the millions. But if you choose otherwise, well, it's your blog, you
can spin the data however you want to!
Hope all is well,
Chris. |
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Posted: 16 Jan 2009 01:50 AM CST 正文之前,先來看看幾個廣告,依照時間順序: 異魔界Online - 愛玩家 魔咒Online - 富格曼
勁舞團2 - 因思銳
女神Online - 網龍
==================================== 早期的線上遊戲廣告承襲單機遊戲廣告的特點,以簡單扼要的方式介紹遊戲特點。這種廣告現在還是有,但是逐漸式微,除了內容相當充足又有自信的遊戲,大多會採用其他方式。 後來各遊戲廠商開始大手筆請明星代言,可惜幾款遊戲灑了大錢邀請明星卻效果不彰,比方說A3就花了1200萬請張惠妹代言,但是A3最後的下場卻是慘淡... 有廠商想到,或許是因為這些明星的調性和遊戲不符,價格又過高影響的收益,所以改採用素人代言遊戲,一方面素人可以打出名聲,另外一方面素人的配合度也高上不少(巴哈專題報導)(高配合度的代表)。 另外一方面,部份廠商認為,遊戲內社群才是真正維繫遊戲的不二法門,其中線上玩家族群又以無(社交)行為能力的宅男一族居多,所以只要打出遊戲內可以輕鬆交到女性朋友,想必可以大賣特賣,所以近期的廣告就開始如先前的幾個遊戲廣告一樣.... 接著呢?如果這些廣告宣傳仍然無法達到廠商目標的時候,想必廣告會更加的露骨。或許下面這個大陸廣告就是未來的發展方向。 不過啊,可別忘記了還有一個遊戲族群叫做女性。這樣的廣告很容易引起女性的反感,如果玩家真是被這些帶有暗示意味的廣告所吸引進去,但是男女比例失衡,那遲早還是會離開的... 女性玩家到底有多少呢?或許這個全美青少年電玩行為調查概要可以給出一點端倪。(原文PDF在此)。 |
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Posted: 16 Jan 2009 01:20 AM CST 8 周21 小时之前. Tags in 标签. 手机游戏 独立游戏 暴雪 星际2 sc 攻略 暗黑3 电视游戏 星际 GAMESPOT 修改器 红色警戒3 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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Posted: 16 Jan 2009 08:13 AM CST 昨天还有京东商城吕科的发言。因为现在没有好的云数据库存储方案,现在流行的都是云文件存储系统,但是我们做信息软件,文件存储用的不过,而关系数据的存储是最看重的。现在的做法可以按应用分,比如商品上架一个服务器、库存管理一个服务器、订单一个服务器,消费历史一个服务器、付款交易一个服务器。或者按用户来分,每10万个客户分一台服务器,这一台服务器就最大存储10万个客户的所有数据,再多出来的客户,就再划一台新的服务器来存储。但是这就有个问题,如果某台数据服务器DOWN了,这台服务器上的业务就要停止了,对于一个在线商城,这是很致命的。把自己的身价系在某一台服务器,而不是若干台服务器风险分散,这是很要命的事情。所以希望有云存储之上的云数据库。我想到的是数据分区,也想到了冗余备份,但仍然没有云存储的云数据库解决方案好。但现在,有这种自动冗余散列存储的云数据库产品么?
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Posted: 15 Jan 2009 10:20 PM CST 网游运营商会配合吗?愿意舍弃手的银子? 游戏那么多,游戏注册系统识别吗? 玩家理会你实名制吗?买你的帐吗? 此前的防沉迷系统不就是一堆狗屎? 相关部门真的愿意配合监管吗?
文章标题没有想好,先把问题列出来,漫漫写. |
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Posted: 15 Jan 2009 10:07 PM CST |
原作者:Lewis Pulsipher 译者是自GameCareerGuide的链接上看到这篇文章的 |
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
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Why We Play
[10.14.08]
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Posted: 15 Jan 2009 09:09 PM CST 2009年依然是网页游戏的机会 原因: 1第二代网络游戏的出现.相关内容请查阅个人对于第二代网络游戏的预测. 23G时代各项应用的深入与普及. 相关内容查阅个人对于3G与游戏联系的各类观点. 3客户端游戏向网页游戏的转化. 相关信息去调查各家游戏公司 4传统互联网经济体的转型与新媒体的生死. 没有赢利模式的互联网在生死面前,有一部分会觉悟,有一部分的死亡会促进"其他"觉悟的加速. 5资本领域的大规模介入. 资本一向不缺少钱,缺少的只是值得投入的好项目.好东西自然有人投,个人代某些机构和公司寻找优秀的开发团队和产品,只要是好的,多多益善,但是非诚勿扰. 6游戏玩家在增长,人的欲望在增长,人越来越觉得无聊,对娱乐的需求越来越大. 7游戏从业者越来越多,加速度递增,加速度淘汰.选择越大,机会越大,失败的是越多,机会越多. |
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Posted: 15 Jan 2009 07:34 PM CST
15日在2008年度中國游戲產業年會報告出來了。 |
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Solidot | 结合科学和解密的蜡笔画游戏Crayon Physics Posted: 15 Jan 2009 07:58 PM CST 去年提到过的独立游戏Crayon Physics正式上市销售。它虽然不是如《光晕》和《魔兽世界》这样的大作,也不是打打杀杀的FPS,或者是体育类和音乐类游戏,它只是一个简简单单的蜡笔画2D游戏。 Crayon Physics豪华版是25岁的芬兰独立游戏设计师Petri Purho ...
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Posted: 15 Jan 2009 12:08 PM CST 是使用了 UPX,不過這版本是有 C# Binding 的。去除 C# Binding 的 Static Library 版本會再小一些。 Compilation options 中我關掉 Exception、RTTI (暫時 C# Binding 一個功能需要這個),並 Optimize for size、去除 debug info 等等 。所有 Third-party libraries 也是這樣設定。 因為今次做引擎是希望 Light-weight 一些,設計上盡量簡化 API,可以用 script 做到的、不影響效能的 (例如 input mapping) 就不用 C++ 實現。沒必要的 function 也不會預先做好。希望少些代碼,容易些重構,也會多點時間去增加代碼的質量。 另外,最重要的是……這個引擎現在就是沒有甚麼功能。現時可能一半的 code size 都是來至 Lua 和 Bullet,加入真正的 Graphics Engine 會用不少空間吧。這幾天加上了 freetype2,UPX-ed 的 Mil.dll 又增加了 40KB了。 |
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Posted: 15 Jan 2009 01:08 AM CST 應該是用了 UPX 作壓縮啊. 不過本來的 size 仍然非常細小。 |
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[NetShowBT]【01.13.09】[Joint Task Force][反恐行动中文光盘版][3.3G <b>...</b> Posted: 12 Jan 2009 03:24 PM CST 游戏由知名游戏设计公司Most Wanted 製作,以二十一世纪现代战争为主轴,玩家将扮演由联合国任命组成的「联合特遣部队」,操作各国顶尖的现代载具和武器来执行任务。 ◆ 以即时战略类型完美呈现反恐战争 说到反恐战争,大多会让人联想到第一人称射击游戏, ... 游戏关卡设计了许多需要縝密战术思考的挑战,这也代表游戏拥有超高的自由度,玩家将会深刻地体验在砲火隆隆中,帷幄运筹的滋味。 在《反恐行动》的第一关里,开发团队就设计了一个十分巧妙的战术难题。带领著数名步兵上场的玩家一开始就会遇到一座砲塔 ...
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Posted: 17 Jan 2009 08:24 AM CST 翻译:店长
前言: 翻译这篇文章的理由还真不少,最近的记忆是《辐射3》(Fallout 3)日文版去除The Power of the Atom任务的新闻(该任务允许玩家点爆Megaton城中央的那颗核弹);联系上最近韩国媒体到议会对ヘタリア(APH)动画版的劳师动众,也还真是时候给这个说不尽的二战后遗症来个恰当的评论了。本周我选择了这篇来自美国籍犹太血统的以色列作者的评论,跳出发生在巴勒斯坦的人道灾难,尝试在游戏中找到一点理智。 |
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[推荐] 禅意束缚(Zen Bondage)-领悟捆绑的乐趣 Posted: 17 Jan 2009 07:15 AM CST 这是一款独特的益智游戏. 游戏的目地是用绳子缠满物体, 缠住的地方会渗出油漆, 通过缠绕绳子, 来给物体涂色...
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Posted: 17 Jan 2009 05:32 AM CST 游戏内容比较老套,机器人破坏城市,放在日本就是哥斯拉,欧美就比较广泛啦,怪兽机器人都可以。此类破环城市的游戏还不少。 画面风格挺可爱的。目前是的版本只有一关,而且没有checkpoint。fret nice的开发小组也是这个。 PS:live writer 3.0 beta挺好用。
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Posted: 06 Jan 2009 09:09 PM CST 工作简介:. 1.统筹游戏关卡设计及相关策划工作的执行。 2.与美术部门合作, 根据游戏设计方案进行游戏场景或关卡的设计和制作。 3.包括但不局限于构建场景和片区设计, 及相关资源时间计划确定及制作的统筹、协调。 -THE END- ...
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可爱的机器人——Walkie Tonky | New Beginning Posted: 17 Jan 2009 05:52 AM CST 無料レンタルサーバー. 我的豆单. 德克斯特的实验室. 收集的一些动画短片. 收集的一些独立游戏视频(停止更新). 收集的一些独立游戏视频(优酷). 鸡与牛(中文语音). 飞天小女警Z. 霹雳特警猫 ...
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Posted: 17 Jan 2009 06:05 AM CST 6 周2 天之前. Tags in 标签. 修改器 GAMESPOT 独立游戏 攻略 星际2 暴雪 红色警戒3 星际 电视游戏 暗黑3 sc 手机游戏 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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Posted: 17 Jan 2009 04:32 AM CST 上周某天中午在地精论坛(ourga.com)发现的一张魔兽争霸3的地图。应该来说是模仿D3模仿的最好的一张war3地图,场景的拼接上十分的细致,而且风格和我们之前看的D3 DEMO演示中的感觉几乎一模一样(有点夸张了,应该拿惟妙惟肖来形容比较好! 这张地图提供了D3目前公布的各个职业供应选择,尽管模型可能有点惨不忍睹,但是无论如何,这张地图还是给了我们不少惊喜的。 中午几个策划兄弟就玩了一遍这张地图,大家都被这张地图所震撼了,呵呵。无论是从关卡拼接、设计还是数值方面的调试,都是做的十分专业的。而且视角也转为了D3的那种45度平面旋转视角。某程序路过我身边时,还差点真被这个画面所忽悠了呢! 来吧,我们先来尝鲜D3吧……! 下载地址:http://bbs.youxihun.com/viewthread.php?tid=173&extra=page%3D1 |
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Posted: 17 Jan 2009 03:55 AM CST |
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Posted: 17 Jan 2009 05:09 AM CST 前天从同事那里copy了不少片子,鉴赏开始= =+.
《霹雳狗》+《梅兰芳》,昨晚和今天下午看的片子。。
霹雳狗说实话,感觉普通。。和原来的迪士尼的片子感觉略显不足,梅兰芳片子的韵味很不错。。不过说实话,有点闷- -。
果真还是看美国拍的片子比较舒服。。。。
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历数欧美游戏史上发生的十大丑闻_游戏人永远是年轻~_新浪博客 Posted: 17 Jan 2009 02:20 AM CST 这款古怪游戏的设计者丹尼·莱顿想用电子游戏的方式来探索科伦拜恩校园枪击案的原因。虽然也有人赞同莱顿的做法,很多人还是表示厌恶。尤其是当这款独立游戏被“圣丹斯独立游戏竞赛”逐出比赛单元之后,更是成为了一时的轰动新闻。 ...
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Posted: 17 Jan 2009 01:42 AM CST 6 周1 天之前. Tags in 标签. GAMESPOT 修改器 红色警戒3 独立游戏 sc 星际 手机游戏 暴雪 电视游戏 星际2 攻略 暗黑3 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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绪事联播:欣赏孩子的“胡作非为”_幸福角落--绪绪的小脚印_新浪博客 Posted: 17 Jan 2009 02:28 AM CST 培养孩子独立游戏的能力. 对于玩拼图游戏,我发现绪绪一直在变化中进步。前一段时间,他喜欢从一堆拼图中找出10片的或者12片的某一副情景,塞给妈妈说:够了,妈妈摆!他的意思的:我已经把8片或者10片或者12片的小拼图都找出来了,妈妈 ...
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Posted: 17 Jan 2009 02:42 AM CST 感謝小A,感謝CC×V,感謝山獄堂,感謝有愛的先生們(泣)我感動得不行了=/////=Prz(←草壁君)至于同人本花了多少錢……風太大我聽不清!!!有城先生的明信片拿到了XD〜沒有紙袋殘念……(C75代購的家伙乃可以洗洗睡了=_,=)yaHoo買的東西也回國了|||年關真難熬……超多東西!大箱+大箱+大象(what?)你不知道Dino先生是走路+游泳去日本的嗎!!!!Dino先生這叫牛X……X等于幾?13!XDD太興奮了口胡一下〜托A君的福,拿到了一些先生的現場絵万歳!!!万歳!!!万歳!!!万歳!!!ヽ(○´w`○)ノ
有最喜歡的加賀先生//////////(姑娘我愛你>3雖然那只24獄看上去更像Dr.夏瑪爾……不不不這不是吐槽!我不是在吐槽!真的!……好吧我真的覺得像Prz……好想把這只24獄着色……加賀先生會不會同意呢?WS卑怯戰隊全員集合!都給我去勾搭!山本ア·ル·バァァァァァァァァァ!(磨柱ing)其他的Prz不熟……我實在看不出來是誰……|||請不要打我……我真的沒想到A會去找各位先生画……總覺得特別不好意思/////我很害羞(才怪)總之大感謝(土下座)TAT我好想去……好想去看看現場……萌山獄的姑娘我愛你們!突然覺得好幸福,就是所謂天下大同吧啦吧啦!米國高層人氏如果也腐掉,世界就太平了〜スミダ!棒子自重!ア·ル·バァァァァァァァァァ! |
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Posted: 17 Jan 2009 12:28 AM CST I’ve been selecting interviewees for the “Making a Living Making Games” kit, and my initial “at least 20″ has been double to closer to 40-50 now. I haven’t emailed these people yet about the process but one email will be sent today. Those who are interested about the kit should subscribe to the mailing list (you get free ebooks when you subscribe btw, and you can unsubscribe whenever you want by simply clicking a link in any email you get from me). I’m sending announcement to the mailing list when things are progressing forward. Here’s briefly what the kit is all about: I’m interviewing 40-50 people who are currently making a living making games. These guys have the experience, skills, talent and everything it takes to make a living in the gaming industry. And they are sharing these fancy secrets. Now you have a chance to ask questions from these people. Simply comment in this blog post or email me. You have 4 days time to act, after that I’m closing this offer (I want to start the interviews next week). I cannot guarantee that your question will be answered, but what I can promise is that I will read every single question I get and ponder if they are suitable. Subscribe to the mailing list to stay tuned about further info. Ask your question by commenting to this blog post or email me. |
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Is It Really Casual Clone Wars? (No, Not About Star Wars This Time) Posted: 17 Jan 2009 12:01 AM CST In this week I’ve been browsing different casual games out of interest. I checked some games that were put to time management and hidden object. Downloaded and gave a test run. Simply testing the demos made me think how is it possible that these games are so similar (and new games are coming out daily). Naturally there are gaps in how well polished the games are, but still if you look at the top 5 hidden objects game, you can see that the game mechanism (ranging from when they tell story, when you can click stuff, when you can get hints and so on) is almost identical. It’s almost like only the skin changes. (Anybody remember the times when every hardcore gamer was saying how “first person shooters are clones”…) Don’t get me wrong, I’m not complaining or saying that this would be a bad thing. Casual games are getting bigger and bigger market, and people are buying those games. I’m simply wondering how this can be? How is it possible that almost every new casual game looks very similar to one top selling game there already is? At some point everybody was doing 3-match games, then it was the time of Betty’s Beer Bar (Diner Dash) time management games. Now the hidden object games. And mix of these. Is it really so that it’s all clone wars? Or will somebody figure out another new “casual genre”, and then somebody else makes it bit better & sells big time. I wonder how it’s come to this point, and what the next big innovation is. Your thoughts? |
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Posted: 16 Jan 2009 11:30 PM CST 6 周1 天之前. Tags in 标签. 星际2 sc 红色警戒3 独立游戏 GAMESPOT 暴雪 手机游戏 暗黑3 攻略 星际 电视游戏 修改器 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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河本产业树立游戏品牌nn.system 首款作品《风云!大笼城》公布| SC2L Posted: 16 Jan 2009 10:49 PM CST 6 周1 天之前. Tags in 标签. 红色警戒3 暴雪 暗黑3 星际 星际2 sc 攻略 修改器 独立游戏 电视游戏 GAMESPOT 手机游戏 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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Posted: 16 Jan 2009 11:38 PM CST 最近因為一些個人的因素,必須做出了短期停刊的決定,可能會暫停2~3周,如果狀況允許的話,這期間內我還是會盡量寫文章,對於在支持我的朋友感到相當抱歉,我會盡快調整好自己的狀況繼續跟大家分享我的心得。 感謝大家的支持,也感到非常抱歉。
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Posted: 16 Jan 2009 10:49 PM CST 6 周1 天之前. Tags in 标签. 手机游戏 sc 修改器 星际 GAMESPOT 暗黑3 红色警戒3 攻略 暴雪 电视游戏 独立游戏 星际2 · more tags. 苏ICP备08012996号|内容版权属于全世界劳动人民所有|我们一直在试图让新闻比游戏本身更好玩 ...
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