"game" via 柠檬杀手 in Google Reader |
Posted: 03 Feb 2008 07:55 AM CST 二月一号,好不容易在雪灾之季回到了家乡武汉,躺在床上看着从书店刚买回的飞碟探索,在没有电脑的情况下我通常是拿书来打发时间的,而飞碟探索、飞越奇幻世界、游戏秘籍等书类便成了现在的家中甜点。有趣的是我在读飞碟探索时,看到了一篇挺有意思的文章,讲的是咒语和次声波的关联。 实际上普通人读到这种文章,似乎会觉得这又是那种异想天开的人死硬着给奇幻的内容披上了科学的衣服而已,但是我却不觉得,说不定这种解释还真的就是真的。 什么是真的?你知道吗? 以下从BAIDU找到的一点相关线索。原文请参看近期的飞碟探索杂志。 咒语 咒语,在道家修炼中是一个重要的组成部分,什么叫咒?《说文解字》中载:“祝者咒也。”在黄帝时代祝、咒是不分的,黄帝时设的官职祝由,又叫咒由。咒语起源于古代巫师祭神时的祝词。《尚书·无逸》说:“厥口诅祝”,疏云:“祝音咒,诅咒为告神明令加殃咎也。”说明最初的咒语就是用语言告诉神明要求惩罚恶人,并向神明发誓。 道家的咒语,就是起源于古时的巫祝。道家的咒语在东汉时期较为盛行,并且也符有密切的关系,画符时要念咒语,用符时也有咒语,作一切法都有一定的咒语。咒语成为施法者精诚达意,发自肺腑的声音,才能保证一切法术的奏效。祈祷时,咒语都是一些赞颂神灵,和祈诉如愿之词;治病时,咒语是要求法术显灵百病俱消等辞;修炼时,咒语多为安神,定意澄心,及要求神灵帮助等语。道家的咒语每句结尾一般都有“急急如律令”一语。宋代赵彦卫在《云麓漫钞》中解释道:“急急如律令,汉之公移常语,犹今云符到奉行。张天师汉人,故承用之,而道家遂得祖述”。说明这句词是从汉代经张天师传下来,要符到就灵验的意思。 葛洪在《内篇·登涉》中记载了当时的六甲秘咒:“入山宜知六甲秘祝。祝曰,临兵斗者,皆列阵前行。凡九字,常当密祝之,无所不辟。要道不烦,此之谓也。”从这段文字中我们可以看出咒语的力量,常人看来普普通通的九个字“临兵斗者,皆列阵前行”。竟然能“无所不辟”真是不可思议,可见咒语的奥妙无穷。道士们在用咒语禁邪时,往往要和存思,行气等法术配合进行,就是说在念咒时使自己进入气功功能状态,所有咒语都是精诚所至的心声,并存想自己与神灵相通。 咒语的奥秘到底是什么?近年来引起了国内外许多科学家的重视和研究。气咒法的实质逐步被认识和公开。首先被确认是咒语是一种制控的声波,具有一切声波的特点。
显然气咒法可以理解为利用声波的穿透性、折射性,带动内气行走,达到意到声到气到。以意领气,以意催声,声气结合,形成一股强大的浑沌气流,达到特种的疗效。
次声波的频率在0.0001—20Hz之间,次声振动频率低,不容易被吸收;它的波段长,不易被阻挡,低频振动又不容易衰减。因此,它能在人体内传播,穿透病态组织(细胞)内,使病灶组织内闭塞的血管重新开放,并推动其血液流动,从而改善病态组织内的血液循环。在气功态下,除血流速度加大以外,血液粘稠度也下降,血球悬浮,这就给血液及血液中的氧气,负离子,吞噬细胞,免疫球蛋白等物质向病变组织内输送创造了有利条件,为肌体抵御疾病创造了有利条件,从而使病变组织(细胞)恢复为正常细胞。 近年来,美国密苏里大学研究人员在研究咒语和脑电波,脑磁场的关系,取得长足的前进。他们惊人地发现,当人在默想一个咒语时,可以从不接触被试者的超导磁强计上,测到一个相对应的脑磁图。测了27个词语,就发出了27个词语的脑磁图。 我们在修炼时,感觉到气咒法是一种以声音节律为中心的心身气功效应。它至少包括音律,心态、念力,气份等多种缺一不可的因素,是它们的综合效应。 浅谈咒语的原理与作用 内容摘要 咒语,在中国广阔的土地上已有数千年的历史。它除了有一定的神秘效应之外,更主要的是顺应了自然规律,孕藏有宇宙信息,并包涵了丰富的科学道理。 神秘的咒语 在传统文化中,咒语恐怕是最难说清楚的一种奇特文化。它不但在东方有,实质在西方和各民族中都有。从某种意义上讲,咒是声音能量的相互传递,是一些经有超常思维者,或有特异功能的人自然地发出的一种带有高能量的语言,也是通过上师传承和常时间修炼掌握的一种“真言”和“密语”。 咒语,实际上是语言中的一个组成部分。而人类的语言是十分奇特的,大约有几千种。人类运用语言来交流思想和表达感情。而语言不论是狭隘还是广义的,它都是宇宙中声音能量的一小部分。根据太极原理,语言也应是宇宙的缩影,是一种动态的符号,含有特殊的结构。咒语是语言中神秘的特殊符号和标记。 语言具有物理、生理、心理等自然属性,咒语同样也是这样。而不同的是咒语带有更加复杂的显性及隐性信息,它能突破时间,空间的限制,与宇宙中深藏的精神内核同步和吻合,是一种特殊的天人合一联系工具。 每一种语言都带有一定的功率,而咒语是在超常态下,在意识朦胧中发出的高能量信息。咒语可以在人与人之间、人与动物之间、人与宇宙之间互相影响,相互传递。是由声波、意念波,甚至有光波作为介质将被凝集的高功信息能量,准确、迅速、方便地传输到人与动物及其它物体当中,它是无形和有形两者之间联系的桥梁和纽带。 咒语,是借助口型传言发出的一种内动力,但能量的大小因人而异,质量和效果绝不相同。有些人念咒时甚至可以不发出声音,通过默念调动相应的内气振动喉管,喷发出具有灵力的信息流。 在传统文化的古籍记载中,咒语的功能大致可分为:息灾灭祸、祈福保安、增益开慧、强身治病等作用。由于咒语凝集了自然界中的特殊信息,施术者本身的嗔气,加上隐态能量的帮助,其作用和威力是巨大的。它可传播到很远的地方,可振动相应的目标、脏腑和其它物质。用咒语治病可使施术者节省大量真气,减少自身损耗,获得事半功倍之效。咒语具有方向性、思维性、目标性等几大特点,它不但可治病,也可制人,甚至可给隐态物质传达信息,它有特异的调动宇宙能量的功能和作用。 咒语有能量分布、聚集、转化的特殊变化功能,可吸收宇宙间许多未知的能量,它是用特定的音符和特定的语句构成特定的符号。 道家的神咒和佛教中的密语 咒语又称“真言”和“密语”,除在民间流传之外,也是道家和佛家的特异修持功咒。在藏传佛教的密宗中,“真言”为真实不妄的言词。《大日经疏》曰:“真言,梵曰漫恒罗;我,即是真如语不妄不异之音。”在释迦世尊时代,就有少数弟子诵咒而为佛陀所不许。中国早期佛教也不重视持咒,被称为杂修,但随着佛教徒成员的渐渐复杂及神奇的效应,咒语再度流行。故在《四分律》和《十诵律》等经书中都有用咒语治病的记载,但原则上显教不象密教那样重视咒语。 咒语,在我国古代早已使用。如马王堆古墓中就有:嗡、啊、嘛、嘧、牛五字口诀。咒,同祈告。另外“祝由”,也含有咒语。《说文》中讲:“祝者,咒也。”咒:梵语称“陀罗尼”为佛密而不宣之语,咒有神妙不测的力用,虽不可解,但行者能一心虔诚持诵,久之自能发生灵感,获得神效,成就一切不可思议功德。 密宗认为:咒语为佛菩萨,金刚等在定中所说的密语,由真如心中流出,真实不虚。因此有不可估量的功能,并代表着特定的神明或佛菩萨的尊称和力量。如四臂白观音心咒为:嗡、啊、洪、呐、嘛、呢、叭咪、哞,观世音的名号“六字真言”等。 道家称咒语为“口诀”、“神咒”和“秘咒”。为之咒力更大,常和书符并用。在道家符法理论上,主张以内丹和行气为书符之本,认为符之灵全靠气之行。故有“书符不识窍,却被鬼神笑,书符若知窍,惊的鬼神叫”之说。《清微元降》又曰:“符无正形,以气为灵。”所以书符要靠存想,引导和施布精气。 在道家书符诵咒时还要和掐诀配合。掐诀又称:握诀、法诀、神诀、手诀等,是指手指在手掌上掐某些部位或结合成某一种固定的姿势。据说可起到感召神鬼,摧伏精邪的作用。所以手诀也视为一种秘诀,一种窍门。《太极祭炼内法》曰:“或问掐诀者何也?曰诀者窍也。”而实际上掐诀与穴位有着极大的关系,《黄庭经》云:“子为人关把盛衰,则手能握,一身之造化,掐子则肾水之神盛,掐午则心火神盛……有说,不可尽究。” 道家书符咒有总咒和分形咒两大类,发符时有敕符咒、遣将咒等。“六字诀”功法在我国历史悠长,最早记载见于春秋战国时代。庄子《刻意篇》曰:“吹、响、呼吸、吐故纳新、熊颈鸟伸、为寿而已矣。”而这里提到的吹、响、呼吸就是“六字诀”功法的雏形。道家的“六字诀”是在相当长的历史中逐渐地充实完善的。 道家根据“六字诀”与时间的关系,又提出了与自然界的阴阳升降和人体脏腑气脉息息相关的“四字诀”。即: 春嘘明目本扶肝;夏季呵心火自由; 密宗的咒语数量最大,几乎是一个上师一种咒。为使咒语神效更大,密宗常以:口诵真言(语密),手结契印(身密),心观佛尊(意密)相结合。《陀罗尼集经》说,“若作手印诵诸咒法,易得成验。” 手印也是一种语言,表示一定的含义,并可辅助真言,起到自我暗示的作用。佛家手印主要分为:阳印、阴印、半阴阳印、阴阳接气印、金刚掌变印、施愿印等。另外按密宗手印五大组合法规,基本符合中医经络阴阳、五行相生相克的原理,有助于气血交流,开合、升降、抗衡。 持咒的要领和方法 咒语是带有高能量的信息流,决非简单的音频声波所能概言。咒语有物理性能,它能产生次声波,助长功能。所以说咒语不可泛泛而念。“六字诀”也是这样,需要有一定的操作要领。口吐鼻吸要配合动作。方法是: 念“呵”字时,要双手交叉放在头顶,对心脑血管疾病、失眠、高血压有效; 念“吹”字时,席地而坐,双手抱膝,意守肾脏。对腰腿无力、耳鸣、肾虚有效; 念“嘘”字时,双手交叉按后脑骨,用力睁眼,意念肝部。对肝火旺盛肿大,消化不良有效; 念“泗”字时,立姿挺胸,双手后伸。对肺病、气管炎有效; 念“呼”字时,双手重迭紧贴肚脐。对消化不良,口吐酸水有效; 念“嘻”字时,仰卧瞑目意念胃部,先将气呼尽再闭嘴吸气,腹壁放松后再重新呼气。对胃病,咽喉肿痛,小便不利有效;另外念“嘻”字时两手指相对托物状,放于小腹前,随吸气渐渐上提,接着呼气两手下翻顺压。 任何咒语都包括入静和观想。密宗念咒时有: (一)计数念诵。咒语念十万遍可以从量变引越质变。另外在计数时可帮助排除杂念,尽快进入虚静状态。 (二)莲花念诵。念咒时出声,两耳专注倾听自己的声音,这种方法可集中意念,强制入静。 (三)唇吻念诵。唇微动,半出声,能使自己尽快进入功态。 (四)金刚念诵。诵时唇齿不动不出声,唯舌动默念。 (五)光明念诵。口诵咒时观想从口中放出光明及莲花。 (六)随息念诵。诵咒时注意呼吸出入并与之和谐。 另外还有“心意念诵”、“有声念诵”、“真实念诵”等多种方法。 在持咒需手印配合时,要必须做到:身体正直、双腿盘坐、全身放松、头部平正、舌舔上腭、口齿微闭、鼻脐一线及双目垂帘的标准姿势。在结手印前还要先降气,即两手迭放于百会穴接到气后,双手再沿任脉下引至丹田。待丹田气充实发胀后,再用收腹提肛法将气提到尾椎,从尾椎沿督脉到大椎直到百会。另分两条气由大椎至两肩下贯掌指,这时两手才可作出各种手印。 诵念咒语时必须掌握要领,不然难得其神髓,也难发挥作用。《大日经疏》曰:“真言之相,声字皆常,常故,不流,无变易,法尔如是,非造作所成。” 任何一个字的声调都有阴平、阳平、上声、去声、轻声五种。咒语的秘诀就在于寻找“准音”和“定音”两个法窍。一般字旁加“口”以示特别区分,而咒语一般都是左边加“口”。所谓真言就是各人不尽相同,需要自己寻找。古人曾强调: 字旁加口意深沉,法需调神亦调心。
六字真言所发其声与五脏六腑和经络气血都有密切的关系,一字一音各有所属,以声领气于人体相应部位。 念“嗡”字时,音从中脉发出升于喉,张口微聚在口腔回旋后出鼻腔充于有关七窍,可治眼、耳、鼻、口头之病。 念“嘛”字时,开口喉音,上下唇先合后开,感觉天突穴发麻并波击两臂两掌有振,可治喉炎、咳嗽、臂痛,肩肘炎等疾病。 念“呢”字时,声振胸心并反射于手心,可治心悸、胸闷、肺痨之病。 念“叭”字时,“叭”是唇音,先闭口后开口,内气从前至后贯通下丹田、命门、腰部。对肾炎、腰痛有一定疗效。 念“弥”字时,口微开声向下,内气沿带脉转动传至小腹,可治肠、腹、下焦等病。 念“吽”字时,两膝微屈,声沿双腿下行至脚心,可治下肢、腿痛、关节、脚疾等病。 一般来说,念咒要熟练操作万次以上才能以心应咒,咒力的大小与念咒人内在的功力大小成正比。只有内功修练到一定的层次,诵念时身心意念深深地溶于咒语的意境之中,才能调动各种不同的信息,产生较好的效应。另外最好还要理解咒语的真实含意,在密宗中持咒就有这样的要求:“若但口诵真言,而不思唯其义,虽世间义利可成,岂得成就金刚体性。” 在藏传佛教的密宗持咒中,还有秘而不传的颜色加持法。在诵咒时,观想咒字及一定的颜色。按一定规则变化,并与调息、升降、内气配合,则能产生惊人的效果。 很多咒语在不同的场合均有不同的效果。在念咒时要与天时地理、子午流注、阴阳平衡相配合,要避开不良的信息干扰和不好的自然环境等其它不利因素。这样才能达到与宇宙和谐共振,天人相应的加倍神效。 咒语原理浅释 咒语是一种能量,而且是高强度大功率的特殊能量。咒语分有声和无声两种,而无声的咒语可远远胜于有声。一切咒语都应是发生在潜意识状态下的带功语,携有很强能量和信息,它可震动身体内部的器官和气脉,从而发挥调整生命节奏与宇宙谐振的本能。 由修持者发出的咒语其性质近似次声,它除汇聚有较强的信息声能外,它还有穿越障碍超长距离传播的神效,故能起到激发受动者生命活动的作用。 由修持者发出的咒语是一种声频较低、节奏均等、不断重复的带功语音,它还可使受功者的显意识得到诱导,被抑制的潜意识获得释放,并能促进人体与宇宙的同步化和有序化。 咒语是以次声波为载体的生命语言,它不仅有巨大的能量,更重要的还是一种信息,是一种通过声能载体传递出去的生命信息,它包含有许多未知复杂的成分。在持诵咒语时,常常要用意念观想。意念力实是人脑作用的一部分,人脑本身就是一个开放复杂的巨系统。 咒语频率振动之数与人体器官固有频率和合就会产生共振,与我们体内的意识互相呼应就可产生能量,与宇宙间的信息能量相呼应就可唤醒生命的最深潜能。咒语中包含有心理作用,但心理作用本身就是一种科学。 咒语和意念的作用不但对生物体有效,对宇宙中的自然物体同样有效。在西藏有些喇嘛诵念咒语可以使雪山发生雪崩。咒语是物质,同样也是一种能量,它与光能一样可被生物体吸收和储存。人和宇宙万物每时每刻都在有声及无声之中贯通交流。 如何正确地对待咒语 咒语在我国的产生和发展有悠久的历史,是劳动人民在长期的生活实践中创造发明的。由于历史原因,我们必须承认它是在生产力低下,科学不发达的漫长历史长河中逐渐形成,有些咒语肯定地说带有迷信色彩,也不乏有许多施咒者他们根本不懂法术,无有功能而故闹玄虚。 但我们反过来也应该承认有很多咒语确实能产生神奇的功效。尽管它的某些文字显的有些涩深,使我们产生了玄而又玄的神秘认识,但其中无疑也包含着大量值得研究和探讨的东西。 对待咒语,我们不必太迷信。既不要刻意追求,也不可盲目排斥,因为对有些咒语至今我们还没有真正认识。作为中华民族的一种历史文化遗产它是客观存在的,我们绝不可用虚无主义的态度待之,而是用科学的方法去分析,去研究,去挖掘、去继承、去应用它。 对待咒语这个神秘的传统文化,我们应该抱着去伪存真,去粗取精,取其科学内核的理智态度去研究应用它。如果我们真正地揭开了人为地给它披上的一层层神化了的面纱,必将可看到它放出的灿烂光辉。
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Posted: 03 Feb 2008 08:27 AM CST 游戏业界历史上的今天(2.4) 首先向2.4过生日的玩家朋友道一声生日快乐! 下面让我们一起来回顾一下游戏业界历史上的今天吧 1989.2.4 Bomber Raid(SEGA/SMS) SMS主机上少有的原创纵版射击游戏。游戏中有加速、火力提升、保险和副机等道具可以获得,其中副机有着多种不同的射击方位。游戏最大的特色在于火力提升到最强阶段时就会具备直接打掉敌人子弹的性能,这样一来游戏的难度就会大大降低。本作共有5关,每一关开始时都会给出关底BOSS的名称以及外形,可惜最终BOSS实在是太渣了。SMS在机能方面是要比FC优胜的,但本作并没有充分表现出来,游戏的画面色彩比较混杂,不容易分辨子弹。好在操作性还不错,比起同期FC版“究极虎”或者“飞翔鲛”的话,在流畅度方面还是本作更胜一筹。 经典度:3 推荐度:4 下载:http://emumax.uuu9.com/download/2007/200702/22229.shtml ![]() ![]() ![]() 1997.2.4 街霸3(CAPCOM/ARC CPS3) CAPCOM终于在1996年秋推出了其CPS3主板,并且宣布将会在这块主板上推出万众瞩目的“街霸3”。该主板使用了日立的SH2作为主处理器(也就是SS所使用的CPU),可以支持光碟和卡带两种媒体,拥有究极强大的2D处理机能,这一点玩家在其首作“红色大地”上已经深有体会。尽管CAPCOM同时还公布了CPS2主板的“X-MEN对街霸”以及ZN主板的“街霸EX”的新作,但本作无疑是其中最具吸引力的标题。游戏不再使用“街霸ZERO”系列的卡通风格,而改回了“街霸2”系列的写实风格,强大的画面表现力使得角色的过渡动作极其细腻,给人一种油画般的感觉。而游戏中的角色除了隆和肯之外全部是新人,超必杀技要在开战前就进行选择,并首次加入了前冲、疾退、大跳跃的动作。游戏最大的革新之处就是BLOCKING系统,面对对手的攻击输入前或下的指令就可以完美抵消并获得优先权,这一设定使得对抗的激烈程度和对于操作精确性的要求大大提升,也成为了SF3系列的精髓。由于这部作品实在是承载了太重的负担,大幅的革新并没有获得预期的反响,但是CAPCOM并未因此而放弃,而是精益求精的继续追求他的格斗之道,终于造就了后来的王者SF33。值得一提的是,本作长期以来只有唯一的DC移植版,但是随着去年CPS3的模拟成功,更多的玩家终于可以一睹其风采了。 经典度:7 推荐度:8 下载:http://emumax.uuu9.com/download/2007/200706/25708.shtml ![]() ![]() ![]() ![]() 1999.2.4 宇宙战舰大和号 遥远的伊斯坎达尔(BANDAI/PS) 松本零士监督、西崎义展制片的动画“宇宙战舰大和号”曾经获得1975年第6届星云赏,可以说是日本动画兴盛的标志之一,后来的“超时空要塞”、“银河英雄传说”受该作影响很深。故事讲述在西历2199年由于加米拉斯帝国袭击而被放射能污染的地球濒于毁灭,遥远的大麦哲伦星云的伊斯坎达尔星女王丝塔西娅表示她那里有可以复原地球生态的“宇宙清洗机D”,于是人类将暴露在已经干涸的海底的沉船“大和号”改造成为宇宙战舰(因为当时已经没有新建飞船的材料了),前往伊斯坎达尔星。这时,地球只剩下365天的时间了....本作是早年的GB以及PC-E SCD版之后再次推出的游戏化产品,主要讲述了身在大和号的主角们为了对抗加米拉斯帝国总统迪斯拉军团的阻挠而进行的战斗,战棋式SLG的方式、场面宏大的战斗和大量的过场动画,都是BANDAI所擅长的东西。 经典度:3 推荐度:6 下载: ![]() 2000.2.4 Top Gear Rally 2(KEMCO/N64) TOP GEAR是英国著名的汽车节目栏目,而日本KEMCO公司以此为名的赛车游戏系列在业界也有着很高的声望,当初的SFC以及MD版“顶级赛车2”就被许多玩家认为是2D放缩技术制作的赛车游戏中手感最优秀作品之一。“顶级拉力”是该系列的分支作品,也是N64的主力赛车游戏系列之一,本作更可以称得上是N64最优秀的拉力游戏。游戏中引入了车辆损坏设定,包括车灯、车窗、车门之类的都会因为撞击或者翻车等行为而受损,而对驾驶影响最大的自然是轮胎的损坏,一旦损坏严重,车辆会陷入几乎无法控制的状态。游戏的操作性依然继承了系列向来的优良传统,不过在2D时代这种堪称优良的操作到了讲求真实效果的3D时代,会让部分玩家觉得缺乏物理特性,这一点可谓是见仁见智。 经典度:4 推荐度:7 下载: ![]() ![]() ![]() 2005.2.4 零 红蝶 导演剪辑版(TECMO/XBOX) 呵呵,其实这是欧版的发售日,美版在04年11月就推出了。不过由于今天的作品太少了,还是把本作拉进来说说吧。“零”系列是在PS2上得到很高评价的日系恐怖游戏经典。游戏中独有的灵力相机拍摄系统是系列的最大特色,也是恐怖的根源。本作的主角换成了天仓茧和天仓零姐妹,需要交替使用二人来进行冒险,封印设定的出现不仅进一步提升了游戏的惊悚度,更会对剧情的产生影响。TECMO作为XBOX的主力软件商,本作当然也会移植到XBOX上,XBOX版除了提升画面音效、对应480P显示外,还加入了全新的主视点模式,使用主视点进行游戏感觉与原来大不相同,恐怖氛围更加浓厚。此外,生存模式、购物模式的引入使得游戏的内容大大丰富,当然新服装、饰品等要素也不会少,除了令人喷鼻血的比基尼泳装外,还有“生与死”、“影牢”、“苍魔灯”等作品中的装束,甚至还有狐狸面具和南瓜头!新增加的完美结局更显出了厂商的诚意。本作的初回特典版附有特制DVD光碟“Premium Fan Disc”,收录“红蝶”与前作“零”的高画质影像,还有人物设定资料集、珍贵插画等,很有收藏价值。 经典度:6 推荐度:8 下载: ![]() ![]() ![]() ![]() |
Interview With Bruce Everiss, Veteran Games Industry Marketer Posted: 03 Feb 2008 08:58 AM CST GameProducer.net had a chance to have an interview with Bruce Everiss, game marketer who runs his game marketing blog BruceOnGames.com. [GameProducer.net] Hi Bruce. You are a veteran games industry marketer and have helped start-up companies Imagine and Codemasters to become the best-selling publishers. Could you share a few more words about your past experience and what you currently do? Bruce Everiss: Just now I mainly work on my blog Bruceongames and on my artist’s community Artforums.co.uk. I have spent the last 30 years in and around various bits of the microcomputer industry and was lucky enough to be in the principle marketing role at both Imagine and Codemasters in their first year of trading. Both became the biggest UK game publisher by sales volume in that first year so we had some exciting times. [GameProducer.net] How did you get into game marketing, and what tips you’d like to offer for those who want to improve their marketing skills? Bruce Everiss: In 1978 I noticed that the professional computer magazines were talking about new fangled microcomputers. So I opened one of the first computer stores, Microdigital in Liverpool, everything followed from that. There are two ways to improve your marketing skills, doing it and reading about it. Both at the same time would be just about perfect. It helps to engage your brain as well. Marketing is more an art than it is a science, what you are really trying to do is to manipulate mass conciousness. [GameProducer.net] Great. Marketing games has gone through some major changes in the past years and in the past decade. Digital downloads for example is a totally new distribution channel we didn’t have some time ago. Viral marketing possibilities such as YouTube have come available to public. What’s your view on these new technologies, and how companies should benefit from them in their marketing efforts? Bruce Everiss: Viral is nothing new. Advertisers have always sought to get their adverts talked about. Look at the Wonderbra “Hello Boys” campaign for instance. It is important not to forget old media. It still has speed, power and reach that new media cannot compete with. [GameProducer.net] Some time ago you wrote in your blog about free gaming. Free gaming is growing, but what do you think, will the biggest gaming companies in the world jump in that bandwagon, or will they keep selling their games through retail channels? Bruce Everiss: Electronic Arts are already doing it, as I pointed out in the article. High street retail of cardboard and plastic is ultimately doomed, to be replaced by a mix of business models, one of which is free gaming. [GameProducer.net] What other opportunities do you see in today’s gaming industry besides the free gaming? Bruce Everiss: The iPod Touch and iPhone will take off in a big way as gaming platforms. [GameProducer.net] In the end I’d like to ask: If you’d have to give one advice to game companies on how they could improve their marketing. What advice would that be? Bruce Everiss: Employ me, or at least read Bruceongames!! Seriously. Know as much as possible about your customers. Then engage in the most efficient dialogue with them. Good marketing is just word of mouth on steroids. [GameProducer.net] Thanks for your time. Bruce Everiss: Thank you very much for inviting me. [GameProducer.net] For readers who want to find more about Bruce & game marketing: |
Posted: 03 Feb 2008 04:32 AM CST |
What are Kongregate etc missing? Posted: 03 Feb 2008 03:48 AM CST I've become quite the fan of "neat gaming" in the last year. Not least because it has become my job (I now work for Sky Games as a development manager of casual games on interactive TV), but also because it is simply the most interesting and alive sector of the whole gaming world bar none.
Yes, you have your console shenanigans and your managed Live networks, your retro collections and your handheld cooking simulators, and most of these are perfectly valid enterprises. For a while, casual games was somewhat mired in the realm of big portals like real.com basically squeezing value out of both developers and customers, but that is changing. There are hundreds of portals now selling games or subscription packages for games, and distribution networks from companies like Oberon are servicing that whole fragmented sector, as well as helping to publish. The distinction between casual and self-labelled indie games is also blurring considerably, which is why I use a broader name like "neat gaming" to describe what is essentially a taste for smaller applications. Services like Kongregate - which basically are trying to be a Youtube of gaming - are emerging and doing a good job of capturing the innovation mindset, the neat idea set and the popularity contest. And it seems to be doing all of this via advertising, which is the aggregation model that is very "web". There are even such neat things as chat clients hanging beside many of the games on such services, and attempts to place ads in-game via the likes of Mochiads. Flash is really the technology that is making all of this happen (finally) and providing a road toward a single platform that the hardware makers and devkit-obsessed developers of the classic industry are simply unwilling to face. You can play any game on an aggregator, such as Bowman 2, for free in your browser without any fuss. It is easy to see how such a game could be converted into an iPhone-friendly format, or a DS format if Nintendo saw the light and opened the DS up to indie development with no strings attached (maybe that'll have to wait for DS2). In a world of gaming dinosaurs, Flash is the fore-runner of mammals. The problem that these would-be aggregators have is that they are not quite there yet in terms of really embracing the aggregator mindset. They still have some of the elements of a games directory about them, and they have not yet really gathered the full power of the social network to their cause. For example: Kongregate places a lot of advertising on its pages and offers a Digg This link to help popularise its games. What it's lacking, however, is sharing technology. 1. There should be a link on the page that allows the players to share the game with their friends, embed the game in their blogs and so on. This is a critically missing piece. 2. Each of the games should have a Kongregate watermark or small bar at the bottom of the Flash app, and also a short pre-game advertisement in the Flash app. Thus Kongregate-hosted content can travel anywhere and be monetised. 3. Each of the games should have a facility that puts its tagging to use, recommending other games on the page. A lot of the detail on the Kongregate pages are unnecessary (such as the description text, which can wax lyrical) and instead be replaced with small icons for other games that the player might like to try. Significantly, AddictingGames does include the ability to share games, but it doesn't always seem to work (I attempted to embed a game in this post by copying and pasting the embed data, but it didn't work). The problem that AddictingGames has is one of layout, in that their sharing/embedding code is very tiny on the page, so much so that it's easy to miss. They are also missing the lively chat and community sense that Kongregate has, and the overall site design is not particularly attractive in terms of colour choices etc. I think that these are mostly teething problems, however. Services like Kongregate and AddictingGames are likely the forerunners of what's to come. Between the embedded Flash game sector and the downloadable PC casual sector, the future of much of the games industry is all about what the web can do to break down the barriers. It's so much more interesting right now than anything that the traditional games industry has been doing for quite some time. |
Posted: 03 Feb 2008 12:24 PM CST 通常而言,体育游戏的 AI 在结构上类似于 FPS 或 RTS 游戏:底层是控制和动画,中间层是个体的决策,上层是战术。但从每一层来看,它又与其它游戏大有不同。
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Posted: 08 Aug 2005 08:26 AM CDT ![]() (专载gamesport) 关于罗马之全面战争 出品公司:Activision 官方主页:http://www.totalwar.com/community/rome.htm 信息提供:RELOADED 发布日期:2004-9-25 关于 罗马之全面战争机器配置 CPU:AMD2500+ INTER P42.0以上. 显卡: 64M,最好128M 内存:256M,建议512M或者1G内存 偶8月31号返校,因社团工作繁忙(刚成立的)所以半个月回来一次请大家谅解,要是没源的话就去游侠下,请大家放心,偶将长期做源。。。。。。 《罗马:全面战争》(Rome: Total War)是英格兰的Creative Assembly制作的全面战争系列的第三部,同时它也是最出色的一部。游戏继承了前两作的优点,它具有宏大的即时战争场面,其历史真实性和对细节的刻画也给人留下深刻的印象。《幕府将军:全面战争》(Shogun: Total War)为系列开了一个好头,《中世纪:全面战争》(Medieval: Total War)在此基础上更进一步,而《罗马:全面战争》则有了革命性的改进。由于采用了全新的3D引擎,游戏可以更好地表现出上千人的战争场面。这种改进并不仅仅是壮观的场面,它帮助《罗马:全面战争》成为一款出色的史诗般的策略游戏。 与其他的两个系列游戏一样,在《罗马:全面战争》中有两种不同的游戏模式。在战役模式中,你可以攻城略地,利用强大的军事实力不断扩张你的帝国;在即时战斗模式中,你可以运用各种战术击败你的敌人。游戏提供了一个非常实用的训练战役,在完成训练后,你就正式开始你的霸业征程。你可以从三个具有权势的罗马家族中——Julii、Brutii和Scipii家族——选择一个开始游戏,逐渐扩大罗马帝国的版图,为帝国增添荣耀,同时增加你的势力和影响力。三大势力同属于罗马帝国,因此拥有相同的作战单位和建筑物。但是三大势力有不同的战役流程:Julii家族面对的是北方的高卢(Gauls)和赫马尼亚(Germania),这是一场艰苦的陆地战役;Bruti家族需要消灭残余的希腊城邦,将帝国的版图扩张到东南部;而Scipii家族的任务是彻底征服罗马帝国最强大的敌人——迦太基(Carthage),将帝国的版图扩张到西南部。 虽然这些战役都非常艰巨,但对每股势力来说至少都有明确的目标。罗马帝国还有第四股势力,它不受玩家控制,却可以影响你的游戏进程,它就是罗马参议院。参议院会对你下达各种命令,如封锁敌方通道,占领一座城市(根据罗马和被占领城市间的敌视程度,有时需要杀掉所有的平民),与其他外国势力进行贸易或者建立联盟等。你要认真考虑是否服从这些命令,因为参议院有时会有意地削弱你的实力。当然,如果你顺利完成任务,你会得到大笔的金钱、新的军事单位或者扩大在参议院中的影响力。而如果你没有完成任务,不仅参议院会降低对你的信任,你的势力也会大受影响。大体上,参议院的任务有助于你了解战役的整体情况。因为在游戏中你不会直接进行庞大的征服欧洲的战役,取而代之的是你需要逐渐完成一连串的短期目标。 完成参议院的任务是非常有帮助的,它直接影响着《罗马:全面战争》中的一个重要元素——家族。三大势力原本都是罗马帝国的大家族,你的将军和地方统治者通过血缘、婚姻甚至收养等各种关系相互联系在一起。这些都是你的势力中的掌权者,他们有自己的优势和弱点——这决定了他们的能力不同。例如,一位强硬的将军可能拥有出色的指挥才能,但是他不能适应官僚作风决定了他不会是一名出色的地方统治者。再比如,一位各方面都非常出色的地方统治者如果不重视农业,就会影响他的辖地内的农作物产量。而如果你的家族成员曾经是参议院重要成员的话,他们下野后将拥有更大的影响力和出色的能力。这里只介绍了游戏中角色扮演部分的一些内容,在实际中你应该关心帮助你的家族成员的政治前途,以便让他们更好地为你服务。 除了上面提到的特性之外,你的家族成员——不包括你的间谍、刺客和外交人员——都能够拥有随从。这些随从一直跟随着你的家族成员,其中有顾问、导师、保镖、仆从、拍马屁者等。每种随从都能影响你的成员的能力。譬如,一位摔跤选手可以增加成员的能力(他能增加成员的力量),可以为成员被刺客行刺时提供额外的保护。通过在家族内部招揽和交换随从,你可以将他们安置在最需要的地方。 家族是非常重要的因素,因为你只能从家族成员中选拔将军。当然你可以建立一支没有将军的部队,但是由于缺乏领导,他们在战斗中表现非常糟糕。而有将军指挥的军队的战斗力会大幅提升。具有优秀的指挥才能的将军是战斗中的重要力量,在大多数情况下拥有优秀将军的小部队可以击败缺乏领导的大部队。另一方面,只能从家族中选拔将军是非常危险的事情,因为你必须确保你的成员中有适合的将军人选。在一场损失惨重的战斗中,优秀的家族成员死伤殆尽,这几乎完全摧毁了你的家族。战斗造成的影响很快随之而来,你会发现自己找不到合格的将军和地方统治者来管理这个庞大的帝国。因此你必须努力保护你的将军们,而不是把他们送到前线当炮灰。 当你缺少地方统治者时,你的城市将自动选出一名管理者,他将以你的名义管理城市。你可以给这名自动管理者下达一些命令,诸如强化军事或者经济,然后他就会开始建造需要的建筑物和部队。(如果你不想管理这些琐碎的事情,你可以在城市中广泛采用这种自动管理的方式。)电脑通常可以很好地完成你下达的任务,这对那些不想在战役中浪费大量时间的玩家来说非常有吸引力。而如果你是战略爱好者并希望控制一切,你会发现有大量的家族成员需要管理。 如果你不急于消灭你的敌人,你可以暗中侦察情报,与他们进行贸易或者暗中推翻他们的统治。从《中世纪:全面战争》开始,游戏的外交系统已经非常完善,而在《罗马:全面战争》中你有了更多的选择。其中包括建立同盟,威逼你的邻国成为罗马的受保护国,获得更大的贸易权利等。你可以派遣间谍刺探敌军防御的弱点,或者在关键的战斗前派遣刺客直接除掉敌方的将军。另一方面,你可以在自己的城市中培养一些间谍,他们可以找出隐藏的捣乱分子,并作为秘密的警察部队维持地方治安。 在一场战役中,从开始到半程之间的部分是非常艰苦的,由于资源的匮乏,在许多方面你都面临巨大的压力。例如,Julii家族有一场战役特别艰苦,他同时发动了对迦太基、西班牙和高卢三股势力的战争。无论如何,如果你活下来并击败敌人,你将获得足够的资源和实力去对付其他的敌人。更大的挑战发生在内战中,你必须向罗马城进发并沿途击败你的竞争对手,最后才能控制整个帝国。最后的战役非常具有挑战性,帝国所有的核心城市都已经发展为大城市,这些城墙又高又厚的城市遍布在你的前进道路上,为了攻占它们你必须把优秀的部队一支接一支地送上前线。 从共和政体出现到巅峰这段时期,皇位争夺战持续了长达270年的时间。游戏设定每六个月为一回合——分为夏季和冬季两种——这意味着一场战役可能持续超过500个回合。这确实是一个宏大的时间跨度,而如果你决定要玩遍所有的战斗,一场战役至少消耗你几天到几个星期的时间。游戏中也有一个较小的战役,它只要求你占领15个行省并消灭你的主要竞争对手。除了罗马帝国的三股不同势力外,你也可以选择其他势力来进行战役,譬如迦太基、不列颠(Britannia)或者高卢。前提是你必须在之前的战役中击败这些势力,才能开启他们成为可选择的势力。这是一个烦人的设计,因为你可能不得不进行多场战役才能开启所有的势力。但是这些努力是值得的,因为其他的势力拥有自己独特的部队,包括战车、象兵和斧兵。当然,并不是所有的势力都可以选择,当心别让你的希望落空。 由于采用了出色的3D引擎,游戏建立了一个生动逼真的世界。你可以清晰地看到沙漠商队穿行在大街小巷,贸易船往来于港口之间。在冬季回合中,积雪覆盖了欧洲,这也会影响军队的移动和战斗效果。更重要的是新地图直观易懂,这对全面战争系列所开创的棋盘游戏类型来说是一个巨大的改进。游戏在地图上设计了诸如山谷和河流之类的战略要地,你可以在这些地点放置一些军队,从而保护城市避免被围困的危险。你可以在丛林中埋伏军队攻击路过的敌人,伏击可以给敌人造成巨大的伤害。 《罗马:全面战争》是一款非常优秀的策略游戏。要说有什么不足,那就是它的海战相对较弱。与陆地战争不同,海战是自动进行的——你不能控制军队甚至有时你都无法观战。海战的结果是不可预知的,只有在你拥有压倒性的优势时才能确保获胜。这意味着两者相当的舰队遭遇时,战斗的结果就像掷硬币一样胜负各半。但是不能指挥作战或如你希望地扭转战局,你会感到一丝无助。此外,海战结束后的战斗报告经常是不准确的——报告中提到的被击沉的船只数目经常与残存的船只数目不吻合。偶尔我们还会碰上游戏中的一个小问题:在特定的环境下,在固定的位置上会重复发生小规模的海战,这些海战不仅对战局毫无作用反而会消耗大量的资源,而在陆地战争中就不存在这个问题。实际上《罗马:全面战争》的海战并没有给我们留下深刻的印象。 当然,回合制的战役模式仅仅是《罗马:全面战争》的一半,另一半则是广受期待的3D即时战斗模式。从以前的2D改进为现在的3D,《罗马:全面战争》的战争场面和效果有了革命性的改进,这是一种令人焕发生机的改进。当你看到一声令下后数千名士兵在战场上相互厮杀时,那壮观的场面会令你惊讶不已。游戏真实地表现了战场上大屠杀的场面——譬如你能看到你的士兵们蜂拥而上砍死一名敌兵——有时这种表现太过于真实而让你有一种不舒服的感觉。你能看到大象把士兵甩到30到40英尺的高度,或者看见步兵被骑士的冲锋撞到20英尺或者更远的距离。战场上有无数这样的场面,如果你放大屏幕仔细观察,你能看到每个士兵疯狂厮杀的模样,这会让你立即想起好莱坞电影中的那些宏大的战斗场面。 3D引擎改变得还有你的战斗方式,从场面上你会很容易理解“漫山遍野”这个词。即使你是一个新手,你也能很容易分辨出战术的优劣。如果你看见希腊的枪兵低握着他们的长枪,你应该直观地认识到派骑兵对付他们将会非常糟糕。但是如果你的骑兵能迂回到他们的侧面或者后面发起进攻,你的骑兵就会像砍瓜切菜般撕破希腊的防线。你的部队通过战斗能不断获得经验值,因此你应该保护那些有经验的部队。战斗结束后,你的部队能在城市中进行重整恢复:这不仅能恢复部队的元气(尽管大量的新兵会降低部队的经验值),而且随着经验的提高,部队能升级他们的武器和铠甲(如果你的城市中有升级所需的建筑物),在战斗中就具有更强的战斗力。 为了亲身体验最大的战役,你需要一系列辉煌的胜利。大多数战斗的规模较小,基本上是一两千人之间的战斗。但是这些小规模的战斗场面依然壮观,同时由于部队较少,你更容易控制这些战斗。在战斗中你随时可以暂停游戏,给你的部队下达新的命令。尽管在多人游戏中你不能暂停游戏,但是这对单人游戏是非常有用的。在最高分辨率下,一些大规模的战斗会出现跳帧的情况,但实际上在较低的分辨率下我们依然能得到非常壮观的场面。你需要慢慢习惯游戏的视角控制,但是你很快就能掌握其中的窍门。游戏图像效果的唯一缺点是同一支部队的所有士兵看上去都是一个样,这让你有时感觉像是克隆人在打仗。如果部队的士兵能有所区别显然会更好,当然大多数情况下战场的疯狂厮杀让你无暇注意这些细枝末节。 游戏的声音和音乐出色得令人尊敬,它们与游戏场景完美地融合为一体。当你下达前进的命令时,你会听到数百双靴子踏步前进的声音,而游戏音乐也转换为适宜的前进主题。当战斗打响时,游戏的声音效果更加令人称奇,武器与盾牌撞击的“当当”声、长枪刺杀时的“呼呼”声、弓箭破空而出的“嗖嗖”声,还有大象如雷鸣般的嘶吼声,这些声音如此逼真生动令你如身临战场其境。最重要的是,游戏的音乐总能随着场景的变化而适当变化,这简直就像在看电影一样。如此出色的音乐能让你更彻底地投入到游戏当中。 除了游戏的战役之外,《罗马:全面战争》还附带了一些历史上真实发生的战争和小型战斗模式,它能让玩家直接进行战斗。实际上小型战斗模式属于多人模式的一部分,它是属于战斗层面的模式。游戏的多人模式基本上可以划分为两种:快节奏的小型战斗模式和节奏较慢但更加刺激的攻城模式。小型战斗模式节奏较快,这是因为游戏开始时所有的势力都位于野外,因此用不了多长时间一些势力就会被彻底击败,在战斗初期一支优秀的骑兵会决定甚至扭转战局的走向。而攻城模式则要有趣的多,它有点像国际象棋:攻城方和守城方都必须仔细寻找对方的破绽而后相互进攻。《罗马:全面战争》的多人模式浏览器能够在网上轻松地找到一台服务器,不过要找到全世界所有的服务器则需要较长的时间。另外,游戏应该限制配置部队的时间,因为等待游戏为每支部队配置起始点总是一件让人厌烦的事情。 当你从整体来看游戏时上面的小问题就容易被忽略掉。毫无疑问,这是一款令人非常满意的策略游戏,它可以吸引爱好不同游戏类型的玩家。如果你正在寻找一款复杂有趣、可以征服世界的游戏,你可以选择游戏的皇位争夺战役,它值得你为之花费大量的时间。如果你需要一款效果逼真、如电影一般的战争游戏,你可以选择游戏中的历史战争、小型战斗模式、多人模式,或者在战役模式中选择让电脑管理一切细节,自己只需要享受战斗带来的乐趣。而如果你同时在寻找这两者,那么你会发现《罗马:全面战争》就是完美融合了两者的巅峰之作。 本人ADSL1M上传 每天至少10个小时在线 没源请PM我。 一般在华语P2P~~R2.0~~OR:www.ourrc.com 。。。 安装方法: 把这三个文件放在一个文件夹中~点击安装就可以了~下载完后把文件名都改成:全美-罗马全面战争官方简体中文版V1.1,全美-罗马全面战争官方简体中文版V1.1.W02,全美-罗马全面战争官方简体中文版V1.1.W03。 This posting includes an audio/video/photo media file: Download Now |
Posted: 03 Feb 2008 03:38 AM CST 寒风那个吹,大雪那个飘,如果各位还有精神“与天斗其乐无穷”,请勒紧大衣,坚决的去挑战大自然。客栈朝西4里路的海湾白浪正翘首期盼着你成为海星们的永久监护人,客栈向东4里路的雪山飞霜也在满腔热忱的铸造着东京人肉巧克力,现在就徒步前往(道路封闭),他们会非常乐意为你量身定制死后文。 蹲在客栈大厅的旅客,我体谅你们没有中央“集中优势兵力对抗自然灾害”的决心与勇气。但请你考虑下店门外的那一亿国民,那一亿你在喊叫“无中线诋毁宅男”时毫无反应的人。你有力气看本文,说明你没被断水断粮;你能跑上网晃悠,说明你没被断电断信,为什么在互联网不需要你热爱的时候,你却额缠白带,视死如归的守卫它?如果当下不是体现宅男腐女也是人,也会主动扫雪,也会自愿捐款,也会扶持老弱的时机,我不知道这是什么。为什么你还摊在屏幕前查找那港产Kira放出的裸照,玩那没有尽头的网游?换作是懒字当头的店长,要是能让全球1/60的人口在喜庆节日多露出些笑脸,那让我牺牲金钱和时间又算什么?大众迟早会理解,我们不是什么心理扭曲的群体,我们是有血有肉有良知的集体,不论性别,国籍与身份。 兴许在这之后(以我的乐观估计),冲破万分之一的概率障碍,那一亿人中的某位,能意识到在资本主义荼毒下的次元文化也会有“有理说不清”的时候?也会向我们伸出援手?也会帮我们争辩是非对错?……说我责任过剩也好,孤注一掷也罢,行动总比“独善其身”来得正面。 店长前言到此为止,以下是客栈的常见内容。为支持政府宣传“留在当地过春节”的口号,我们准备了少量协助你整个春节都赖着不走的网站,详见本文的菜单。 |
Posted: 03 Feb 2008 02:20 AM CST |
Posted: 03 Feb 2008 03:06 AM CST 巨人以前的企业文化非常不对,十年前总提很多口号,比如“我要做中国第一大”等等,本来是想激励员工,事实上最后把自己也给骗了,自己都以为自己就是老大了。我后来发现定很高的目标是很可怕的,必然会违背经济规律,会让自己浮躁,让企业大跃进。回过头想想,巨人那几年确实乱得很。现在就没有那么大的口号了,目标就是把能够影响结果的每件事情做到最扎实、最透,把最下面的事情做到最好,公司不定定量的指标,把工作做到最好就行了 |
Posted: 03 Feb 2008 12:24 AM CST
Wintermute(WME)是一个深受独立游戏开发者欢迎的专业冒险游戏制作引擎,由捷克程序员Jan Nedoma开发并维护。自2003年Wintermute发布第一个版本至今,每年都有不少优秀的冒险游戏在这个引擎开发并完成。Wintermute的使用者许多分布在欧洲,由于语言问题,我们不太有机会深入了解他们开发的游戏。其中也有部分优秀的作品由于种种原因中途搁浅、夭折,少数幸运完成的作品也往往由于没能得到主流媒体的青睐,而不被大众所了解。indiegm希望以后能有机会选取其中认为不容错过的精品陆续介绍给热爱冒险游戏的朋友。 闲话少说,今天我们将来看看2008年有哪些贴着Wintermute标签的优秀游戏发布,当然我们的关注点将更多放在个人、小团队、小工作室的作品上。 Until I'm Gone![]() |
I was going to use this, but I forgot what for, so..... Posted: 03 Feb 2008 12:35 AM CST I made this photo in photoshop, I think for a post where I talk about some PC Gamer that went on an anti-Wii rant the other day.
Some time has passed, and I totally forgot who that dude was. But, the picture was funny, so I thought I'd share it with you all: ![]() Photo illustration by Rob Howard See full article. Related Entries: World of Warcraft Patch 2.01 - Before the Storm - 07 December 2006 Burning Crusade goes on Sale and 6 new realms for World of Warcraft - 05 January 2007 World of Warcraft BC still reigns at charts - 19 March 2007 World of Warcraft setzt neuen Meilenstein: über 9 Milionen Abonnenten - 24 Juli 2007 Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
Posted: 02 Feb 2008 10:47 PM CST 纯白的世界,就像在梦中。
在我的记忆中上海只下过两场这么大的雪。
梦中的纯白世界。
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Posted: 02 Feb 2008 10:03 PM CST JOY阿宝:其实真没什么可赏的,大家看看就明白我的意思了。这个游戏是《胸口有七颗星的男人OL》,很有劲吧?游戏目前即将在日本2测,增加了四个新角色,可是实在太丑了,无法容忍啊,...
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Posted: 02 Feb 2008 09:41 PM CST 有句讲句,搜狗输入法确实不错。但搜狗这个名字我一直很讨厌,因为他是流氓软件团伙的成员之一。名字不好听之外,名声也臭。这次搞出这个输入法就好像丑八怪恶霸财主生了个漂亮贤惠的女儿一样。 |
Posted: 02 Feb 2008 08:44 PM CST 你还被骂黑手么? 物品的暴率是玩家最关心的话题。从传奇时期为抢装备打架斗殴,到魔兽世界开出垃圾被骂黑手。于是玩家开始研究:掉落究竟是在怪物刷出来时产生的?还是怪物被杀时产生的?又或者是拾取时产生的? 今天,暴雪的这个迷是被公布了。魔兽世界美服论坛版主“Drysc”。让我们记住这个名字。 以下是他的原话: Loot is generated upon creation. As soon as you step into an instance, or a mob is created in the world, the loot that's going to drop has already been determined. 译文: 所有掉落都是在怪物生成的时候就已经决定了。 当你进入一个副本的时候,或者一个怪物在野外刷新,他的掉落就已经注定了。 Q: What are the variables in the random generator's kernel, is it based on some attribute of the players in the raid, or the raid leader? A: Heh, no. I believe it uses a time stamp to seed the generator. So, there's nothing you can influence within the game that would alter or coerce the generator. Drysc说事实上服务器内部会按照某种时间概率给掉落生成器发送命令,游戏中的行为并不会对这段命令产生影响。 No, the time it uses to seed would have no real implication into the final outcome of what loot its given. On a long enough generation table, you may see some type of pattern based purely on a random generators inability to truly be random. But we're talking about astronomical numbers, something ridiculous like hundreds of billions of generations. Nothing you would or could see a pattern in during your time playing the game. What you're seeing is pure and basic laws of probability. Have a few thousand people roll a pair of dice and you're bound to see hundreds of people able to roll snake-eyes 10 times in a row. (not that dice are truly random either) 于是有人问那命令发送是按照时间段,那岂不是杀死某时间段刷出来的怪物或者在某个特定时间进入副本。。。 橙色武器唾手可得? 版主继续解释:发送命令的时间和你们取得的掉落没有直接联系,服务器随机把可能掉落的物品随机排列成为一个内容非常巨大的掉落表,可以解释为有数千亿的天文级的数据,而这个是根据概率论来计算的,因为这个列表过于庞大,所以其实你没有任何办法找到其中的规律。 简单的说,如果以后再有人喊你黑手的话,请反击:你才是黑手,你全家都是黑手! |
Posted: 02 Feb 2008 07:55 PM CST 刚才收到同事广告,说用手机登录可以写博客。马上试下。短信写博客不如这个方便看样子。不过,问题是,写的途径越来越多,口水话也越来越多。 |
Posted: 31 Jan 2008 01:43 AM CST
话说在中国游戏圈很难真的有作者去不偏不正的评论若干款网游,而我通常也有这个毛病。中国有句古话叫做:“那人钱财,替人消灾!”看我的ID就知道——“不肯当记者”。既然我不是一个媒体人,有身处网游圈,那么你可以想象我始终都会是某个游戏公司的员工!所以,每次在点评游戏圈事情的时候也难免失去偏颇,故意把别人的缺点写的详细点,把自己的有点写的更详细点。 不过下文,我希望自己能够尽量去“公正”看待一下十款产品!
盛大《传奇》 如果说之前盛大把自己MMORPG66%以上来自MMORPG时长收入来豪赌“免费”运营模式的收到了先进巨额而持久营收的话。不得不感叹当时陈天桥表示,“新的运营模式短期内可能会给公司带来不利影响,但从长远来看,这一模式将使公司受益” 的远见。 其实盛大的《传奇》自始自终获得的报酬都是他应得的,要知道在那个谁都不认可不了解网络游戏的时代,是盛大用《传奇》告诉中国玩家游戏可以这样玩,告诉其他许多现在的网游老板——这样赚钱很爽朗!不过在跻身免费阵营的同时,盛大仍旧太过忽视《征途》这个对手了。论品质和最初的基数《传奇》都不会输给《征途》,只能说盛大没能正视《传奇》的寿命和盈利能力,过早的停止了对于游戏的宣传使得游戏玩家没能在免费后获得如同《征途》一样“恐怖”的增长率!
巨人《征途》 《征途》的成功不在发工资更不在免费运营——而是他深刻挖掘出了国人“丑恶”的一面。仗势凌人、以富欺贫、金钱万能甚至屠城等等,都让中国玩家在ID的背后可以把自己内心最“古怪”的一种情节表现出来。当然,无论从游戏本身内容还是事后的运营《征途》都非常强!也是个人认为国内游戏厂商真正让玩家享受到“上帝”乐趣的游戏。 别忘记——消费者才是上帝!在《征途》里你只要花钱够爽气,那么集体富翁的利益必将能获得保障,这种保障是来自游戏内与游戏外的!毕竟本身玩游戏就是为了开心,如果一个真正的RMB消费者花了钱在游戏里还过的不开心,那么谁会在里面呆的久呢?反之,就是烧着钱享受着全然不同的待遇!
九城《魔兽世界》 其实明眼人都知道,自2006年下半年开始大部分针对第九城市的负面均是假新闻,而关于TBC的真正开放时间其实第九城市也只公布过一次——开放当天!而诸如什么春节开放、五一开放,甚至为了《奇迹世界》故意令TBC让路都是无稽之谈。当时面对每次恶意的攻击,九城均在沉默中度过——于是误解变成了憎恶!就这样,《魔兽世界》的任何一点小问题都会被放大再放大…… 同时对于《魔兽世界》而言我们基本看不上大起大落——产品质量决定,无论发生什么其玩家也不会出现大跌。但是我们发现从2004年走过来它的同时在线人数始终没有过巨大的突破(除了TBC开放的短暂辉煌)。如何在保证固有玩家不流逝,同时能够真正意义上的通过市场手段去拉到更多的玩家,应该是《魔兽世界》当前最需要的——玩家都要被别的产品100万、100万的分光了!!! 说难听的全世界最好运营的网络游戏就是《魔兽世界》,如何让玩家理解自己,让玩家知道其实第九城市一直在努力,应该是其运营团队和市场人员应该考虑的。
完美时空《完美世界》等 不过,这里我就说说完美对于玩家把握不流逝的方式吧。如果说每款网游在各个游戏公司手上不是“一指禅”就是“金刚指”的话,那么《完美世界》等可谓是一个“如来神掌”!相对其他游戏为了能够在挽留老用户的同时还接纳新玩家,需要不断的开新区关老区手段不同。完美时空通过“光速”的研发用同一引擎在一年内能开放1-2款新的游戏。虽然这一做法被许多业内人士和老玩家不齿。但是对于其固有用户而言,几乎同样的操作、似曾相识的界面、全新的故事和前款游戏加新游戏里的人际关系网可以迅速上手——何乐不为呢? 当然,对于圣斗士而言同样的招数无法使用两次!再有意思的系统,对于玩家而言当玩到第六款、第七款的时候也必然会如嚼白蜡了!
《劲舞团》是一款神作! 以一个“老年人”的角度来看,当然无法体会到《劲舞团》乐趣的真谛! 但是现在回头看看《劲舞团》真正的成功是在其“以情动人”。玩家在其中能够迅速找到自己同龄的伙伴——低龄化、消费快速化、开放化。使得久游的《劲舞团》在赚够人气的同时也赚够了钞票!当然,关于《劲舞团》千奇百怪的故事和MM照片也会在我们游戏这个小圈子里传上很久很久的! |
Posted: 31 Jan 2008 01:40 AM CST |
Posted: 02 Feb 2008 05:52 PM CST ![]() 开发:Best Way 发行:Paradox Entertainment 语种:英文 平台:PC 类型:Strategy 网址:http://www.paradoxplaza.com/silentheroes.asp 做源:Razorback3.0 [quote]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、彻底关闭瑞星及其后台程序 6、更新XP补丁、更新显卡驱动[/quote] 【版本说明】 1、英文版V1.29 2、只删减了片头广告动画 3、自动识别路径创建注册表,可使用任何补丁或MOD (绿化压缩小组:RAS) 【安装说明】 1、解压缩 2、运行setup.bat开始安装 3、运行桌面快捷方式进游戏 4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 【游戏简介】 作为一款二战主题的战略游戏,开发商doxInteractive公司将《SilentHeroes》的开发重心转移至敌后破坏活动。在游戏中,您将有幸指挥一支特种部队,并在敌后战场上消耗纳粹的实力。 《Silent Heroes》游戏特色包括: ·高度交互的游戏战场环境(几乎所有可视物品都可以被破坏); ·故事驱动的战役内容中主要涉及敌后破坏活动; ·玩家可以在游戏中使用物品和建筑物进行掩护; ·玩家可以在游戏中获取、使用并修理各种各样的装备(也包括敌人的装备); ·高质量的图像效果和电影特效。 【游戏截图】 ... ... ............ .................... .................. ... ... ............ .................... ................. .. ... .. .. ... ... .. ... ......... .. .. ............ ... ... ............ .. ... ......... .. .. ............ ... .. ........... .. ... ... .. .. .. ... ... .. .. .. ... ... .. .. .. ... ... ... ... .. ... ......... .. .. .. ... ... ... .... .. ... . .. .. ..... ... ... .... .......... .. ... .. .. ... ... ... ... .. ... ............ .. .. ... ... ... .... .. ... .. .. .. ..... ... ... .......... ... .. ... . .. .. .. ... ... ... ... ... ... ... .. .. .. ... ... ... .. ... ... ... .. .. .. ... ... ........... . ________ . _______ ........... ... \ ___ \ /_\ / _____) ... | __ / _ \_____ \ .................. | | \ \ | / / ................... | : | Silent Heroes: Elite Troops of WWII | | | <+======================== LANGUAGE =========================+> | | | en | | | <+========================= VERSION =========================+> | | | 1.29 | | | <+=========================== RiP ===========================+> | | | logos | | | <+========================= INSTALL =========================+> | | | 1_unrar | | 2_setup.bat | | 3_desktopicon | | | <+======================== THE FORCE ========================+> | | | RAZOR73 - KOOLMAN - PC GAMER - RENCHONGYI - PRTTI | |___________________________________________________________| |-------------========|###############|========-------------| | | | -+- R.A.S.GROUP RIP -+- | |_____________ __ _ _ __ _____________| +-----------------------------------------------------------+ This posting includes an audio/video/photo media file: Download Now |
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Are Downloadable Console Games Too Cheap? Posted: 04 Feb 2008 11:00 AM CST GameSetWatch makes what is sure to be a popular suggestion (not!) that downloadable console games - all the rage now - are priced too low.
I actually agree, though I don't mind taking advantage of the price point. The price and ease of spending "points" on XBLA makes the cost a non-issue when it comes to me buying games for the 360. For me, it really just comes down to time. But I guess if I had all the time I needed to play all the games I'd like, I'd probably also have no money to spend on 'em. Catch-22. I don't know that there is a "best" price for downloadable games. I mean, certainly, the lack of physical media and the removal of certain "middle-men" in the distribution / duplication retail point-of-sale chain is worth having the savings passed down to the customer (ME!). Unfortunately, for games that also have a boxed-version retail component, that doesn't usually happen. Undercutting Wal*Mart and GameStop with your direct-sales version does not lead to happy sales numbers. But for games that are primarily or exclusively downloadable, this shouldn't be an issue. I'd expect that to shave a good 25% off the price of the game right there. Right now, indie computer games have a "magic" price point of about $20, or a little more for deeper games (like RPGs), which actually works pretty well for me - though it is just barely enough that price does become a decision factor. Sure, I pay more than that to take my family out to dinner or to the movies on a Friday night (and we go to cheap movie theaters). But for a game, it's enough to cause me to hesitate in a way that $10 usually doesn't. It is no longer an impulse buy. But should games be impulse-buy items? Again, the reason that I haven't bought more downloadable games on XBLA is simply because the time investment required outweighs money considerations. Something that is going to take even just 5-12 hours out of your life is not an impulse-buy item, no matter what the price. GameSetWatch Opinion: Console Downloadable Games: Too Cheap Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
Posted: 04 Feb 2008 09:57 AM CST ![]() 感謝! 感謝大家的支持! 吾輩會更努力的! |
Posted: 04 Feb 2008 08:22 AM CST Barring any surprises, this is the final week of "the Ethics campaign" - next week, it will finally be over. Other things that are over this week:
See you in the comments! |
SingStar is Back on the PS2, and This Time It’s … Posted: 04 Feb 2008 10:18 AM CST The ’90s! Yep, this disc is dropping on March 18. You’ll see from the full track list below, we’ve got a very eclectic mix of music, as we wanted to try and represent all of the major music movements that happened in the ’90s. There’s something for everyone, and some real classics to boot! With all SingStar products, we start off the process by defining parameters for our song list, and SingStar ’90s was no exception. However, this proved to be more challenging than usual, as everybody we asked had their own idea about the ’90s — it wasn’t as clearly defined as if you asked them about the ’80s. But, that’s ultimately where we got our inspiration from. The decade was many different things to many different people, so our track list had to reflect that. Grunge, rap, pop, boy bands, hip hop, rock — it’s all in there, and we hope you like it. How about you guys… What were the ’90s for you? What’s your favorite track on this list? And yes, all you wondering what’s up with SingStar PS3, click here to get the latest from our interview with IGN.
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Posted: 17 Jan 2008 02:14 AM CST 这一新的设计特性也对游戏的关卡设计师提出了更多的挑战。因为场景毁坏的特性可能会对玩家前进的路线有很大的影响。不过总的来说可互动场景让这个世界更加真实了,并且赋予玩家更多的自由可以按照自己的方式来解决问题。第一次使用是在1994年的《魔毯》。 ...
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Feature: 'The History of Dragon Quest' Posted: 04 Feb 2008 06:08 AM CST
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SN Systems Halves Price On PSP Development Tools Posted: 04 Feb 2008 06:09 AM CST
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PS3 Budget Game Line Planned In Japan, Western Version 'Likely' Posted: 04 Feb 2008 05:51 AM CST
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Q& A: Qube's Keondjian On How Its Modular Middleware Trumps The Monolithic Posted: 04 Feb 2008 05:11 AM CST
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American McGee Confirms Unreal Engine 3 'Twisted Tale' Project Posted: 04 Feb 2008 10:22 AM CST
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Posted: 04 Feb 2008 11:00 AM CST |
THQ Gets Tech Vet Slade As Executive VP, CFO Posted: 04 Feb 2008 05:10 AM CST
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Opinion: Console Downloadable Games? Too Cheap Posted: 04 Feb 2008 12:47 AM CST
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Release This: Devil May Cry 4, Assassin's Creed DS Arrive Stateside Posted: 04 Feb 2008 05:12 AM CST
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Xbox 360 Arcade Model To Launch In Japan Posted: 04 Feb 2008 04:29 AM CST
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Inq. of the Week: Edition to the Fourth Posted: 04 Feb 2008 06:56 AM CST
We’re a little bit obsessed with the approach of D&D 4th Edition, we’re also sure that you’ve noticed. One of the big things Dave and I have been discussing is the conveyance of old campaigns. Dave came out right away (haha) and said that in no way will he keep his campaign or try to convert it over to 4th Ed. I imagine many of you are of a different mind on the matter, and thus begins our Inquisition: Note: There is a poll embedded within this post, please visit the site to participate in this post’s poll. |
Posted: 04 Feb 2008 05:52 AM CST 哈哈,看看我做的核磁共振图像重建的渲染,多亏我的8800GTS了,要不然还无法做得出来。目前还处在开发阶段,可实现实时任意切割,速度还 可以优化,主要是Shader的书写和一些压缩算法的考虑等等,还可能要使用一些更高级的特性来加速。800*600窗口256采样率的时候从35- 50FPS,512采样率就降到了25-30FPS,打开半透明后性能下降比较严重,拉近后在10FPS左右,基本达到实时性要求,关闭一个灯光的光照后 性能提升会更明显。下图是今天重新调整着色后的样子,色彩不遵循真实色彩(很难调,需要细心的调整,目前用的是1D传递函数,2D的更难调),好看就可 以:) 图:渲染结果 图:进行实时切割 图:减少透明度 图:减少透明度,减少可渲染的物质 图:半透明渲染1,2 图:图片阵列。显摆一下我的双显示器,双1280*1024分辨率,哈哈 图:1D传递函数设计器,C#做的,实时调整颜色和透明度,有图片预览。设计器还有一些BUG,呵呵。 Dream world 梦想天空 2008-02-04 19:52 发表评论 |
Hori Fighting Stick for Wii getting Rave Reviews Posted: 04 Feb 2008 05:14 AM CST Image from Newegg.com Hori's fighting stick is now available at certain online retailers, and reviews have been strong. Here's an excerpt from C3 News: The build quality is wonderful, every aspect has a feel of quality all over it. I am aware Hori make other such sticks for other consoles such as the 360 and PS3, and while those are equally good this one wins out in terms of aesthetics, it looks nice and minimal and is easy on the eyes, unlike the others. Why should you care that there is a fighting stick on the Wii? For all of those awesome Neo Geo fighting games on the virtual console, that's why! It may seem like a small thing, but using a real "stick" and hitting actual arcade style buttons just feels so.... right. Now, the Hori stick isn't technically out in the U.S., but the hipper sites are offering imports for sale, at reasonable prices (you can use import controllers on your Wii, just not the import games). Read the C3 review here. Buy it from Newegg.com here: Newegg web site. See full article. Related Entries: The No Nonsense Babble Stick - 04 September 2006 IGN Reviews Mad Catz Arcade Stick - 18 February 2007 Oldschool Coin-Op Style Fighting Stick For The Wii - 30 August 2007 |
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Posted: 04 Feb 2008 02:17 AM CST 2005年,唯晶宝贝婷婷的CHINAJOY的突然走红,让众多商家看到了游戏营销在传统明星代言之外的另一种可能:选秀。于是再加上完美时空2006年同样是CHINAJOY上丁贝莉的大红大紫更是让商家看到了——选秀,这个低投入大效益的“纯造星运动”,于是第三年的时候各网络游戏运营商纷纷打出了自己各种各样的“选秀牌”。 但是就在这短暂的三年,选秀已经由原本的清纯、趣味变质为低俗恶炒、丑闻不断的宣传手段。当玩家的审美底线一再遭到挑衅,原本的游戏乐趣在“三点”、“泳装”甚至“男扮女装”的佳丽之间变的荡然无存。当2007年走到年尾,玩家已经对各种各样的选秀不再感冒的时候,作为商家应该反省什么?作为媒体又该如何面对?为何在2007中国网游大爆发的一年我们却自己让自己的产品营销陷入了选秀的死角?针对这些问题我们不如拿出一个个实力来进行分析: 跟风选秀:网游营销陷入怪圈 2007年,“高开低走”的各种美女选秀让本想通过这一方式让自己名利双收的各游戏商家失望而归。在这个跟风选秀的时代,人们似乎已经将选秀跟游戏推广划上了等号。其实这是跟许多游戏公司市场部对自己产品不够了解盲目跟风的产物。这也直接造成了网游营销模式越来越往选秀上靠拢,于是我们看到的就是万千佳丽却不知代言何款产品的怪圈。 SHOW GIRL是网游选秀的前身? 也许我们很难查出来网游选秀谁是第一个吃螃蟹的人,不过如果回到除了美女就是大美女的CHINA JOY现场,我们会发现也许游戏厂商的“选秀”灵感正是来自那里。 (上图摘自某牛人BLOG)
不知不觉CHINAJOY已经走入了第五个年头,而我们对于这个展会的映像除了人多、票贵外。就是那数不胜数的漂亮妹妹们了。对于大多数参展的游戏厂家来说,为了能够第一时间吸引玩家的眼球到自己的展台上,于是比姑娘多、比姑娘美一直到比姑娘“大”、比姑娘“暴露”都成为了“手段”。 作为玩家你仔细想想,在CHINAJOY短暂的3天时间里,负责宣传游戏的各大厂家都不知道如何让大家更好的了解自己的产品,而一味的为了吸引参观者来自己展台而来。我们也就不难理解为什么在CHINAJOY以外的自己的活动当中,还是依然只能美女当道了——除此一招别无其他已经成为许多网络游戏商市场部的一个通病了。 ?/P> 披着纯洁外衣的情色选秀? 在这里我们姑且不看起初的“很久以前”各种网络游戏评选的“小儿科”秀场,而是直接挑出几款网游的参秀者的照片来一一评价。 “海边拍的比基尼照照,珍藏到现在,趁公测那么开心,贴上来和喜欢我的人分享,游戏里的比基尼美眉太可爱鸟,才会想过一把比基尼瘾拉~~~比比看,谁更可爱?” 以上为上图中某参赛女玩家的“日志”。字里行间我们可以发现主办方有意思的把选手的比基尼跟游戏里的比基尼做了勉强的挂钩。而事实上许多其他游戏的泳装、美人鱼也大多走的是这个套路。因为活动的设计者深知,“脱”是一个“快速致富”的好方式,即使“雨点小”但起码点击量高“雷声够大”。 于是是玩家的和不是玩家的,点入一个个游戏官网进入一个个游戏门户的时候不用怀疑自己是否进错了站点,必然已经见怪不怪了! 但也许正是这种选秀的“风景独好”,导致了现在几乎逢新游戏上线就要拉出来中国大中小城市的美女们秀上一把。也不用管参赛的MM们是否真的酷爱游戏——毕竟这是一个便捷的成名号机会。但是如果作为本身就是精神文明建设一部分的网络游戏因为商业利益的驱使就去忽视了自己游戏的本质所在,更把自身需要承担的社会责任放在了这些种种的后面,着实会让我们为那些未成年的网络游戏用户捏一把汗。 网游选秀后时代路在何方? 其实把选秀融入到网络游戏营销当中在很大程度上本来是好事情。毕竟这可以让玩家暂时脱离游戏去参与更多的社会活动,同时通过“秀”的方式来展示自己游戏玩家的自信和游戏本身的特色就是一种进步——这要比往常几年说到网游线下活动不是征文就是抽奖要有意思的多。而这种方式也给了新生群体一个表现的机会,毕竟每个玩家其实都不普通,但是它的弊端随着游戏产业人的急功近利变的更加明显。游戏和选手都渴望一夜成名,然后“脱”就成了永恒的主题。其实这在很大程度上也是中国网络游戏整个产业浮躁的一种浓缩。 ?/P> 风靡美国10余年的《美国偶像》,我们即使原封不动学过来也不能一杆红旗永不倒。对于网络游戏的各种排行和评选而言美女和选秀更不应该成为唯一的主题。现在,无论想出名的年轻人还是网络游戏本身都越来越注重商业包装。说穿了各款游戏本身做的活动就是一个很商业的企业行为,所以在造星或者是宣传自己的同时,我们更应该多考虑对社会大众的回馈问题。如果将形式创新与内涵提升结合起来的票选才是游戏圈亟待解决的问题。一味的跟风选秀甚至故意作秀终究不是网游营销的正途。后选秀时代,网络游戏自身将不可避免地向健康化、本质的方向发展,这才是我们玩家和整个产业更愿意看到的。 |
Posted: 04 Feb 2008 02:00 AM CST 盘点一:游戏运营企业集中上市 资本市场纷纷介入 相关事件一:完美时空、巨人网络、网龙先后上市 1.中国网络游戏开发和运营商完美时空(纳斯达克:PWRD)于北京时间7月26日晚在纳斯达克市场首次公开募股,发行价为16美元,开盘价则为17.5美元。 2.11月2日,国内网游开发及运营商网龙(8288.HK)在香港创业板挂牌上市,发行价13.18港元,开盘价19港元。 3.北京时间11月1日国内网络游戏商巨人网络(NYSE:GA)成功在美国纽交所挂牌上市,发行价为15.5美元,当日开盘价18.51美元。 相关事件二: 截止2007年Q3中国网络游戏行业共有11家企业获得风险投资 iResearch艾瑞咨询公司根据ChinaVenture发布的数据整理显示,2007第三季度网络游戏行业的风投案例数量为5起,与Q2持平,在整个互联网行业仅次于电子商务行业。从2006Q1至2007Q3这7个季度总数量上,网游获得投资的数量为17起,其中有10起集中在07年Q2和Q3,由此可见,资本市场对游戏行业的关注度越来越高。 相关事件三:盛大风云计划“拉动内需” 国内资本浮出水面 盛大领军人陈天桥在7月11日的CHINAJOY高峰论坛上,一连提到三个计划:“风云计划”、“18计划”和“20计划”,计划主旨是收购国内中小型游戏团队和产品。这预示着中国游戏企业间的并购行为开始萌芽,代理游戏不如研发游戏,研发不如收购成熟的产品和团队。从成本计算来看,收购是一种风险较小,收益相对有保碍的扩张产品线方式,预计类似收购在2008年还会出现更多。 艾瑞咨询点评:透过2007年资本市场活跃的表现可以看出,网络游戏热潮现在仅仅是个开局,真正的高潮远未到来。上市企业的增长意味着整个产业的资金流充裕,这部分企业为了扩张和发展会掀起另一波投资热。就目前的情况来看,境外上市企业数量不会出现太大增长,类似盛大“风云计划”的国内资本将逐步浮出水面,成为投资主体之一。 阿不点评:不知道从什么时候开始一个企业,尤其是网络行业里的企业,尤其是网络行业里的游戏企业。上市与不上市几乎成为评判他们受否够大、是否成功的标准。因为上市,我们可以忘记他们有几款游戏失败了,甚至可以忘记当前正在运营的游戏是什么状况。 不可否认,上市时融资的最好手段之一!如果仅仅是为了热钱而上市,那么只能说是许多游戏企业的悲哀!而同时有的游戏公司,甚至可以为了上市忍受十年之痛,或者辗转日本、美国、英国、台湾香港的想办法挤进去。 于是2007年,我们看到和记得只是一家家新上市公司,而谈到新品佳作的游戏,我们却打破了头也想不出来!这又是谁的悲哀呢?
盘点二:产品之争引发纠纷 韩国T3渔翁得利 相关事件:《劲舞团2》“一女二嫁” 久游上市被迫搁置 T3旗下游戏《劲舞团2》在中国的版权归属问题炒得沸沸扬扬,在巨大的经济利益驱驶下,T3上演了一场“一女二嫁”的闹剧,最终久游以4500万美元和上市计划搁浅的代价从九城手中夺回《劲舞团2》运营权。T3则在这场交易中赚得盆满钵盈。 艾瑞咨询点评:随着中国本土游戏研发能力的提高,海外游戏在中国的市场已经越来越小,且不说《劲舞团2》是不是能沿续前作的巨大成功,就其4500万美元的成本就高得令人咋舌,久游签下《劲舞团2》到底是看中产品本身的价值还是为了争口气我们不得而知,但在这场纠纷中,更大的价值在于让中国企业看到受制于人的无奈。 阿不点评:行业不规范,没有保护没有成熟的立法事实上导致许多游戏官司在2007年集中爆发的最大原因。作为一个新兴行业,我们的每一步都是摸索过来的!而代理之路,在很大程度上其实就是我们中国的网络游戏发展的起步之路。 也许,任何一个国家都不曾想到,作为一个发展中国家,我们的游戏市场居然那么大,在这篇宽带还分南北,电信网通的土地上。似乎每款韩国产游戏,在那个时间里都能获得“恐怖”的效益。于是,许多韩国网游在中国起死回生——再于是,我们又看到了一场农夫与蛇的故事! 盘点三:日系游戏水土不服 卷土重来有待时机 相关事件一:世嘉SEGA(中国)解散全面退出在华网游运营 5月30日日本最著名的游戏开发公司世嘉在上海宣布解散。世嘉(中国)公司之前运管的包括:《彩虹骑士》、《桶桶OL》、《嘉游游戏平台》等多款产品,由于经营不善,在线人数过低,无法持续运营。 相关事件二:《大航海时代Online》经营惨淡 代理商变更难救市 《大航海时代Online》这款网络游戏由日本光荣株氏会社出品,06年北京盛宣鸣公司独家代理引进。8月7日中午盛宣鸣发布声明,称由于游戏运营商自身原因而暂时停止《大航海时代Online》的服务器,声明中没有提到恢复服务的时间。随后光荣公司发布声明,称已取消盛宣鸣的代理资格。 艾瑞咨询点评:日本是世界最大的游戏生产国,其开发和运营能力是毋庸置疑的,在中国试水却频频失败,究其原因一是日本不了解中国市场,游戏的宣传方式和策略都存在不小缺陷;第二则是日本企业自身不够重视所至。《PSO BB》、《大航海时代OL》、《三国无双OL》等游戏无一例外均是由单机游戏移植,游戏元素单一,缺乏创新性。但是,从长远来看,日本绝对是不容小觑的,日系企业通过总结失败经验,其在中国市场肯定会有一定的发展空间。 阿不点评:也许电子游戏这东西的发明摊不到日本人的身上,但是全球有一大半的游戏类型是这个小岛国上面人所开发出来的。当看到自己的《马里奥赛车》变成《XX卡丁车》被赚得盆满钵满的时候,我们不知道他们的心情是如何的? 于是老牌的世嘉来了,带着开发度不高的一个平台和没多少人知道的代言人王力宏进入了中国,但是事实告诉他们,要想进入这个市场,首先要“尊重”我们的玩家!想单单凭借自己的老牌子,就能用三流网游成为门户,那是必然不可能的!反观同样老牌的光荣,很虔诚的网络化了自己的两款单机的神作《大航海时代》和《真三国无双》。前者在没想好怎么收费的情况下,就在中国代理商的怂恿下,冲冲进入正式运营,于是这样一款全新类型的网游不得不被打入“叫好不叫座”的阵营。而在08年初就即将进入内测、公测、正式运营的《真三国无双OL》是否能打破《魔兽世界》和韩国泡菜以及国产网游的固定市场,也许只有时间和运营公司能给我们答案了!
盘点四:网络游戏开拓多元化经营之路 相关事件:ChinaJoy 游戏内置广告(IGA)论坛在沪召开 2007年7月13日,网络游戏内置广告(IN GAME ADVERTISING)论坛在上海东锦江索菲特大酒店召开,会议邀请了国内外相关资深人士:从广告业主、广告代理商、网络游戏运营商到第三方咨询公司……旨在就中国网络游戏内置广告的现状及趋势展开研究和探讨,以期推动中国IGA事业的稳步发展。 艾瑞咨询点评:虽然中国网民及网络游戏玩家的发展速度很快,但还是无法跟上游戏运营商的发展速度,运营商之间的用户争夺战已经进入白热化阶段。无论大小企业要开拓新用户所需要付出的单位成本都是相当高,此时,如果我们不妨转换一个思路,学习报纸杂志等传统媒体,将收入来源转向上游企业,一来可以保障企业的收益,二来可以通过上游广告主支付的费用降低下游玩家的游戏支出,用比较低的游戏成本吸引更多的用户加入,从而形成一个良性循环。 阿不点评:网游内置广告并不是一个全新的话题,不过当我们看到《街头篮球》能结合那么多“异业”而嵌入自己的游戏中,我们不得不感叹,也许这个市场比TV广告还要巨大,也许在很少花费的情况下,你的品牌可以获得更多的效益! 但是网游内置广告怎么做?绝对不想在电梯门口挂一个电视机屏幕那么简单——毕竟网络游戏倒闭的速度,可比任何一个大厦要快的多!
盘点五:游戏推广另辟蹊径 异业合作日逐成熟 相关事件一:网龙签约中影开发电影同名网游《投名状》 2007年11月2日,国内网游厂商网龙宣布取得中影集团旗下电影《投名状》的同名网游改编权。网龙表示,“网龙将会确保游戏原汁原味、充分体现电影故事本身的内容与特色,保证游戏像电影一样好看好玩。” 相关事件二:《赤壁Online》名字归属权引发争议 为了搭上大导演吴宇森新片《赤壁》的便车,天畅和完美时空均宣称自己是《赤壁Online》名字的合法拥有者。网游名字的归属权争议在中国共发生两次,另一次则是在两年前,网易的《大唐OL》在宣传是发现名字被天畅抢注,最终只得将游戏名改成《大唐豪侠传》,白白为天畅的《大唐OL》做免费宣传。 艾瑞咨询点评:电影改编游戏在国外屡见不鲜,成功的有《蜘蛛侠》、《金刚》等,而游戏改编电影也不在少数,《毁灭战士》、《生化危机》、《古墓丽影》等无一不是佳作。电影与游戏的用户群重合度高,这为两个行业合作打下了坚实的用户基础。07的《赤壁OL》名字之争虽然看似与异业合作并无关联,但两家企业都是看见了电影上市将给游戏带来的巨大商机,抛开是非对错不论,从侧面可以看到网游企业的推广意识正在逐步提高,游戏与电影间的异业合作也将愈发深入。 阿不点评:其实这块并不算异业合作(当年魔兽世界与可口可乐才是)。艾瑞举的两个例子无非是改编自电影,或者借助电影的背景故事来宣传自己的游戏。 仔细想想,你会发现任何一个游戏套上任何一个电影,改改NPC和场景的名字就可以。于是我们听说《十面埋伏OL》会变成《黄金甲OL》或者其他网游名字的“传说”。在这里我们姑且不去评判这样做好还是不好,最起码我们不用再看到“西游记”、“封神榜”之类借助古代小说而作的网游了! |
Posted: 04 Feb 2008 08:17 PM CST ![]() 此主题相关图片如上:人间道之少年燕赤霞-清闲阁.jpg 游戏类型:第一人称的3D动作游戏 系统平台:DOS、WIN95、98、2003 系统需求:P133CPU、32MB RAM、Windows95/98 下载说明: 1、20点后至早上不供源,其它时间也不是绝对供源。 2、由于是老游戏,下载的人不会很多,同时提供压缩版HTTP下载。 安装说明: 1、本游戏非常老,安装非常不方便,游戏中有可能随时跳出,不喜欢老游戏的就不要下载了 2、用虚拟光驱加载虚拟光盘安装本游戏,运行游戏需要放入虚拟光盘。我在WIN2003下用虚拟光驱加载运行setup安装后,点击桌面上刚生成的第一个图标开始游戏。 3、如果不能正常安装,请用DOSBOX安装,详情可参考《水浒英雄传火之魂中文光盘版》的安装方法 4、不详尽事宜,可在 http://qxpc.59bu.com 网站查找或留言。 人间道少年燕赤霞 攻略 由本站会 haijingui 转载提供 游戏简介 98年安峻科技出品,第一人称的3D动作游戏,模仿quake,但是游戏故事背景是中国风味的斩妖除魔,安峻自己开发的3D引擎,虽然看上去比较粗糙,但是在当时的国产游戏氛围中已属不易了。基于此,推荐一下。 此主题相关图片如下:人间道之少年燕赤霞01-清闲阁.jpg 此主题相关图片如下:人间道之少年燕赤霞02-清闲阁.jpg 此主题相关图片如下:人间道之少年燕赤霞03-清闲阁.jpg |
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Foundation 9 Pledges New Quality Initiatives Posted: 05 Feb 2008 06:21 AM CST
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Frequent Demos Kill Software Development Posted: 05 Feb 2008 10:38 AM CST Okay, today's post is gonna be a little more on the technical / development side o' the fence, and not even game-specific. Sorry. A friend of mine, who had served several years in the military, once told me, "No battle-ready unit ever passed inspection, and no inspection-ready unit ever passed battle." I have no idea if that's remotely true or not, but the point was that the traits that get measured in an inspection were very different - and perhaps even contrary to - the traits required to succeed in actual combat. I wrote some time ago about the root of some of my tendencies to procrastinate, the "local maxima problem." The problem comes from the fact that many times, in programming, you have to break things to fix them. The "agile programming" folks like to invoke a technique called "refactoring" - you basically throw out the old code and make a whole new version. No big deal - or at least it shouldn't be. In fact, it should be happening all the time. The problem is that during the time that this is happening, apparent progress might halt or even appear to go backwards. From the perspective of an outsider, at the end of two days of frantic labor, you've got something that looks exactly the same as it did before. Oh, sure, as a developer you know that this new, improved version is ten times faster, much easier to maintain, and got rid of four bugs that were practically insurmountable in the old code. Now, as a programmer, I should be in that mindset. Totally. But I'm not. And some things happened at Ye Olde Day Job that reminded me of why I'm usually not... and may be the source of some of my development hangups. You go like crazy to hit a demo milestone. This is true both in the games biz and much of pro software development. And this, I believe is a good thing. There's another saying in software (and I think hardware, too) that "if it weren't for trade shows we'd never get anything done." It forces an integration pass, acts as a huge motivator, and can really help a team get the important things done. But in doing that, you may throw in some crap code for the demo that's pure prototype to help the end-user see all what you've been working on. Maybe it's some slapped-together front-end menu, or whatever. You show it to the powers that be - your own upper management, or maybe your publisher. You decide on changes. And then - ideally - you go back to your desk, and proceed to rip certain aspects of it apart to refine and refactor and improve the project as a whole. But lo and behold, after a certain point in the project, said Powers That Be become a lot more demanding and random. They suddenly want to see the latest and greatest version ten days AFTER a milestone. This is sorta like them coming by for you to take them on a test drive in your car while you've got the engine pulled out and on the garage floor Yet Again. And this makes your publisher or upper management people grouchy. What the heck are you doing? The software was working just fine a week and a half ago, why is everything crashing and broken now? So you become paranoid about yanking anything - which means real progress slows down because you are afraid to make any move unless you are sure you can get it back into a demo-able state within two hours' notice. Sure, one might say - there's CVS - or whatever source-control system you are working on. Just make sure that everything is working perfectly before you check it back in. Great idea. But often impractical in a collaborative effort with a whole bunch of cross-dependencies. Never mind the treacherousness of trying to make a build and run it untested on some other computer besides a dev box in the middle of development, without having done a reasonable integration pass (and if you happen to do automated integration testing every time someone checks code into source control, give yourself a gold star... but you are probably still painfully aware of how dangerous it can be even doing that). So - yeah. Bottom line - if you want to shoot development progress, fill it full of lead, and leave it bleeding at the side of the road in a toxic pool of virulent disease-ridden slime, perform frequent spot-inspections and impromptu demos. That little bit of aversion therapy lives with me still, even as an indie answerable to nobody. I still find myself paranoid about retreating from the dead-end of local maxima. (Vaguely) related bits of ranting * Fighting Procrastination: The Local Maxima Problem * Productivity Tip: The List * Embrace Code! |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
Posted: 05 Feb 2008 09:47 AM CST 今天根据报纸上介绍的方法,大致计算了一下俺的资产、负资产和净资产,才发现俺原来也是一个负翁!!
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Pro Evolution Drives Konami Sales, Profit Rise In Third Quarter Posted: 05 Feb 2008 05:53 AM CST
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Digital Extremes' Sinclair: PS3, Xbox 360 "Not As Similar As You'd Like" Posted: 05 Feb 2008 04:17 AM CST
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Q& A: Rebel Monkey Talks Casual Space, $1M Funding Posted: 05 Feb 2008 04:21 AM CST
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Opinion: Why Your Game Studio Should Practice 'Shared Design' Posted: 05 Feb 2008 04:42 AM CST
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Road To The IGF: Battleships Forever's 'Tangible' Strategy Posted: 05 Feb 2008 05:36 AM CST
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Firaxis Explains Civilization Revolution Wii Postponement Posted: 05 Feb 2008 04:54 AM CST
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Sony Confirms Silver PS3, First Greatest Hits Titles Posted: 05 Feb 2008 04:36 AM CST
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Wii Play Keeps Nintendo On Top In UK Charts Posted: 05 Feb 2008 03:57 AM CST
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Posted: 04 Feb 2008 04:16 PM CST Gamasutra - GameTap Shuttering Myst Online: Uru Live It lives, then it dies, then it lives again, then it dies again…
One wonders what the minimum sustainable population of paying users is for an MMO these days, and why the overhead seems to have gotten so high. |
Posted: 05 Feb 2008 07:03 AM CST Greetings all … The Naughty Dogs have received a lot of positive feedback on their Uncharted: Drake’s Fortune trailers. You might have seen this trailer post on IGN last week, and since people are buzzing about it we thought it would be cool to do a Q&A with the trailer’s creator, Taylor Kurosaki. Taylor is the Video and Dialogue Editor at Naughty Dog, and is responsible for creating all of their trailers, which you can read more about in the Q&A included below. We thought it was interesting to learn about how much Taylor focuses on music as his inspiration. That said, he was cool enough to share the link to his personal music blog. Music is a big hobby of his and he thought it might be something that you would be interested in. Enjoy! Q&A with Taylor KurosakiHow did you come up with the concept for this trailer? Did you enjoy getting to work with the DJ Shadow track? How important of a role does the selection of music play in making a trailer? Who are you more like? Nathan Drake or Victor Sullivan? Besides your own, what is your favorite game trailer of all time? |
Posted: 05 Feb 2008 07:30 AM CST For those of you who have Sky TV, we've just released a game called Sudoku Blocks, developed by Craftwork. I'm rather proud of this game, so hence the web pimping. You can play it by accessing the Interactive menu on your Sky remote, selecting "Sky Games" and it's on the front page. All opinions welcome.
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Posted: 05 Feb 2008 07:13 AM CST ![]() ![]() 第一次改路径修字体……巨渣……被誉為“重之国度”! 算了…… 愛用不用就這水平…… |
Mario Kart Wii Details Emerging Posted: 06 Feb 2008 12:43 PM CST Image from Gonintendo.com Gonintendo is reporting various details from the upcoming Mario Kart Wii. We don't *actually* have a U.S. release date yet that is firm, but we know it is coming out in Japan in April. This is also to come with another infamous Nintendo controller shell: the plastic steering wheel thingie. However, unlike the Zapper, people generally seem to like using the wheel shells (Ubisoft included shells with some of their early driving games during the Wii's launch, plus third party wheel shells are pretty common). Here's the basics (emphasis mine): Mario Kart Wii - April 10th, 2008 (Japan) * Bikes in cup mode * Bikes have special actions like "wheelie" * 16 remakes and new courses * Wi-fi 12 players * Play as Miis Here's some info on the online aspect: - online league and a global world ranking- local rankings - channel for online aspect (Note: This is clearly a funky translation issue here- but I think they mean a channel in your Wii's menu seperate from the game) - send and receive time attack scores online, online ranking for time attack as well - upload/download Ghosts As usual nice job to Gonintendo for being all over this. Read. |
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Microsoft Drops HD-DVD Player Price Posted: 06 Feb 2008 08:56 AM CST
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Funcom Q4 Losses Up With Age of Conan Preparation Posted: 06 Feb 2008 05:14 AM CST
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Microsoft Announces First Mass Effect DLC Posted: 06 Feb 2008 07:58 AM CST
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Read the Design / Marketing Docs for Centipede Posted: 06 Feb 2008 11:16 AM CST Found via GameSetWatch, there are some great old documents from the golden age of Atari available online. Including memos, design documents, sales data, focus test results, and marketing data for Centipede. I was particularly interested in some memos discussing (arguing) why the game wasn't as much of a strong seller in Japan. While it's a fascinating bunch of nostalgia and trivia in its own right, not to mention historically significant from one of the early hits of the industry, there's also some valuable insight game developers might glean from the documents about how they conducted design and marketing for the game, and the changes proposed (and later implemented) as a result of these tests. You can check it out, as well as lots of other old documents, at the following link, though be warned: Some of the pages are hard to read, particularly the hand-written ones: Atarigames.com Documentation - Including the Centipede Docs. Maybe I'm the only person who geeks out over this kinda thing, but I thought it was cool.... |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
Posted: 06 Feb 2008 10:35 AM CST 各位读者,大家新春快乐!
我在这里代表我们工作组的所有苦力,向大家拜年啦~
并为您带来了新春的礼物:
Voice Vol.02
在寂静了一年多之久后,Prayer和九天重新扛起Voice的梦想,经过几个月的筹备,终于在新春佳节之际筹备完成。很快就会和大家见面的!相信这次回给您带来一些新的惊喜。
Visionary Vol.13
Visionary杂志的第十三期也即将出版啦!由于本人患上了年关综合症,第十三期的发布一再推迟,现在也终于制作完成了。这次我们为您准备了更多的文章,相信您会发现一点新的气息的:)
那么最后……请您近期多多关注,我们会在春节期间正式发布,两本一起出版噢!再次感谢您长期以来对杂志的支持。
[点击这里查看论坛原贴]
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Releasing Two WordPress Plugins Posted: 06 Feb 2008 11:09 AM CST First off, we heart WordPress, it’s been a great platform for us to develop and run PlayStation.Blog. However, like most software, it never does exactly what you want it to do. That’s what makes the WordPress plugin system so sweet. We’ve used a number of plugins to tweak the functionality of this blog, but once again, sometimes there isn’t a plugin for your exact needs. What do you do? Develop your own. And that’s just what we’ve done on a number of occasions. When we launched the direct response feature on this blog a few weeks ago we said that we’d be releasing some plugins to the WordPress community. Today is the day. The full technical details/downloads for each of the plugins is available over at cnp_studio, the development shop we work with on this blog. Head over there to get your WordPress geek-on. If you’re interested, here’s a brief overview of the two plugins we’re releasing: Comment RepliesThink of it as a threaded response-lite. We wanted our authors to be able to respond directly to comments, but not create a completely threaded conversation. That’s the purpose of Comment Replies. You also have the option to style the responses in a number of different ways. Full details/download. Image RotatorOn the front page of this blog we have a graphic banner that rotates (at the top) to feature different items with a corresponding link. Initially, we created a simple manager on the backend, but we quickly ported it over to a WordPress plugin. Just like the Comment Replies plugin, you can customize how the plugins works. Full details/download. That’s it for now, we hope to share more in the future. Enjoy! |
[NetShowBT][国内首发][Conflict Denied Ops][冲突之拒绝行动][EN][DVD9] (大小:4.87G 人气:87 下载:108 完成:1 种子:1) Posted: 06 Feb 2008 10:58 AM CST 发布简介:Conflict.Denied.Ops-ViTALiTY< />冲突之拒绝行动< />< />【游戏封面】< />< />游
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Posted: 06 Feb 2008 09:06 AM CST 祝自己新年快乐,也祝看到这篇Blog的你新年快乐。 今年虽然和去年一样也是在北京过年,但是又有很大不同。一个是有了自己的屋子,一个是有一个同事作伴。同事因为今年特别的雪灾,回家不便,只能在北京过年。为了让自己的年过得更有声色,掏钱毫不犹豫的买下了一台 42 寸的 液晶电视,算是给自己的新年礼物。嘿嘿,FXCarl 的 PS3 终于可以摆脱那该死的 AV 线成为一台真正的 高清游戏主机了。 春晚不知道还有多少人再看,为了看新电视,自然的把节目挪到了CCTV。隐约中觉得小品的成分比以往多了很多。今年的小品有很多非常现代化的话题,关于房子之类问题的讨论很多。 对于烟花爆竹,北京人可是比南京人热衷的多。从今天下午开始,鞭炮声就不绝于耳。到了晚间,窗口更是闪烁不止。隔着两层窗户仍然可以倾斜的听见声声炮响。如今的烟花个头都不小,一小箱一小箱的。感谢那些买烟花的人们,便宜咱们这种不掏钱的主咯! 假期,就该休息。要研究的东西,年后再去研究吧 …… 做世界一流的游戏设计师,2008,继续努力! 引用一张来自 TomicArt 的思考状米老鼠来共勉吧
相关文章:格调 气质 仪式感 —— 体验微软模拟飞行X 2008-01-27 一个理想中的在线协作平台 2008-01-14 GT5 Prologue 的 ASM 与 单圈成绩 2008-01-12 PS3 GT5 Prologue 2007-12-24 ProStreetPrj 6 | 速度与协作 …… NFS11 攻略的写作过程 2007-12-04 收藏到:Del.icio.us |
《冲突:拒绝行动》(Conflict Denied Ops)[ISO] Posted: 06 Feb 2008 09:18 AM CST ![]() 转自FTIR 游戏名称:冲突之拒绝行动 英文名称:Conflict Denied Ops 游戏制作:Pivotal Games 游戏发行:Eidos Interactive 游戏语种:英文 游戏类型:FPS 官方网址:http://www.eidosinteractive.co.uk/gss/conflictops [QUOTE]Conflict: Denied Ops Minimum PC System Requirements: Microsoft Windows 2000/ Microsoft Windows XP/ Microsoft Windows Vista Processor: Pentium 4 2GHz or Athlon XP equivalent RAM: 1024MB system Memory Video Card: 128mb Direct X 9.0c card with full Shader 3.0 support Sound Card: Direct X 9.0c compatible sound card DVD-ROM: DVD-ROM drive Hard Drive Space: 7 GB Free Space[/QUOTE] 【游戏简介】 Eidos公司宣布,旗下第一人称射击游戏《Crossfire 》正式更名为《Conflict:Denied Ops》,游戏于2008年春季同时登陆X360、PS3两大次世代主机以及PC平台。 游戏采用开发组的Puncture新引擎,以合作战斗为卖点,玩家可以随时无缝切换两名角色。故事主角是CIA的特殊行动组成员,他们没有任何身份证明和标记,执行的行动也不被官方公开承认。本作的设计思路与EA公司的战术FPS游戏《战地双雄》比较接近,玩家要在游戏中控制两名雇佣兵,相互配合穿越硝烟弥漫杀机四伏的战场。游戏发生在两支对立的势力之间,玩家可以随时选择支持其中一方,对另外一方展开攻击,如果玩家战斗胜利,则直接导致另一方的实力下降,因此本作中对于玩家如何选择作战势力,是一个有趣的要素。 借助于最新的图形技术,玩家在游戏中可以破坏掉几乎全部的物体。譬如将墙壁打出一个窟窿,并利用这个窟窿对敌人发动攻击等战术在本作中也将成为可能。 ß²ÜÜ Þ²²ß ß Ü ß ÜÜÜ Ü Ü ÞÝ ÜܲÛÛÛÝ ÜÜÛÛÛÝ ßÜ ÜÛß Üß ÜÜÛÛÜÜß²ÛÛÛ ÞÛÛÛÛ ÞÛÜ ÞÛÝ ÜÜÜßß °ÜÛÛÛß ßÛÛ²ÛÛÛ ÜÛÛÛÛÛ ° ²ÛÝÛÛ ÜÛÛÛß °²ÛÛÛÝ Þ²²ÛÛÛ²ÛÛÛÛÛÛÛÛÛ²° ±Ü ²ÛÛÛÛ ÞÛÛÛÝÜÛÛÛÜÜ ÞÛÛÛÛ ÜßܲÛÛÛ° ²ÛÛÛÛÜÜ ²²ÛÛÜÜ Ü ²ÛÛÛÛ ÛÛÛÛÛÛßßÛÛÛÛÜ ÛÛÛÛÛ ÞÝ ²²ÛÛÛ ²ÛÛÛÛ²ÛÛÛÜÜ ²ÛÛÛÛÝ ßÛÜÜ ²ÛÛÛÛ ÛÛÛÛ² ÞÛÛÛÛÝ ÛÛÛÛÛ ß Û²ÛÛÛ ²ÛÛÛÛ±ÛÛÛÛÛß Ü ²ÛÛÛÛ ÞÛÛß ²ÛÛÛÛ ÛÛÛ²±° ÛÛÛÛÛ ÛÛÛÛÛ Û²ÛÛÛ ²ÛÛÛÛ°ÛÛÛÛÛ ßÜ ²ÛÛÛÛ ÜÜ ß ÜÜܲÛÛÛÛÞÛÛßß° ÛÛÛÛÛ ÛÛÛÛÛ Û²ÛÛÛ ²ÛÛÛÛ ÛÛÛÛÛ Þ ²ÛÛÛÛ ÜÜÛÛÛ۲ܲÛÛÛ²²ÛÛÛÛß ÜÜÛß ÛÛÛÛÛ°ÛÛÛÛÛ ° Û²ÛÛÛ ²ÛÛÛÛ ÛÛÛÛÛ ÜÛ ²ÛÛÛÛ ÛÛÛÛ²°Û²ÛÛÛ±²ÛÛÛÛ ÜÛÛÛÝ ÛÛÛÛÛ°ÛÛÛÛÛ ± Û²ÛÛÛ ²ÛÛÛÛ ²ÛÛÛÛ ÜÜÛÛÛÝ ²ÛÛÛÛ ÛÛÛÛ² Û²ÛÛÛ°²ÛÛÛÛ ÞÛÛÛÛ ÛÛÛÛÛ±ÛÛÛÛÛ ² Û²ÛÛÛ ²ÛÛÛÛ ÛÛÛÛÛ ÞÛÛÛÛ° ²ÛÛÛÛ ÛÛÛÛ² Û²ÛÛÛ ²ÛÛÛÛ ÛÛÛÛÛ ° ²ÛÛÛÛ±ÛÛÛÛ² ÞÝÛ²ÛÛÛ° ²ÛÛÛÛ ²ÛÛÛÛ ÛÛÛÛ² ²ÛÛÛÛ ÛÛÛÛ² Û²ÛÛÛ ²ÛÛÛÛ°ÛÛÛÛÛ ± ²ÛÛÛÛ²ÛÛÛÛ² ßÛ²ÛÛÛ± ²ÛÛÛÛ ²ÛÛÛÛ ÛÛÛÛÛ ²ÛÛÛÛ ÛÛÛÛ² Û²ÛÛÛ ²ÛÛÛÛ±ÛÛÛÛÛ° ² ²ÛÛÛÛ²ÛÛÛÛ²° ÜܲÛÛÛ²°ÛÛÛÛÛ ²ÛÛÛÛ ÛÛÛÛÛ ²ÛÛÛÛ ÛÛÛÛ² Û²ÛÛÛ ²ÛÛÛÛ²ÛÛÛÛÛ± ÞݲÛÛÛÛÛÛÛÛÛ²°ÜÛÛßßßßßÛÛ²²ÛÛÛÛ ²ÛÛÛÛ° ÛÛÛÛÛ ²ÛÛÛÛ ° ÛÛÛÛ² ÛÛÛÛÛ°²ÛÛÛÛ²ÛÛÛÛÛ² ܲßß ßÛÛÛÛÝß Ü²²ÛÛÛ²²Üß²ÛÛÛÛ°²ÛÛÛÛ± ÛÛÛÛÛ ²ÛÛÛÛ ± ÛÛÛÛ²°ÛÛÛÛÛ²²ÛÛÛÛ±ÛÛÛÛÛÛß ßÜ ÞÛÛÛÛÜÛÛÛÛÛßßßÛÛÛÝÛÛÛÛÛ²ÞÛÛÛÛ² ÛÛÛÛÛ ±²ÛÛÛ ² ÛÛÛÛ²²ÛÛÛßßß²ÛÛÛÛ°ÛÛÛÛÛÝ ÜܲÛÛÛßßß ÞÛßÞ²ÛÛÛßßÜßÛÛÛÛÜÜÛÛÛÛÛ °±²ÛÛÝ ÞÝÞÛÛÛ²ßß ²ÛÛÛÛ ²ÛÛÛÛ ßßß ÜÛÛÜ ß Üßßß Ü ÜÜÜ ÛÛÛÛÛ ° ßÛÛÜßÜÛÛß ²ÛÛÛÛ ÞÛÛÛÛÝ ÞÛÛ²Ý ß ² ÛÛÛÛÛ ßÛÛÛß ßÛÛÛÛÛß ß²²ÛÛÜ ÜÛ²²ß ± ÛÛÛÛÛ ß Þ²ÛÛÝ ßß²²²²ÜÜÛ²²ßß Ü ° ÛÛÛÛÝ °ÜÜß Üß Ü²²ßÛÛÜ ßÜÜ ßßß²ß ß Üß Ü Ü ß ÞÛÛÛ²° Üܲ²ß ÜܲÛÛÛÛÛÛÛÛß ßÛÛÛÛÛÛÛ²ÜÜÜ ß²²ÜÜ Þ²Ü ßÜÞÝ Ü²²ßßÜ Ü²ß ÜßßßÜ °ßßÛßßßßÛÛܰÜÛÛßßßß²²ß Üß ÜÛ²²Ý ÞÝßÜÜ ÜÜÜßß ÜÜßß Þ²ÜÛß ß ßÛ²Ûß ß± ÜÜܲ²²²ßß Üß ß²²Ü²²²ßß ° ß²Ý °ÛÛÛ° ° ÜÜܲ²²ßßܲßß Ü ß Üܲ²²²²ßß ß Ü ß Ü ßÜ ²ÛÛÛ² ß Ü Ü²²ÛÛß Ü²ß Ü²ß Ü²²ÛÛß Ü ß ßÜÜ ß²Ü ßÛÛÛÛÛÜß ß²ÜÞ²²ÛÛÝ Þ²Ý Þ²Ý Þ²²ÛÛÝ Ý ß²²Ü Þ²Ý ÞÛÛ²ß ß Ü Þ²Ýß²²ÛÛÜÜ ß²Ü ß²ÜÜ ßÛ²²ÛÜ ßÜ Þ²²Ý Ü²ß ÛÛ± ÞÝ Ü²ß ÞÛß²²ÛÛÛÜÜÛÛÛÜÜÜßßÛ²ÜÜÜßß²²Ü ß Ü ÜÛßßÜÜßß ÞÛ° Üß ßß ß Ü ß²²ÛÝ ßßßßßßß²²²²²ÜÛÛÜÜßß Ü Ü ß ÞÝ Üß Üܲ²Ü²²²²²Ü ² ܲ²²²²²²²²²²²²Ý Þ²ß Þ²²²²²²²²²ÜÜܲ²ß²²²²Ü ßÜ ÞÝ Üß Ü Ü²²²ßßßßßßßßßÝ ° Þßßßßßßßßßßßßßß Üß° ßßßßßßßßßßßßßßßßßßß²²²²Ü°²ÜßÜ ÜÜß ÜÝÞ²ß Conflict: Denied Ops (c) Eidos Interactive ß߲ݰ²Ý ßÜ ²ß Ü²ß ÛÝ Û Þ²Ü ² Ý ÜÛÛß ² Protection ..: SecuROM 7.35.0007 & SecuROM API ² ßÛÛܰ ÞÛ²Ý ± ± Þ²ÛÝ ÛÜß²²Ü ° Date ........: February 2761 Number of Discs .........: 1 ° ܲ²ßÜ Û²²ÜÜßß ßßÜܲ² ²±° Üܲ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²±° GAME NOTES °²²²²²ÜÜ °± ±°Ü²²²ßßßßßßß ßßßßß²²²Ü° °Þ²ß ß²Ý ÛÝ ° ° ÞÛ Û ± Venezuela is left in a state of civil war after the ± Û Û ² government was brutally overthrown by a military coup. ² Û Û Û With factions fighting to reinstate democracy, the U.S. Û Û Û Û government has offered their assistance, though the new Û Û Û Û government regime has threatened to deploy nuclear Û Û Û Û weapons if the U.S. meddles in Venezuelan affairs. The Û Û Û Û threat needs to be neutralized, and the U.S can't risk Û Û Û Û nuclear war. Û Û Û Û Û Û Û Û The CIA Special Activities Division operates in isolation Û Û Û Û and secrecy. If captured, any link with the U.S. Û Û Û Û Government will be denied. Û Û Û Û Û Û Û Û Conflict: Denied Ops is a highly accessible co-op FPS Û Û Û Û featuring massive, extremely explosive firefights across Û Û Û Û destructible environments. Work as a team to utilize the Û Û Û Û specific skills of each operative and experience the Û Û Û Û ultimate in destructive satisfaction with tons of Û Û Û Û exploding objects and an endless barrage of terrorists who Û Û Û ² are begging to be blown to hell. ² Û ² ± ± ² ± ° ° ± ° Üܲ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²±° INSTALL NOTES °±²²²²ÜÜ ° ܲ²²ßßßßßßß ßßß²²²Ü Þ²ß ß²Ý ÛÝ ° ° ÞÛ Û ± ~ Unpack ± Û Û ² ~ Burn or mount ² Û Û Û ~ Install Û Û Û Û ~ Copy the crack from the ViTALiTY folder Û Û Û Û ~ Rot in heaven Û Û Û Û Û Û Û Û Ü Û Û Û Û Ü Ü Ü ÜÜÜ Ü²Ý ÜÛ°ß²²Ü Û Û Û ÛÝ ÜÛÛÛÜ Ü²Ýܲ²²Ü ÜÛÛÛÜÞÛÛÛ ß ÜÛÛ² ßß Ü ÞÛ Û Û Þ²Ü Ü ²ÛÛ ÜÜÜß Û²Û Ü²ß ÛÛ²ÛÛÝ ÜÜÛÛ ÛÛ²ÜÜ ° ÜÛÛÛÜ Ü Ü²Ý Û Û ß²²²ÜÜÛÜ ²ÛÛ ²ÛÛݲÛÛܲÛÛ Ü²ßÛÛ²ÛÛÝ Þ²ÛÛ ÛÛ²²ÛÛ± ÛÛ² ÜÛÜÜܲ²²ß Û ÞÝ ßß²²²²Ü ²ÛÛ ° ²ÛÛ ²ÛÛ ²ÛÛ ÞÛ² ÛÛ²ÛÛ ²ÛÛ°ÛÛ²±ÛÛ² ° ÛÛ² ܲ²²²²ßß ÞÝ ßÜ ²ÛÛ ± ²ÛÛ°²ÛÛ°²ÛÛ°ÛÛ² ÛÛÛÛÛ ²ÛÛ±ÛÛ²°ÛÛ² ± ÛÛ² Üß ß ²ÛÛ ² ²ÛÛ±²ÛÛ±²ÛÛ±ÛÛ² ÛÛ²Û² ²ÛÛ²ÛÛ² ÛÛ² ² ÛÛ² ß ²ÛÛ ² ²ÛÛ²²ÛÛß²ÛÛ²ÛÛßßß°ÜÛÛÛÛÜÜ ßÛÛÛ² ÛÛ² ² ÛÛ² ÞÛÛÝßÞÛÛÝßß Ü ÛßÛßÜ Ü²ß²Ü ßÛ ÞÛÛ² ÞÛÛÝßÞÛÛÝ ßÛÛÜÛÛß ß²²ÛܰÜÛ²²Üßß ß ÞÝ ÛßÛ ÜßÛÛÜÛÛß Ü ßßÜÜ ßÛß Üßß ß Û²Û ß ß²²ÛܰÜÛ²²ÜßßÛÛ²Ü Ü ßÜ Üß ß²Û²ß Ü ß ß Û²Û ß ßÛ²ÝÜß ² °²° ß²Û²ß ÜÜÜÞÛ²Ý ° ° °²° ÜÛßßß²²²Ý ° Ûß Þ²ß ÞÝ ß ß Ü |
Rare's Burton: Developers Should Stop 'Cherry Picking' Graduates Posted: 06 Feb 2008 05:13 AM CST
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Academic Expansion - How Rare Recruits Graduates Posted: 06 Feb 2008 11:00 AM CST |
Q& A: Double Fusion Goes Casual, Talks Future Of In-Game Ad Models Posted: 06 Feb 2008 04:10 AM CST
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Posted: 06 Feb 2008 08:32 AM CST |
Midway, Surreal Announce Open-World This Is Vegas Posted: 06 Feb 2008 05:09 AM CST
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Opinion: Amateur vs Indie Games - The War? Posted: 06 Feb 2008 06:01 PM CST
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Posted: 06 Feb 2008 08:39 AM CST
But why should audio have such a prime position in this respect? The experience of world-immersion is about suspension of disbelief, which can happen through many different ways. For instance, when you watch a theatrical play, the social context is an avenue to this willing suspension of disbelief, as is the case with a tabletop role-playing game. In a videogame (and for that matter, a movie or TV show), social context is usually not a factor, and thus it is the graphics and sound which carry the brunt of the task. It is a sad fact of all media (excepting, perhaps, novels) that advances in technology raise the bar for mimicry, thus making it difficult for people who make their money from a creative medium as they must constantly adapt to the new conditions. Consider what effect blue screen technology had on the cinema in the 1970s, and later the effect CGI had in the 1990s and beyond. The same situation occurs in videogames: the quality of the graphics improve, making older techniques which once seemed impressively “real” seem clunky and blocky. Can anyone remember what it felt like when the original Sony PlayStation and its rival the Sega Saturn raised the bar into 3D? It was the games industry’s equivalent of the blue screen watershed. But now, as I have mentioned before, improvement in graphics are actually quite marginal. The transition to modern shiny graphics (which is difficult to pin down, but certainly happened in the previous generation of consoles) was the last major advance – and as a result, the new machines are not as graphically impressive as they could be (however technically impressive they may be). It’s not that they aren’t of a very high standard visually – it’s that the bar hasn’t taken a quantum leap upwards this time. It’s just slight improvements. That’s what opens the door for brilliant audio design to make such a difference. We arguably hit the pinnacle of audio design the moment we had digital sound – sound engineers having had a century to develop their craft – which means this discipline isn’t greatly affected by technological advances any more. Rather, it is the care and attention that a game’s audio designer takes which makes all the difference – considering everything in the world that might make a noise, and then providing those sounds in all the right places. Consider how flat the island locales of Far Cry would be without the sounds of seagulls and the lapping of the wave against the floor, or how the sound of a TIE fighter engine in a Star Wars game brings both the smile of nostalgia and world-immersion. Not to belittle the neat interface improvements and decision to support co-operative play in Halo: Combat Evolved, but Martin O’Donnell's sound design on this title was perhaps the best aspect of the whole game, with the quality of the sound effects far outstripping (for instance) the weakness of its derivative storyline. But surely, you might be tempted to say, game design is just as important as audio design in evoking an imaginary world? After all, isn’t what you can do in the world the centre of the play? Well perhaps it should be, but in our industry as it stands the role of the game designer is hamstrung by old fashioned attitudes concerning what the term “game design” (and, for that matter, “game”) means, exacerbated by a slow-to-adapt corporate culture. In a hundred games where the central verb is “shoot”, what value is the game designer going to add, exactly? They generally end up just leading a few key mechanical decisions and generating mountains of paperwork, while the audio designer brings the virtual world alive with their creations. In a strategy game, in an RPG, for these and certain other genres, perhaps, game design still holds the cards – but when we just consider world immersion, the importance of the role is significantly reduced. I’m proud to have worked with a number of great audio designers, including Paul Weir of Earcom who did the music and sound effects for both Discworld Noir and Ghost Master. Paul pursues the task of audio design with a diligent glee – I hope I get the chance to work with him again on something suitable in the future. On the right project, there’s a good energy between all the different teams working on a project – programming, art, audio and design – and it’s that creative energy which can make all the difference. I have never underestimated the importance of audio design in videogames, and it is never more vital than in games that attempt to induce that escapist sense of world-immersion. The sound of dry leaves beneath your feet, the distant blowing of wind through the branches and the forlorn cry of a distant bird – these are the means that audio effects can employ to transport us body and soul into another world. Got a blog?
Join the February Round Table on Audio in Games!
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Posted: 06 Feb 2008 08:32 AM CST
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Capcom Raises Forecasts Despite Profit Drop Posted: 06 Feb 2008 05:09 AM CST
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EA, Spielberg Announce Boom Blox For Wii, Mobile Posted: 06 Feb 2008 05:10 AM CST
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DICE Fight Club: Industry Vets Declare Retail Dead Posted: 07 Feb 2008 08:09 AM CST
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Posted: 07 Feb 2008 11:19 AM CST 时当年初一,回乡拜年,酒过三巡,大醉 去年五一时, |
Steam Hits 15m Users, Reports 158% Holiday Sales Growth Posted: 07 Feb 2008 07:55 AM CST
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Posted: 07 Feb 2008 11:13 AM CST ![]() You can check out Corvus's response here: Man Bytes Blog: XFire Debate Annex Part 2 So here we go! If you got a million bucks in no-strings-attached funding, how would you use it to make your game more successful? I wouldn't. Next question? Maybe I should elaborate. Cue the music by Barenaked Ladies. What I'd REALLY wanna do is take the money and run. Well, invest it, live on the interest, and use that to remain an indie game developer for the rest of my life. But... the question was about using it to make a GAME successful. The problem is that I still attach strings. The natural string being, "The game should at least break even." So I'd still feel obligated to make a game that would generate $1 million in sales, at the least, so I wouldn't have to lay anybody off and could continue to make games. And to be honest, at this stage of the game, I really don't know how to make a million bucks on an indie game, except to sell out, make the best-dang-casual game clone possible, and put it on every portal. Which wouldn't be my thing. Now - putting a million into my company to make it successful over several games? Absolutely. I'd stretch that million out. Because it's a lot easier to sell five games for a million than one game for a million. The thing is, the five games - if they are related and similar - can help sell each other. Example: If you find out about Aveyond 2, and think it's really awesome, there's a good chance you'll also go back and buy the prequel, Aveyond 1. You win, and the game developer wins. Everybody's happy, and it's a lot less work. That all being said - I'd probably allocate half to two-thirds of the money into keeping a very small business operating. I'd go full-time, and I'd probably bring on full-time help in the form of an art lead. Depending on what we're working on, I might also bring on a full-time programmer. We'd still operate out of the basement - though ultimately (more than a million dollars later), I'd aspire to having a little office with maybe 4-6 full-time staff, max. It'd be cool. But for most jobs, I'd outsource. Contracting people is a pain in the butt, especially when trying to find people to contract, but especially in the content-creation field, under the watchful eye of an art lead who actually knows what the heck he's doing (unlike me), it would be the way I'd prefer to roll. That would also allow me to bring in specialists for limited windows of time - a GUI expert for two weeks, a writer for a couple of weeks, whatever. Which is kinda what I'm doing now. Except instead of a million dollars, I'm financed by whatever I can find under the couch cushions. For the remaining half or third of the money, I would put it all into marketing. Seriously. Run advertisements, bribe politicians, give away consoles, whatever. I'd advertise not only my game(s), but the company in general. Amanda Fitch and Jay Barnson have both said in the past something along the lines of, “Making the game is one-third of the job.” Or words to that effect. The idea being that once you finish the game, you’re one-third of the way to having it where someone can buy and play the thing. What is the other 66% of effort required after you finish the game, and is this a challenge unique to indie developers? I'd put it closer to 50/50, but Amanda's more successful than me (so far!), so maybe she's got a better handle on the ratio. And I'll answer the last half of the question first - no, I don't think it's unique, based upon experiences I have read and heard about. In fact, that was the biggest shock to me upon releasing my first game - even after years of experience in the industry. Running a dinky, niche indie games business is a heck of a lot like running any other business! And maybe that's what bites so many indies in the butt. Once you decide to release a commercial game, there are tons of business-related things you now have to do. Besides getting a business license and all that legal junk, you have to handle questions like: How do players get your game? If they want to actually pay for it *gasp*, how can they give you their money? How do you fulfill their order? How do you deal with customer problems? What happens if there's a bug - how do you get the fix to people? Are you going to create a demo version to help sell your game? How will your demo help up-sell the full version? If the game really does make money, how do you handle paying the people on your team? How do you deal with taxes? Is everything on the up-and-up legally? Do you owe royalties to anyone as your game sells? How do you deal with the contracts that are required to sell your game through a third party, like a portal? What do you do when other people approach you with additional business opportunities (and more contracts to sign)? Do you have a website? Who maintains it? Who continues to pay the hosting bill? What do you do if the game takes off and consumes all your monthly bandwidth by the 8th day? Managing that aspect of things can consume time. And annoyingly, it tends to consume time right at the tail end of development - when you need every second devoted to getting your game polished, bug-free, and ready to go out to the public. But that's nothing compared to the demands of marketing. Without marketing, you spend month or even years - a thousand+ hours of time for you and your team, and hundreds or thousands of dollars of money out of your own pocket to make this really cool game. And then... what exactly? Maybe you upload it to a website, and listen to the sounds of crickets chirping as two people stumble across it and download it by mistake. As an indie, it's not like you've got some built-in infrastructure and information channels that you are already plugged into to get the word out to the potential customers. And when you do, through Herculean effort, manage to make people aware, they simply shrug and say, "Okay, so, when's the next Halo game come out?" I sometimes think I'd generate better sales for the same effort by going door-to-door. Nobody knows about your game, and nobody cares. Nobody knows why they SHOULD care. You've got your work cut out for you. Big time. And marketing isn't just "when the game is finished." Marketing is something you need to at least be noodling on the day you decide, "Gee, I'd like to make a game." It will affect your game design. It will impact the development schedule. You'll be wasting precious development hours responding to interviews, fielding questions, writing up press releases, and trying your hardest to get people to pay attention and care. And they still won't. Well, not much. Maybe I'm just doing it wrong, but marketing - to me - feels like trying to dig the Panama Canal with a soup spoon. At least at first. Fortunately, success tends to build on itself over time. But it never ceases to be a lot of work. What's funny is that I thought I understood this when I got close to releasing my first game. I'd heard people tell me this over and over, and yet I still didn't quite believe it. I figured it would take some effort, sure, but the magnitude never really became clear to me until - in late development - I discovered that I'd put in nearly twenty hours of work, and only about five of them had anything to do with actually finishing the game. At the end of the XFire interview the mod asked everyone what their favorite game was. I’ll ask this: What game (any game, new, old, mainstream, whatever) do you wish you could have worked on and taken part in? I hinted at this last time, but... probably Ultima VII. Not only because it's probably my favorite RPG of all time. But it (and Serpent Isle) were the last of the "good" / "real" / "true" Ultimas. Richard Garriott was still more-or-less directly involved, and it would have been awesome getting a better feel for how his mind worked. And then there was the awesomeness of the game engine, and it's potential (something the Exult guys have discovered through their reverse-engineering, no doubt). How quests are arranged, for example, in a "quest-less" game engine. I think I would have learned a lot from working on it. Plus, I could have been there to blow the whistle and say, "Guys, let's NOT get into the business of making our own custom memory manager! There has got to be a better way!" And then everyone would have said, "Shush, peon," so I guess it wouldn't have made a difference. Aside from that, another one that would have been a fascinating learning experience (and, naturally, is a favorite of mine) would have been Ultima Underworld. There are still some real brilliant things they did in that game which haven't been entirely equalled today. Technologically, the years have treated it poorly. But there are some very clever design decisions that I'm not sure they made consciously, but they did a good job. More Questions? And by NOW, I'm betting Shamus is cursing himself for asking these questions. This is what he has begotten. However, Corvus and I are not done yet. There are more questions that were asked that we figured we'd tackle. And we'll tackle more if we got 'em. I'll also direct you to the forum thread link below, where more indies have posted THEIR responses - which are probably better than mine... The Discussion Continues In Furious Forum Form! |
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Posted: 07 Feb 2008 10:53 AM CST 今天是国家两大政党的主席参选人公开辩论的日子。萌主党的党主席兼本次主席候选人兼上任国家主席——顾小蹭已经先到会场了。这乘着人民欢呼而来的是另一个党派的候选人。显然,他的人气要远高于顾小蹭主席。 一个西装革履的青年上前把泽东车的车门打开。跨出一中年背头,戴斯文眼睛,神采奕奕,硬朗风骨。 “会长,这边请。”青年对中年说,同时打出阳伞,为其遮阳。中年人——现任人民代表议会的会长,他看了看四周鼎沸的群众,脸上摆出了微笑,然后向他们挥挥手,便稳步走进了会场,周围镁光灯闪烁不止。 |
Posted: 07 Feb 2008 11:06 AM CST We spend a lot of our time (well, nearly all of it really) explaining why the PlayStation 3 is the most powerful, best value video gaming console you can buy. Well, the March issue of Electronic Gaming Monthly helps further the cause and explain what’s in store this year, with a cover story on why “2008 will rock” for the PS3 and its owners and fans. We, of course, agree. Covering off on subjects such as the amazing software line-up this year including LttleBigPlanet and MGS4, Blu-ray, PlayStation Network, and PSP cross-functionality, this is a pretty comprehensive article that is definitely worth a read. Subscribers should have it already, the rest can pick it up when it hits shelves next week. |
Report: Viacom Offering $1.5b For Take-Two Posted: 07 Feb 2008 07:56 AM CST
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DICE Fight Club: Budgets, Not Consolidation Edging Out Innovation Posted: 07 Feb 2008 06:09 AM CST
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DICE Q& A: Verbinski Talks IP Challenges, Innovation Posted: 07 Feb 2008 05:43 AM CST
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<b>GALGAME</b>无责任评论——FORTUNE ARTERIAL Posted: 02 Feb 2008 01:00 AM CST 附加:8(我最喜欢流程简单的GALGAME了.声优很出色,很喜欢副会长,桐葉和白的声音,另外KAYA感觉很像魔法老师里的EVA,感觉很可爱可惜出场太少.另外,觉得FA在语言方面还是有点难度的,平时还好,进入TRUE路线后看故事觉得满费神的,看来自己的语言水平还是不能 ...
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Maximizing Your Job Hunt At GDC Posted: 07 Feb 2008 11:00 AM CST |
Posted: 07 Feb 2008 08:19 AM CST ![]() 开发: Pitbull Syndicate 发行: Midway 语种: 英文 平台: PC 类型: Simulation 网址: http://www.larushgame.com/ 做源:Razorback3.0 高清游戏视频下载 窗口化方法 |
[quote]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、彻底关闭瑞星及其后台程序 6、更新XP补丁、更新显卡驱动[/quote] 【版本说明】 1、英文版 |
2、删除动画 3、保留全音乐全音效 |
(绿化压缩小组:RAS) 【安装说明】 1、解压缩 2、运行setup.bat开始安装 3、运行桌面快捷方式进游戏 4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 |
【配置要求】 GF5200 或 ATI9200 及以上显卡都可以玩 【游戏简介】 游戏的整体风格类似现今横扫欧美游戏榜的《GTA》系列。游戏的舞台设在美国洛杉矶,采用高自由度和任务制游戏方式,结合飚车、警匪追击等各色的游戏内容,制作组希望给玩家带来新的体会。对此,制作组还专门为本作开发了一套全新的引擎,更逼真的再现洛杉矶的原貌以及好莱坞、贝弗利山等场景,另外,为了增加游戏的刺激感,游戏中所有的场景都可以被破坏。 与GTA系列不同的是,本作中将可以对自己的赛车进行细致的改装,以满足极速狂飚的欲望,除此,游戏中汽车的种类也颇为丰富,并提供各具特色的零部件让玩家选择使用。 音乐方面,游戏将收录MTV频道中的流行歌曲及该频道的广告,同样,MTV也会在其电视节目的70多首MTV中穿插该游戏的画面。 |
【游戏截图】 ... ... ............ .................... .................. ... ... ............ .................... ................. .. ... .. .. ... ... .. ... ......... .. .. ............ ... ... ............ .. ... ......... .. .. ............ ... .. ........... .. ... ... .. .. .. ... ... .. .. .. ... ... .. .. .. ... ... ... ... .. ... ......... .. .. .. ... ... ... .... .. ... . .. .. ..... ... ... .... .......... .. ... .. .. ... ... ... ... .. ... ............ .. .. ... ... ... .... .. ... .. .. .. ..... ... ... .......... ... .. ... . .. .. .. ... ... ... ... ... ... ... .. .. .. ... ... ... .. ... ... ... .. .. .. ... ... ........... . ________ . _______ ........... ... \ ___ \ /_\ / _____) ... | __ / _ \_____ \ .................. | | \ \ | / / ................... | : |
| LA Rush | | | <+======================== LANGUAGE =========================+> | | | en | | | <+=========================== RiP ===========================+> | | | movies | |
| | <+========================= INSTALL =========================+> | | | 1_unrar | | 2_setup.bat | | 3_desktopicon | | | <+======================== THE FORCE ========================+> | | | RAZOR73 - KOOLMAN - PC GAMER - RENCHONGYI - PRTTI | |___________________________________________________________| |-------------========|###############|========-------------| | | | -+- R.A.S.GROUP RIP -+- | |_____________ __ _ _ __ _____________| +-----------------------------------------------------------+ |
This posting includes an audio/video/photo media file: Download Now |
Feature: 'Maximizing Your Job Hunt At GDC' Posted: 07 Feb 2008 05:41 AM CST
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D2C Announces PSP Downloadable Interactive Comic 'The Cryptics' Posted: 07 Feb 2008 05:13 AM CST
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DICE Keynote: Gore Verbinski Urges Creativity, 'Madness' Posted: 07 Feb 2008 05:02 AM CST
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THQ, Planet Moon Announce Wii Exclusive Rhythm Game Band Mashups Posted: 07 Feb 2008 05:00 AM CST
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GCDC 2008 Announces Call For Papers Posted: 07 Feb 2008 05:15 AM CST
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Namco Blames Wii For Declining Arcade Business Posted: 07 Feb 2008 04:53 AM CST
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Nintendo's Brawl Smashes Open Japanese Charts Posted: 07 Feb 2008 04:28 AM CST
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Q& A: SOE, Live Gamer Reveal 'Live Gamer Exchange' Service Posted: 07 Feb 2008 11:00 AM CST
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《失落的星球》(Lost Planet Extreme Condition)完整高压版/更新V1.4补丁 Posted: 12 Aug 2007 09:55 PM CDT ![]() 转自sharevirus 游戏名称: 失落的星球 英文名称: Lost Planet Extreme Condition 游戏制作: Capcom 游戏发行: Capcom 游戏语种: 英文 游戏类型: Sci-Fi Shooter 官方网址: http://www.lostplanet-thegame.com/ [QUOTE]前两个连接是高压版,内容完整无缺,默认为英语,包含多国语言 最后两个链接是V1.4的升级程序。[/QUOTE] [QUOTE] V1.4三项修改器 25段高清视频下载 关卡解锁补丁 全球限量花絮光盘下载 超详尽剧情攻略 [/QUOTE] [QUOTE]最低配置: 操作系统:Windows XP / Windows Vista CPU:Pentium 4 HT以上 内存:512MB 以上(Windows XP)/1GB以上(Windows Vista) 硬盘空间:8.0GB 以上 分辨率:640 × 480 以上 显示卡:DirectX 9.0c/Shader 3.0 以上、NVIDIA Geforce 6600 以上 ※不支持部分NVIDIA Geforce 7300型号显卡 DVD-ROM:DVD9兼容 声卡:DirectX 9.0c以上 推荐配置: 操作系统:Windows XP / Windows Vista CPU:Intel Core 2 Duo 内存:1GB 以上(Windows XP)/2GB 以上(Windows Vista) 硬盘空间:8.0GB 以上 分辨率:1280 × 720 以上 显示卡:NVIDIA GeForce 8600 DVD-ROM:DVD9兼容 声卡:DirectX 9.0c以上[/QUOTE] 【游戏简介】 《失落的星球》以冷酷到底的冰天雪地为主要环境背景的本作,力图表现的一个重要主题就是如何面对生存的挑战。玩家在游戏中不仅要与恶劣的自然条件斗争,还要时时对抗生存在星球上的恐怖生物和提防狡诈多端的“雪贼”的进攻。 PC 版《失落的星球》用增强的画面与游戏性来弥补没有新增内容的遗憾。游戏支持DirectX 9与DirectX 10,所以游戏可以运行在Windows XP与Windows Vista系统上。最令人注意的是游戏最高支持2560x1600的画面解析度,所以如果你拥有一款超强显卡与高清晰显示器,PC版《失落的星球》的画面将绝不逊于Xbox 360版本。游戏光影效果与各种其他效果看起来都美轮美奂,较Xbox 360版本游戏有大幅度提升。Capcom的游戏开发小组已经开始着手为Nvidia显卡做游戏画面优化。相信PC版本的《失落的星球》也将是 Nvidia“The Way It’s Meant To Be Played”列表中的一个。 【游戏截图】 |
Posted: 08 Feb 2008 06:06 AM CST 从去年开始,就间断的了解了 flOw —— PalyStaion3 网络上提供下载的游戏作品。其实这款游戏作品在国内的知名度并不高。直到有媒体开始报道,flOw 这款游戏的原型出自于国人设计师陈星汉之手后,这款游戏才开始在国内的小圈子内获得一定的知名。 前两天在PSN上看到 flOw 高居在 PSN 下载排行榜的首位位置上。忍不住好奇的下载来体验。结果这次体验变成了一项比玩一款游戏深得多的旅程。 PS3 上 flOw 不得不说,PS3 版本的 flOw 是一个美丽的游戏。玩家使用六轴手柄控制自己所扮演的生物在液体中游荡,吞噬比自己弱小的生物来进化自身。 游戏没有所谓的界面,游戏开始,玩家可以选择自己扮演的生物(第一次玩的时候只能使用默认的生物)。接着进入深层的水中开始自己的成长之旅。当一层一层的深入时,玩家扮演的生物将会遇到自己进化途中的竞争对手,可能是相同的物种,也可能是不同的。玩家扮演的生物将会应证弱肉强食的进化理论来通过消灭自己的竞争对手来进化自己。 当击败最终的竞争对手之后,玩家将会解封新的生物品种。游戏总共有 虫形,花形,鱼形,毒虫和进攻虫 五种重要形态。名字都是 FXCarl 自己随便取的。每种生物在进化的过程中都会面临不一样的挑战。虫形有着难以保护的长尾;花型自己的关键部位暴露在身体外围,没有好的攻击姿态;鱼形的生命值少的可怜;毒虫在一般状况下行动迟缓,且一样有长尾巴。进攻虫移动速度不快,尾巴依也然很长……相比来说,毒虫的培养是较为困难的…… 因不成功给对手下毒,几乎没法发起进攻…… 和一般游戏不同的是,flOw 中并没有某个挑战是玩家必须面对的。也就是说,玩家可以越过所有的挑战直接向下层钻,直到出现新物种。 类似贪吃蛇玩或者吃豆人玩法的 flOw 上手很简单。音乐画面极度唯美。可以说令人陶醉。对PS3 版本 flOw 的好感直接提供了研究这款游戏背景的动力。 在Google上,搜索关于 陈星汉和flOw 的资料非常容易,几乎可以用铺天盖地来形容。或者说,陈星汉已经成为了一些梦想成为游戏设计师的热血青年们的偶像。尽管搜索介绍和采访相对容易,但是真正的想要找到陈星汉的作品却不那么简单。 Cloud 雲 功夫是不负有心人的。找到了陈星汉的站点。自然的,也找到了他的几个作品。有一款在各种媒体上常常出现却没有实际的 《雲》,和一款Flash8版的 flOw —— PS3版本flOw 的原型。 Flash版的 flOw 和 PS3 的版本几乎不是一个游戏。或者说,真的非常“原型”。艺术价值和PS3版本不可同日而语,但是设计的核心是一致的。Flash 版本更清晰的标记了玩家跳过挑战的和重整旗鼓面对挑战的可能:会以红色或蓝色的圈状标记提示玩家哪里可以返回上一层,哪里可以直接前往下一层。Flash 版本的 flOw 操控上有着和 SIXAXIS(PS3的六轴手柄)不一样的别扭。且帧速率低,同时游戏的系统也有着一些区别。总体难度上 Flash 版本要更高 —— 和操控有关系。因此 FXCarl 没有玩通 Flash 版本,不知道原版是否也有多种生物品种可供选择。 Cloud 是一款 Windows 平台的游戏。容量比 flOw 的原型要大很多,40M。游戏的完成度更高一些,更接近于一款游戏。 Cloud 是一款“讲述病床上的孩子对云的梦想”的游戏。玩家需要扮演这个男孩的梦中的形象来帮他实现对云的梦想。游戏包含着一种博爱,对病痛,对洁白的云朵,对蓝天,对碧海,对金色的沙滩和绿色的陆地。 游戏的玩法很简单,玩家是一个可以在天空中飞行的小孩。天空是一个假象平面。玩家可以聚合白色的云朵,可以存储和释放白色的云朵。可以把浅灰色的云朵变成白色的云朵。可以带领白色的云朵和黑色的云朵对抗,变成雨滴落向地面。操控白色云朵的策略会对两种颜色云朵的消耗速度有区别 —— 玩家需要尽可能少的消耗白色云朵。 玩起来的感觉其实和 flOw 区别不大……有量变,可以说没有本质变化 —— 虽说这说法可能不太负责任。 吸引人玩 Cloud 的主要原因,FXCarl 觉得一半以上是因为其具有感染力的艺术风格。在 flOw 和 Clound 两款游戏的设计中,都非常注重音乐对玩家的感染力。毕竟音乐是一种能够穿越一切障碍直达心灵的力量,利用合理,对游戏来说自然事半功倍。而在画面上,两款游戏也是极尽唯美之所能。尽管我们知道没有最美只有更美。但是如果 FXCarl 说 Clound 这款游戏大有 ICO,汪达与巨像 的气质,怕是很多人就不敢相信了。事实胜千言,大家可以去找 Clound 来研究一下。很棒的游戏。 沉浸理论 Cloud 和 flOw 都是出自陈星汉之手。在陈星汉的论文《游戏中的沉浸》中,这两款游戏都是这篇论文观点的实践。只是在实践的方向上有些不同。其区别在于 “我看到我们当前的行业有两个大方向应该更进一步。首先,扩大电子游戏引发情感的范围。如果一个人不喜欢感官刺激,又不喜欢要求反应的游戏,那么他们可以选择游戏非常局限。 其次,针对不同类型的玩家来设计游戏。很多时候,人们不玩游戏了,并非是因为他们没了兴趣。而是因为多数传统类型游戏不能满足不同类型玩家的各种品位和期望。” —— 陈星汉 Cloud 是前者,flOw 是后者。两者的共性在于游戏没有给予玩家任何强加的挑战。游戏也没有所谓的真正意义上的输赢胜负 —— 关注的,只是体验。 说起沉浸,不得不插入一些介绍。引自陈星汉的论文: [M.Csikszentmihalyi在解释“快乐”的过程中,发现了“沉浸”——当人们在进行活动时如果完全的投入情境当中集中注意力,并且过滤掉所有不相关的知觉,即进入一种沉浸之状态。 Csikszentmihalyi发展出了一系列的理论来帮助人们进入沉浸的状态。之后,这些理论便被应用于各个不同的领域以改进交互体验。在众多成就当中,最令人鼓舞的成就之一是“沉浸区域”的定义,用我们熟悉的话说就是“有感觉” 。 为了维持一个人的沉浸感,他所参与的活动需要在“活动本身的难度”和“参与者的能力”之间达到一个平衡点。如果活动的难度超过了他的能力,那么参与者将因 为受活动的压制而产生焦虑;反之,如果活动的难度低于他的能力,参与者又将感到沉闷。幸运的是,人类拥有忍受的能力,这使得在“难度过高”与“太沉闷”之 间存在一个模糊区域,一个不会产生焦虑和厌倦的区域。]
《游戏中的沉浸》的核心在于“自适应挑战”。即作为一款游戏,最好可以针对不同的玩家需求,自动的给予合适的挑战。同时在面对挑战时,玩家具有选择面对怎样的挑战的能力。 但其实这篇论文所想表达的思想绝非止步于此。 从论文中的观点来看,陈星汉认为作为一款游戏。可以让玩家产生沉浸的方式是多种多样的 —— 游戏可以借用以往的影视,文学,音乐等等任何艺术形式的表达技巧使玩家开始投入其中。同时利用游戏的互动性,让玩家在 “不断面对自己选择的挑战并亲自战胜挑战" 的循环中了此不疲。 即在强调游戏乐趣本身的同时,也强调 “其他方面的感染力” 的运用。 至少从陈星汉目前的几款实践作品来看,都具有这样的共性。通读论文,不难发现陈星汉个人对于游戏的理想。在陈星汉现在的公司,thatgamecompany的介绍中,我们可以看到。公司针对的用户是 Dormant Gamers 和 不玩游戏的人。FXCarl 倾向于将 Dormant Gamers 译作 隐玩家。 Dormant Gamers :Dormant gamers love gaming but spend little time because of family, work, or school. They like to play with friends and family and prefer complex and challenging games.(隐玩家:喜欢游戏,但是因为家庭,工作,或学校等原因用于游戏的时间并不多。他们喜欢和朋友或家人一起游戏,同时喜欢复杂和有挑战性的游戏。) 针对隐玩家的游戏需要较高的艺术造诣,较完善和自持的游戏系统。游戏的时间不需要很长,可以随时暂停和退出。不需要很强的连续性,需要能够很快的投入其中。 某种程度上来说,这不仅是对游戏的追求,甚至是对完美的娱乐形式的追求。 一些想法 从 FXCarl 个人的角度来说,是非常欣赏 陈星汉 的理论的。因为这套理论将会对游戏的设计产生一个方式上的影响。尽管在网络上,特别是国内的社区中,对 游戏中的沉浸 的批判比褒奖要多。 其实在国内的反对声中,最主要的声音来自于这种理论在网络游戏中的不适用。 在FXCarl看来,这种声音的观点是相当片面的。网络游戏的主要乐趣在于人与人之间的互动这一点本身FXCarl就有着独立的观点。当然这一点我们先不提,姑且认同一个普遍的观点——网游的乐趣来自于游戏中的人与人之间的“攀比”。那么,网络游戏如何才能让人与人之间的“攀比”行为变得有意义?自然是需要一定的付出得到一定的,具有公正性的结果。 更进一步来说,也就是能够挑战别人挑战不了的困难。这样说来,似乎挑战的意义就变了。游戏中的挑战成为了评定玩家能力的一道准绳,而不再是一种获得游戏愉悦感的手段。《游戏中的沉浸》所提到的动态难度调节的意义这样一来岂不是就消失了? 但恰恰这样的想法就是 FXCarl 所说的片面的想法。游戏不是高考……本身用一个标准来衡量所有的玩家就是不正确的想法。作为一个游戏设计师,首先应该想到的是如何给玩家制造乐趣。 以经验值等级系统为例。目前主流网络游戏的经验值奖励办法是,做任务和砍怪。而等级直接和经验值挂钩。我们不改变这个系统,为什么不能在砍怪这个环节上做出差异?譬如说我们可以用很多工具来达到击倒挂物的方法,除了用武器,我们可以用捕兽夹等等…… 可能读者已经找到漏洞了。对,平衡问题。网络游戏玩家一定会选择性价比最高的成长路线来培养自己的角色的。《游戏中的沉浸》将会止步于此么?不! 将游戏角色的产出作为最高追求,而不应该把角色本身作为游戏的最高追求。较高等级的玩家可能可以做出较低玩家做不了的事,而不应该仅仅是是提升战斗力。能够在游戏中的河岸上架起桥梁的玩家一定会比可以杀死服务器中任何一个玩家的杀手要更受人尊敬,不是么?在玩家最求角色的产出的过程中,如何追求生产能力,将会是 《游戏中的沉浸》 最好的发挥空间。 其他 不知道是不是陈星汉的原因,进来想做独立游戏的朋友在周围也渐渐多了起来。读了陈星汉的论文,对自己的设计也有了一些新的想法。当然现在还不能透露。或许之后会有一些什么改进的想法。届时没准也可以写成属于 FXCarl 的论文呢。 陈星汉的个人网站 独立游戏中文网志 |
Posted: 08 Feb 2008 10:13 AM CST 首先给各位朋友拜个年—— 其实一直对过年的感触不是很深,或许这就是长期生活在父母身边的好处吧……也可能是老辈去世早点关系——没有压岁钱拿哩:) 近来工作上基本充实,不够满意的地方主要在发现不细致却一直没有改,没时间也好,没心情也罢,都是借口的说~~另外某些事情会逐渐的侵染自己的心思,不知道算是好还是不好,总之对未来的期待没有对过去的遗憾那么少就是了…… 从自己工作的行业来讲,看到更多的是抄袭——个人并不反对,只不过不太喜欢妄自菲薄罢了——别人的未必是比我们的差,只不过更适合他的体系而已。照搬是一种抄袭,不过理解之后的融合也同样可以算作是copy,仅仅因为自己之前没有做好,就认为别人才是对的,完全没有必要。 写这么多废话,其实只不过是刚才看到一个小女孩轮滑的视频,中国的小女孩去韩国参加轮滑大赛的表演,不光是当时的观众,相信每个看过的人都该相信——别说中国人不会玩这东西,想出来,做出来,未必比别人的就差! 下边附送这段视频的地址,有兴趣的朋友可以自己去看看: |
Interview: Richard Garriott Is From Mars Posted: 08 Feb 2008 11:00 AM CST
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D3 Europe Adds Vivendi Vet As Managing Director Posted: 08 Feb 2008 05:56 AM CST
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Live Arcade To Get Disney's Discs Of Tron Posted: 08 Feb 2008 05:08 AM CST
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AIAS Names Call of Duty 4 Game Of The Year Posted: 08 Feb 2008 05:02 AM CST
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RealNetworks Q4 Games Sales Jump 30 Percent Posted: 08 Feb 2008 05:45 AM CST
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NCSoft's Garriott Talks Games As 'Pulp', Art Posted: 08 Feb 2008 05:41 AM CST
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DICE: Namco's Hector On Character From Sonic to Afro Samurai Posted: 08 Feb 2008 05:21 AM CST
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DICE: ESA's Gallagher Urges Industry To Strive For More Posted: 08 Feb 2008 05:18 AM CST
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Posted: 08 Feb 2008 06:15 AM CST The "Ethics Campaign" ended yesterday. This piece invites you to help bookend it. And so, the epic "Ethics Campaign" that began in May last year is finally concluded, almost a year later. It transpired to be more work than I originally imagined (Ethics is a huge topic), and less fun than the "Metaphysics Campaign", but still well worth the pursuit. I began knowing little or nothing about my own ethics, except that my ethical stance had formed around the teachings of Jesus (but not, I should stress, conventional Christian doctrine). Now, having dug into the corners and kicked the tyres, I have learned that I am a great believer in the Kantian project of Communal Autonomy and Mutual Respect, and that I find Consequentialism abhorrent when it is employed by governments and organisations (but I can still respect individuals who choose this ethical system). Most of all, I have identified what is perhaps my core value: Freedom of Belief. I'd like to thank all the players who have contributed to the "Ethics Campaign", especially: Peter Crowther, zenBen, translucy, Theo, Caller #6, Neil, Jack Monahan, Bezman, Patrick, Suyi, Trevel, TT, Michael Mouse, Yehuda Berlinger, Foster Nichols, Wonders for Oyarsa, Michael Pereira, Olivier Rouleau and latecomer Sankofa, and also occasional voices such as Rob, Paddy, VagabondX, Corvus, Ophelia, John Peacock, Tom Camfield, Marc, Darius K., Duoae, Duncan, Mad, Matthew Cromer, Troy Gilbert, Ethan C, RodeoClown, Chris F., Malky, Arto, DJ i/o, Sammas and James. To all these players and more besides, I offer my especial thanks, and hope you have found it an entertaining journey. I'd also like to thank the artists whose beautiful work I used to adorn the key pieces, and especially Shoshanna Bauer and Maureen Shaughnessy. And to those silent spectators who read but don't play in the open, now would be a great time to step out of the shadows and say a few words. In fact, now we're back in the Green Room, it's a perfect time for Q&A, quick comments or anything else of the kind. If you enjoyed the "Ethics Campaign", I would love to hear from you, and I'd especially like to hear about any favourite post anyone has from the campaign. For me, the original Relative Ethics post, and the Kant's Yardstick post became indispensable, but Ethics of Metaphysics is still probably my personal highlight - if you have a favourite piece from the campaign, do let me know! (The key posts are indexed in the sidebar under "Philosophy: Ethics" and "Discussion of Ethical Issues", and all the material can be found under "Categories: Ethics"). I'll begin a new "Campaign" in 2009 - it probably won't be the "Narrative Campaign" that would complete this original trinity, and in all honestly I have no idea what the next one will be about - I'm just delighted to have survived this one! One final thing: as ever on this blog, you are free to post comments on older material and bring it back into play. Just because the "Ethics Campaign" is over it doesn't mean we can't go on talking about ethics if that's what you want! As long as you have things to say, I'll be happy to listen and respond. It may be my blog, but it would be nothing without your involvement. Thank you for playing! Chris. |
Road To The IGF: Snapshot Adventures' Pollinated Birding Posted: 08 Feb 2008 05:36 AM CST
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Saling The World: Devil May Cry 4 Debuts Strong in Worldwide Charts Posted: 08 Feb 2008 05:02 AM CST
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Wii Pushes DS Into Third Place In Japanese Weekly Hardware Sales Posted: 08 Feb 2008 12:30 AM CST
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Posted: 08 Feb 2008 05:43 AM CST A Game Where You Chase Tornadoes In America places like Oklahoma Kansas Nebraska Arkansas etc....... You Can Select Different Types Of Vehicles And Choose Your Character Customise There Appearance As Well As Customise Your Vehicle Personalise The License Plate
Be Able To Have A Camera In-Game And Record The Tornadoes You See And View Them Later And Upload The Videos To A Website Have Different Tornadoes Every Time So You Never See The Same One Twice And So Forth.............. |
Posted: 08 Feb 2008 12:36 AM CST Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma. I can recite them without looking at a list. Playing D&D for several years will do that to you. But, what do they mean? Okay, as a D&D geek I know what most of those do. But, I still have to look up some stuff, especially for the earlier editions. I don't have memorized what system shock percent a 14 Con score gives me in 2nd Edition D&D. (A quick lookup shows that it's 88%, but a 92% chance to survive resurrection.) What does Dex do? It gives a bonus to-hit, right? Well, only for ranged weapons. It's Str that gives a bonus to-hit for melee attacks in D&D. Yet, in other systems it's usually a Dex-type stat that gives a bonus to-hit. (Or a special 'Aim' stat as in M59.) A bit confusing, isn't it? So, why do so many online RPGs rely on stats? Let me get some terminology out of the way here. Attributes are numbers that affect your character, synonymous with "stats". "Base Attributes" are attributes that define the basic character, such as the D&D stats I listed in the first sentence of this post. "Derived stats" are statistics that are statistics that are based on other attributes. For example, in D&D "to-hit" is a derived stat based on Strength (or Dexterity for ranged weapons). Derived stats may be derived from multiple sources, and may get direct modification by other sources; in D&D, "to-hit" is also modified by the magical bonus ("pluses") on a weapon. In some cases, derived stats may be derived from other derived stats. More on that later. Let me give you an example of what the problem is here. I'm going to take a contemporary example (translation: I'm gonna pick on WoW again); WoW has five basic attributes: Strength, Agility, Stamina, Intellect, and Spirit. The link in that previous sentence shows what the attributes do: most attributes affect multiple derived stats. For example, Agility can affect up to five different derived stats, including attack power (for feral Druids, Hunters, and Rogues) and chance to critically strike. However, each of these derived stats can also be affected directly. So, an item could give a bonus Agility or it could give an approximately equivalent bonus in Attack Power. But, these bonuses wouldn't be equal for all characters; a Warrior would not get Attack Power bonuses from an item with Agility, so an item that gives +15 Attack Power would be better for a Warrior who wanted attack power compared to an item that gives +15 Agility. However, a feral Druid would generally prefer the +15 Agility because it gives the equivalent Attack Power in addition to more chance to crit, more armor, etc. Note that Attack Power doesn't affect your character directly, but it affects your damage per second (DPS) of your attacks. So, your attack damage is derived from Attack Power, which is in turn derived from Agility and/or Strength. Okay. That's reasonable. But, now we get into ratings: Some stats are affected by ratings which translate into modifiers to derived stats. For example, it takes 22.08 points in "critical strike rating" to get a 1% increased chance to land a critical strike. This system came about because a +1% chance to crit is the same at level 10 or level 70. (Actually, it's a bit better at level 10 because your chance to crit is probably lower.) Under the crit rating system, as you grow in levels you need to accumulate more bonuses to stay at the same level. This system helps balance the game, but it also makes it difficult to figure out what the stats mean on the fly. Confused yet? Oh, it gets better. Because now you have to figure in talents and enchantments on top of all the other effects. Of course, some of these only affect specific base attributes and not the derived attributes. So, if you are "raid buffed" you might want different bonuses than if you're slumming it in a non-raid situation. Now, let's add another layer on top with attributes that have caps. For example, hit rating is no longer useful in most situations after a certain point. Adding more points of hit rating is useless after you hit the cap. (Note that none of the base stats affect hit rating, so the only way you can get more hit rating is to find equipment which gives it as a bonus.) Because of the oddity of the combat system, the chance to score a critical strike also has a cap. I'm not done yet! Now there are stats which have significant differences for different classes. As described above, Agility is much more useful for Hunters, Rogues, and feral Druids than other damage-dealing classes. But, stats like Defense are also quite different; a Druid with no block or parry chance gains less bonus from Defense than a Warrior or Paladin tank. The final twist here is that some equipment also has gem sockets which can be used to enhance certain stats depending on the gem put in. Some gems can be rather expensive. Okay, so there's a lot of complication here. What's the big deal? Because All this makes it harder to evaluate what equipment is better on the fly; it takes a level of dedication to understanding the game mechanics that goes against the general "WoW is for casual players!" attitude people often espouse. Now, let's take a specific example. Let's pretend you're a feral Druid with a standard talent build. You are currently wearing [Waistguard of the Great Beast] and [Bladeangel's Money Belt] drops in Zul'Aman. Quick! Is it an upgrade? Hurry, hurry, because your guild wants to accomplish the timed event to get extra loot. The funny thing is that the answer, according to one source, depends on if you are less powerful (just starting out) or more powerful (that is, "raid buffed"). So, unfortunately, there's no simple answer here. And, of course, this ignores the relative difficulty of getting a random drop compared to collecting special badges to purchase equipment, or compared to other methods of getting loot. The core problem is that these mechanics encourage a complicated combat system. To be fair, this isn't necessarily an insurmountable problem. It's rumored that some 10 million people play the game despite this horribly complicated combat system. And, there are theories and observations that some people actually take joy in exploring a complicated system like this. So, not every game needs to "solve" this "problem". On the other hand, this type of system can degenerate into "playing a spreadsheet" if the players focus too much on the mechanics. The game no longer becomes about enjoying a good challenge with your friends, but in tweaking the system to optimize your character. Who cares about the "blah, blah, blah" story when there's a marginal +2 Agility increase to get by hoping for a specific drop! It's hard to get people interested in the larger issues if the game becomes all about working for those marginal increases in power. There is no one right solution, and no single change that will make a system like this better. I have two thoughts for designing a system from scratch: Avoid derived stats. One problem is that it's difficult to figure the difference between +X of one stat and +Y of another stat that may affect the same derived stat. Instead of having Agility and Crit Rating both affect chance to score a critical strike, just have Crit Rating affect critical strike. Eliminate Agility and just have the derived stats displayed and affected directly. This helps remove a lot of the complication I describe above. Remove the power curve The introduction of "ratings" was in response to some items not scaling properly with level. So, eliminate the power curve determined by increasing levels. Really, this isn't a very radical suggestion because you already see this: at level 70 characters don't increase in power so dramatically as characters progressing through levels. Of course, you still see significant increases in power as gear improves. However, this allows 1% bonus to the chance to crit to be worth just as much to a starting character as to an experienced character. This solution has a lot of other benefits as well, as people have proposed in the past. Of course, this is also the most difficult to implement since it is quite different than what we've seen games do in the past. So, what do you think? Is a complicated system like this a problem? If so, what are your solutions to prevent such complicated systems? |
Surveillance: who’s territory is a virtual world anyway? Posted: 08 Feb 2008 04:48 AM CST When I visited mid January 2008 a technology crime police team in They said to have permission to open
someone’s mail box There had been a case
where a mother killed her child and the How should this policy be applied to virtual words? The issue in general has been discussed during the drafting of the Cyber Crime Treaty (Council of Europe),[1] but the drafters did not succeed to define under what circumstances investigation should be allowed on servers located in foreign territories. So, they decided to not regulate it. In one recent case, the American producer of a game did not provide personal data of Dutch citizens (a group of fascists) breaching Dutch Penal Law because their utterances were allowed under the First Amendment. I can understand that, but there is a related question that intrigues me: is the Dutch police allowed to investigate in virtual worlds that are hosted and produced by, e.g. American companies? Is the Dutch police allowed to follow, observe, etc. avatars in general, or only if there exists a suspicion of e.g., illegal money transfers, hard drugs transactions or the planning of (terrorists) attacks? As the above e-mail example illustrates, co-operation with foreign police officers or foreign prosecutors is needed if the servers are located in other countries. I am curious what a judge will decide if a suspect argues that the evidence obtained in a virtual world is inadmissible because the permission of foreign authorities was lacking. According to the wording of the code the suspect may be right, but following the spirit of the law would lead to another conclusion. To me, this would even be so if a citizen was logging into a virtual world from outside his home country, the servers are hosted elsewhere, and also the producer is form a foreign state. Just like a country has jurisdiction over a website indifferent of where the site is hosted, a virtual world can have impact in any country. Authorities must be allowed to enter these worlds, just as avatars can, and patrol if necessary. I am not a proponent per se of policing in virtual worlds, but besides the regular national legal safeguards in this respect I see no legal obstacles in doing so if servers are located in other countries. |
Posted: 28 Jan 2008 12:39 AM CST |
这一新的设计特性也对游戏的关卡设计师提出了更多的挑战。因为场景毁坏的特性可能会对玩家前进的路线有很大的影响。不过总的来说可互动场景让这个世界更加真实了,并且赋予玩家更多的自由可以按照自己的方式来解决问题。第一次使用是在1994年的《魔毯》。 ...
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Come visit us at the Game Developers Conference! Posted: 07 Feb 2008 11:03 PM CST David “LetsKillDave” Weller XNA Community Evangelist
We’d like to offer a reminder that the 2008 Game Developers Conference is only a week away. For those of you that might still be on the fence about attending, here’s 4 exciting reasons why we think the conference is well worth your time: 1) John Schappert, the Microsoft VP that oversees LIVE, Windows gaming and XNA, will be giving the keynote, “A Future Wide Open: Unleashing the Creative Community”, on February 20th 2) A rockin’ “XNA Game Studio Developer Day”, on February 18th, featuring many of the cool people that post on the XNA Forums: Shawn Hargreaves, Michael Klucher, Mitch Walker, and Frank Savage. This is the list of talks scheduled for that day (look here for all the details). · Networking with Game Studio 2.0 (Shawn Hargreaves) · Extending the Content Pipeline in game Studio 2.0 (Frank Savage) · XNA Game Studio 2.0 for Xbox LIVE Arcade (Mitch Walker) · CLR Performance on Windows and Xbox 360 (Frank Savage) · Understanding XNA Framework performance (Shawn Hargreaves) · Advanced Debugging with Game Studio 2.0 (Matt Picioccio) 3) Four conference sessions from members of the XNA organization 1. Pete Isensee (Development Manager) will present “Chills and Thrills: Undefined Behavior in C++” in Room 2005 (West Hall) on Thursday, Feb 21st from 4-5pm 2. Anibal Sousa (Test Manager) will present “The Profile of a Great Software Tester” in Station 5, 2nd Floor, on Feb 20th from 1-2pm. 3. Albert Ho and Dax Hawkins (Program Managers) will present an XNA Keynote Breakout Session in Room 3002 (West Hall) on Thursday, Feb 21st from 2:30-3:30pm 4. Michael Klucher (Program Manager) will present a follow-on XNA Keynote Breakout Session in Room 3002 (West Hall) on Thursday, Feb 21st from 4-5pm 4) Microsoft will host a Lobby Bar & Lounge in Moscone West, giving you a chance to mingle with developers from several XNA teams, including the XNA Game Studio team. You will also have an opportunity to check out the Finalists of the DBP Warm-Up Challenge while you’re there.
We look forward to seeing you there!
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Posted: 09 Feb 2008 06:14 AM CST |
Posted: 09 Feb 2008 06:08 AM CST “店长,你又开始手痒了吗?”某旅客问曰。 “我只想在还剩一口气的时候多扯一些。”吾答曰。 说起来惭愧,店长对2008春季的新番大牌们可谓一无所知。鉴于我并非声优派/画风派,仅看预告片对选择食用目标毫无帮助。我当然可以翻遍大小wiki来搜寻中立(非饭丝尖叫)的信息,但考虑到春节过后现实生活将堪比黑暗混沌的时间熔炉,现在去为新番备课似乎有点超前(春季客栈颗粒无收的几率非常高,与自然灾害无关)。因此我选择咨询品味非同寻常的客栈旅客们: 请问你们对2008春季新番有何打算?以下是菜单预览。 顺便一提,这些是4月份的预订新番,趁有时间我提前做个调查。 |
Posted: 05 Feb 2008 02:23 PM CST 2007年即将过去,这一年有很多值的纪念的事 1、记的06年12月的时候在新乡团购网做网站,刚毕业的学生找工作的心情可以参考那时候的我 终于看到了自己的矫情,这工作又没有做到一个月,连工资都没拿就灰溜溜回去了 2、大学3年有个定义意义的变量:恋爱 不过心中有种怪怪的感觉。如果有位女生,帮你追过另一个女生,她们还是一个寝室。后来你发现你喜欢的是她,那是不是很无耻。所以,请原谅那时候的自己,自私的伤害了很多人。也许,很多人认为我是个“叛徒”之类的。呵呵,随便,我相信自己的感觉。然尔,我发现一戏剧的情况,自己迟迟不能从内疚中脱离出来,自己就压着这感情,,却也造成人家以为我不是认真的...07年上半年,毕业即失恋,呵呵,自己却连谈都没谈就先背上一包袱....自己做的事,自己当 3、也许某位看官该想,说了感情该说兄弟的事了吧,哈哈,是啊,07年下半年真的是兵荒马乱,毕业,找工作,被人趁机勒索,满大街应聘,冒大雨去参加一个没与会者的招聘会 您来了,兄弟你们来的无声无息,于是我们连成了一跟线(不懂莫问,跳过 3、在里面花掉了4000多,出来也没什么盼头了,找工作有了心理阴影,绝对不相信和反感托人找活。走投无路,做困兽之斗,发简历,临时做作品。感谢我的父母,我的父母是天下最伟大的 以后的事咧,呵呵,天无绝人之路贝,不过应该算是08年的事了... 4、很多感觉写是写不出来的,痛苦绝望的时候,家人,朋友,谢谢你们支撑着我;07年,被自己最要好的朋友骗上一回,现在还认为你们是我永远的朋友;07年被自己喜欢的人怀疑上一回,现在仍然痴痴的喜欢着伊 08年,在这个世界人民都瞩目的城市里,去开创新的天地,创造新的成绩,实现自己的梦想,经历这么多事,更加珍惜自己的梦想!步伐,更加坚定! |
"Gabriel Knight" Creator Designing "Women's Murder Club" Games Posted: 09 Feb 2008 03:51 AM CST In an interesting note for old-school adventure gamers, designer Jane Jensen of Gabriel Knight fame has teamed up with mystery author James Patterson to create a series of games based on Patterson's "Women's Murder Club" book and TV series, according to the Hollywood Reporter. At least, it is expected to be a series - naturally, it depends upon the success of the first game, due out in May. featuring mysteries created by Jensen. Jensen co-founded Oberon Media some time ago, which indies may recognize as one of the major players in the casual arena. So as you can probably guess, it's not going to be geared towards hardcore 20-year-old male action gamers. In all likelihood, they will be closest Oberon's "Agatha Christie" Hidden Object games, also designed by Jane Jensen. These combine "hunt the hidden image" gameplay with puzzles in-between segments, and dialogs / story segments. "We are sort of baby-stepping our way towards a full adventure game while still keeping the elements that I believe are really good about casual games," she says, "meaning that it has to be immediately intuitive with no barriers for entry and it has to be immediately rewarding." Jensen is personally heading up the this project full-time as writer, creative director, and game designer. There is still no word yet on the completion of her more tradition adventure game Gray Matter, only that its schedule release date is still "Q1 2008." That would be... in the next seven weeks or so, wouldn't it? |
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 |
《阴影地带之幸存者》(Shadowgrounds Survivor)完整硬盘版 Posted: 09 Feb 2008 03:14 AM CST ![]() 游戏名称: 阴影地带之幸存者 英文名称: Shadowgrounds Survivor 游戏制作: Frozenbyte 游戏发行: Meridian4 游戏语种: 英文 游戏类型: 第三人称射击 官方网址: http://www.shadowgroundssurvivor.com/ 做源:Razorback3.0 3属性修改器下载 游戏视频下载 多人合作过关说明 |
[quote]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、彻底关闭瑞星及其后台程序 6、更新XP补丁、更新显卡驱动[/quote] 【版本说明】 1、英文版 |
2、完整无删减 |
(绿化压缩小组:RAS) 【安装说明】 1、解压缩 |
2、运行setup.bat安装 3、用桌面快捷方式进游戏 6、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 【游戏简介】 《阴影地带之幸存者(Shadowgrounds Survivor)》是《阴影地带(Shadowgrounds)》的续作,是由FrozenByte公司开发的PC第三人称科幻动作射击游戏。 在新作中,故事情节将继续前作的套路。玩家将继续扮演人类抵抗组织成员,担负抵抗外星异形入侵的重担。在新的故事中,玩家将可以从三名性格技能迥异的抵抗战士中选择自己扮演的角色完成游戏。开发团队表示,在《阴影地带》中备受赞誉的战场环境以及游戏性设定将在新作中获得全新提升. |
【游戏截图】 ... ... ............ .................... .................. ... ... ............ .................... ................. .. ... .. .. ... ... .. ... ......... .. .. ............ ... ... ............ .. ... ......... .. .. ............ ... .. ........... .. ... ... .. .. .. ... ... .. .. .. ... ... .. .. .. ... ... ... ... .. ... ......... .. .. .. ... ... ... .... .. ... . .. .. ..... ... ... .... .......... .. ... .. .. ... ... ... ... .. ... ............ .. .. ... ... ... .... .. ... .. .. .. ..... ... ... .......... ... .. ... . .. .. .. ... ... ... ... ... ... ... .. .. .. ... ... ... .. ... ... ... .. .. .. ... ... ........... . ________ . _______ ........... ... \ ___ \ /_\ / _____) ... | __ / _ \_____ \ .................. | | \ \ | / / ................... | : |
| Shadowgrounds Survivor | |
| | <+======================== LANGUAGE =========================+> | | | en | | | <+=========================== RiP ===========================+> | | |
| nothing | |
| | <+========================= INSTALL =========================+> | | | 1_unrar | | 2_setup.bat | | 3_desktopicon | | | <+======================== THE FORCE ========================+> | | | RAZOR73 - KOOLMAN - PC GAMER - RENCHONGYI - PRTTI | |___________________________________________________________| |-------------========|###############|========-------------| | | | -+- R.A.S.GROUP RIP -+- | |_____________ __ _ _ __ _____________| +-----------------------------------------------------------+ |
This posting includes an audio/video/photo media file: Download Now |
Posted: 09 Feb 2008 02:16 AM CST 07年独立游戏节Design Innovation(设计创新奖)$2500。07年Aquaria得的是Seumas McNally Grand Prize $20000。 Everyday Shooter的PS3版本已经出来咧,不知道会不会有PC版。还是期待一下吧。 视频 http://www.tudou.com/programs/view/ULyy3wg7XAc/ PS3 ...
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2008... The Year Of The Wii RPG? Posted: 08 Feb 2008 11:30 PM CST ![]() Image created by Rob Howard for House Of Nintendo If there is one genre lacking on Wii, it is the RPG. Of course, that's not surprising: The Wii, with its focus on ease of gameplay and being friendly to everyone, is probably not (for the time being) going to focus on stat heavy, cumbersome (but fun!) genres like role playing games. In fact, in one full year of existence, the Wii boasts exactly zero RPGs. IGN lists some kiddie game as one, but when you click on the review you find that it isn't even an RPG- it was mistakenly tagged as one! Of course, you do have a few old school (very, very old school) RPGs via the virtual console. Fortunately, we have a few RPGs coming down the pike in early 2008, as well as some major announcements regarding RPGs for the future beyond this year. So for the next few posts, we here at The House of Nintendo are going to focus on the role playing genre and how it is going to be represented on our little white box. Image from IGN.com Opoona, from Koei, features a story in which the main character, Opoona, must try to find his lost family. He will have to work odd jobs and interact with the society around him in order to earn licenses to travel to other worlds. This game sounds like it has some interesting sim elements, and perhaps a little bit of sandbox type gameplay. Also, it has a fascinating art style. Here's IGN's Mark Bozon (in a preview article): [Opoona] isn't your average RPG. In fact, it isn't your average Wii game, either. Published by KOEI (known best for the Dynasty Warriors franchise), Opoona is a Wii-exclusive traditional role-playing game that is light on the Wii motion, and heavy on classic design. We had a chance to sit down with the game recently, and while Opoona isn't what most gamers are going to expect, it's certainly a unique offering for the Wii crowd. This game looks fascinating, but like Zak and Wiki I'm afraid the realism centric Western gaming community won't care. Well, I care, and I have March 25th circled on my calendar. Read the IGN preview article. |
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Posted: 08 Feb 2008 08:35 PM CST |
Lost Planet: Extreme Condition Demo Update Posted: 08 Feb 2008 08:34 PM CST The multiplayer demo for Lost Planet: Extreme Condition is temporarily being removed from the PlayStation Network in order to address issues that have come to light. We will be working overtime to correct the issue and expect to upload a new version to the PlayStation Network as soon as possible that accurately reflects the incredible online features of the game. For those of you who have already downloaded the demo, the servers are being taken down until the new version is ready to go. We apologize for the inconvenience and thank you for your patience and your interest in Lost Planet! Keep an eye out here for more info… |
traveling through states by rps215 Posted: 08 Feb 2008 07:45 PM CST I LOVE to travel. I have an idea for a game, and it would go like this: You choose a state to start from, (if from Hawaii, you'd be able to move from 1 place to another kind of like in Test Drive Unlimited) and then you can do races, also like in test Drive Unlimited, and also free roam. You'd be able to go through state-through state. For instance, if I wanted to start in, Florida, I could choose the city, and then just start traveling.
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Posted: 08 Feb 2008 07:49 PM CST 今天是初三了吧.给大家拜个晚年,不知道你们都过的怎么样呢.
今年的春节没有回家,自己呆在上海,自然节庆的气氛少了一些,倒也落得清静.
很多人问我不回去的理由,没有什么特别的,交通不好,天气不好,不安全,凑热闹,最主要的是,想清清静静的休息一下,逃避很多不想面对的烦琐.据目前的安排来看,年后的工作似乎很繁忙.
当然,我这么做给妈妈造成了很大的伤害,妈妈不开心,我知道她想我,可是..............哎,不谈这个了.
希望妈妈过的开心.当然,爸爸也是一样.
今天没有睡觉,大概是前几天过的太日夜颠倒,躺了2个小时都睡不着,索性起来了,今天倒时差.
MSN签名改成了"2008的第一个失眠夜-我丢了我的觉觉-从美国时间向中国时间迈进".
决定今天不睡了,朋友约了去庙里烧香.然后吃饭逛街.
闪人了 |
Posted: 08 Feb 2008 05:01 PM CST ![]() Just a quicky here with 2 demos for you all... firstly we have Terrorist Takedown 2, a game based on the F.E.A.R game engine which revolves around well...the name says it all. It's got posh HAVOK physics though and apparently some pretty darn good AI. Check it out over at Gamers Hell. Secondly we have Shadowgrounds Survivor, a kind of top down old school shoot em up romp, which actually looks pretty darn good. There are 2 versions of the demo though, one German and with the entire first two missions, or the English one with 30 mins gameplay....wierd. Check them out here and here. See full article. Related Entries: Downloadable Game Demos at Nintendo Wi-Fi Connection Hotspots - 07 September 2006 Update Rollup 1 for Windows 2000 SP4 v2 beta - 01 九月 2005 |
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Guitar Rising; Guitar Hero goes real. Posted: 08 Feb 2008 04:40 PM CST ![]() Fan of guitar hero? Wish you could play a real guitar, but still be damn good at it? well here might be a solution! Guitar Rising is a new PC game that has been announced, where you play the standard guitar hero "hitting the notes and strumming" game, but with a twist; you use a real guitar, hooked up through your sound card. Now, this does sound like it has the potential to both be majorly awesome and to help teach people to play the guitar, yet one thing does bug me...how accurate will note detection through the soundcard input be? surely it will vary depending on sound card and the like.... Oh well, we'll see, I'm hopeful at least!. Via Offical Site See full article. Related Entries: Guitar Hero 2 Box & Guitar Pics - 06 January 2007 Wii Will Rock You: Guitar Hero III Track Listing Revealed - 25 August 2007 I Can Play Guitar from Mattel - 09 October 2007 Guitar Hero 3 Patched for Offline Co-Op Quickplay - 29 October 2007 |
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32.33—Repeating Of Course—Percentage of Success Posted: 08 Feb 2008 05:04 PM CST
Anyway, even as non-WoW fan, and someone who really disliked the WoW CCG, I see a lot of potential because of two tidbits (emphasis mine):
and
D&D Minis tried hard to come up with a random dungeon system in their Handbook, but it still required DM intervention and all this other stuff. If they can succeed in making a satisfying random multiplayer minis-driven dungeon crawl that doesn’t need a DM, then sign me up. Bonus points for making them the same scale as D&D so I can use them in my RPG sessions. (ninja’d from OgreCave) |
DICE: Mass Effect, Bioshock, Rock Band Devs On Developing Narrative Posted: 08 Feb 2008 11:32 AM CST
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Sega Sammy Seeking To Cut 400 As Losses Mount Posted: 08 Feb 2008 12:48 PM CST
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DICE: Matsuura Sees More Possibilities For Music Games Posted: 08 Feb 2008 10:48 AM CST
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Father of the PlayStation Honored at D.I.C.E. Posted: 08 Feb 2008 02:48 PM CST The airplane has the Wright Brothers. The lightbulb and record player (and about a thousand other things) have Thomas Edison. So who holds a similarly lofty position, “Father of the PlayStation?” That would be Ken Kutaragi. You’ve probably heard his name before - Kutaragi was the man who got the PlayStation ball rolling in 1994, and presided over Sony Computer Entertainment during the release of the PlayStation 2, the best-selling in-home game system in history (more than 120 million units shipped worldwide). This week at the annual D.I.C.E. Summit, the Academy of Interactive Arts & Sciences (AIAS), presented Ken Kutaragi with its coveted 2008 Lifetime Achievement Award. It’s very safe to say that if not for Ken Kutaragi, you would not be enjoying Uncharted or God of War, looking forward to games like Metal Gear Solid 4 or LittleBigPlanet, or even reading this blog. For more information on this award, click here. Also, here’s the video about Kutaragi that played at the presentation. Big thanks to GameSpot for the video!! |
DICE Keynote: EA's Riccitiello On A New Future For Publishing Posted: 08 Feb 2008 09:43 AM CST
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Posted: 08 Feb 2008 01:15 PM CST “We can’t compete in this new, emerging market until we also have unicorn heads.” |
Posted: 10 Feb 2008 09:11 AM CST 昨天终于看到了转说中的包子们,果然象包子!还那么多的馒头,不,写错了,是包子。不过,我觉得其实馒头更合适些。
记得上周看的“中国漫画”上有一则,将其比作猪八戒的屁股,也满形象的。 觉得里面那个御医的女儿的馒头挺好看的,比巩大姐的年轻些。:) 故事情节实在简单,就是画面、场面够花哨,看看娱乐一下还可以。 ![]() ![]() |
Posted: 10 Feb 2008 07:11 AM CST ![]() 兩天不更新手都毛了……bsr第二回投票毛毛完勝!(政宗54) 感謝CCAV,感謝C×INA受,感謝廣大粉絲…… 革命尚未成功,筒子們繼續努力……刷! (評論貼發在另一個blog了) 關于画CG……吾輩的渣圖拿去給大手看當然遭貶,嘛〜敢于挑戰就是被噴一身灰,索性學別的前輩——————只要×工减料就行了! 全画平視圖〜隨便加點背景就挺好看, 看看別人的彩本也是這樣“揚長避短”。 原來這樣很容易,真的很容易得到好評。 画什么透視!抄什么pose!全画一個人站在那就行了! 反正是loli,只要萌大頭就得了!NND都NC去吧! |
Posted: 10 Feb 2008 04:14 AM CST 如果孩子相信了,我担心有一天当他发现这个世界的真面目时,会崩溃绝望,会开始厌世避世。所以我们不能对小朋友许诺这种平等,应该让他们明白,这个现实世界是不平等的,但要补充说明:这只是现状,不是最终形态。最终形态是什么?是我们人类努力的目标,也就是传说中的和谐社会。那时一切都平等了,或叫大同,或叫共产,怎么幸福怎么玩。这个目标说起来像在做梦,的确是这样,我都不敢去相信,因为目标太完美了,人太不完美了。共产主义对于现在的我们是违反人性的,强来就要出事,所以我们还在搞社会主义初级阶段,还在用符合人性的资本主义手段发家致富。 |
Posted: 10 Feb 2008 03:06 AM CST Okay, okay, I get the hint. Comic Sans is not well-loved, even as a placeholder font for Frayed Knights. I guess I'm a complete font idiot. So... I've been trying to find more fonts that are playful and readable for the whole game. Probably. Here are two candidates, though I'm not sure one of them is even available for a (reasonable) commercial license. Click on 'em to get the bigger version (or just go immediately to the poll thread to see 'em both in full glory). Font Candidate #1: ![]() Font Candidate #2: ![]() Even if you don't like either of them, please give me some suggestions on which ones I *SHOULD* check out. Just don't point me in the direction of a font that will cost me hundreds of dollars to license, because I'm on an indie budget. Here's a poll so I can easily track the responses: FRAYED KNIGHTS FONT WARS #1 POLL Thank you kindly in advance for your suggestions! |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
Posted: 10 Feb 2008 12:43 AM CST 由于众所周知的原因,2008年2月,书友会放假一期。 所有借书、还书,顺延。 转载请注明出自UCDChina.com,谢谢。 相关文章
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Posted: 10 Feb 2008 02:13 AM CST
呵呵,小龙女彤彤就算是新年也不忘记给所有的网友朋友们送上最新的靓照,别
的没了,献给所有过年的朋友们!新春快乐! 精彩博文推荐 绝色美女 产业时评 黑幕揭批
游戏测评
我的枪稿
旅行见闻
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Posted: 10 Feb 2008 12:08 AM CST |
Posted: 10 Feb 2008 09:40 AM CST 看过秒速五厘米的监督访谈,很惊讶于新海诚神情的清澈以及他那种活在梦想之中并创造着梦想的淡然自信。
之后才想到去细细了解新海诚以往的作品。 云之彼端-约束之地看上去还带有些许科幻要素也有那么几笔淡淡的政治色彩,但这个故事的本身只不过讲述了与其说是理想状态不如说是梦想状态的小孩子恋情,完美而纯粹,不带一点杂色,有如那些漂亮到令人落泪的背景也有如透明见底的新海诚本人。 和秒速五厘米一样,新海诚的作品似乎永远都在讲述无尽而茫远的思念。小孩子懵懂的感情却得不到传达,不得不分开的两人却被思念折磨。梦中一瞬间似乎无比接 近的内心却不得不面对转醒时分无法触摸到对方的现实。这样的主题每次都能轻轻刺伤到观者内心最柔软的地方,或者说,还没有被浮躁的现实所泯灭的那一点幻 想。 所幸,这次的故事似乎有一个和画面同样完美的结局。思念穿越了时间空间甚至平行世界,丢失了过去的梦换来了真实的生活,而生活无论巨细总是会充满了美好和喜爱之情。 新海诚不是一个很会讲故事的人,至少不是一个擅长于长篇累牍的叙事的人。30分钟左右的短片,几个片断几个镜头,不加刻意情感修饰的几句台词,溢彩浮华的 光线,配上天门宁静的音乐,这才是新海诚的世界。云之彼端一个半小时的长度实质上也就是三个如此的短剧,虽然没有加上副标题。思念的缘由,思念的传达和思 念的实现,故事很平常很唯美也很琐碎很不连贯,连感情的描绘都很跳跃,一切宛如没有缘由也不会留下什么印象的梦境,梦醒时分留下的或甜美或苦涩的某种状 态,仅仅是某种状态。如此而已。 ![]() |
Posted: 09 Feb 2008 07:33 PM CST ![]() 游戏译名: 上帝难为 英文名称: Hard to be a God 游戏制作: Burut Software 游戏发行: Akella 游戏类型: RPG 游戏语言: 英语 做源:Razorback3.0 7属性修改器下载 高清游戏视频下载 |
[quote]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、彻底关闭瑞星及其后台程序 6、更新XP补丁、更新显卡驱动[/quote] 【版本说明】 1、英文版 |
2、全音乐 全动画 完整无删减 |
(绿化压缩小组:RAS) 【安装说明】 1、解压缩 2、运行setup.bat安装 3、用桌面快捷方式进游戏 6、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 【游戏简介】 |
《上帝难为》(Hard to be a God),该游戏同Akella公司公布的第一人称视点的冒险游戏《迷岛凡人》以及《登山者的死亡旅馆》一样,都是以俄国著名的科幻小说家斯特鲁加茨基兄弟的小说为基础改编的。游戏是以斯特鲁加茨基兄弟在1966年所著的同名小说为架构塑造的一个具有间谍组织要素的游戏,游戏世界混合了中世纪和未来两种风格,两个新纪元的冲突是这款游戏的一大特色。 |
【游戏截图】 ... ... ............ .................... .................. ... ... ............ .................... ................. .. ... .. .. ... ... .. ... ......... .. .. ............ ... ... ............ .. ... ......... .. .. ............ ... .. ........... .. ... ... .. .. .. ... ... .. .. .. ... ... .. .. .. ... ... ... ... .. ... ......... .. .. .. ... ... ... .... .. ... . .. .. ..... ... ... .... .......... .. ... .. .. ... ... ... ... .. ... ............ .. .. ... ... ... .... .. ... .. .. .. ..... ... ... .......... ... .. ... . .. .. .. ... ... ... ... ... ... ... .. .. .. ... ... ... .. ... ... ... .. .. .. ... ... ........... . ________ . _______ ........... ... \ ___ \ /_\ / _____) ... | __ / _ \_____ \ .................. | | \ \ | / / ................... | : |
| Hard to be a God | |
| | <+======================== LANGUAGE =========================+> | | | en | | | <+=========================== RiP ===========================+> | | | nothing | | | <+========================= INSTALL =========================+> | | | 1_unrar | | 2_setup.bat | | 3_desktopicon | | | <+======================== THE FORCE ========================+> | | | RAZOR73 - KOOLMAN - PC GAMER - RENCHONGYI - PRTTI | |___________________________________________________________| |-------------========|###############|========-------------| | | | -+- R.A.S.GROUP RIP -+- | |_____________ __ _ _ __ _____________| +-----------------------------------------------------------+ This posting includes an audio/video/photo media file: Download Now |
A new harry potter game by PackLad Posted: 09 Feb 2008 07:28 PM CST i think that EA games should make a harry potter game were you go thru all the years at hogwarts. you should be able to create your person however you want to make it look. you get to choose your friends and choose if you want to make choices just like harry potter OR make your own choices like a tattle tale or a brave soilder. Make it a large MMORPG where you make decisions, get included in on Hogwarts activities and make it for all ages. Custom characters galore... almost like WoW. The game would be complete with sorting hat songs and character would be sorted into the house of their choice. |
Games, Games, and Free Software Posted: 09 Feb 2008 05:11 PM CST A good open source platform game that never gets a mention is The Goonies: 20th Anniversary Edition. This game is a remake of the classic NES / Master System version by Konami. The same team is also responsible two rather fun arcade top-down racing games, F1 Spirit and Road Fighter, which are also remakes. I'm not sure what the source license is for these (ack, there goes my Free Software credibility) but you can get the source and the games compile / run on the 3 major platforms (y'know, Lin/Win/Mac). There's not-so-recent updates to Daimonin, the 2D isometric fantasy MMORPG that seems to play second fiddle to the likes of Eternal Lands and Planeshift due to it not coming with the fancy 3D 3Dness. I mean, everybody wants 3D, and those who don't play nethack. So there's no room for anything else. Especially not something as addictive as Daimonin. I'm not going near that game again, I barely escaped the first time! Anyhow, it's up to version 0.9.7.1 which means something to somebody, somewhere. Egoboo has been travelling, but after several years finally returned home to egoboo.sourceforge.net where it's open source adventure originally started. Development is highly active, with lead developer Zefz having dragged it kick and screaming back from the depths of stagnancy. (My god, that's actually a valid [ab]use of the word... I mean, I typed it as a joke, and the spell checker didn't cry.) Entropy found via the Ubuntu forums, is... I'll use their words, "Entropy is an open source game project the likes of which you have never seen. With what is currently a small team of modelers, texture artists, and programmers, development on Entropy (which just finished the final stages of design) is... brand new and revolutionary, in both its spirit and style of gameplay. Entropy will be a structured mix of First Person Shooter combat, with vehicles of all sorts, combined with Real Time Strategy, with a few Role Playing elements thrown in. However, the most important aspect of Entropy is that it is entirely online and immersive, almost every character in game will be an actual player." Sounds very interesting. However, I believe their ambition far outweighs their ability to deliver on it, something I expressed. However, they are 'veterans'. Whether being veteran means 1 guy can program a commercial grade game in 2 years when programming Gods (think John Carmack) don't do that, well, who am I to be a party pooper. Still, I hope they succeed. All I'll say is that, unless you have fairly modest requirements, programming your own engine from scrach is absolute madness with the likes of Ogre3D (and the plethora of other options) at your fingertips. (Note: we need to make a page for these on the FreeGameDev wiki.) |
Project Horseshoe 2007 report posted Posted: 09 Feb 2008 04:04 PM CST Project Horseshoe 2007’s report has been posted, and like last year, it’s full of game designy goodness. |
Posted: 09 Feb 2008 10:44 AM CST
本想自己对着剧集慢慢打出来的,想了想EF时台词收录的可怕之处,罢了,从网上找了一篇,大家看一看吧,严重剧透,注意。而且其中有不少错误,有时间我会慢慢修正的。
呐 听说那速度是每秒5厘米 致远野贵树样 前略 致贵树君。
拜启 寒冷的天气还在持续 这次对贵树君决定转校的事很吃惊 前略 致贵树君 虽然能来我这边的车站帮了我很大忙
看贵树君
是猫 chobi 我想我和名里在精神上某些地方很相似 独自来到新宿站还是第一次 内心非常激动 我现在要去见名里了
你好 我叫筱原 穿过压得令耳朵生疼的话筒 换车的终点站 被回家的人所挤满 在那一瞬间到来之前 经过大宫车站之后一会 窗外从没有见过的雪的声音 名里给我的第一封信是那之后半年 总之只有向着名里在等着的车站前进了 贵树君 你还好吗 从信上来想象的名里 结果电车在那之后在一望无际的荒野上停了两个小时 名里 味道真好 能看见吗 那棵树 早上坐上初班的电车 那个 贵树君 给名里的信掉了的事 我没有跟她说 澄田 要回家吗 如果我拥有如同小狗一样的尾巴的话 最初感觉远野君同其他男生相比 中学二年级的那天便喜欢上了他 欢迎回来 远野君 他很温柔 呐 远野君要参加升学考试? 飞机? 那一定是一次超越想象的孤独之旅 从那天开始 许多次台风穿过这里 我今天也要向远野君告白 澄田 咦?澄田 今天这么快就选好了 远野君……求求你 拼命地 一味地追求天空 终 我强烈地感觉到 现在回头的话 那个人也一定会回头 呆到正月为止不就好了 昨晚梦到了以前的事 你好远野君 水野小姐 只是过着生活 昨天我做了个梦
终 |
Posted: 09 Feb 2008 09:30 AM CST
大年初三。深夜11点,秒速5厘米3周目完成。
说实话,这么多年一直在不停的看着各式各样的悲剧,眼泪什么的已经不太适合我了,当年在看AIR的时候也未曾哭过,秒速也是如此。但是……看了三遍仍然不能平静对待,一方面是剧情深度的关系,每看一遍都有这新的感受;另一方面,这个剧确实是太赞了。网络上的剧评成千上万,忍不住看了几眼(除了EVA那种晦涩的东西外还未曾上网看过剧情解析)。终于大概把主线搞清了。贵树和明里,说他们两个人不能在一起,从第一话来看还真没感觉到有这种预感。大家都说他们二人未曾送出的信已经预示着两人的未来,我倒是觉得那种心情是非常复杂的,至少在当时他们都没有想过“背叛”对方,只是这话结尾电车中的那句“从那以后情况就变得不一样了”倒是有些提示,至于贵树搬到鹿儿岛之后二人还有没有书信来往就需要4周目来确定了。异地恋爱的两人都要承受着巨大的煎熬,时间是一把挫,能够挫平伤痛,同时也能够挫平彼此的感情。两个人即使交换了1000封信件,彼此的距离也未曾拉近1CM。直到最后……
第二话的澄田是整部作品里得到幸福的可怜的两个人之一(明里应该也是幸福的)。虽然没能和自己最喜欢的贵树在一起,但是却找到了自己前进的方向,无论是贵树那一句“我也是迷茫的”之后确立目标成功冲浪的那一刻,还是之后在泪水中明白了贵树从未注视过自己的那一刻,她是幸福的,哪怕只是找到了可以的到幸福的方法,她也是幸福的。没有结果的单恋虽然给人些许遗憾,但是能从中获得更多美好的回忆和祝福,那么送着自己心爱的人踏上永不回头的飞机也不再是一件那一接受的遗憾。
最终话的水野则是有些不幸了,她的出现大部分都是为了衬托贵树的心情,没有声优的演出,唯一的声音只是来自于对上司无力的回应。作为全剧唯一和贵树正式交往过三年并且同居过的女孩(说同居……看看图片就知道了,只是睡在一张床上而已,那时的贵树一刻也未曾忘记明里)其存在感却是全剧最为薄弱的角色。作为贵树徘徊颓废时明里的替代品,直到三年后她才发觉这一事实,虽然还是喜欢着贵树,但是不得不忍痛和他分手。
27岁的贵树,14年的初恋终于结束了。13岁时敢于穿越数座城市去见自己心爱的女友是的勇气,随着时间的消磨渐渐变为了遥远的回忆,虽让从非释怀,却再也没有当年的勇气,哪怕是书信都不在寄送,只是发者那没有收信人的邮件,这是的他已经17岁。当岁月不再让美好的回忆变为动力的时候,纤细的明里终于无法承受遥远恋爱带来的痛苦,转而寻找自己的幸福,并且成功的到达了终点。她成功地忘记了贵树,忘记了痛苦,直到婚礼前的一个月收拾行李时发现的那封10年前没能送出写满自己心声的书信是才想起了自己曾经的初恋。可怜的是贵树,不经意间的初恋,不经意间成了遥远的异地恋,又不经意间成了单恋,只是自己还未曾发觉,仍然盼望着自己能够回到当初那个充满回忆的地方,被记忆吞噬了意志,逐渐颓废失去了斗志,直到那个熟悉的十字交口前在此看见了熟悉的身影,那个已经释怀充满幸福的背影,那一刻,他笑了。是无奈的苦笑,还是找到新生的微笑,谁也不会知道。
新海诚的秒速5厘米又结结实实的耍了我们一把,明知道两人的happy
ending只是会落入俗套,但是在看最终话之前谁也不能猜透之后的剧情,掺入了很多意识流的表现方式,用画面和音乐来表现没有台词的感情,以至于第一次在宿舍的时候完全是看得一头雾水。就像网上的评论说的,这绝不是一个happy
ending,但也绝不是一个bad
ending,明里找到了自己的幸福,贵树找到了自己的目标(至少不会像以前那样颓废了)。童话般的开篇迎来的是真实而残酷的现实,这大概就是新海诚想要告诉我们的,幸福不会自己飘过来,甚至已有的幸福也会随着你的怠慢儿慢慢飘走。对于像我这样的连初恋都没经历过恋爱经验为零的人来说还是有一定的教育意义吧。还是那句话,即使没有激动的泪水,绝不表明我已经麻木到了没有感情的地步,大概过些日子还会拿来继续4周目之旅吧。
寒假经营着小店完全忘记了之前制定的计划,看来只能开学之后才能实施,AIR、KANON、水仙、伊里野暂时预定。一个又一个的悲剧之后,我还是现会是现在的我吗? |
Posted: 09 Feb 2008 12:21 PM CST
看到伐,“!important”是Firefox和IE7才会认的,“*”号是IE6和IE7会认的,而“*”和“!important”放在一起是只有IE7才会认的。详细资料请看这个网站:
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Review: “The King of Kong: A Fistful of Quarters” DVD Posted: 09 Feb 2008 11:44 AM CST
The King of Kong: A Fistful of Quarters is a documentary that primarily follows the story of Steve Wiebe, a laid-off family man who sees the world record in Donkey Kong and decides that he can beat it with the arcade machine sitting in his garage. The world record is owned by Billy Mitchell, a hot sauce magnate who has spent the past 20+ years enjoying the fame and fortune (in a relative sense) of being an arcade game playing-legend. The film begins with an introduction to world of competitive arcade game playing, which had its seeds in a 1982 LIFE magazine article that gathered the top players the county over. Out of that meeting came a group of devoted game players and minor celebrities in the game world. Eventually, one of the alumni of the event establishes himself and his arcade (Twin Galaxies) as the foremost expert on arcade game world records. Flash forward 25-odd years. A total outsider, Wiebe, challenges the world record by sending a video tape to Twin Galaxies to claim the title of top Donkey Kong score away from Billy Mitchell. The management of Twin Galaxies (who happen to be good friends with Mitchell) send people to Wiebe’s home to verify his machine, who determine that there is a problem with Wiebe’s machine. At first, it looks like the Twin Galaxies is far from impartial, but then it’s revealed that the machine does have a piece replaced by a fairly shady character with a past with Twin Galaxies and Billy Mitchell. Layers of history to the competitive game playing world are peeled away as the documentary goes on. The rest of the documentary follow Wiebe’s attempt to take the title, and the back and forth between the two of them. Wiebe attends some major tournaments in person, and goes up against Mitchell’s proteges. I don’t want to spoil anything, but Mitchell has a few plays of his own that are sure to surprise. The film, especially near the end, is packed with twists and turns and plenty of drama. The way things play out are almost unreal. The various personalities in the competitive arcade world are engaging. Many of them are of a type that those of us who attend gaming conventions will recognize, but the movie is almost never condescending. The skill, dedication, and planning that goes into being a high scoring player are illustrated well and help to elevate the nobility of the pursuit. The music is very appropriate- nothing you really haven’t heard before, but this was a movie that needed to have “The Eye of the Tiger” play at one point, and it does. Infographics provide visual interest beyond the standard documentary hand-cam fare, and are reused at several points during the movie to great effect. The DVD has the director’s commentary and deleted scenes you’d expect, plus a few extras. The post-movie epilogue throws in even more twists and turns. A short animated extra explains how Donkey Kong came to be (including a tiny animated Shiggy Miyamoto.) It also includes some works from the i am 8 bit gallery related to Donkey Kong. In short, I watched the movie because it was about a subject I was interested in (video games.) By the end, I was watching because the story and characters were so engrossing. This is a movie that I would not only recommend to my video game playing friends who grew up in arcades, I’d recommend it to almost anyone. A completely captivating and well-made documentary from start to finish, The King of Kong: A Fistful of Quarters gets my highest recommendation. You may not get the answers to all your question by the end: Is Twin Galaxies just a big good old boys club? Was the tape tampered with? Did Mr. Awesome get the girl? But you’ll love the girder-climbing, barrel-dodging ride nonetheless. Check out the official movie website for more details and to watch the trailer. |
Xbox Live Arcade To Get Turn-Based Strategy Commanders Posted: 11 Feb 2008 08:17 AM CST
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Posted: 24 Jan 2008 04:45 AM CST |
Wizards Of The Coast Announces 'Gleemie' IGF Strategy Award Posted: 11 Feb 2008 06:30 AM CST
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Streamline, Black Hole Partner For Game Soundtrack Stable Posted: 11 Feb 2008 06:07 AM CST
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Blizzard Dates Fourth Worldwide Invitational Posted: 11 Feb 2008 06:24 AM CST
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Posted: 11 Feb 2008 09:50 AM CST … has once again sailed away, as Microsoft mentions off-handedly that the title is ‘dead in the water’.
Meanwhile, no one’s heard anything about Sony’s DC game in ages. |
New Blog Feature: Post Ratings Posted: 11 Feb 2008 10:05 AM CST Today we’re rolling out yet another new feature to the PlayStation.Blog: post ratings. At the bottom of each post you will now see the familiar 5- ![]() At first it will display the current average rating, if there is one. To assign your own rating to a post simply move your mouse over the squares and click on one. One square is the lowest, five squares is the highest. We’re always looking for feedback on the content we post here, and obviously your ratings will help with that. We get a lot of good comments here on the Blog, but the vast majority of them come from a very small percentage of readers. Hopefully this feature will help empower those who aren’t comfortable composing a full-on reply to our posts. Thanks, and happy rating! |
Posted: 11 Feb 2008 09:06 AM CST Cipher
(一)不被重视的人类部队的基石——枪兵
这里说的枪,当然是冷兵器时代的枪,而不是火枪。短枪和矛由于制作简便,成本低廉,训练容易而被中世纪的国家大量使用。通常的长枪(pike)有10到14英尺(3-4米),而最长的长枪可以有22英尺(7米),要摆弄这么长的家伙需要更多的训练,机动能力也好不到哪里去。因此枪兵擅长防御而不是进攻,摆好枪阵,等着对方骑兵或步兵冲过来是主要作战方式之一。在游戏中则表现为防御数值大于攻击数值,特别是在H1和H2中更是如此。瑞士长枪兵因其更深入的训练和发展出长枪进攻战术而闻名于世。可以说只要谈到中世纪欧洲的战争,枪兵始终是轻步兵中必不可少的一环。
英雄无敌1的枪兵:标准装备锁子甲背心(用铁环互相连接,环环相扣的护甲),木柄金属枪头,非常正统的设定。另外H1的兵种明显高大。 附带背景的头像 这是战斗画面中的大小
H2:装甲有所上升,改成有袖的全身锁子甲了,还有长裤。根据头颈处隐约可见的锁子甲可以断定,这是那种包括头套的锁子甲,分量不轻。H2的枪兵脸有点像木乃伊,帽子则像便便,感觉不怎么好。 同样是640*480的画面分辨率,H2战斗和头像都是这个尺寸,所以说H1的兵种看起来很大。
H3:可怜枪兵在H1/H2中至少还算是第三环(3/6)的中坚兵种,到了H3,沦为同农民一般的炮灰1/7级兵。值得一提的是枪兵在H3中的进化形态Halberdier,也就是所说的戟兵,他们由其所持的武器“Halberd”而得名,这是斧和枪的组合体,和中国的戟略有不同。戟兵在很多游戏里面也出现过,比如帝国时代,或是要塞。尽管在那些游戏中,戟兵往往代表着不错的兵种(帝国时代:戟兵为枪兵系升级的最高等级;要塞:最经打的防御兵种,不过在游戏中被叫做Pike man,长枪兵),在H3中,戟兵仍然是炮灰之一。 枪兵和戟兵
H4:枪兵终于等来了扬眉吐气的一刻,等级升到第三环(3/5)不说,枪兵的“长枪”,首次在英雄无敌中得到了体现。长枪技能使他有2格的攻击距离,也可以在此距离上免受大多数敌人的反击。他还有阻止先攻技能,这同样可以认为是考虑了枪的长度以及枪兵防御时的优势。和枪兵竞争第三环位置的是弩车,由于本作中英雄独立成单位,因此在其他版本中都作为英雄附庸的弩车也独立出来,算是个特例。
在标准的锁子甲以外,由于有了“长枪”技能,枪的表现被加重了。枪身更长,枪尖的表现更突出。另附加闪闪发光头盔一顶,比H3的碗状盔要好看很多。
H5:……枪兵不见了…… 或许是因为除了4代以外,英雄无敌里的枪兵实在是个没有特色的兵种,角色印象和任务分担上又和剑士重叠在一起。 值得考虑给枪兵加上对骑兵的加成特性。虽然和《中世纪全面战争》等等的人类内战不同,英雄无敌里的枪兵即使有对骑兵加成,也没有那么多对抗骑兵的机会,但是奇幻战争中也不是没有其它种族的骑兵的:狼骑兵、游牧骑兵、飞马骑士、黑骑士、蜥龙骑兵等等。
参照现实中的(投)枪兵对抗象兵,还可以给枪兵加上对大型兽的攻击加成特性,比如对比蒙巨兽、猛牛、甚至是龙。如此枪兵的特色就更为鲜明。 |
Virtual Console Gets Harvest Moon, Lords of Thunder Posted: 11 Feb 2008 05:58 AM CST
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Electronic Arts' Preston: Forget Art, Let's Game! Posted: 11 Feb 2008 05:36 AM CST
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Why Indie RPGs? Indies of the Round Table #1 Posted: 11 Feb 2008 11:02 AM CST ![]() In short, we've got a nice cross-section of indie CRPG makers here who offer a tremendous range of perspectives. Which they are going to share straight from the gut, without trying to be nicely political for the sake of their publishers and bosses - because they don't have 'em! So we'll be try to keep it real as each month they tackle one topic, question, issue, or controversy. This month, I decided to hit them with the question of their own existence: Why bother? Question: Why Indie RPGs? The last eighteen months or so have brought gamers plenty of role-playing games and expansions for computer and console from mainstream developers. And there are tons of Massively Multiplayer Online RPGs (MMORPGs) that are 'scratching the itch' for RPG fans and formerly non-gamers alike. And then there are literally thousands of fan-made modules for the Neverwinter Nights games. In this kind of environment, what does a comparatively low-budget indie computer RPG have to offer the player? Game developers, take it away: Jeff Vogel, Spiderweb Software ("Avernum V"... amongst many others): I would certainly dispute that "plenty" of quality single-player RPGs have been released lately. There haven't been many at all. Elder Scrolls IV: Oblivion is almost two years old. Neverwinter Nights 2 is only a few months newer than that. Outside of Mass Effect (XBox 360 only) or the Witcher (PC only), it's really been thin pickings. As for user-made scenarios, while some of them are of a quality comparable to stand-alone full length RPGs, it's not a large number, and they frequently run on older (and sometimes no longer available) engines. Or, to put it another way, we are selling more copies of our Indie RPGs now than at any time in the fourteen years we've been in business. So offering quality games still counts for a lot. Amanda Fitch, Amaranth Games ("Aveyond 2: Ean's Quest"): In my opinion, in the end, it comes down to the story. A good story is worth more than a million dollars spent on graphics and art. At least, I've personally found this to be true. Vince D. Weller, Iron Tower Studio ("Age of Decadence"): I don't understand the question. Maybe if I rephrase it a bit.... Thank God that Mask of the Betrayer and The Witcher were released, because otherwise it would have been the worst eighteen months or so for the RPG community, unless you count all those shitty action games with stats like Dungeon Siege: Broken World and Titan Quest. In unrelated news, the industry is still obsessed with so-called MMORPGs that are scratching the itch to grind and LARP for people who don't have anything better to do. And then there are at least 10 fan-made NWN modules that are worth playing. How do you crazy indie developers deal with all that? Well, first, I don't think that the market is over-saturated (or even saturated) with RPGs, second, being an RPG fan myself I don't think that there is a such a thing as too many good RPGs. As for what the indies have to offer, we can offer players things they won't find anywhere else. Mainstream equivalents of games like Geneforge, Avernum, Mount & Blade, Eschalon or Broken Hourglass aren't in development, yet there are people who want to play such games. Overall, indies offer originality and creativity. I'm not saying that mainstream developers aren't creative. Obsidian is loaded with top quality, mind blowing talent - Avellone, Sawyer, Mitsoda, Saunders, Ziets, and many others and Mask of the Betrayer proves that beyond any reasonable doubts. Unfortunately, the publishers control the industry and at the moment they want MOAR action, like totally next-generation RPGs. So, if you, dear reader, want something different, well, welcome to Club Indie. We hope you'll enjoy your stay. Thomas Riegsecker, Basilisk Games ("Eschalon: Book 1"): There are several things that an indie title can offer over these other options, actually. Indie games cater to a very specific niche market that many AAA developers just don't understand. I'm part of the 1% of the population that didn't like The Witcher despite desperately wanting to enjoy it. It just didn't feel like an RPG to me, as is the problem with many mainstream titles that call themselves role-playing games. Secondly, an indie title can offer a fresh perspective (new setting, new rules) that you don't get with user-made mods. I've played many NWN mods, and after the twentieth module they get rather redundant. Sure, there are some nice total conversions that are fairly stimulating, but 95% of users mods are just more of the same. Add-ons and user mods are no substitute for a fresh, new game. Lastly, I think that most indie titles represent a good value. While AAA tiles may cost $50-$60 dollars each, you can get a great indie RPG for half that- plus you tend to get better customer service. When someone has a problem with my game, they can speak to me about it. How many people were able to talk to Todd Howard when they were having trouble with Oblivion? Josh Engebretson, Prairie Games ("Minions of Mirth"): The recent offerings from mainstream developers all have one very frustrating thing in common: the system requirements verge on the ridiculous. These games simply run like crap on anything other than the absolute latest and greatest. Furthermore, these titles don't always get released for Mac OSX or if they do arrive late. The Mac platform accounted for 47% of our sales last year. Indies really need to cover as wide range of hardware and platforms as they possibly can. This is a far larger 'niche' than technophiles with the budget for SLI rigs and an unsatiable thirst for pixel shaders! Jason Compton, Planewalker Games ("The Broken Hourglass"): We keep working for the same reason novelists and musicians and TV/movie producers continue to work: even in a world full of media choice, we think the audience is still telling us, "No, no, I'm not satisfied. I still want to hear *your* story." All things considered, we have it pretty good compared to those other crowded media spaces. If you're a television producer, you're competing for attention not only with your contemporary peers, but with about 60 years of published product, much of it available on DVD or for download or on 100+ cable stations. You're also competing with YouTube--even an amateur can turn up 22 minutes of distracting video chicanery online without too much effort. If you're a filmmaker, you're competing with about 80 years of published product--more, if you include silent films. You also have the same problems the TV guys have. If you're a novelist... forgive the pun, but on paper, you're totally screwed. You have to fight with literally more than a millennium of competition, from your basic Ancient Holy Books up through Harry Potter and John Grisham, plus all the fanfic and self-published works which have flooded the world over the past decade. Looking at it that way, I think I'll take my chances against the rest of the games industry any day. There's "only" about 30 years of titles in the gaming world to fight with, and really only a handful of those which tell stories using the devices we use. Georgina Bensley, Hanako Games ("Cute Knight Deluxe"): There are a lot of NWN modules. I used to play them. I used to write them. The "90% of everything is crap" rule applies here too. :) A lot of those free modules simply aren't any good. Poor grammar, terrible storyline, unbalanced challenges, sprawling level design... There's always room for another GOOD game. And there's always room for something different. The bigger the game and the investment, the more tendency there is to lean towards the mainstream and trying to please everyone/offend no one. Which can make many games feel very same-y. Working with a smaller budget means you can target bizarre niches and take wild chances. You may not get WoW's subscriber count, but you don't NEED that many sales either. How many games are there on the market at the moment where you can play a rabbit? There's a bunch of furry fans out there who might be interested if you make one. Mike Hommel, Hamumu Games ("Loonyland 2: Winter Woods"): I feel like, with RPGs more than any other type of game, it's really the individual work that you either want or you don't. The presence of Neverwinter Nights modules doesn't compel me in the slightest, though the presence of WoW does (compel me to not get any work done). I don't see anything about a low-budget game really being less compelling than a big-budget game in the RPG arena. You either are interested in the particular story, setting, mechanics, and style, or you aren't. I mean, a big-budget game can wow you with cut-scenes, but while that might get you to buy the game, it's not going to make you like it any more than the stick figure indie game once you play them both. So, we certainly lose out in terms of exposure - we aren't going to sell what they are. But in terms of players actually enjoying themselves, the budget is no real disadvantage. It might be if big-budget games were made with the same tech as indie games - then they'd have a lot more content because of the extra man-hours available. But the way it's done now, the lower budget games usually give you more gameplay. Or at least more gameplay with merit. Final Fantasy can take a hundred hours, but 50 of those are watching movies and summoning creatures (oh it's so fun to make that unskippable!!), and 49 of the rest are spent clicking on "Attack" in mindless random battles. A big-budget action game might have amazing physics-driven kung fu, but an RPG of any budget is still going to be about clicking "Attack" and watching numbers pop up. Tech and money won't make you a good story and fun skills and abilities. A single person with great creativity and talent can definitely pull it off (and in a more intense, personal, and unfiltered way than a design-by-committee game). Steven Peeler, Soldak Entertainment ("Depths of Peril"): If you ask me ( and since you did :) ), the answer to your question is pretty much in the question itself. To quote you, “there are TONS of Massively Multiplayer Online RPGs”. That’s exactly how the retail market works, one great game comes out and then everyone copies that game until another great game comes out to copy. AAA games cost so much money to make these days that few publishers are willing to take the risk to try out new forms of gameplay, so they simply spend money on better graphics and copy the gameplay from a proven game. This is why we have seen so many Diablo clones that have much better graphics, but have the same gameplay. Actually the sad part is usually the clone doesn’t even have as good of gameplay as the original. So in reality what you end up with is a better looking game with sub-par gameplay. Now of course, World of Warcraft is the big thing, so everyone seems to be working on or releasing MMOs these days. I will speak only for myself here, but I think many other indies are very similar. I’m a fairly passionate gamer myself. I play the same games that you guys and gals do and I’m tired of playing the same game over and over again. If I want to play Diablo or WoW, I’ll simply go play Diablo or WoW. I don’t need a prettier version that’s not as fun to play. This is where I think indies fit in. Indie games offer something different. They tend to be much more innovative than their retail counterparts. We try new things, especially with gameplay. Just take our game Depths of Peril for an example. Depths of Peril is an action RPG with some major differences which I will get into in a minute. If you look at the retail market you will find tons of action RPGs, but truthfully how many of them have any new gameplay compared to Diablo 2? How many of them are just sub-par clones with better graphics? Now back to Depths of Peril. Instead of having a static world that revolves around a character that plays through the storyline at his or her leisure like a typical action RPG, in Depths of Peril the world is very dynamic and doesn’t stand still waiting around for you. First you aren’t even alone. You aren’t the lone hero in the world. There are other factions (called covenants) living within the town walls with you, that would love to kill you off. You see, the barbarian town of Jorvik is currently leaderless and barbarians choose their leaders by fighting to the death. The last covenant alive becomes the new leaders. The dynamic world goes beyond the other covenants though. If certain quests aren’t solved quickly enough an NPC or another covenant might solve it first. Other quests that are ignored might lead to harder quests or real consequences. An ignored uprising of zombies might lead to an attack on the town where some of the town’s vendors or quest givers might die (they will eventually be resurrected). Or a thief might come into town and start stealing the vendors blind. Do you care that the vendors are losing real items that you might have wanted to purchase? Or two monster leaders might get together for a meeting somewhere out in the wilds. If you kill them without anyone finding out about it, you can cause their groups of monsters to go to war with each other. For that matter, some groups of monsters already hate each other and will attack each other on sight. These are just a few of the many dynamic things that can happen in Depths of Peril. Depths of Peril is just one example of something different that indie games can provide. If you go looking around for just a few minutes, you are bound to find many other examples of indie games with cool new gameplay that the retail market has never tried out and won’t until someone else proves that it is fun and more importantly makes lots of money. SCF ("The Last Scenario") What can an indie developer offer nowadays? In two words: something different. You won't see an indie developer creating successful MMORPGs or FPS games with bleeding edge graphical environments, but that's not all there is to making games. Take a look at the GBA Advance Wars series: there's nothing special about the graphics, and really nothing about the game is beyond the means of independent developers . What makes the series popular is the strong gameplay and nothing else. Sure it benefits from the portability of the GBA, but it still shows that there's an audience for games that are not technologically advanced. The same goes for RPGs. When it comes to story and characters, high-budget games can offer far more immersement than a 2D sprite-based game, but in the end, the story and characters have be written well first. Any game with a unique gameplay idea or a compelling plot can work, even on a smaller budget. Will it be a major hit? Probably not. But then again, most games aren't. Conclusion It seems there is a need for indie RPGs. Many RPG fans - and potential RPG fans - do not feel adequately served by the increasingly risk-averse mainstream games industry. They have had to make do with a trickle of titles, many of low quality and poor entertainment value, that have been made increasingly generic to be more palatable to a different - albeit larger - audience. But they want something more. Something different. Something playable in native mode on their platform of choice. Something that addresses their own tastes and needs better. Something flavorful they can sink their teeth into. Or - if nothing else - just MORE, to tide them over between the rare mainstream releases. On top of all that, RPGs are one of the best video game genres for storytelling, something which can be more personal and unique for creators and their audience alike. And that's where the indies come in. I want to thank all of the participants in this month's Indies of the Round Table. This was a lot of fun, and I'm already looking forward to doing it again in March. If you have suggestions, or simply want to let us know how much you enjoyed it (or didn't), feel free to post in the comments section or over at the forum. Or just email me (jayb) here at rampantgames.com. And if you did enjoyed this article, be sure and support the participants by clicking on the links by their names and giving their games a try. |
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 |
NPD Launches Online Game Subscription Tracking Report Posted: 11 Feb 2008 05:57 AM CST
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Round-Up: Rolling The DICE In Las Vegas Posted: 11 Feb 2008 10:59 AM CST
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Report: EA Focusing On Social Networking With Blueprint Division Posted: 11 Feb 2008 05:59 AM CST
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Posted: 11 Feb 2008 07:16 AM CST ![]() 版權声明,版權歸游戲原作者所有,感謝camillebidan大人提供的家紋。 殘念,慶次那个恋字没用上。 本来想用人頭……but縮小到指甲大也不好看了,就用了家紋。 BASARA主題單獨下載猛点! http://www.mediafire.com/?1uynywz3ucd 阿達連連看GAME本體下載猛點! http://www.mediafire.com/?7zc3xnoldyt 阿達公式SITE: http://www.myadasoft.com/linkgame/ 用法,解壓到“阿达連連看2008”安装路径的stages文件夾下 (BASARA.zip文件不要再解壓!)。 未注册的版本也能玩,提示不能選關卡的話就随机。 要不就把stages文件夾里的“其他主題圖片和zip文件”刪了, 不然随机很難随到。 ![]() |
Release This: Professor Layton, Lost Odyssey Headline Stateside Debuts Posted: 11 Feb 2008 04:55 AM CST
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Quake Wars Developer To Double In Size Posted: 11 Feb 2008 05:03 AM CST
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EA Unveils First Wave Of Hasbro Titles Posted: 11 Feb 2008 04:50 AM CST
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Road To IGF Mobile: Ego's Personality Connection Posted: 11 Feb 2008 05:03 AM CST
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Opinion: Our Inevitable Episodic Future Posted: 11 Feb 2008 05:28 AM CST
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Spore Coming September To PC, Mac, DS, Mobile Posted: 12 Feb 2008 08:58 AM CST
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Autodesk Splits 3ds Max 2009 For Games, Designers Posted: 12 Feb 2008 08:36 AM CST
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Square Enix Files Suit Over Final Fantasy Replica Swords Posted: 12 Feb 2008 08:20 AM CST
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SouthPeak To Publish Original XBLA, PC Puzzler Roogoo Posted: 12 Feb 2008 07:13 AM CST
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Fox News Launching Multi-Front War Against Games Posted: 12 Feb 2008 11:33 AM CST So ... let's see... in the last month Fox News has claimed: * Mass Effect is a fully interactive, customizeable orgy. * Video games can trigger flashbacks in injured veterans and cause them to freak out * Video games are destroying the environment. Yeah, there's been a decrease in outdoor activities while video games have increased in prominence. There must be a causal relationship. During the same time, there's also been a steep decrease in violent crimes. But no, no, there's certainly no correlation! Lest we think it's only a problem with Fox News here in the U.S., we've got a pop-psychologist TV shrink in the UK effectively writing legislation to restrict video games. And a Times Online article calls the XBox "Crack For Kids." You know, it's very, very hard to convince myself that this isn't just "old media" lashing out desperately to defend itself against competing new media. |
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 |
EA Bringing Mass Effect To PC In May Posted: 12 Feb 2008 06:54 AM CST
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Posted: 12 Feb 2008 10:41 AM CST 开始新的一年,希望我自己: 工作顺利。 感情顺利。 健康平安。 别再发脾气了。 先想到这么多了…… |
Gamezebo Interviews Georgina Bensley Posted: 12 Feb 2008 10:45 AM CST Gamezebo has just interviewed Georgina Bensley of Hanako Games (Fatal Hearts, Cute Knight). They focus a lot on the indie game creation process, asking questions about design, how she finds contractors, and so forth. That's fascinating stuff to ME, since I have this voyeuristic interest in seeing how other indies manage to get their job done. :) A couple of excerpts: How do you fund your projects?Ah, bootstrapping... Anyway, I thought I'd pass it along: Gamezebo: Interview with Georgina Bensley, Hanako Games |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
Posted: 12 Feb 2008 10:29 AM CST
游戏业界历史上的今天(2.13) 首先向2.13过生日的玩家朋友道一声生日快乐! 下面让我们一起来回顾一下游戏业界历史上的今天吧 很奇怪啊,仿佛日本厂商是在有意回避2.13这个日子,难道是不吉利?除了2003年之外,几乎找不出有这一天推出的游戏,呵呵 1992.2.13 港都少年(日本TELENET/MD) 一款气氛轻松的RPG,讲述在港都长大的主角为了追求未知的世界而随着身为旅行家的叔叔出外冒险,青梅竹马的女友TRAYSIA将护身符送给主角并将一直等着他回来。游戏的指令十分简洁,并不十分强调战斗难度,而画面和音效也给人一种温馨祥和的感觉。当时业界曾经表示如果将本作的剧情与同期NCS发售的“Sorcer Kingdom”的系统相互取长补短的话,将会是一款超级名作,可惜......也许MD并不是诞生RPG超级名作的合适舞台,但我们依然要为MD上拥有这些优秀的作品而欣慰。 经典度:4 推荐度:6 下载:http://emumax.uuu9.com/download/2005/200507/7713.shtml ![]() ![]() ![]() ![]() 2003.2.13 龙珠Z武道会(BANDAI/PS2) 由于“龙珠Z”的动画在欧美地区上映引发的热潮,改编的游戏再度隆重登场。本作由DIMPS公司开发,欧美版都是ATARI发行,而日版则依然是BANDAI负责发行。游戏类型当然是对战,可以视为早年SFC版“超武斗传”系列的3D版本。本作有23名角色可以选择,除了对战模式之外,还设有故事模式,剧情从赛亚人篇到沙鲁篇一共有29个关卡。游戏画面并不算十分华丽,操作也略显粗糙,不过帅气的角色造型和经典的特写镜头依然健在,过场CG也相当精彩。游戏的FAMI通评分是30分,日本的销量是56万,全球累计更达280万,达到了系列前所未有的高峰。 经典度:6 推荐度:6 |
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枪下游魂4生化危机(CAPCOM/PS2) “枪下游魂”这个系列长期以来就遭到不少生化FANS的唾弃,尤其是2代,几乎把“维罗妮卡”的名声都给毁了。但CAPCOM似乎不以为意,在3代改以“恐龙危机”的题材上演之后,4代又回到了生化题材。游戏的剧情自然还是游离于系列主线之外,但是这一次在移动画面时改成了追尾视点,使得游戏的临场感和传统生化的代入感都大为提升,画面效果和光枪射击的爽快感也有了不小的进步,算是可以登得上台面的作品,虽然FAMI通只给了30分。游戏秉承CAPCOM的大段CG传统,结尾处的一枪毙命与GC版“生化0”颇为相似,给人一种正统作品的味道(实际上游戏的标题就颇有混淆视听的效果,不是生化4貌似生化4)。不过本作是否对于正统生化4的大换血产生了影响,大概只有三上才知道。 经典度:6 |
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![]() ![]() ZOE2(KONAMI/PS2) 个人不是很喜欢“终极地带”这个译名,所以还是直接叫做ZOE了,本作的标题ANUBIS是神话中的亡灵引导者。这是MGS生父小岛秀夫与新川洋司合作的新概念3D动作射击游戏续集。两年前的前作是小岛的首个PS2游戏,虽然存在流程偏短,场面重复等不足,但锐利的画面表现和一流的视点控制都显示了制作人对于PS2机能的挖掘和运用。本次在这方面得到了更进一步的完善,玩家在几乎自始至终的高速运动中也能够清晰的辨明画面中的事物,帧数十分充足。同时前作的不足之处也得以改进,宏大的战斗场面和丰富的关卡配合气势磅礴的音乐,这似乎是只有小岛才能够营造的大片感觉,利用动画代替CG交代剧情的手法更让人感受到制作者的良苦用心。游戏所企图表达的“未确认浮游快感”在玩家上手之后可以明显的体会到,新增加的抓取功能非常符合游戏的操作特色,而经典名作“沙罗曼蛇”战机的出现更是让人感慨。FAMI通给本作的评分是33分,游戏的销量是11万。 经典度:5 推荐度:7 下载: |
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维纳斯与布雷斯(NAMCO/PS2) 煽情的剧本是一款优秀RPG所必备的,当然不仅仅是爱情,还有更多的感情,本作就是一个很好的例子。这是NAMCO在PS2上推出的“世纪交替式”RPG作品“7摩尔莫斯骑兵队”的续集,依然延续了世纪交替的剧本,主角布雷斯由于吸食精灵之血而获得了永生,并肩负起消灭魔物的漫长使命,在长达1000年的战斗中,身边的同伴一个个老去,经历一次次的悲欢离合。游戏采用了细腻的2D唯美画风,给人很舒适的视觉效果,混合RPG与SLG的战斗难度也并不高。FAMI通为本作打出了34分的金殿堂评价,但不到10万的销量依旧叫好不叫座。 |
经典度:4 推荐度:7 下载: ![]() ![]() |
![]() ![]() 明日话题预告:太空电台5 PART 2、GBA SP |
Posted: 12 Feb 2008 09:42 AM CST 方舟子最近写《关于李敖、胡适嘲笑鲁迅“无能”》,意思是说当年号称宽容的胡适故意在演讲时拿鲁迅《域外小说集》的事来嘲笑鲁迅无能,当代的李敖也放出过当时录音来作二次嘲笑。他批判道:“不管怎样,李敖、胡适添油加醋拿这事嘲笑鲁迅很无聊。”——这正是他“迫害狂”式的想法。 其实,胡适、李敖,举了鲁迅《域外小说集》销量差的例子,并不是要故意嘲笑鲁迅,而是要告诉世人,文言已是死的文字,已不适合在大众阅读层中普及了,所以用文言翻译的《域外小说集》当然不会有销量,要推广西方文学,得用活的文字“白话文”才行,鲁迅往后的白话文创作得以畅销,就是最好的证明。胡适当年是推广白话文的,所以才会举出这个例子,他犯得着要这样跟鲁迅对干嘛,就用这种小伎俩? 方舟子粉丝心态,鸡贼式揣测胡适李敖用意,才真是“很无聊”。 |
Feature: 'Persuasive Games - Videogame Vignette' Posted: 12 Feb 2008 05:39 AM CST
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From SimCity to Sin City: Maxis Vet Braun Joins Red Mile Posted: 12 Feb 2008 05:14 AM CST
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wipEout PULSE hits North America today Posted: 12 Feb 2008 10:11 AM CST Hello people of America, I’m Paul Tweedle, the Producer of wipEout Pulse, blogging at you from Liverpool in the UK. You have probably heard of Liverpool as the home of The Beatles, but we like to think of it as the home of anti-gravity racing. We’ve been knocking out wipEout games for years now and I truly and honestly believe that wipEout PULSE is the best yet. Thanks in the main to the guys and gals over on the forums at fansite WipeoutZone, we know what they liked and disliked about our previous offering, wipEout Pure. With Pure we wanted the racing back at the forefront and we wanted it to be the best, purest racing yet, while striking a balance with the combat elements. We think we largely achieved our goals. With wipEout PULSE, we wanted to take that even further. We completely overhauled the AI such that each and every race is now competitive from beginning to end. There are no crude catch-up techniques going on this time, we’ve worked and worked on it to ensure that each race is as tightly contested as possible. We developed a system whereby the AI would “learn” the circuits. We’d set the AI off and running at the end of each day, doing lap after lap after lap (literally hundreds per night); all the while they would make tiny adjustments to their racing line until they knew the circuits very well indeed. Truly it almost feels like you’re racing against human beings at times. One of the main complaints of the series as a whole has been the lack of any sense of progression through the games. We thought long and hard about this and completely threw out the old notion of making the player play through the tracks systematically speed class by speed class. The design team came up with Race Campaign which throws a staggering variety of races at the player from the very start. We think you’ll really get a bang out of it. We tried really hard to get infrastructure (online) racing into wipEout Pure but, being a PSP launch title, we just ran out of time and it became unfeasible so this was one area we wanted to get sorted right away for wipEout PULSE. Not only that but we were the first title (in Europe at least) to support the new PlayStation Network login system which means that you can now use the same login that you use for your PS3 on your PSP. You’ll be racing against someone on the other side of the world within 10 minutes of booting the game up for the first time which is just awesome. Coupled with this, we’re fostering an online community over at www.wipeout-game.com where you can upload, directly from the game, all of your records which will be added to the global tables. There are some European players who are already better than most members of the development team. Good luck, you’ll need it We dedicated a lot of time and effort to give you, the player, a way to stamp your personality on the game. You can log onto the site and give your favorite ship a bespoke paint-job with our Ship Customization Tool which allows you to paint directly onto a 3D model. Some of the results the European players have achieved are breathtaking. We can’t wait to see what you guys come up with. Along with this is the ability for the player to create his or her own custom Race Campaign. You choose the events and the targets, and then you can send it to a friend directly via Wi-Fi from your PSP to theirs. I think I’ve rattled on long enough, but it would be remiss of me not to mention the fact that we also have some great download packs coming your way very soon indeed. More teams, more tracks, more Race Campaign, more fun! The folks at GameVideos.com go into a lot of details about many of the things I’ve mentioned here - it’s definitely worth a viewing. Thanks for reading and, most of all, for playing. |
2K Licenses Unreal Engine 3 For Unannounced Titles Posted: 12 Feb 2008 06:19 AM CST
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ESA Trade Filing Details International Piracy Issues Posted: 12 Feb 2008 04:39 AM CST
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Casual Games and Piracy: The Truth Posted: 12 Feb 2008 05:44 AM CST
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Super Smash Bros. Brawl Reaches 1 Million In Japan Posted: 12 Feb 2008 05:39 AM CST
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Posted: 12 Feb 2008 08:47 AM CST 当两个、一群介乎正邪之间的人相遇,这个世界,便善恶莫辨。
初次接触《剑豪生死斗》这部作品,是在搜索某音乐的时候搜到的漫画评论,评论说该漫画如何充分表现了日本人的血腥和变态。为此要杀光日本人云云。 因为一部漫画的血腥·变态,便要杀光日本人,可见我国人素来在血腥变态方面不落人后。我作为变态界的大师,当然大感兴趣,于是就把漫画找来看了,顺便找了相关的动画片,以及原作《骏河城御前试合》,看了四五遍,不禁长叹一声。
故事说日本战国末年,社会已经和平,一个昏君举办真剑比武大赛,第一场比武的是一个独臂剑客(藤木源之助)对一个盲眼瘸子剑客(伊良子清玄),这两名正在蓄势待发的剑客背后均站着一个美女,藤木背后的小美女(岩本三重)是藤木的师傅(岩本虎眼)的女儿,伊良子背后的御姐(阿郁)则本来是岩本虎眼的小妾。
故事倒叙回若干年前,瞎子还没瞎,独臂还没断的时候,一心追求荣华富贵的伊良子来虎眼派踢馆,轻易打败了藤木,却被虎眼派大师兄牛股打败,最终投入虎眼派。伊良子入门后一年,就因为其出色的天分,被师父虎眼视为下一代掌门,并且将其女儿三重许配给伊良子。在这个时候,藤木喜欢三重,而三重喜欢伊良子。藤木虽然心有不甘,但是因为他是具有正统武士精神的人,所以也只能接受。 然而在这个时候出了变故,伊良子与其师傅虎眼的小妾阿郁通奸一事被发现,虎眼大怒,集合门徒动用私刑,将伊良子双眼刺瞎。并逐出师门,只有阿郁与其相依为命浪迹天涯。三重也从此大受打击,几乎失常。 数年后,瞎眼的伊良子创立了新的剑法,并得到权贵支持,卷土重来,暗中将虎眼派参与私刑的师兄弟一一杀死,最后还在三重面前将其师傅虎眼斩杀。 藤木和大师兄牛股前去找伊良子复仇,结果藤木断臂,牛股身死,只是换来了伊良子的跛足,而报仇之事,更因为官府干涉而不能进行,直到昏君举办真剑比武为止。藤木在这时已经娶了三重,而伊良子也已经显贵,按说都已经得其所,但这两人为了心底的未完心愿,参加了比武。最终在比武中伊良子被藤木斩杀,三重和阿郁则随即为伊良子殉情自杀。
在这个故事中死了不少人,但这些人严格地说都是死有余辜。(两个女人例外) 师父虎眼是个为了证明刀的好坏,很自然地用活人试刀的冷酷人,并且为了娶阿郁,暗杀过阿郁的两任未婚夫。 藤木和伊良子也都是为了向师傅证明自身实力,可以毫不犹豫地去杀害无辜的人。这两人的差异仅仅是伊良子蔑视武士道,藤木严守武士道罢了。而虎眼派其他师兄弟也基本都属于这类人。这伙人发现本派名声下降,第一反应就是要杀其他门派的人来提升。大师兄牛股则是一个会因为在比武时流派绝招被他人看见,而企图将在场的所有人全部杀死的恶魔。 然而,这部作品中的两名男子都具备在其他作品里做正统主角的潜质。藤木严守武士精神的忠和义,当师父做出选择时,也只是默默将爱埋在心底,纵然身残但志坚,终于在大决战中将杀害自己师门满门的凶手斩杀。真是一部经典励志剧的剧情。 伊良子风流不羁,虽然出身贫寒,但是努力向上,即使双目已盲,仍凭一己之力将仇人全部杀死,虽然最终身死,但依然赢得众多MM的支持和倾心,这也是一部励志剧的经典剧情。 《剑豪生死斗》的出色之处,就在于这部片从未确定过主角,作者用不带任何渲染和偏向的记叙手法来描绘这些人之间的恩怨,让观众的心中各有其偏向。观看者认为谁是主角,则恰恰说明观看者所认同的精神和处世方式是怎样的。而无论观众认同的人是谁,都无法否认,他们所认同的人其实也是个残酷的坏人。 三重和阿郁之所以爱上伊良子,是因为觉得伊良子不是傀儡一样的人,还有一丝良知。而其实伊良子对她们并无感情,伊良子甚至会因为害怕当妓女的母亲影响自己前途而杀之灭口,何时在乎过这些女人?而藤木虽然深爱三重,但是当接到师命时还是会毫不犹豫地牺牲三重。 大结局中,这些该死的人终于都一一死掉,唯一活下来的藤木虽然终于战胜对手,但是妻子三重为死敌殉情,孤零零地一个人,想必活得也没什么意味。
作者在自序中注明:这其实是一部社会揭露作品。看完之后确有此感,社会,其实数千年来一直如此,那些励志剧只是为了让人生活得更幸福而造出来的幻像罢了。
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Ubisoft Prevails In $13 Million Bratz Suit Posted: 12 Feb 2008 04:37 AM CST
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Interview: Twofish's Crawford Reveals In-Game Economy Middleware Posted: 12 Feb 2008 04:07 AM CST
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