"game" via 柠檬杀手 in Google Reader

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Apr 29, 2007, 12:53:15 PM4/29/07
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"game" via 柠檬杀手 in Google Reader

Atari: Clip: Ancient Atari Ad

Posted: 29 Apr 2007 12:00 PM CDT

This one is truly ancient and believe me, I should know. It's amazing to look back on these ads and remember a time when we thought those giant chunky things were the greatest thing ever. Not to mention how excited I remember being about Adventure on my brand new 2600. That square with an arrow for a sword was the most amazing thing we had ever seen, especially right in our own homes. I can only imagine what games will be like 25 years from now when we look back and say "Man those PS3 graphics sure were crap. How did we ever play that and think it was cool?" Flynn De Marco

广而告之

Posted: 29 Apr 2007 10:58 AM CDT

    新浪科技:你们认为需要回炉的缺陷主要在哪里?

  李日强:目前产品存在缺陷的原因,其实不能简单归结为某一部分的设计出问题。当初我们对最基本的玩家导向和需求考虑不够周全。因此,在二次开发阶段,我们会投入更多的时间、人力和物力,对《天下贰》的玩法设计(包括世界观等等)进行全面的梳理和调整。

  新浪科技:据说《天下贰》被换了主策划,是这样吗?为什么要换人?

  李日强:是,公司目前对《天下贰》的开发团队进行了人员调整。调整的出发点希望给原有的开发团队注入新的理念和血液,增强思维的开放性,使未来的开发更能贴近玩家需求。

  新浪科技:《天下贰》的调整规划,有具体时间表吗?

... ...

    广而告之

    Posted: 29 Apr 2007 10:58 AM CDT

        新浪科技:你们认为需要回炉的缺陷主要在哪里?

      李日强:目前产品存在缺陷的原因,其实不能简单归结为某一部分的设计出问题。当初我们对最基本的玩家导向和需求考虑不够周全。因此,在二次开发阶段,我们会投入更多的时间、人力和物力,对《天下贰》的玩法设计(包括世界观等等)进行全面的梳理和调整。

      新浪科技:据说《天下贰》被换了主策划,是这样吗?为什么要换人?

      李日强:是,公司目前对《天下贰》的开发团队进行了人员调整。调整的出发点希望给原有的开发团队注入新的理念和血液,增强思维的开放性,使未来的开发更能贴近玩家需求。

      新浪科技:《天下贰》的调整规划,有具体时间表吗?

    ... ...

      Manhunt 2: Manhunt 2 Screens

      Posted: 29 Apr 2007 11:00 AM CDT

      screenshot_177908.jpg

      Website Computer and Video Games has posted thirteen screens for the upcoming ultra-violence fest, Manhunt 2. To say that they are disturbing might be understating thing just a bit, especially first thing in the morning. I've posted a few images after the jump, but for the full gallery, check out Computer and Video Games' site.

      I can only imagine what our friend Phantom Jocks (I'm trying not to use his real name if humanly possible) would have to say about these as he sips his morning cup of bitter. As a matter of fact, I think I shall send him a link to this gallery right now... Flynn De Marco

      Manhunt 2 Gallery [Computer and Video Games - Thanks Michael]

      screenshot_177905.jpg

      screenshot_177909.jpg

      God Of War: Sony Decapitates Goat, Raises Ire

      Posted: 29 Apr 2007 09:46 AM CDT

      goatse.JPG

      Oh, Sony, when will you learn? The UK's Daily Mail is reporting that Sony has created an uproar with a photo from their official magazine, showing a burly man wearing fur, a topless girl wearing body paint and no pasties, and a mostly decapitated goat. It's the goat that's got everyone's ... goat. During a release party for God of War II in Athens, attendees were invited to reach into the head-hanging-on-by-a-thread goat and eat still-warm intestines (as it turns out, the offal was procured elsewhere and stuffed inside of the goat). Yum!

      Sony has apologized and is recalling the 80,000 issues of the magazine.

      The Sony spokesman said the animal had not been slaughtered for the event but had been bought from a local butcher by the Greek company hired to stage the event.

      What purported to be warm intestines was actually warm offal.

      He said Sony's UK office had been shocked to see the report in the official PlayStation magazine, which the company licenses to publishing house Future. Sony is this weekend recalling the entire 80,000 print run of the magazine.

      Maggie Greene

      Slaughter: Horror at Sony's depraved promotion stunt with decapitated goat [via the Daily Mail]

      Copyrights & Creative Commons: Long road ahead 版权和创作共用:漫长的道路

      Posted: 29 Apr 2007 06:29 AM CDT

      客栈小吧 | Review

      Live forever or die in the attempt.

      Joseph Heller - Catch 22

      永生,或在寻求永生中死去。

      约瑟夫·海勒 - 《第二十二条军规

      不知从何时起,“盗版产业”这词鬼祟的潜入了店长和匆匆过客们品茶兼谈天说地时的对话内容,听免费音乐时考虑行业产值,看偷录电影时考虑全球票房,玩盗版游戏时考虑正版纳税,读翻印小说时考虑作者稿费。

      那时我们会笑着说,“啊,看我们的娱乐圈多成熟多性感!”仿佛这是我们养大的乖小孩。

      事实是–我们在给别人蹂躏自己的借口。

      coverart.jpg

      又不知从何时起,大概在P2P流行不久后,“版权所有”在互联网上达到了新的颠峰,All Rights Reserved有如粘在鞋底的快干透的口香糖渣,让人浑身不舒服。然而除非你能下定决心,拎出你那昂贵的瑞士军刀,一板一眼的刮它下来,唯一可行的选择是“任其自然”。

      我们笑不出来了,仿佛这是个半夜三点还在迪吧跳舞的女孩,“野得要命。”众人附和到。

      结果是–大公司联盟狠狠得利用了借口。

      殊不知,以暴制暴,两败俱伤,CD越卖越少,游戏只有防盗技术在增长,电影院在完全为“有情调”的人服务……压制下的创意,最终还是跳起来咬了产业一口。

      因此我们有了Creative Commons,因此店长写了这篇文章。

      (more…)

      任天堂收购Monolith

      Posted: 29 Apr 2007 05:43 AM CDT

      前几天日本财经媒体报道了任天堂收购Monolith,现在才想起来写,看来还是不够重视(笑)。
       
      Monolith是bandai-namco的子公司,曾经开发的作品有ps2的《异度传说》系列、ngc的《霸天开拓史》系列等等,以rpg为主。那么任天堂收购这家公司的目的自然很容易理解:那就是为了增加自己的rpg开发实力。
       
      但由于这家公司的作品都不怎么叫座,而且也不见得有多少人叫好,所以网上开始有人怀疑任天堂是不是在花冤枉钱,当然也有人说,任天堂2006财年赚了这么多钱( http://blog.sina.com.cn/u/4938f71b01000b3r ),花点小钱买Monolith的80%股份那是小意思了。
       
      反正任天堂商业运作是怎么目的我是不懂,不过Monolith真能给任天堂自家的软件阵容带来点新意也尚未可知。以前投靠任天堂的“圣剑小组”,现在基本出不了什么好东西了;而给gba制作了《黄金太阳》系列的高桥兄弟,现在也和任天堂“白白”了( http://blog.sina.com.cn/u/4938f71b0100065s )。任天堂旗下做rpg/slg这样的文字游戏的能想起来的也只有开发了《火焰纹章》和《纸片马里奥》的INTELLIGENT SYSTEMS,虽然实力还算不错,也是独木难支。
       
      如果任天堂愿意投入点钱进去,说不定能靠Monolith帮自己做点rpg“大作”呢,就是有很多cg、特别烧钱的那种,就看任天堂愿不愿意了。

      Wii在台湾政坛的作用

      Posted: 29 Apr 2007 02:54 AM CDT

      根据新浪的视频新闻《马英九玩拳击游戏机展示健康形象》:
       
      4月29日,东方卫视“环球新闻站”报道马英九受台北数码电器大展主办单位的邀请,在Wii主机的试玩台前玩了一把《Wii Sports》里的拳击游戏。
       
       
      其实台湾的政坛人物玩Wii已经不是新闻了,前不久就炒得很热闹( http://blog.sina.com.cn/u/4938f71b010009r9 ),没想到现在还在炒,据说是马英九希望通过健康亲民的形象为08年的选战多加一份筹码。
       
      问题是:任天堂应该没有参加这个“台北数码电器大展”,但主办单位却主动摆出Wii的试玩台,Wii在台湾的人气,实在让人不得不寒……
       
      相关链接:
      http://blog.sina.com.cn/u/4938f71b010009r9
      Wii在台湾的热潮
      http://blog.sina.com.cn/u/4938f71b010009z9
      台湾媒体仍在炒作Wii
      http://blog.sina.com.cn/u/4938f71b01000aw1
      Wii进军台湾ktv

      生日祝福帖

      Posted: 29 Apr 2007 06:19 AM CDT

      今天年满26周岁

      祝我生日快乐。

       

      ... ...

        老人接着说。。。

        Posted: 29 Apr 2007 03:05 AM CDT

        老人说;"嘿,还走自己的路,那你干嘛穿别人(做)的鞋?脚踏--实地去吧。走自己的路得凭实力,有本事去帮村东那个病危的小孩弄点药回来,呃,可不是我命令你,自认为不是个坏人就去帮吧。"

        于是去找那个病危的孩子,接到任务,寻找草药,这一步和方式一一样,略。
        回来交任务,得到奖励。把草药带给老人炼化。

        老人说:“这需要一些野兽肉做药引,你去弄点来”。

        玩家得到一副兽夹,还有三个提示:
        一,村外猎户有卖,效率,简单,安全,但价格不菲,;
        二,山中有野兽捕杀,有兽夹可用,安全,但麻烦;
        三,你可凭蛮力,直接猎杀,直接,但危险。
         
        用哪个方法完成都可以,亦可混合使用凑够数量。

        回来交任务,等他老人家吃饱喝足说:“药早就炼好了,根本不需要引子,只不过我想吃野味了。拿去救人吧。”

        靠,还是被他耍了。

        送完药回来,得到奖励。末了,老人送你一句话:“看别人的路,走自己的路,可以少走很多弯路”

        不想空谈理论了,编了个任务脚本

        Posted: 28 Apr 2007 01:34 PM CDT

        怀人山,斩鞍村。
         
        玩家与一老人交谈。
        老人:“这个村子有个天大的秘密,相传有位拥有通天之能的老翁隐居于此,若得此人指点,更胜苦练十年。敢问你有兴趣没?”
         
        出现三个选项:
        1,愿闻其详;
        2,自己的路自己走才好;
        3,后会有期。
         
        选1,任务进入方式一;
        选2,任务进入方式二;
        选3,拒绝接受任务。
         
        先说方式一。
         
        老人:“我了解的也不多,但知道此人有一大癖好,是爱捉弄人,切记切记。你从这边往东走到村口,再沿围绕村子的栅栏向南走,走到没栅栏了,在往西,当你有所感悟的时候在往北走,就能找到他了。咦,好像是个圈哦?”
         
        于是,接受任务“寻找神秘老人”。
         
        此时,如果玩家机灵的话就想到也许此人就是传说中的老翁。于是再和他对话,会出现新的选项。(注意,此时老头脑袋上是没有任务标志的。)
         
        出现的选项是:你就是那老翁吧。点之。
         
        老人:“哈哈,还过的去嘛,不知道是不是瞎蒙的。”得到奖励若干。
         
        如果玩家没猜出来也不要紧,玩家只要乖乖的按他说的走法,很快就会从东边的村口走到南面的村口,当然,南面门口自然有个NPC恭候多时了,看着他头上冒着个任务标志,玩家自然会去问他,他会告诉说那个指点你老头就是传说中的老人,专爱捉弄人,但看在你一路奔波上他会给你一些奖励(同上,考虑消耗的时间和精力,奖励亦可多那么一点点,但仅仅是那么一点点而已)。
         
        向北回来找老人,孩子,村外的景色不错吧,老人如是对你说。
         
        这样2条线又合而为一了。
         
        老人接着说:我这人其实很诚实的,实话告诉你,以我的身份之所以主动提出指点你的原因,并非你是那百年难见的可造之材,其实你的资质很一般,主要是我嘴馋了,年纪大,行动不变,你先帮我弄点野味吧。
         
        靠,早就不知道这老头不是什么好鸟。
         
        于是,玩家得到一副兽夹,还有三个提示:
        一,村外猎户有卖,效率,简单,安全,但价格不菲,;
        二,山中有野兽捕杀,有兽夹可用,安全,但麻烦;
        三,你可凭蛮力,直接猎杀,直接,但危险。
         
        用哪个方法完成都可以,亦可混合使用凑够数量。回来交任务,等他老人家吃饱喝足,又来事做了。
         
        老人说:“想要一日千里,化虫为龙,非神丹妙药不可,要练神丹妙药,又非深山中奇草,精怪内丹不可,而村外怀人山上便有,你去寻找吧。”
         
        接受任务,得到提示,山中东南林中有一野兽出没的地方可能有线索。于是,马不停蹄的赶去吧。
         
        风尘仆仆的赶到那里,发现任务地点的野兽都精英级别,自己根本不是对手,而要找的奇草刚好被围在其中。仔细寻找的话会发现北方一棵树上有东西可点,走过去点之,提示这里有野兽的残骸,遂想起,可以拿野兽尸体把精英野兽引到这边,趁机去拿奇草。当然凭武力来硬的也可以,你要你有实力。
         
        一切顺利,轻松将奇草拿到手,刚要离开,白烟袅袅而起,再来点灯光,于是一面容姣好的女妖登场了。
         
        女妖娇声娇气的斥责一番,大意就是此草是我守护N年为了得道而吃的云云,还给我一类的话。
         
        妖怪没啥好东西,前人都是这么教育你的,任务正好还要颗内丹,于是,不再罗嗦,与其动手。
         
        妖怪也这么不经打?轻松取胜,刚要杀之取丹。妖女变作不可攻击,点之交谈,妖女苦苦求饶,唉,为啥把这任务的妖怪设计成女的呢,还设计的那么漂亮,实在不好下手,结果自然就是放了她,空手回去交任务了。
         
        回去交了任务。
        老人对你说,其实世上是没有什么奇丹妙药或奇方秘术可以让人脱胎换骨,一步登天的,踏踏实实,持之以恒才是做人,做事的道理。那内丹无从紧要,这奇草我已练成一颗治病的良药,村东的有个孩子正病的厉害,你把药送过去吧。情节略。
         
        回来交任务,听老人又罗嗦了一些道理,又编了一些谎话,终于又给了你一些奖励。
         
        任务结束。
         
        下面说方式二。
         
        老人说。有点累,下回在说。

        不容易,终于找到了

        Posted: 28 Apr 2007 06:35 AM CDT

        【视频】选项

        可以选择是否观看片头动画。

        环境设定(F12)-->游戏选项设置

        取消勾选【视频】后,可以直接跳过片头动画进入登陆界面。

         

        视频=开场CG动画!!!

        感谢奇迹世界,感谢九城的汉化人员,又给我上了一课。

        来点实际的,写个物品设定

        Posted: 28 Apr 2007 01:26 AM CDT

        练习写一个物品的设定。
         
        这个物品是武器养成类的消耗品,怪物掉落,有使用条件。
         
        用鼠标悬停在物品栏中的此物品上,出现物品介绍。物品信息有道具类型、使用条件判断,物品使用后的规则。
         
        使用方法在铁匠处合成,打造。
         
        先判断使用者的状态:
         
        如果不符,出现使用失败的提示,物品不消失。
        如果符合,出现使用成功的提示,物品消失,按照规则生成结果。
         
        物品名称:业火迷离--恶。
         
        物品介绍:
         
        升级武器的道具,收集7件(恶,业,害,身,譬,如,火)后可组合成“业火迷离”。加强武器之用,升级后武器附字:“以业火干枯”。具体属性略。
         
        业火,恶业害身譬如火。又名烧地狱罪人之火。以后者由前世之恶业所感故也。楞严经八曰:“以业火干枯”。
        使用条件状态判定略。
         
        不能使用的提示:
         
        一阵白烟掠过,铁匠说:貌似没什么化学反应,我都给你放进去一点水了,哎,等凑齐了再来吧。
         
        使用成功提示:
         
        知道什么是神吗?用同样的方法做同一件事别人失败了,你却成功了,你就是神;有人喝醉了,瞎侃什么寒铁加火石炼上五年就能合成至尊一戒,你信以为真,瞎炼,竟真的炼出来了,你也是神。哎,今天我就把谣传变成了现实,拿去吧,顺便帮偶宣传宣传,要知道,今天你说我用6块火石五年炼出个至尊一戒,哪天传回我耳朵里的可能就是说我把八个猪一起炼,炼了十八年炼出一个猪八戒了。

        奇迹世界体验记II

        Posted: 27 Apr 2007 10:48 AM CDT

        技能的释放有很大的延迟或者施放不出来。尤其是战士,普通攻击由几个姿势组合连贯使出也许是其中一个原因。
         
        地形的BUG很多,经常出现人物陷入地下或跑到空中。怪物有时候会看不到,开始还以为是隐身的,后来看的多了才知道是BUG。
         
        任务物品只要队伍中一人有任务,怪物就会掉落,且任何人都会获得,不论是否接到任务,是否完成过任务。于是你就有可能先拿到任务物品再去接任务,还可能包里全是任务物品,任务物品是不可交易和丢弃的,于是乎,只能找NPC以0金币一个一个的卖掉。
         
        困了,缺点就说到这,明天说优点。
         
         
         
         
         

        奇迹世界体验记

        Posted: 27 Apr 2007 06:20 AM CDT

        18号,SUN公测了.一直在玩.貌似有好多话要说.
         
        那个,还是重头说吧.
         
        进入游戏,哦,很恢宏的CG动画。不过不得不说的是CG动画每次进游戏都会播放!!!虽然开发人只是想玩家都来欣赏一下他的CG,但我只看个开头,就跳过去了,因为我不喜欢别人强迫,相信和我一样的还有不少。
         
        今天突然想看了于是特意去看,问题又来了,没有了,是的,不自动播放了,找了好久也没找到可以选择播放CG的选项。汗一个先。
         
        人很火爆!通常游戏进到一半弹出个窗口,服务器连接失败[38]。再进,同上,在进,同上。是我的客户端有问题,还是服务器没开?问了下朋友,也是同样的情况。哦,明白了,敢情是服务器满了,你用猜字谜得方式来告诉我们,这还可以忍受,但你连接失败一次就完全退出客户端,再进需要冲头开始,还有CG动画,接着读取什么东西到100%,登陆界面还有个渐出效果,你敢快点吗?我X!后来又发现凌晨2点登陆也要抢线好多次。是游戏火还是服务器垃圾?维护后,这现象缓和了很多。
         
        上面的问题也许是开发商觉得玩这款游戏不会有太多人去玩,或是服务器异常的好,多少人都能承受,所以就没设计服务器人满的提示窗口。您瞧,我都从您的角度理解这事了,够仁义了吧。
         
        创建人物,大哥,你敢把初始人物默认转过脸来吗,别让我们看PP了。怒了,这回真的怒了。都什么时代了,你的职业居然还默认男女。oh,my god! god is a girl!战士,龙骑只能是男的,法师,弓手只能选女的,非逼人去做人妖!!!我个人得出的结论是个性,开发人真的很有个性.要知道现在有个性的人不少,能展示个性的人就不多了.
         
        画面,印象深刻的是树叶是会动的,人物真的很唯美。效果全开真的很华丽.游戏画面秉承了前MU的灰暗的色调,但为什么怪物都像变色龙一样和场景融合的很深.可调节的画面设置比起其他游戏少了很多.效果全关的话就变成了另一个游戏,任何魔法特效你都看不到了,有些场景细节,比如洞里的蜘蛛网,也看不到。要求配置太高,1G内存是底线。寒一个先。
         
        接着是操作,支持键盘和鼠标。看了下快捷键,弹出的界面吓了我一跳,密密麻麻好多,够详细。遗憾的是不支持自定义,于是,我无视上面的快捷键!
         
        先到这里,一会接着说。
         

        Posted: 27 Apr 2007 05:33 AM CDT

        总得写个序,博客嘛。
         
        实在不能在拖了,其实一直想写又觉的没什么可写。于是根据我以往的经验,其实不是真的没什么可写,而是难于下笔,一旦咬牙下了笔,神就来了,就会如九天之水滔滔不绝。看,神来了.
         
        ----------------------偶是分割线-----下面是神-----请注意---------------
         
        读过这样这样一段话:
         

        一个人捻一下手指头,身体会因此发生一些晃动,也许很微小,但足以令其精囊里数以亿记的精子发生震动。

        对于这些微小的精子来说,人捻手指这个震动是很大的。足以改变所有精子的位置。

        于是,当人们在交合的一瞬间,这些改变了位置的精子导致了生育结果的变化。原本是个男孩,成了女孩,原本是智者,成了白痴……

        这个人成长之后,会于他周围的人发生接触,并对他所在的环境产生影响。也就是说,他足以令数以百万计的人,发生了大于捻一根手指这么大的运动。于是这数以百万计的人的后代,也被改变了……

        最终,因为你捻了这一下手指,四十年后,基本上全部地球人都被“替换”了。

        ……

        写到这里,明白了,所谓“神”,就是知道在什么地方、什么时候杀死一只蚂蚁,就可以毁灭全世界的人。

         

        ----------------------偶是分割线-----下面是人-----请注意---------------

         

        又读过这样的一段话:

         

        你在晚上看电视,等一个你等了久的,你最喜欢的电视节目。

        忽然这时,停电了。
        那么……请问你这个时候,你最希望的是什么?
        ……
        绝大多数人在这个时候最希望的当然是“来电”了。
        但其实,即使真的来电了,你也不会真的获得你要的东西,因为还有许多因素阻止你看电视,例如电视坏了、临时有工作……等等。
        这就可以看出来了,你真正需要的,其实是“看电视”,而不是“来电”。
        ……
        在这个事例中,我们可以称“来电”为假前提。而“看电视”是一个真前提。
        在人类的许多行为中,都会下意识将最近、最直接的那个“前提”看作自己的需求。与是就有了许多人,穷尽一生去追求自己并不需要的东西。
        钱,就是一个假前提。
        如果花了前提,得不到对应的满足,那钱就白花了。
        ……
        假前提的应用可以很广,有时,一些比较复杂的问题,可以用假前提的理论非常简单的解释出来。
        举个例子,“正义必胜,还是力量必胜”。
        这个问题如果争论起来,恐怕永远不会有结果,但如果用“假前提”的理论来看,问题就非常直观了。
        “当然是力量必胜,因为正义仅仅是力量的一种,而不是力量的全部。”
        ……
        最后,让我们回到那个“看电视”的例子中,我们看到,其实“看电视”也不能算是最终的“前提”。因为如果节目取消了,或是节目让你不满意……也不是你追求的目标。
        你真正的目的,其实是娱乐自己
         
        ----------------------偶是分割线-----下面是我-----请注意---------------
         
        好吧,我承认,跑题是我的强项和习惯。恩恩,神嘛,你永远都不会知道他在说什么。

         

        其七 游戏之界面1.1

        Posted: 27 Apr 2007 04:57 AM CDT

         
        上回的风格太现代了,来个古典的。扇子。Photoshop用的实在不好,就借图传意了。
        第一匹马为血条,第二匹马为蓝条,梅花和青竹为经验条;还可以把纸面当血条,木制的柄当蓝条,感觉也不错。
         
        再来一副
        印章大家都熟悉,可以改进一下变成血条界面。
         
        可能有人说我是在挑战玩家的习惯,是在玩火。其实正好相反,我正是从玩家的角度来设计的。现在玩家期待游戏的不仅仅是能不能很简洁,很习惯,很顺手,而更加在意的是有没有新的东西,新的内涵。
         
        游戏行业不再是几年前的乱糟糟了,我们感觉我们进步了;
        但游戏玩家也不再是几年前的小白,菜鸟了,我们拿几年前的旧观念来做今天的游戏,还是进步吗?

        其六 游戏之界面1.0

        Posted: 27 Apr 2007 03:34 AM CDT

         
        实在看够了千篇一律的血条界面,这是偶然想到的一种血条界面,偶不会美工,这只是个雏形,哪位达人美术好的话加工一下应该很不错。

        其五 游戏之武器

        Posted: 26 Apr 2007 01:28 PM CDT

        一、

        武器的属性改为 武力*多少,而不是武力+多少。

         

        武器的价值不仅仅由武器自身决定。因为同一把武器,由一个书生和一个武者分别来使用,对攻击对象造成的伤害有很大差别。可见,使用者的力量才是武器最终攻击力的主要因素。

         

        二、

        即使是同一种种类的武器,重量,样式,质感都不会完全一样。而使用这些武器时应该有个适应过程,可能会马上得心应手,或是花长时间慢慢适应,或是根本就不合适。

         

        演变出以下几条:

         

        1、武器将可成长。武器可以随玩家一起成长,每成长到一定阶段增加属性,更换形态。而成长的条件之一就是杀死某怪或多少只怪,收集某战利品,或某采集品。这样就不会和现在网游的冒险,杀怪,采集,挑战BOSS相脱节。(这是对前文“花长时间慢慢适应”的拓展)

         

        这样就减少了一些对长时间陪伴自己的武器产生感情的玩家不舍丢弃武器,但游戏设定却让他们频繁的更换武器所产生的矛盾冲突和负面情绪,还使目前网游中玩家对跟着开发商不停更新游戏不停追求新装备而产生厌烦情绪的状况得以改观,即便是换汤不换药。

         

         

        2、武器、装备等道具任何人均可使用。武器、装备将不再有等级、力量等相关属性要求,任何人可用,但存在一种隐藏的制约。自身属性会影响道具的发挥,例如力量低于当前使用武器的隐藏条件,将可能降低移动速度,攻击速度,还有几率对自己造成意外伤害,且使用技能需要额外消耗技力,过于低的话会只能发挥几成能力等。

         

        后记:

        更加配合了取消级别的新游戏机制;

        取消经验,可以直接通过锻炼升级本身的属性:力量,敏捷,体力,内力等;

        本身的属性:力量,敏捷,体力,内力等变得很重要;

        砍死怪练力量,射死怪练敏捷,法书杀死怪练智力,每增加一点属性,系统还会给与一个额外的属性点,自由加在HP ,MP,躲闪,速度,等等上。

        为什么我强调死?因为以前有个游戏叫倚天,可以靠卡怪,或是级高人顶怪让人挂机练属性,这点不可取,而杀死才能获得就制约了这种现象。

        暴血公司193·大汉改新

        Posted: 28 Apr 2007 07:31 PM CDT

        老板:我终于知道为什么《大汉OL》人气不高了。

        小强:为何?

        老板:名字不好!这种两个字的名字早就不流行了,像什么《传奇》、《奇迹》、《天堂》……让人一听就觉得是款老游戏,提不起兴趣。这次《大汉欧亚大陆版》推出,一定要想个好名字!

        小强:之前有一次好像你也闹着要改名的,最后也没改成……

        老板:那次是没考虑周全,没想出什么好名字。

        小强:那你现在想到什么好名字了?

        老板:名字嘛!当然要流行,我这有这么几个方案,一个是《幻想大汉》,跟《QQ幻想》、《幻想春秋》、《幻想大陆》拉上点关系,显得青春活泼,如何?

        小强:算了吧,《大汉OL》明明是历史,让你弄成虚构了……

        老板:那就《大话大汉》,跟《大话西游》、《大话春秋》、《大话战国》差不多,显得风趣幽默?

        小强:可是《大汉OL》并不是风趣幽默型的游戏啊~~

        老板:那就《大汉世界》?跟《奇迹世界》、《传奇世界》、《魔兽世界》一样,大作风范嘛!

        小强:《大汉世界》?听着像《音像世界》之类的,像杂志的名字……

        老板:对了!听说现在有一款网游叫《天上人间》?好名字啊~好名字!我也想了几个类似的,《七星岛》、《玉明珠》、《万寿宫》……如何?这几个都是我常去的地方中,名字比较文雅古典的。

        小强:靠!这种鸟地方,有啥可文雅的?反正你就是这样,不管讨论什么,说着说着就开始下流……

        老板:切!跟你这种小P孩讨论没劲,你什么都没玩儿过,跟我不是一个档次上的……

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        首个个人博客代言人小龙女彤彤五一力献:忘情水

        Posted: 30 Apr 2007 02:51 AM CDT

        (梦里依稀人朦胧) 
        (回首依阑独销魂)
        (醉拍阑干情未怯)
        (无言纵然多情困)
        (望断秋水雁归来)
        经过友好协商和长时间谈判,呵呵,当然这是不可能的,小龙女彤彤正式成为武当派张三丰的疯言疯语博客(http://blog.sina.com.cn/zhangshuyue)的独家博客代言人。想认识这个网络红人、游戏代言人小龙女彤彤吗?请去她的博客做客,地址是:http://blog.sina.com.cn/linketong
        小龙女彤彤游戏历险记系列
        小龙女彤彤历险记预告篇
        小龙女彤彤历险记之一:破碎虚空
        小龙女彤彤历险记二:魅影杀机
        小龙女彤彤历险记三:防沉迷与梨花体

        Analyst Slapfight: Pachter: Nintendo Fine, Mitchell Naive

        Posted: 30 Apr 2007 01:20 PM CDT

        pachtereye.jpgIt's time for Ultimate Analyst Slapfight! In this corner, we have Kaufman Bros. Equity Research's Todd Mitchell, who thinks that Nintendo is dominating software sales on its platforms and therefore hurting third-party publishers.

        In the other corner, we have superstar analyst Michael "The Pachtman" Pachter, who argues that both EA and Ubisoft are 'laser-focused' on the success of the Nintendo consoles, predicting that Nintendo's first party share will drop 10% this cycle due to third party releases.

        Pachter went on to state that he believes Mitchell offered "an incomplete analysis", arguing, "His conclusion is that Nintendo's success on the GameCube and GBA will translate to future success on the DS and Wii, so he's basing his opinion on a view that Nintendo will capture somewhere around 30 per cent market share on each of its new consoles. This is naive.

        Burn.

        While not an analyst myself, I'd imagine one analyst saying another offered an incomplete analysis would be like another member of the gaming press telling me I write like an IGN staffer. If anyone needs me I'll be in hiding. Michael Fahey

        Success of Wii does not "bode poorly", says Pachter [GamesIndustry.biz]

        Rapture: Left Behind Games Veep Ascends

        Posted: 30 Apr 2007 01:00 PM CDT

        364px-Rapturetattoo.jpg

        No, not really. Really, he just quit and the CEO for the Christian game dev company wants more people to join him.

        Left Behind Games officially accepted the resignation of senior vice president Jeffrey S. Frichner, but CEO Troy Lyndon still wants the souls jobs of the company's three remaining board members.

        The shake-up comes just months after Left Behind Games reported a $4.1 million loss for its third quarter. While LBG hasn't said why they are seeking a new board, it's pretty clear things aren't going too well over there. Brian Crecente

        Left Behind Games Begins Executive Purge [Gamasutra]

        Fixer-Uppers: Second Life Citizens, Unite and Take Over

        Posted: 30 Apr 2007 12:40 PM CDT

        7246-0000-xx-12-1.jpg
        Concerned residents of Second Life have watched patiently as the past two years the virtual world has grown from a tiny community into an entire empire. It's grown so fast that the day-to-day maintenance and upgrading of the site hasn't caught up and now an open letter has been circulating listing some of the problems that Linden Labs need to fix. Some of the issues includes the inability to backup inventory losses, issues with friend search and friend lists, transaction problems, and more. But of course, true to Second Life form, they trying to be super nice about it:

        We remain fully supportive of Second Life and are more than willing to continue doing our part to help, but our confidence is steadily being eroded due to a general lack of communication and the apparent failure to successfully address the many issues detailed above. What we are asking for is that these problems are addressed immediately, ahead of new features, and that we are able to see tangible improvements. We accept that this will not happen overnight but it also cannot be allowed to continue indefinitely either.

        There must be some kind of inner-peace you can buy in the virtual markets because if I had all those problems in one of my games, I would be pissed. Alec Baldwin kind of pissed. Kim Phu

        'Second Life' Users: Fix It, Already [C|Net]

        : Card Fighters DS Broken

        Posted: 30 Apr 2007 12:20 PM CDT

        cardfighterbreak.jpgOnce again my laziness has paid off. I meant to pick up SNK VS. Capcom Card Fighters DS last week but never got around to it, and now we're hearing from players all over the country that the card contains a game-stopping glitch that keeps you from being able to collect all the cards. Looks like it isn't just Taito that needs better playtesting on their DS games.

        The bug occurs on the ninth floor of the tower during the second play through. The game crashes after talking to an opponent named Jon. Fighting him is necessary to complete the game, so you're pretty much stuck at that point. That is one giant suck.

        So basically the US QA team didn't even finish the game, or there was some kind of problem with manufacturing. There's a message in the SNK forums stating that we should hear something official soon, but I figured I'd save anyone else shopping for a new DS game the headache, at least until it gets taken care of.

        For those who ought the game after I got all excited about it last week, terribly sorry. I'm just as disappointed as you are, only without the whole spending $30 for it thing. Go laziness! Michael Fahey

        Thanks to everyone who sent in the tip!

        Ask the Experts: Becoming a Game Writer

        Posted: 30 Apr 2007 07:00 AM CDT

        Calling all storytellers, dialogue-ists, and plot inventors! GameCareerGuide.com's "Ask the Experts" column has some advice for you. If your goal in life is to become the next big name in interactive storytelling, find out what you can do right now (today!) to put yourself on the right path.

        Chips A Hoy: The Incredibly Shrinking 360 (Chip)

        Posted: 30 Apr 2007 12:00 PM CDT

        x360Gpu.jpg

        It looks like those sexy new, slim Xenos GPUs will be hitting the Xbox 360 this fall.

        According to Chinese-language publication Commercial Times, the 65nm-made Xenos graphics processing unit gas been sent out already and production will start in May.

        That means at least two things are getting trimmed down in the 360, the CPU and the GPU, why not shoot for three and add the price to the list? Brian Crecente

        DIY: Genesis Controller Wii VC

        Posted: 30 Apr 2007 11:40 AM CDT

        1066.jpeg
        What's better than playing old school games on the Nintendo Virtual Console? Not having to play it with the wiimote which (come on, admit it) doesn't really bring back the nostalgic memories of playing Alex Kidd on a console as ugly as your parents' old rattan couch.

        Enter the new hack for the Sega Genesis controller to add to your accessories for your Nintendo Wii. All you need is a some wiring know-how, a Genesis controller, and a shopping list only a geek like my dad can understand. A couple of hours and expletives later, you too could be a proud owner of a classic controller that works on a not-so classic machine. Kim Phu

        Wireless Sega Genesis Controller for Wii [Cre.ations via Sega Nerds]

        Vc Update: VC Update: Shocking Vampire Ninja

        Posted: 30 Apr 2007 11:20 AM CDT

        castlevanes.jpgIt's Monday, and that means old game goodness from the good folks at the Wii Shopping Channel. This week sees the beginning of the Belmonts, a ninja game without violent decapitations (say what?), and a TurboGrafx-16 game that probably should have stayed in Japan with its friends.

        Castlevania (NES - 500 Points): Meet Simon, not the first and certainly not the last Belmont to fail at destroying Dracula for all eternity. Frankly I don't see what's so big about the Belmont line. They never finish a job. He always comes back, so what's the point? It must be the whip.

        The Legend of the Mystical Ninja (SNES - 800 points): For 16 years our ninja lawyers have been trying to get our name stricken from this game. The adventures of Kid Ying and Dr. Yang are the stuff of legend, but ninjas never give piggy back rides. Not even deadly ones. Otherwise an excellent game.

        Shockman (TGFX16 - 600 Points): This is the dumbed-down sequel to an excellent Japan-only game, Kaizou Choujin Schbibinman. It combines side-scrolling shooting with platforming elements as two vaguely Mega-Mannish characters battle to victoriously do something or another. From what I've been told this is the only game of three to come out in the states, and the worst of the lot.

        Still, you've got undead battling and (debatably) ninjas, and no VC update that combines those two great tastes can be all that bad. Michael Fahey

        WII-KLY UPDATE: THREE NEW CLASSIC GAMES ANNOUNCED FOR WII SHOP CHANNEL

        April 30, 2007

        Vampires and ninjas and Shockmen, oh my! This week the Wii Shop Channel takes a trip into the world of ghoulish creatures, mystical curses and professorial abductions. See if you can remember which of these games sparked the whip-carrying craze of the late-'80s! For the best retro gaming around, it's time to pay a visit to the red-hot Wii video game system's Wii Shop Channel.

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

        Castlevania (NES, 1 player, 500 Wii Points): Step into the shadows of the deadliest dwelling on Earth. You've arrived at Castlevania, and you're here on business: to destroy the curse of the Evil Count, once and for all. Make your way through six monstrous floors filled with bats, ghosts, zombies and every kind of ghoulish creature you can imagine. Use the legendary whip Vampire Killer and a host of deadly weapons to battle your way to Dracula's chamber and the ultimate duel of good vs. evil.

        The Legend of the Mystical Ninja (Super NES, 1-2 players, 800 Wii Points): In The Legend of The Mystical Ninja, take control of Kid Ying and Dr. Yang in an action adventure through feudal Japan. A curse has stricken the village of Horo-Horo, and its beloved princess has vanished. Together Kid Ying, a daring young mystical ninja, and Dr. Yang, master of the invincible spirit transformation, must overcome 10 levels of the Dragonbeast to save Princess Yuki. Each stage contains intense 3-D and 2-D zones where the duo must perform dozens of attack moves and solve magical problems and puzzles before advancing. Battle humorous enemies like the Carp Meister, who stuns victims with poisonous fighting fish, Tanaka-U-Out, a knockout artist who wallops opponents with a bone-crushing hammer, and the Sumo Tag Team, kings of the unbeatable belly-buster crunch. Collect coins to buy new equipment and to receive clues, spend some time playing minigames in the arcade or try your luck and increase your fortune at the Quiz House and Horse Races.

        Shockman (TurboGrafx16, 1-2 players, 600 Wii Points): It's been two years since Arnold and Sonya were made into Shockmen. A message from the professor to return to their bodies has them head to his laboratory, but they are ambushed by a mysterious enemy along the way. After narrowly defeating the enemy, they catch a TV news flash announcing the Ryo Empire invasion. They find that the professor has been abducted and set out to rescue him. Shockman is a side-view action shooter that has eight stages, including Action Stages, where you jump and use special techniques, and side-scrolling Shooting Stages. This game expands on the well-paced story from the previous version and contains cooperative elements like shared life and a powerful Team Shockbeam that can be used during two-player simultaneous play.

        ###

        Hollywood: Gears of War Movie Treatment Details

        Posted: 30 Apr 2007 10:40 AM CDT

        gears_of_war_i-org_3.jpg
        The Latino Review has the summary of the 22 page treament of the upcoming script for the Gears of War movie. It includes a precursor to what happens in the game adding additional characters that already existed but never saw (i.e. Marcus' father, Adam Fenix, and the girl Dom's "looking for", Maria). The summary is a pretty long read considering it's only half of the movie (maybe even less than half), as the movie then shows what happens 10 years after the first chain of events. The film is set to be released in the summer of 2009, with Stuart Beatie as the writer and Marty Bowen and Wyck Godfrey producing. Kim Phu

        First Look at Gears of War Movie [CVG]

        转"传说之战!凯尔萨斯的橙色武器库"

        Posted: 30 Apr 2007 06:00 AM CDT

        拿任务道具来暂时满足玩家对极品装备的满足感,又是吸引眼球的大手笔。
         
        在玩家进入风暴要塞,与凯尔萨斯进行战斗时,将获得一系列的超强橙色武器,针对每个职业都一一对应。当然这些超级无敌逆天武器只能在与凯尔萨斯的战斗中使用,但是,过把瘾就死实在也是很不错了……

          下面放出属性和翻译:

          虚空之弦

          远程 弓
          244 -367 伤害 速度:2.9
          (每秒伤害105.3)
          +20 耐力
          职业:猎人
          需要等级:70
          装备:提高远程致命一击等级50点
          装备:提高远程攻击强度70点
          装备:提高远程致命一击伤害50%
          使用:制造虚空之箭
          击中时可能:使目标受到的物理伤害提高5%,此效果可以叠加5次,持续30秒

          虚空之刺

          弹药:箭
          每秒伤害提高63
          需要等级:70

          瓦解法杖
          
          双手 法杖
          129 - 307 伤害 速度:2.8
          (每秒伤害77.7)
          +75 耐力
          +50 智力
          需要等级:70
          装备:提高法术致命一击等级75点
          装备:提高法术伤害和治疗效果325点
          装备:提高在猫、熊、巨熊以及枭兽形态下的攻击强度1125点
          使用:制造一个精神结界,使30码内的友方玩家免疫昏迷、沉默以及混乱效果

          宇宙注入者

          主手 锤
          13 - 219 伤害 速度:2.8
          (每秒伤害41.3)
          +40 耐力
          +40 智力
          +40 精神
          需要等级:70
          装备:每5秒恢复30点魔法值
          装备:提高治疗效果600点
          装备:使被治疗的友方目标受到的火焰和暗影伤害降低50%,持续30秒

          无限之刃
         
          单手 匕首
          170 - 316 伤害 速度:2.00
          (每秒伤害121.5)
          +35 耐力
          需要等级:70
          装备:提高致命一击等级25点
          装备:提高攻击强度70点
          击中时可能:使目标受到的魔法伤害提高5%,并驱散一个特殊魔法效果。此效果可以叠加5次,持续30秒

          扭曲切割者

          单手 剑
          246 - 459 伤害 速度:2.9
          (每秒伤害121.6)
          +35 耐力
          需要等级:70
          装备:提高致命一击等级25点
          装备:提高攻击强度70点
          击中时可能:移动速度提高50%,攻击速度提高20%,持续30秒

          毁灭

          双手 斧
          493 - 740 伤害 速度 3.90
          (每秒伤害158.1)
          +75 耐力
          需要等级 70
          装备:提高致命一击等级50点
          装备:提高攻击强度150点
          攻击时可能:提高移动速度50%和近战攻击速度20%,效果持续30秒

          偏移壁垒
         
          副手 盾牌
          7317点护甲
          208格档
          +40 耐力
          需要等级:70
          装备:提高防御技能等级40点
          使用:制造一个护盾,为施法者吸收100000点伤害,并且在4秒内免疫恐惧和诱捕效果

          接下来是英俊的王子近身实拍。可以看到王子有四个邑从。看装备分别是T5战士、T4猎人、T4法师和T1圣骑。

          再结合上面的传说装备属性,大致可以推断:

          猎人会用诱捕、战士会用破胆怒吼、法师当然也会点燃。

          一定不是一场轻松的战斗!

         

        WOW乱弹1.0

        Posted: 29 Apr 2007 08:00 AM CDT

        工程,且不说它是如何被设计出来的,如何和其他系统密切联系起来的,单看机器人类产物使用后可回收工程零件这一设定就令人称赞。很真实,甚至成为某些零件(如保险丝)的主要来源,而回收的产物也有随机性,这意外的使玩家用高级假人回收保险丝的回报率产生了赌博性,增加了娱乐性。但不理解的是为什么制作时不需要的材料,使用后会意外的产生出来,还需研究研究。
        细节,暴雪做的太好了。

        开心

        Posted: 29 Apr 2007 07:48 AM CDT

         
        今天去gameres上丢了块石头,很是开心!

        [4U聚焦]第29期:当前虚拟交易C2C模式研讨

        Posted: 28 Apr 2007 10:45 PM CDT

         

        喝水的蚊子:4U虚拟经济社区运营 QQ:383333516 博客http://oxer.blog.sohu.com
        圣者:IT撰稿人,从事网络游戏虚拟经济研究  博客http://blog.sina.com.cn/m/shengzhe

        瑟瑟:4U网媒介负责人,QQ:513156090  E-mail:item4u(a)item4u.net

        雅哥:《4U主张》电子杂志主编,QQ:20562091 博客http://yaksa007.blog.sohu.com

        轻轻的捏死你:淘宝游戏频道负责人

        羽果:JOY173在线销售平台

        深度:虚拟交易业内人士

        用心聆听:虚拟交易业内人士

        JoJo:虚拟交易业内人士

        圏里圏外:好望角网络游戏交易平台市场负责人

         

        喝水的蚊子:

        上一期4U聚焦我们详细的讨论了网络游戏虚拟物品交易网站B2C模式在整个虚拟交易市场的发展过程当中所起到的作用和影响。那么本期4U聚焦就顺着上期的话题来讨论一下虚拟交易网站C2C模式对市场的影响以及未来的发展。 咱们先请来自淘宝网的轻轻,站在自身的角度谈谈淘宝的C2C虚拟交易。

         

        轻轻的捏死你:

        淘宝网刚开始做外服,还在了解市场的阶段。目前CDK点卡、装备、代理的销售已经有一定规模,但是工作室有关的货币交易基本说是没有。当前我最想探求的这个原因在哪里,是推广不够?还是c2c有什么硬伤不适合工作室的货币交易?

         

        喝水的蚊子:

        轻轻所说的外服业务是指点卡交易这类业务吧?

         

        轻轻的捏死你:

        是的,我们想把这部分交易引导一下。

         

        羽果:

        淘宝想做一个工作室和收货商之间的交易平台吗?目前很多收货商都是支付宝打款给工作室。各位出货给IGE的难道不是支付宝结算吗?最近我也有段时间没去IGE了,以前是的。

         

        雅哥:

        国内目前的交易流程来说,一般的工作室都要由收货商来帮助销售虚拟商品。先从最底层的来说,C2C模式,首先消除了了很多的中间环节,工作室和玩家直接的一对一交易,利润最大化,当然这是最理想的状态。现在玩家与工作室自由交易,一般都是需要有给双方担保的平台

         

        深度:

        C2C对工作室来说具有很大的意义。目前阶段工作室主要是通过B2C的模式,也就是从收购商那拿到货款。如果有个现成的C2C平台那样可以绕开他们,获得更高的利润,就我们消费者来说,比起B2C而言,C2C是个不错的选择。

         

        用心聆听:

        C2C会让竞争更加白热化,直接的收益者其实为消费者,不过有实力的工作室可以从中获取更大的利益,也容易让一些小型的工作室进行合并。

         

        JoJo:

        从利润上来说 

        C2C自然比工作室直接出货给收货商要来的高。

        但C2C对于工作室最大的劣势在于

        1:需求量和生产量之间的偏差:包括区服务偏差和量的偏差。

        2:时间的不稳定性。虽然目前没有哪个收货商可以说自己是全区无限量收货,但对于工作室来说,及时清仓才是最首要的问题。

        这就极大的限制了C2C模式在工作室的运行--根本问题是:封号。

        国内游戏可以很红火的做C2C 因为封号的因素很小,甚至很多黑货都可以安心屯货。但列如1个做MFWOW的人,你叫他在淘宝挂单等人来买家,估计封掉的比卖掉的几率大得多。

         

        轻轻的捏死你:

        JOJO说的劣势相对优势要轻的多吧。1和2在一个市场很成熟很热火的时候都基本不存在了。

         

        JoJo:

        可以这么说,没有任何一家做外服的工作室愿意全面依靠C2C的根本原因在于,我们没有任何保障。货币只是虚拟的0和1,在手里什么都不是,只有出掉换成人民币才是实在的。没有人会为了多几成的利润去冒被封货的危险的。真正的一线工作室,依靠的只能是各大型收货商。即使你给我去淘宝挂单,我在你们淘宝上的出货量不会超过10% 。封号对于工作室和收货商都是平等的,大家都是在和封号赛跑而已。B2C模式本身就造成网站运营商们也要承担一定的封号风险。因为他们必须经手货币虚拟物品仓储。

         

        喝水的蚊子:

        另外我觉得如果C2C想要实现大众化,除了支付手段和信誉,语言障碍应该也是需要突破的瓶颈。国服虚拟交易不存在语言障碍,所以国服一直就是C2C模式,不管是淘宝、5173还是好望角,只要从事国服虚拟交易,就会不可避免地走C2C模式,至少表面上都是C2C。毕竟从虚拟交易特性上看C2C要比B2C高级,是个进化的过程。但是如果不能突破用户间沟通的瓶颈的话,C2C很难走向国际市场。

         

        圣者:

        而外服语言上障碍太大,再加上支付手段不健全,想直接C2C不太可能,除非到国外的平台或者通过技术手段弥补。主要也是由于现阶段工作室整体素质低下的制约,所以才造成语言障碍困难。

         

        雅哥:

        我从每个方面简单举个例子来说下国内外服C2C要考虑的问题:

        市场:C2C的模式是趋势,但是,没有直接成型的流程。

        工作室:语言问题,国外市场的现状相对比较闭塞,造成价格混乱,很多工作室盲目从工。

        平台:数据库,国际货币转化,网站的开放市场,运营项目,这都是要考虑清楚的,不是简简单单就能弄好的。

        其实还有太多的问题需要国内的C2C模式去完善。

         

        深度:

        以前在《电子商务世界》上看到过一篇B2C网站的三宗罪

        1:库存管理进退二难

        2:物流配送众口难调

        3:支付手段保守

        这些对C2C来说可能就是优势可以不去考虑这些。当然这些是就运营者来说的,对我们消费者来说这个B2C最大的就是不透明性,还有C2C的如何在众多信息中选择最适用的才是关键。收购商同时开展B2C和C2C的话是因为渠道上给自己多种选择 当然从他们自身角度去说肯定喜欢的是B2C因为长期那样运营下去会产生“品牌”的价值。

         

        喝水的蚊子:

        深度说的品牌效应应该只是一方面,另一方面是有利于B2C模式的网站运营商们对市场价格的掌控。之所以很多人说未来的市场应该是C2C模式为主导的原因就是因为当前产业链的严重不平衡。而且,从与网络游戏运营商合作的角度来看,我觉得C2C模式的网站更容易让他们接受。

         

        圣者:

        刚才大家都说了不少虚拟交易C2C的风险,最关键的一点还是虚拟交易C2C的安全性,毕竟邮购一个纪念品还会有邮戳等凭据,虚拟交易的C2C呢?什么证据也没有。

         

        圏里圏外:

        有的!有交易编号,可以通过网站后台查询,这直接关系到交易透明化。这在好望角的模式下已经完善了。我们甚至可以协助厂商处理被盗物品,以及保证买家权益。

         

        轻轻的捏死你:

        你们拉了运营商?那应该不会大量吧,我记得当时盛大投了1000万给易趣做这个,效果不好。

         

        喝水的蚊子:

        轻轻,那时中国的网上交易市场还没有形成趋势,市场环境还没有形成。现在的虚拟交易环境,和以前有很大的不同。相对来讲,韩国网络游戏市场比中国早,而且在国家相应的政策上也远远领先国内。我不知道这里有谁仔细的研究过韩国的网络游戏虚拟物品交易市场以及itembay 。韩国早期的虚拟交易市场也是大量的B2C模式的网站互相竞争,他们的货源也都是在中国 。那么最后为什么itembay就异军突起,一直到现在拥有80%的市场占有率。主要原因还是C2C模式的网站具有透明化的价格体系以及合理的竞争机制。itembay的信息集中,引起市场的良性竞争,买家才实惠,卖家虽然不能利益最大化,但是起码出货量可以保证。

         

        圣者:

        其实国服C2C局势很明显,谁都能看得到,关键是外服C2C这块大家比较关心。外服真的可以实现C2C么?如果实现,将采取怎样的形式呢?

         

        喝水的蚊子:

        我觉得,对于整个网络游戏市场来说,目前的主要瓶颈就是资金流和语言障碍,而对于B2C网站来说,突破这两个障碍是轻而易举。相对来讲C2C的资金结算虽然可以解决,主要困难是在于用户间的交流。只要能够解决这个问题,我想C2C模式突破走向国际化不是不是很困难。

         

        JoJo:

        语言不是什么问题把。语言我觉得只需要工作人员熟悉,游戏专用词语和日常用语就可以。相对与C2C的利润来说。找个英语4级的人来说,根本不算什么的,现在招个大学毕业生不过1000多。

         

         

        喝水的蚊子:

        不是网站有语言困难,是网站的用户间的交流有语言障碍。对于绝大多数中小型工作室来说,就是很大的困难。绝大多数中小型工作室没有能力留住这种外语人才。

         

        深度:

        关键还是平台的国际化程度,C2C 只要是个完善的平台,沟通和其他问题都会有办法解决。。

         

        圏里圏外:

        忘记了你们还要做买卖交流。如果不用交流也可以做买卖如何?当市场信息都透明的时候,买卖已经不用做交流了。传统行业可以克服语言交流,虚拟交易这方面也不应该存在很大的问题吧。

         

        圣者:

        有时候交流是必须的,尤其像第一次合作,交流决定销售的直接成功性。所以国内的外服工作室目前是依赖国内的B2C平台。

         

        JoJo:

        工作室依赖B2C 不仅仅是因为他们的客服说国语,而在于收货的时间和量。C2C不是梦想,但需要一个真正的规划,目前的生产情况太混乱了。

         

        喝水的蚊子:

        JOJO说的也是事实。小工作室往往是急于套现,他们愿意损失部分利润,也要出货。原因是对于小规模的工作室来说,对销售的要求就是即产即销。有出货的就直接甩了,压货风险对他们来说太大了,结果导致越交易越依赖B2C。那么小工作室是以后的方向吗?应该说小型工作室的生存空间越来越小了,面对国外大规模的封号来说,小规模工作室的抗风险能力明显是十分低的。

         

        圣者:

        C2C要想在中国一步到位是不太可能。目前,国内还是依赖B2C,然后,面对以后的市场,虚拟交易的国际化趋势越发明显,C2C将会在未来成为主流。而B在能利益最大化的时候,是不可能走C2C的模式的。另外就是别忽略了国内B2C网站的服务,点卡、游戏打法,都会令工作室产生依赖性。

         

        JoJo:

        一条龙的服务应该构不成优势。谁规定C2C模式的网站不能卖点卡?卖秘技? 能整合一定比例的工作室,完全可能做到C2C。

         

        喝水的蚊子:

        其实说到底也并不是非要比较C2C和B2C谁更好,只是对比C2C和B2C的优缺点,看看哪种模式更适应市场的需要 ,这才是咱们最终希望讨论的东西。而讨论这些我们需要知道玩家的需求,工作室的需求,运营商的态度等等,从多个角度来进行分析。可以说我有网最终的倒闭就是摆在眼前的事实,工作室和玩家在没有障碍的情况下,更希望通过C2C的模式在网站上进行交易。这也是为什么5173能够成功,UC道也比我有网有生命力的原因之一。

         

        JoJo:

        蚊子说的不错。玩家的需求,工作室的需求,这个不存在很大矛盾,市场有自我调节的能力。但别忘记运营商在这个行业是神,规则从来都是由神制定的……

         

        用心聆听:

        个人觉得在这个问题上

        1、C2C模式比B2C模式更加灵活而且较适用于现在的情况,让每一方之间的交互更加明显、灵活;

        2、C2C的信誉保证问题,商品的重复性等等会让玩家更多的价格选择和质量选择;

        3、供应商在C2C模式下,因为价格透明性,在未行程联盟时,对于个体消费者来说是受益的,这样也会吸引更多的个体进来这个平台交易;

         

        羽果:

        一句话,C2C要做虚拟物品交易,除非是做的很专业。淘宝就没有台湾的8591和韩国的ITEMBAY专业,否则为什么这2家都收费,还那么主流呢? 在欧美,EBAY的网路游戏交易却没有IGE以及其他专业的B2C的好。我问过老外,他们说EBAY上挺贵的。

         

        JoJo:

        今后一些瓶颈的问题解决后,C2C将是市场的主流。从单纯的渠道来讲 C2C显然要比B2C有前景。从现在B2C网站经常打广告收急单就可以看得出来,如果有国际化的C2C,  那么将来就会产生B化成C的模式了。B2C网站依然存在,但C2C将是主流。B2C比C2C最大的一个优势就是流程的缩短,做买卖也要讲究效率的,不是吗?论效率绝对是B2C快。C2C从服务上没办法和B2C抗衡的,目前来说。C2C其实应该注重优化交易流程。

         

        编辑小结:

        我感觉不论是C2C还是B2C都是必要的,任何一个市场的模式都是具有多样性的。不过在目前这个情况下,虚拟交易市场正处于一个市场发展的瓶颈,也就是渠道商过度追求利润与底层生产商的生存现状间的矛盾,生产商为了继续生存下去,选择了种种手段来扩大产量和压榨生产生成本,其中就包括使用各种外挂以及利用游戏当中的各种BUG,这样一来又直接造成了网络游戏运营商们的抵制,从而直接导致整个市场陷入混乱。

        我觉得目前的市场来看B2C模式的网站还是具有一定的优势,而这个优势是相对于工作室规模来讲的。目前中小型工作室更习惯在B2C模式的网站上进行交易。原因就是绝大多数中小型工作室的抗风险能力小,他们往往急于出货。

        而C2C模式成为市场的主要原因是大量的封号造成小型工作室的生存空降越来越狭小,最终导致的结果就是市场门槛的抬高,将那些打算浑水摸鱼小规模工作室逐渐淘汰出局。所以工作室将来抵御风险的能力会大大加强,这种急于出货的短视行为也将逐渐减少,而可以提供更大利润空间的C2C模式无疑是适应这种趋势发展的,所以更具有潜力。

         

        Absolute Crap: Clip: Pocket Pool

        Posted: 30 Apr 2007 11:00 AM CDT

        I just got Pocket Pool in the mail on Saturday. I'm fairly certain it's not worth playing without even needing to open it. The only thing worthwhile about the game, I'm sure, are the brief cheesecake videos of attrative women stripping. Thanks to Gametrailers, you don't need the game for even that brief bit of fun. Gameplay trailer above, not-really strip tease after the jump. Did they need to put a picture of a woman on the friggin table too? Did they? Brian Crecente

        Top: Gears of War Movie Treatment Details

        Posted: 30 Apr 2007 10:40 AM CDT

        gears_of_war_i-org_3.jpg
        The Latino Review has the summary of the 22 page treament of the upcoming script for the Gears of War movie. It includes a precursor to what happens in the game adding additional characters that already existed but never saw (i.e. Marcus' father, Adam Fenix, and the girl Dom's "looking for", Maria). The summary is a pretty long read considering it's only half of the movie (maybe even less than half), as the movie then shows what happens 10 years after the first chain of events. The film is set to be released in the summer of 2009, with Stuart Beatie as the writer and Marty Bowen and Wyck Godfrey producing. Kim Phu

        First Look at Gears of War Movie [CVG]

        Burnout Paradise: Burnout Paradise - Grand Crash Auto

        Posted: 30 Apr 2007 10:20 AM CDT

        Well this was lovely news to wake up to! EA today officially announces a brand new entry in the Burnout series for next generation consoles, called Burnout Paradise, the artist formerly known as Burnout 5. It's the same crashing, smashing, and indeed bashing fun of the Burnout series, transferred into a free-roaming, open world environment. Drive anywhere, crash anything. Sounds absolutely divine. Let that sink in while you take a look at the teaser trailer.


        It sounds sort of like the open-endedness you get in games like Need for Speed Carbon, only with the much more explosive action of the Burnout series. You'll have free reign in Paradise City, where the grass is green and Guns and Roses most likely gets some sort of royalties. Can't name the place that without having the theme song to go with it.

        The game is due out this Winter. Hit the jump for the first three screens and of course, the obligatory press release. Michael Fahey



        GET READY TO BREAK THE RULES - PARADISE IS COMING!
        EA INVITES DANGEROUS DRIVERS TO BURNOUT PARADISE THIS WINTER

        Guildford, UK - April 30, 2007 - Electronic Arts Inc., (NASDAQ: ERTS) today announced the title for the revolutionary new Burnout™ videogame currently in development for the PLAYSTATION®3 computer entertainment system and Xbox 360™ videogame system. Players will be able to take their dangerous driving experience to a whole new level when Burnout™ Paradise is unleashed this winter.

        Burnout Paradise proves that crashing is awesome! Next generation technology has enabled an unprecedented level of crash deformation allowing you to experience the most explosive pile-ups in the series' history. Now the development team can realise their original vision for the Burnout franchise: an open world environment where you can do anything, anywhere, anytime!

        "We have been working towards Burnout Paradise for quite some time. Next generation consoles have opened up a raft of new gameplay opportunities and the Criterion team has leapt at the chance to innovate and raise the bar to an all-new high," said Pete Hawley, Executive Producer, Burnout Paradise. "There are going to be some big surprises and a lot of new features but the core of the game is still pure Burnout. Instant accessibility will be reinforced by innovative on-line capabilities which will see Burnout Paradise smash racing conventions.''

        Feel the adrenaline course through your veins as you take to the road for the first time in Paradise City, where the action is all around you. Explore the city, discover events, and look for the best opportunities to crash, jump and pull signature takedowns. In Burnout Paradise you're given the keys to the city, but it's up to you to earn the keys to the meanest and most dangerous cars on the street, and earn your Burnout licence.

        ###

        我们所见更远——电子艺界的成长史[四]

        Posted: 30 Apr 2007 09:38 AM CDT

        译自Jeffrey Fleming之《We See farther – A History of Electronic Arts》
        译文经原作者授权,未经许可,谢绝转载。上一篇:[三] 崩盘

        八零年代 电子艺界为了熬过崩盘后的贫乏年代,被迫调整了业务计划。 “我做了一个清醒的决定——忽视雅达利,集中精力于下一代的技术。“霍金斯说。“我们不得不像小说《Dune》里的弗莱人一样,在沙漠中依靠循环利用自己的唾液生存下去。我们必须在接下来的几年里,一砖一瓦地重建起整个行业。“ 尽管EA原有的市场战略强调提升游戏设计师的形象,但公司很快就意识到消费者更依附于游戏本身。设计师在EA仍然受到器重,但EA的市场战略却转换到关注游戏类型,建立品牌认知上去了。 《一对一》系列的成功教会了EA在游戏中引入当红的体育明星,一系列的授权体育游戏应运而生,包括《Jordan和Bird一对一》,《

        P To The A To The R To The A: SCEA Confirms PSP PaRappa for U.S.

        Posted: 30 Apr 2007 10:00 AM CDT

        circle-01.jpg

        PaRappa the Rapper is coming to the PSP in North America this July with four player multiplay and eight playable remixes.

        Developed with musician Masaya Matsuura and New York artist Rodney Greenblat, the funky rhythm game first debuted on the PSOne ten years ago. A PSP version hit Japan last year.

        The U.S. version of the game will be a remake of the original with the ability to play up to three other people head-to-head in ad-hoc match-ups, wirelessly share a demo level and download eight additional playable remixes.

        If you missed the flat graphics and raptastic music of this game when it first hit, you've got to pick it up this time around. Personally, I can't wait. I sure hope they release new music down the line though.

        H to the E to the R to the O
        And here comes your hero
        Ho! Here we go!
        P to the A to the R to the A
        Parappa's the name
        I rap everyday

        Brian Crecente

        Night Note: Night Note: This Week Is Pure Gold

        Posted: 30 Apr 2007 09:40 AM CDT

        To: Crecente
        From: Ashcraft
        Subject: Gold

        Japan kicks off Golden Week. Today is a national holiday — April 29th is Emperor Hirohito's birthday. This year, that fell on a Sunday, so it slid over to Monday. The end of the week has a few more holidays, but many companies close down on Monday and employees get time off. The entire country goes on vacation, which makes leaving your house or going shopping a real drag. Everywhere is insanely crowded!

        What you missed:

        Alrighty, off to bed I go...

        "game" via 柠檬杀手 in Google Reader

        unread,
        May 1, 2007, 1:44:25 PM5/1/07
        to cngame...@googlegroups.com

        Devil May Cry 4: Clip: Devil May Cry 4 Nero Trailer

        Posted: 01 May 2007 01:22 PM CDT

        The embargo just lifted on the Devil May Cry 4 details announced at last month's Capcom Gamer's Day. Mike McWhertor will have his impressions up later this afternoon, but for now check out this video showing PS3 gameplay. Brian Crecente

        Guerrillas In The Haze: Haze Update Coming May 10

        Posted: 01 May 2007 01:00 PM CDT

        mantelmay10.JPG

        It looks like more details on Haze, Ubisoft's Free Radical driven shooter, is going to be hitting on May 10.

        The fake website for Mantel Corp. just updated saying that they would be revealing the "new Mantel Trooper" on May 10. No clue what that means, but I do know that a developer should probably limit their guerrilla marketing to one game at a time. I don't know about you, but I keep confusing Haze with EndWar now. Brian Crecente

        Mantel Corp [Thanks Alex]

        Fashion Goes Out Of Fashion: H&M on the Sims

        Posted: 01 May 2007 12:40 PM CDT

        hm.jpg
        A new Sims 2 expansion pack is now available as a pre-order from Amazon with a release date of June 5th. It features clothing inspired by real H&M designs from dresses to casual outfits (even for men) as well as the ability to design your own H&M store. There's a catwalk build too, but if I know H&M, by the time you finish your fashion designs and put them down a runway, it will already be time to buy a whole new season's worth of H&M Sims clothing over again. Unfortunately, there was no mention on whether or not it would include the highly covetted Madonna H&M line in it. Kim Phu

        Pre-Order the Sims 2 H&M Fashion Stuff Pack [Sims Gamer]

        Gametap: Big Changes for GameTap

        Posted: 01 May 2007 12:20 PM CDT

        gametapgreenie.jpgGameTap - Turner's broadband gaming network that scours the bargain bins so you don't have to - is undergoing some pretty massive changes, from offering newer, cheap-as-free subscription levels, ad-supported gaming, and a large digital distribution storefront for current release PC titles.

        Starting May 31st, all visitors to GameTap's website will be able to play through a rotating list of 30-60 titles (up to a T rating) and watch GameTap TV content (hooray) via an ad-supported Lite Player at no charge. Players who register become Green Level Members, effectively lifting the rating caps while gaining access to community features. Of course gamers will still be able to purchase the ad-free membership for $9.99 a month, only now they'll be considered Gold Level members. Fancy.

        The new digital distribution storefront will allow paying subscribers to purchase new PC games directly through the GameTap interface, with Tomb Raider Anniversary from Eidos set to be the debut title.

        Over at GameDaily.biz James Brightman goes in-depth with GameTap GM Stu Synder about the big changes, so hit the link to learn more about how they plan to make the system more than just a fancy Sam and Max delivery device with a logo that resembles the world's most impractical cock ring. Michael Fahey


        GameTap Expands Business Model, Goes Free
        [GameDaily.BIZ]

        Humor?: Clip: Wii Freestyle Bowling Championship

        Posted: 01 May 2007 12:00 PM CDT

        Ok, so this vid is both crap and funny, so don't get all angry at my for posting, the YouTube gremlins made me. I do like the Wii ankle holster. Brian Crecente

        The Designer’s Notebook: Why Action Games Suck (And What To Do About It)

        Posted: 01 May 2007 11:00 AM CDT

        In his latest 'Designer's Notebook' column, veteran creator Ernest Adams bemoans the "tendency of game developers to add action elements to games in which they aren’t needed or wanted", and suggests multiple design solutions for fixing the issue.

        Pac Man Chalk Art

        Posted: 01 May 2007 08:09 AM CDT

        澳大利亚,堪培拉(Canberra) 

        我们所见更远——电子艺界的成长史[五]

        Posted: 01 May 2007 07:43 AM CDT

        译自Jeffrey Fleming之《We See farther – A History of Electronic Arts》
        译文经原作者授权,未经许可,谢绝转载。上一篇:[四] 八零年代

        《John Madden 橄榄球》以及EA Sports的诞生

        “一直以来我就对橄榄球模拟游戏很感兴趣,我的老朋友甚至会告诉你我创建EA的缘由就是给自己一个借口来做一款橄榄球游戏。”霍金斯说。“我在1970年设计了一款桌面游戏,可以说是《Madden橄榄球》的前辈,它叫做《Accu-Stat Pro Football》,”这可以算作他成为企业家的第一次尝试,资金的来源是从他父亲那里得到的一笔借款。

        “这之后,我又为另一个《Madden》的前辈写程序——一个1973年的学校作业。它是用BASIC语言写的,在DEC PDP-11 迷你计算机上运行。这个程序模拟了1974年1月的超级杯,

        It's Where Your Heart Is: Home Beta Creeps Out in Europe

        Posted: 01 May 2007 11:40 AM CDT

        HOME-4.jpg
        Over the weekend a few European PS3 owners got lucky and got a little taste of Home (not the place, the beta version). Although there is no official confirmation from Sony that it was released, there are definitely people out there posting images proving that they have what boys like and what guys want.

        With only a select few G.A.P. members getting in, we imagine people are staring at their 30 person buddy lists in jealousy as a single one of their friends enjoys the thrills Home has to offer. Americans seem to be particularly jealous right now, as nobody on Western shores has yet confirmed their acceptance as of this writing. However, we've been hearing the date May 1st as confirmation for acceptance into the North American beta, so if that date is indeed true nobody will have to hold their breath for too much longer.

        That makes America the land of the Home-less (yuck, yuck, yuck), but if you're desperate to have it now, you and/or a friend from Canada can sign up to be beta testers before the release. Kim Phu

        Home Beta Goes Live in Europe? [PSU, thanks Rafael!]

        Thoughts on Silverlight, Expression and Games

        Posted: 01 May 2007 11:37 AM CDT

        I just got out of the packed keynote for MIX 07 in the surreal universe that is Las Vegas. The event was set in an enormous hall at the Venetian with four cinema sized screens dominating the stage. You could see individual pores on each speaker. A band on raised stage was rocking out to sweet accordion music set to what appears to be lyrics about pickles. All around me are masses of developers, designers and Microsoft folks gabbing about art, Macs and revolutionary new technologies. Wait, where was the chatter about black helicopters and the joys of pragmatic Outlook maintenance? Cultural dissonance rocks my world.

        The big news of the event is that Silverlight will have will have full .NET support. Silverlight, for those who haven’t been following the glorious web technology soap opera, is a cute little browser plug-in that allows you to build rich internet applications. I think technologies like this are good for game developers. More on that in a bit.



        Expression Design is released
        My product, Expression Design also went live Monday morning and I picked up a boxed copy at the event. To say the release process is like giving birth is perhaps extreme, but I’m very proud of my team. They’ve waded through swamps of vipers to get this product out the door and are already rearing to work on the next version.

        Version 1.0 graphics tool are rather rare and mysterious creatures that few software developers get a chance to work on. I’ve been blessed with the opportunity to design three in my career and have come to realize that their promise is greatest even when their features are most limited. The next few years will be a rush.

        SpaceCute supports Silverlight
        If anyone is interested in dabbling with either Silverlight or Expression Design, it just so happens that all the SpaceCute graphics were built with these technologies in mind. To squeeze the delightful XAML marrow out of the SpaceCute files just follow the steps below:
        • Import the .design file in the zip into Expression Design
        • Click File > Export in the menu.
        • Select XAML as your file export type
        • Select “Silverlight”
        • Export.
        Voila, you have a lovely chunk of XAML assets for messing about with Silverlight. You can now make a sexy, zippy, web-based version of SpaceCute that runs on both the Mac and the PC in Firefox or Internet Explorer. Here are links to all the files.
        Why web-based technologies are desirable for games
        I’ve devoted most of my professional life to making complex game technologies more approachable and accessible for creative people. Silverlight and Expression Design are just a couple more steps along that path. I’m a big fan of runtime technologies like Flash and Silverlight because they offer two important advantages to small game developers.

        Simple install: A massive percentage of (often upwards of 50%) downloads never make it onto the customer’s machine. That translates directly into lost sales for those starving indies of the world. A single click install where the player has instant access to your game allows you to capture player interest immediately. Once you’ve hooked them, you can stream in additional levels, cut scenes etc at your leisure. When you increase your initial conversion rate, you increase your revenue. It is simple math, but a bloody hard technological problem to solve well.

        Reliability: Custom engines run well on the developer’s machine, but often fail in horrendous ways on a multitude of customer configurations. A mass market runtime backed by a company whose biggest value proposition is a great experience on the widest number of machines means you shouldn’t have to worry. The number of support calls a Flash developer fields regarding video drivers crashing their customers computers is substantially lower than the number fielded by folks who build a custom engine.

        Areas for improvement
        Obviously, not all game developers use Flash or Silverlight. If you look at top titles like Bejeweled, Peggle, or Aveyond they still use old school downloadable installers. In the past few years, there have been big obstacles to using browsers plugins as your primary platform for casual and indie game development. The good news is that these problems are slowly, but steadily being eradicated.

        Robust programming model: Historically, you’ve been forced to program your million-line project in Javascript. As Dofus shows us, this is certainly possible. Yet due to issues with maintainability, very few folks want to do it.

        This is the area that Silverlight addresses. The addition of a full-fledged language like C# should not be underestimated. You’ll start seeing more complex games with more intricate behavior. You’ll be able to easily create scalable, robust architectures using familiar tools. This advances us beyond ‘house of cards’ applications and opens up rich clients to the classically trained master programmers of the world. I am a great believer in their creative powers to blow our minds and change the rules of the game in the process.

        Speed: Traditionally, web-based engines have been slow. Users are subjected to slow framerates, small number of objects on the screen and wimpy dynamics. It is not really surprising, given these limitations, that the majority of Flash games are simple action games or point and click adventures. Our runtime technology is barely capable of running games that were popular in the early days of DOS. With technology limitations, come genre limitations.

        With Silverlight, you are seeing the execution speed of the code running 300 to 1000 times in some cases. This is a good start. Both the latest version of Flash and Silverlight are also starting to pump out reasonable numbers of objects on screen without slowing down the system. In the next couple of years, I see web technologies reach DS or PlayStation level of 2D capabilities. This opens up the golden era genres like epic platformers, brawlers, fighting games, and RPGs.

        Local storage: The biggest reason that folks are using downloadable applications is that many users still play offline. Ideally, we could cache 20 megs of data plus a 2 meg save game file on your hard drive and allow you to use the application when the internet is disconnected. This is exceedingly difficult with current technology.

        Some of the technologies that Adobe is working on looks promising here and I hope to see more from Microsoft in the future. When game developers gain control over their caching and local storage, the silly distinction between online and offline starts to disappear. This blocker hasn’t been solved yet, but there is hope.

        Future of mixed cloud/client games
        What really excites me is the mixed world of applications that site halfway in the cloud and halfway on the client. As these become easier to develop, more people will get into the market and they will innovate in order to differentiate their products. Casual game developers are just starting to dip their toes into this universe, but with time expect a flood of interest. Occasional connectivity + instant downloads is a huge and exciting opportunity to create entirely new genres.

        • Shared user created content: As users create content and upload it to a universal cloud, you open the world of massively single player games. Imagine Spore as a web-based RPG or platformer with a single click install.
        • Multiplayer experiences: Little Big World shows a little bit of what can happen when you mix an traditional platformer with online capabilities. Imagine if most web-games had this level of multi-player mechanics.
        • New revenue models: The retail model of paying 19.95 for a mess of levels is due for a shakeup. Micropayments in casual games are a natural fit for cloud/client games. The cloud provides the persistence and the payment system. The client provides the rich interactivity that captures the player and provides the compelling context necessary to encourage them to invest monetarily in the game.
        • Stats: Great games are well-balanced games. Well-balanced games are created through the massive amounts of user feedback. Internet enabled games offer a natural way of collecting copious amounts of player data in a transparent manner. Imagine if all games had Valve-level diagnostics built in. If websites can do it, so can games.
        Ending thoughts
        I’m excited about Silverlight, not necessarily because it solves all the problems facing game developer or because it provides all the solutions. I’m excited because it adds a serious jolt of competition that is bound to drive rapid advancements. The improved tools and more robust runtime platforms that result from competition are huge wins for game developers. They allow us to focus on making great immersive games, not on rewriting our game engines for the 57th time.

        For at least the next five years, the casual and indie games marketplace is going to be a crazy ride. The ‘typical’ genres of point and click Flash adventures, shooters and downloadable Bejeweled clones is going to replaced by instant install, rich applications that cover a much broader range of game genres. Developers will have the power. They just need to use it to make something amazing.

        Take care
        Danc.

        YouTube of the Week: Firebreathing Nazi Mech Edition

        Posted: 01 May 2007 10:17 AM CDT


        Originally found via BoingBoing. I don’t know what to say other than: Nazi Mechs. Part 2 after the jump.

        (more…)

        More World War II Please: More Phone Call of Duty

        Posted: 01 May 2007 11:20 AM CDT

        fieldphone.jpgIn case you didn't have enough World War II on your consoles and handhelds, Glu Mobile and Activision have gotten together to develop a brand new mobile Call of Duty title for release later this year. While Call of Duty 1 & 2 have been released as top-down strategy games for cell phones developed by Mforma, this looks to be the first mobile iteration to take on the FPS gameplay we know and love.

        "We're thrilled to engage in an exclusive partnership with Activision and bring a new Call of Duty title to mobile gamers worldwide," said Greg Ballard, chief executive officer and president, Glu. "The Call of Duty franchise has brought new meaning and innovation to the first person action category and is a great addition to Glu's portfolio of award-winning games."

        Previous mobile games by Glu include Project Gotham Racing Mobile 3D, Baldur's Gate, and a quite capable little shmup called Alpha Wing, so I'm sure they'll do a lovely job. Hit the jump for the full press release. Michael Fahey

        Update - Aspyr dropped us a line to make sure we knew that they made the Call of Duty 2 Pocket PC Edition, which was an FPS version for mobile devices as well. Sorry about that guys.

        Glu and Activision Announce Exclusive Worldwide Partnership to Bring Next Call of Duty Title to Mobile Phones

        Leading Mobile Publisher Adds Title from Critically-Acclaimed Franchise

        San Mateo, Calif. - May 1, 2007 - Glu Mobile Inc. (Nasdaq: GLUU), a leading global publisher of mobile games, today announced a strategic worldwide partnership with Activision, Inc., to develop an upcoming Call of Duty® title for mobile phones. Through this exclusive agreement, Glu will create a future title in the critically-acclaimed Call of Duty franchise, giving gamers around the world a way to experience Call of Duty directly on their mobile phones.

        "We're thrilled to engage in an exclusive partnership with Activision and bring a new Call of Duty title to mobile gamers worldwide," said Greg Ballard, chief executive officer and president, Glu. "The Call of Duty franchise has brought new meaning and innovation to the first person action category and is a great addition to Glu's portfolio of award-winning games."

        Today's announcement highlights Glu's superior studio capabilities and solid relationships with wireless carriers around the world that enable the company to deploy titles to a vast audience of consumers worldwide.

        "Glu's well-earned reputation for publishing award-winning quality mobile games, and their proven ability to deploy titles globally made them a clear choice as our partner to bring the next Call of Duty to mobile gamers," said David Anderson, senior director of business development at Activision. "The mobile launch will give fans the ability to experience the thrilling action and heart-pounding intensity of Call of Duty, whenever and wherever they are."

        The critically-acclaimed, blockbuster Call of Duty series is known for its cinematic intensity, epic battlefield moments and intense multiplayer action. The Glu mobile version will be available to consumers on major wireless carriers around the world later this year.

        ###

        Chunnel: New Gears Map Pack Hits Thursday

        Posted: 01 May 2007 11:00 AM CDT

        gearsangel.jpg

        Well lookie here, a new Gears of War map pack that we didn't see coming. The Hidden Fronts Multiplayer Map Pack will include four new maps:

        Bullet Marsh: In this Kryll-infested swamp, an old generator still powers the area lights. A few stray bullets could easily knock out the generator, leaving combatants to fend for themselves against the Kryll.

        Garden:
        This overgrown and crumbling conservatory still has a working fertilization and pesticide system. This system can pose a serious hazard to anyone who ventures into the greenhouse without first venting the air.

        Process:
        Teams must fight for control of this subterranean Imulsion processing plant, still active despite the cessation of the Pendulum wars.

        Subway: Timgad's Central Subway station used to serve as a central hub for commuters. Now the tunnels are crawling with Locust.

        The map pack goes on sale at 9 a.m. GMT on Thursday for 800 points, or you can just wait until Sept. 3 and get it for free. Brian Crecente

        Do The Hustle: Square Enix Shuffles Executives

        Posted: 01 May 2007 10:40 AM CDT

        square-enix.gif
        Square Enix will start playing musical chairs with their executives as their European CEO, John Yamamoto, replaces Daishiro Okado as president. Yamamoto will also take on the responsibility of being CEO of the US side of the publisher as well as retain his role and president and CEO of Square Enix Europe. Talk about big time!

        According to Yoichi Wada, president and representative director of the board of Square Enix:

        We are excited that John will be joining our senior leadership in North America, and we will benefit immensely from his experience. John's proven track record as a senior executive and his strong understanding of our industry make him an ideal candidate to help lead our North American initiatives.

        Okado has been promoted to Vice Chairman of Square Enix in America, so no tearful goodbyes for him. This could mean, though, that there could be an opening for an Assistant Regional Manager somewhere down the line. Do we have any junior executives in the house? Kim Phu

        Square Enix Sees Worldwide Executive Re-Shuffle [MCV]

        DFC: 'Chasing After the Elite Consumer'

        Posted: 01 May 2007 05:30 AM CDT

        The latest report from analyst group DFC Intelligence asks whether Microsoft's Xbox 360 Elite may end up simply "confusing and alienating those consumers just looking for a solid game system," and whether Microsoft has learned Nintendo's prior lesson about focusing on "the hard-core user." The full text of the report, released on the analyst firm's website, follows below: "The video game hardware market can be a tricky beast. Video games are true mass market technology ...

        GCG Feature: 'Ambition and Compulsory Design in Animal Crossing'

        Posted: 01 May 2007 05:13 AM CDT

        For latest feature for Gamasutra sister educational site Game Career Guide, Eric-Jon Waugh presents the first of a series analyzing the game design of landmark titles, explaining exactly why Nintendo's classic anthropomorphic village DS life sim Animal Crossing: Wild World is "Shenmue without the plot." In this excerpt, Waugh notes that, running directly opposite most practices of modern game design, none of Animal Crossing's mechanics serve any functional purpose other than eliciting player emotion: If ...

        D3Publisher To Support Xbox Live Arcade

        Posted: 01 May 2007 05:01 AM CDT

        Officials from D3Publisher of America (D3PA), a subsidiary of Japanese budget priced publisher D3Publisher, have announced plans to provide downloadable games for Xbox Live Arcade, including the critically acclaimed Puzzle Quest: Challenge of the Warlords. D3PA's Japanese parent company is best known for the budget priced Simple series on previous generation consoles, including cult classics such as the Oneechanbara and Chikyuu Boueigun (aka Earth Defense Force) series. However, as revealed in a recent Gamasutra interview, ...

        Nintendo Japan Unveils Wii 2007 Line-Up

        Posted: 01 May 2007 04:25 AM CDT

        According to online reports, Nintendo of Japan has revealed its line-up of first party releases for 2007 on the Wii, with the majority of the company's currently announced titles all still scheduled for this year, including Super Mario Galaxy, Super Smash Bros. Brawl and Metroid Prime 3: Corruption. The Japanese documents were first obtained by consumer website IGN and although only one title is given a specific release date, the rest are all specified as ...

        God Of War II Lords Over UK Sales Charts

        Posted: 01 May 2007 04:09 AM CDT

        Despite the first game having proven only a minor hit in Europe, largely thanks to a very low key marketing campaign, the sequel to God of War has debuted at number one in the UK sales charts, beating out competition from Turbine's new The Lord Of The Rings massively multiplayer online game. God of War II is Sony's second number one of the year, after Resistance: Fall of Man in March. Published in the UK ...

        Media Consumption: Splash Damage's Neil Postlethwaite (Enemy Territory: Quake Wars)

        Posted: 01 May 2007 02:01 AM CDT

        For this week's Media Consumption, a column that looks at the media and art diets of our favourite industry personalities, we spoke to Neil Postlethwaite, Managing Director at Splash Damage and producer of the studio's upcoming PC title Enemy Territory: Quake Wars. While a date hasn't yet been set for the game, a mid-Summer release is reputedly likely. The company is currently "focusing on performance and Beta testing", with Postlethwaite noting that "so far, the ...

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        Halo Science 101

        Posted: 02 May 2007 11:00 AM CDT

        In an article from the new 'Halo Effect' book, Battlestar Galactica science advisor Kevin R. Grazier takes a look at the hard science behind Bungie's Halo series, calculating the reality of surviving and fighting on a planet-sized spinning metal ring.

        The Low, Low Cost Of Free: Free Pac Man Cartoon Episode from 1982 Available

        Posted: 02 May 2007 01:40 PM CDT


        In this week's available downloads of the Xbox Live Marketplace is the first episode of Pac-Man from 1982. It's filed under the Warner Brothers Network, so you might have missed it and it's completely free.

        I've posted the theme song so everyone can remember the good times when Saturday morning cartoons were a marathon of animated bliss. Maybe you even watched the cartoon as a kid with a big bowl of Pac-Man cereal (I was more partial to the Muppets Show themed, "Crunchy Stars" from the Swedish Chef). Now if only there had been an Eek! the Cat video game out for Xbox, then I could be watching some classic episodes of that. Kim Phu

        Free Pac-Man Episode Download on XLA Video Marketplace [Silconera]

        Ray Guns And Rat Tails: Tabula Rasa Closed Beta Begins

        Posted: 02 May 2007 01:20 PM CDT

        trclosedb.gifAfter years of development including at least one complete redesign, industry legend and astronaut Richard Garriott's space epic MMO Tabula Rasa has finally entered the closed beta testing stage, paving the way for a fall launch if all goes well. In a market fairly starved for quality sci-fi MMO titles (that aren't primarily ship based), this is very good news indeed.

        "This is an exciting time for the Tabula Rasa team," says Garriott..."With closed beta testing now in progress, we're excited to hear more what our players think. With fast-action and tactical combat in an RPG setting, a deep and interesting fictional universe, and many feature innovations, we think we've created a game that represents the next generation of MMO games and will revolutionize the way people play online games."

        Having been given an extensive preview of the game at GDC, I can certainly agree that there are plenty of innovative ideas in Tabula Rasa. Not sure I'd go as far as revolutionary, but more than enough to set it apart from the current crop of WoW clones. Why does fall have to be so far away?Michael Fahey

        NCsoft Announces Closed Beta Testing for Richard Garriott's Tabula Rasa

        Massively Multiplayer Online Computer Game from Legendary Designer Entering Final Stages of Development; Plans in Place for Fall Launch

        Austin, Texas, May 2, 2007--NCsoft® today announced that closed beta testing is beginning for the company's highly anticipated online computer game, Richard Garriott's Tabula Rasa™. The start of closed beta marks the game's final development stages as Tabula Rasa approaches an anticipated launch this fall in North America and Europe.

        Richard Garriott's Tabula Rasa is a massively multiplayer online (MMO) role playing PC game that places players in an epic sci-fi story where they will be challenged by dynamic and fast-paced adventures on alien worlds.

        Garriott's signature creative vision introduces several fresh features to the MMO genre such as a character cloning system, role-playing on the battlefield and a mystical "Logos" language and powers system. They are the types of touches that players have come to expect over the years from a Richard Garriott game.

        "This is an exciting time for the Tabula Rasa team," says Garriott, executive producer at NCsoft and the Austin, Texas-based Destination Games™ development team. "With closed beta testing now in progress, we're excited to hear more what our players think. With fast-action and tactical combat in an RPG setting, a deep and interesting fictional universe, and many feature innovations, we think we've created a game that represents the next generation of MMO games and will revolutionize the way people play online games."

        Garriott is best known for creating the best-selling Ultima® computer game series, including the first commercially successful MMO game, Ultima Online. In 2006, he was presented with two industry honors for his work in the games industry. That year Garriott was inducted into the Academy of Interactive Arts and Sciences Hall of Fame and later was presented the Lifetime Achievement Award at the Game Developers Choice Awards.

        More details on Richard Garriott's Tabula Rasa and closed beta testing for the game can be found at http://www.PlayTR.com. More information on NCsoft can be found at http://www.PlayNC.com.

        Rock A By Baby: Kondo Speaks, Miyamoto Sleeps

        Posted: 02 May 2007 01:00 PM CDT

        sleepmiya.JPG

        When Nintendo's own maestro Koji Kondo took to the stage at this years GDC in March it was a packed house. During the hour-long presentation Kondo talked about the importance of sound and music in games from Super Mario to the Legend of Zelda.

        Reader Joe says that the lecture was "interesting, engaging, and a lot of fun." So he was surprised to find, while searching for pictures of himself in the audience, that Shigeru Miyamoto wasn't quite as titillated.

        Yep, that's him, sitting five or so rows back apparently sleeping. Hey, that flight from Japan can be a bitch, I don't blame him. Brian Crecente

        SleepyMiyamoto.jpg

        Photos by GDC

        New mugs & stuff

        Posted: 02 May 2007 12:08 PM CDT

        I know, crass commercialism flogging products no one wants.

        But if you are that rare person who does want, there’s now stuff for 2007 grads festooned with penguins from A Theory of Fun available in the store.

        Is text chat corrupting our language?

        Posted: 02 May 2007 12:06 PM CDT

        There is no such thing as corrupting the language.

        Lest thou dost think that our tongue remaineth immutable,

        This sooth shews yt fals.

        Acclaim's BOTS!! MMO Hits One Million Users

        Posted: 02 May 2007 09:32 AM CDT

        Publisher Acclaim Games has announced that its free-to-play online robot fighting game BOTS!! has reached 1 million registered players and a celebratory Million Players Event coming May 2-7th. Part of Acclaim's resurrection as a publisher announced in February of last year, BOTS!! is a massively multiplayer custom robot battler for up to eight players. Capitalizing on the MMO model popularized in the Korean game sphere, the game is free to play, and supported by both ...

        Game Censorship Debate Pits Yee Against Halpin

        Posted: 02 May 2007 07:56 AM CDT

        In its latest 'debate club' chat, gaming community service Xfire brought together California state senator Leland Yee, ECA CEO Hal Halpin, Parents Television Council's Dan Isett, and more to discuss censorship in video games. Moderated by Stanford University's Henry Lowood, the guests also included GamePolitics' Dennis McCauley, Escapist Magazine's Russ Pitts, and game researcher Matteo Bittanti, but it was Yee who was the most vocal in his opinions on the matter. A long outspoken critic ...

        Sakaguchi Talks 'Intriguing' Wii, Xbox 360 Japan Marketing Woes

        Posted: 02 May 2007 05:07 AM CDT

        Quoted in the latest issue of EGM magazine, as reported on by related website 1UP.com, Final Fantasy and Blue Dragon creator Hironobu Sakaguchi has been discussing both the Wii and the marketing of the Xbox 360 in Japan. During the interview, Sakaguchi was relatively open regarding all three console manufacturers, admitting that the Wii is "intriguing", but that he currently had no plans for making games for the format. He also expressed concern regarding the ...

        EA Reveals EA Playground As Wii/DS Exclusive

        Posted: 02 May 2007 04:50 AM CDT

        The first preview of yet another Wii exclusive title from Electronic Arts has emerged, in the form of EA Playground - a sports game compendium including many playground style games and already compared to Nintendo pack-in title Wii Sports. The publisher also plans to release a companion Nintendo DS version of the title. Although not yet officially announced by Electronic Arts, the game has already been previewed by consumer website IGN, including a trio of ...

        GAME Acquires Gamestation From Blockbuster

        Posted: 02 May 2007 04:19 AM CDT

        In a surprise move, officials from UK based international retailer GAME have announced that the company has acquired rival local retailer Gamestation in a £74 million ($148m) deal. Specialist retailer Gamestation is GAME's closest rival in the UK and operates 217 stores in total (GAME has 400 in the UK and Eire). As a result of its acquisition by U.S. video rental firm Blockbuster in 2002, the company also operates many concession stores within larger ...

        Feature: 'Halo Science 101'

        Posted: 02 May 2007 06:50 AM CDT

        In this latest Gamasutra main feature, Kevin R. Grazier, Ph.D., who also serves as the scientific advisor for the Sci Fi channel's television series Battlestar Galactica, presents an excerpt from the book 'Halo Effect,' an unauthorized collection of essays based on Bungie and Microsoft's bestselling series. In the following extract, Grazier discusses how a detailed fictional universe can help spur the imaginations of its fans, as exemplified by not only Halo, but a host of ...

        Q& A: 1C's Baryshnikov On The Russian Perspective

        Posted: 02 May 2007 04:23 AM CDT

        Following the recent announcement of a deal between Atari and 1C Company which will bring the major Russian publisher's games to the U.S., Gamasutra caught up with international sales director Nikolay Baryshnikov to quantify this Russian invasion. Perhaps best known in the West for last year's release of the critically acclaimed Space Rangers 2: Rise of the Dominators on Cinemaware's independent games imprint Cinemaware Marquee, 1C has been operating since 1991, and distributes a multitude ...

        Critical Reception: Vivendi's/Day 1 Studios' F.E.A.R.

        Posted: 02 May 2007 05:40 AM CDT

        This week's edition of the regular Critical Reception column examines online reaction to the recently released PlayStation 3 version of F.E.A.R., a controversial port that critics are alternately calling "a decent shooting experience," and "a port that hasn't been optimized." After finding success on PCs with its initial release in 2005, an Xbox 360 port of F.E.A.R. was released to similar acclaim one year later. Fans anticipated the release of the PlayStation 3 port, which ...

        <b>galgame</b>! 萌え,燃え, OTAKU達よ!

        Posted: 02 May 2007 10:58 AM CDT

        galgame,在很大程度上是归于エロ游戏的。什么是工口呢,用大家都能理解的语言来说,工口=Hgame。相信很多人看到这里,都会不耻在下吧。但我想说,gal和工口是不一样的,和工口!(说实话,这个吐槽......都被人用烂了)galgame,读音听起来就是“咖喱game”, ...

        Why Didn't I Think Of That?!: Hand-Dyed Wii Straps

        Posted: 02 May 2007 12:40 PM CDT

        FGXUVUNF15QB5B8.MEDIUM.jpg
        The colors chosen for the project are a little underwhelming, but it does put a big lightbulb in your head. Not just because the dye used to color these Wii straps are just the regular old Rit dyes you can get at any fabric store and some grocery stores, but because the dye actually dyes the plastic too! I would have definitely struggled with that before even trying to dump the whole thing into the pot. Kind of makes me want to wrap my DS in rubber bands and see if I can't turn it into that Grateful Dead hippie swirl. Kim Phu

        Color Wiimote Straps [Instructables]

        I Gotta Believe: Gallery: Parappa - Original Gangsta

        Posted: 02 May 2007 12:20 PM CDT

        Wow, not too sure how to feel about a Parappa the Rapper re-release for the PSP. On one hand, it is one of my favorite games of all time and features my favorite song ever, "The Jet Baby":

        When Jet Baby flies - She flies up there forever
        When Jet Baby flies - She flies through any weather
        When Jet Baby loves - She loves all of the children
        She never lets them cry - As she sails through the sky - To save us from what fails us to make us love

        On the other hand, part of the fun of Parappa was sharing it with other people, and the relatively small PSP screen makes that nigh impossible.

        Then on the third hand, playing older games on today's TV sets can be very disappointing, so it could benefit from the smaller, sharper display.

        I think the real question I need to ask myself is how the hell do I have three hands? Michael Fahey

        Harassment: Judge Kicks Jack's Kotaku Kase to the Kurb

        Posted: 02 May 2007 12:00 PM CDT

        Yesterday a judge refused to accept Jack Thompson's request to reinstate Gawker and Kotaku as a defendant in his Jack-against-the-world suit which already included the Florida Bar and Florida Supreme Court.

        In his ruling Judge Paul Huck wrote:

        Plaintiff may not, time and again, add more and more distinct and unrelated claims into a single lawsuit. This action will not serve as a repository for any and all real or perceived claims that Plaintiff has against various entities...

        Although Plaintiff, in his motion, characterizes the actions of the Defendants as a "collaborated assault" against him, it is apparent that... Plaintiff's accusations against Gawker Media... are wholly separate from his claims against the remaining defendants.

        Of course Thompson could file another suit against us, or me, or my mother for spawning me, or my dog for letting me take it for walks or the chair I sit on for supporting me. Well, you get the point.

        闭关玩游戏

        Posted: 02 May 2007 11:05 AM CDT

        51暂且不想给自己定下什么读书计划,也不想出去活动,更不想工作了。现在就想好好玩玩游戏——说是娱乐也好,说是这是不可缺少的基本积累也好。毕竟现在因为时间的缘故,依赖二手材料来看问题的情况是越来越多了,但是很多时候还是应该自己去判断判断。

        目前注意力集中在口袋钻石,Super Paper Mario和Pikmin2(当初因为玩WOW耽误了)上面,其他东西都属浅尝辄止。有心情的时候向大家汇报一下吧。

        ... ...

          Mountain Goats Are Our Friends!: PETA Talks Goatgate

          Posted: 02 May 2007 11:40 AM CDT

          pumpkin-puke.jpg
          Yesterday PETA posted some thoughts on the infamous guest Sony had at it's God of War release party and let's just say they were not all that ecstatic about it (I believe there was a string of alphabet letters better known as, "OMFGWTF", made it into a sentence). Obviously, being PETA, they were alarmed at to what lengths a company would go to in order to promote a game:

          I've always sided with the video game industry against the Jack Thompsons of this world who are out to make a name for themselves by blaming gamers for all of society's problems, but when a company of Sony's stature goes out of its way to commit an act of senseless violence for a promotion, you have to start questioning whether they have any concern at all about the message they're sending to fans.

          I have to applaud PETA's statement for not clumping all gamers into a category that enjoys senseless violence both inside and outside video games. Some of us love fluffy little goats too and like seeing them on an old hillside every once and awhile (alive, mind you). Kim Phu

          Sony's Goat-Slaughter Debacle [PETA via Joystiq]

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          Watch Out For Pujols: 2K's The Bigs Sports Pujols

          Posted: 03 May 2007 01:20 PM CDT

          pooholes.gif2K Sport's larger-than-life arcade style baseball game is getting a larger-than-life name to be its cover athlete, as St. Louis Cardinal's first baseman Albert Pujols is tapped to grace video game store shelves around the country this summer.

          Pujols has lead the major leagues in RBI, runs, bases, and extra bases since 2001, the first major leaguer to ever hit over 30 homeruns in each of his first six seasons, and the youngest player ever to hit 250 home runs. In short, he's the man.

          "I'm honored to represent this revolutionary new baseball title from 2K Sports," said Albert Pujols. "I've been blessed to have played in some monumental baseball games in my career and it's amazing to see how The BIGS captures the most dramatic plays and brings them to life in a baseball video game."

          Pujols most recently graced the cover of Humongou's Backyard Baseball 2007.
          For those of you unfamiliar with baseball, you can still enjoy this post by learning how to pronounces Albert's last name. Pujols is pronounced POO-holes. Say it with me now. Isn't that fun? Now you can enjoy the press release below whether you love baseball or not! Michael Fahey

          2K Sports Names Albert Pujols Cover Athlete for The BIGS

          New York, NY - May 3, 2007 - 2K Sports, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), announced today that Albert Pujols, St. Louis Cardinals All-Star first baseman and power hitter, will be the cover athlete for The BIGS. The BIGS is an innovative, action-packed pick-up-and-play MLB® licensed video game that will be available this summer.

          "The BIGS celebrates the heroes of Major League Baseball® and the epic moments of professional baseball," said Erik Whiteford, Vice President of Marketing at 2K Sports. "Throughout his career, Albert Pujols has delivered unforgettable plays at the most amazing times. His larger-than-life abilities and flair for the dramatic embody the spirit we are striving to capture in this game, making Pujols the perfect cover athlete."

          "I'm honored to represent this revolutionary new baseball title from 2K Sports," said Albert Pujols. "I've been blessed to have played in some monumental baseball games in my career and it's amazing to see how The BIGS captures the most dramatic plays and brings them to life in a baseball video game."

          As the youngest MLB player to hit 250 home runs, Albert Pujols has garnered many accolades in his young career. With three Silver Slugger awards, Pujols added his first Gold Glove in 2006 playing for the 2006 World Series Champions, the St. Louis Cardinals. The bigger the moment, the greater Pujols performs, making him a natural choice as the official representative player for The BIGS.

          The BIGS will be available this summer for the Xbox 360TM video game and entertainment system from Microsoft, PLAYSTATION®3 and PlayStation®2 computer entertainment systems, PSP® (PlayStation®Portable) system and Nintendo's WiiTM.

          我们所见更远——电子艺界的成长史[七]

          Posted: 03 May 2007 04:27 AM CDT

          译自Jeffrey Fleming之《We See farther – A History of Electronic Arts》
          译文经原作者授权,未经许可,谢绝转载。上一篇:[六]《John Madden 橄榄球》以及EA Sports的诞生

          MD主机

          既然霍金斯决定投身家用机了,他就得为此推销他的公司。

          “关于这点有很多的争议,因为很多的员工和开发者并不喜欢家用机,或者不喜欢动作游戏,”他说。“我们的目标是停止为核心顾客群体制作神秘兮兮的产品,在时代的大潮中去为主流玩家服务。几名员工愤怒地离职了,但我说服了团队,如果公众选择购买像MD这样的主机,那么为了迎合我们的顾客,我们就必须制作被公众选中的平台上最好的游戏,而不是我们的工程师一厢情愿想做的游戏。”

          电子艺界在89年的秋天进行了首次公开募股,并且用募集来的资金加强了家用机游戏的发行。“我一直鞭策着开发团队,

          正确的向 WinProc 传递 lua_State 指针

          Posted: 03 May 2007 12:41 PM CDT

          在 Windows 下写一些关于窗口的程序时,如果在软件中嵌入 lua ,那么就很有可能遇到一个棘手的问题:如果你需要用 lua 来直接响应一些 Windows 消息,那么如何向 WinProc 传递 lua_State ,也就是那个充斥于 lua 代码中的 L 。

          在 Lua 的第 4 版及以前,这个问题并不突出。因为大多数情况下,我们并不需要嵌入多余一个的 Lua 虚拟机。而 L 这个指针,从 Lua 虚拟机被创建出来以后,就不会改变。那么我们只需要把 L 保存在一个全局变量中就可以了。若是你的程序是多线程的,并且每个线程都开有独立的虚拟机,把这个全局变量放到 TLS 中就可以完美的解决问题。当然一些全局变量的排斥者,会想到把 L 放到 Window 对象的 USERDATA 中,这也未尝不是一个体面的方法。

          但是,从 Lua 5 开始,因为 coroutine 的引入,即使只打开一个虚拟机,我们也会面对不同 L 的问题。这个问题早在去年就困扰过我,我和同事一起也讨论并研究过这个问题,当时得到了一些解决方法。今天,我重构代码,又想起这个话题,觉得有必要把当初的思考、结论和今天的想法纪录下来。

          首先、莫要以为只跟窗口打交道的 api 才会引发这个问题。WinProc 这个回调函数在 Windows 的设计中非常特殊,甚至 Sleep 这个 kernel32 中的 api 都有可能触发一次回调。最简单最安全的方法是,为每个 windows api 加个壳,在调用任一 Win32 API 前都设置一下全局或 TLS 中的 L ,利用外部手段将 L 传递给可能被调用的 WinProc 。固然这不太美观,但却安全有效。如果你想更准确的知道哪些 API 有可能触发 WinProc 回调函数,可以参考一下《Windows 核心编程》中关于 Windows 消息的章节,或是云风的拙作 中 Windows 编程的小节。

          上面这个方案最终成了我们项目中的解决方案。

          另一个可以考虑的方案是在所有的 coroutine.resume 和 coroutine.yield 操作中纪录下 L 的变更,因为对于一个 Lua 虚拟机来说,正在活动的 L 只有唯一一个。如果你想改造的彻底点,可以给 Lua 添加一个新的 API ,让它可以从任何一个 lua_State 取到相关的正在活动的 L 指针。以我对 Lua 源码的理解,增加这个特性并不困难。只需要在主线程(指 Lua coroutine 的主线程)中纪录下 coroutine 变更即可。而原本任何一个 lua coroutine 都是可以取到主线程的 L 指针的,所以并不需要特别复杂的流程就可以找到活动的 state 指针了。

          去年我把这个建议提交到 lua maillist 中去时,意见被开发团队拒绝了。有点遗憾,不过这也是我欣赏 lua 的一个重要点,整个开发团队都在尽力避免 lua 成为下一个庞大的东西,任何 api 的增加都是非常谨慎的。另外比较高兴的是通过这件事交了一些朋友,比如 DM2 的开发者。他那个时候正在考虑在将来版本的 dm2 中嵌入 lua 来做插件。和高水平的开源软件作者的交流也给了我不少技术上的启发 :D

          话说回来,这里提到的问题,未必能被许多嵌入 lua 的 windows 项目重视。往往传递了错误的 L 但程序也可以正确运行。关于这个,我们就需要追究一下 lua_State 到底是什么了。

          说到底, lua_State 中放的是 lua 虚拟机中的环境表、注册表、运行堆栈、虚拟机的上下文等数据。从一个主线程(特指 lua 虚拟机中的线程,即 coroutine)中创建出来的新的 lua_State 会共享大部分数据,但会拥有一个独立的运行堆栈。我们在 WinProc 中调用的 lua 函数,如果不做任何线程切换操作,那么它运行过程对运行堆栈来说就是干净的,不会带来什么,也不会带走什么。只要给它一个合法的 L 就能够正常的运作。致命的错误只发生在线程切换之时。如果代码工作在非激活状态的 L 上,运行上下文就不能正常工作。想像一下,如果你的软件的整个框架由 Lua 解释器驱动,当你从 WinProc 中俯视 C 的调用栈,你一定能发现在很底层曾经有过一次 lua_call 的调用,被传入的 lua_State 很有可能跟你现在拿到的不同。万一你调用的 lua 脚本中出现了 lua_yield 的调用,被 yield 的就不再是正在活动的的线程。而活动的线程并没有结束本次 C 函数调用。这将触犯使用 lua coroutine 的大忌:coroutine 并非真的线程,它并不拥有 C 层面上的堆栈。这一点才是错误传递 L 可能导致程序 crash 的根源所在。

          ps. 让 lua 的 coroutine 成为真正的 C coroutine 也并非不可能。Lua JIT 的作者作的 coco 库就是干这个的。它的内部实现采用了 Windows 的 Fiber ,每个 croutine 拥有真正的 C 堆栈。

          Student Postmortem: Harding University’s Tripwire

          Posted: 03 May 2007 07:00 AM CDT

          This "Reverse Checkers" game was created for the Software Development class required for senior Computer Science majors to graduate from Harding University.

          Leak: Clips: More Juicy Halo 3 Goodness

          Posted: 03 May 2007 01:00 PM CDT

          The "leaks" are so fast and furious around Halo 3 these days it's hard to keep up with what's new and what's rehashed. I believe these show are new bits and pieces of Halo 3 including a map called Epitah.

          The NeoGaf guys were quick to dissect it. Digital Limit points out these things to note in the videos:

          * Delicious-looking water
          * Grenade explosions
          * New Equipment (Fake Motion-tracking-entities grenade)
          * Pistol is used (dual wielded)
          * Valhalla is looking rather lush
          * Sexy lighting
          * Amazing textures
          * Spartan Laser Scope

          Hit the jump for the other two.

          Elbow, Elbow, Wrist, Wrist: Casting Spells on Harry Potter

          Posted: 03 May 2007 12:40 PM CDT

          harry_potter_and_the_order_of_the_phoenix_7.jpg
          Fans of Harry Potter and movie-themed video games will be happy to know that this year's Harry Potter and the Order of the Phoenix will use not only the motion sensors in the Wii, but in the PS3 as well.

          Executive producer Harvey Elliott told GameSpot:

          Instead of pressing buttons to fire off specific spells, we use each console's unique controls... If you want to use 'depulso' to push an object away from you, you press the right analogue stick forward on the 360 and PS2, you push the Sixaxis controller away from you on the PS3, and, of course, you flick your 'wand' away from you on the Wii.

          Right now, I'm imagining what that scene from Forrest Gump when father and son start leaning to the side simultaneously would look like if it were two grown people and swearing. Kim Phu


          Harry Potter Gestures for PS3 and Wii [Pro-G]

          Baby You're The Best: Alien Hominid Players Go For The Gold

          Posted: 03 May 2007 12:20 PM CDT

          So you've spent all your waking hours scattering, smothering, covering and chunking the FBI, KGB, Area 51 guards, robots, and finally a mirror image of yourself, trying to reach the very top of the Alien Hominid HD leaderboards, and now you've finally made it. What do want, a trophy?

          Alrighty.
          bh_trophies.jpg
          These shiny, handmade beauties have just been shipped by The Behemoth to the top Alien Hominids on Xbox Live across three categories. Each is inscribed with the gamertag and high score of the champion. Suitable for display, the trophies are also excellent for putting in a box somewhere, pulling it out every now and then and saying, "Hey, I forgot I had this thing!" before burying it again. That or eBay.

          For details on how you can get yours own shiny imitation gold tribute to your skill at sloth, check out the Alien Hominid leaderboards, or hit the press release below, which pretty much says what I did with out the extra added snark. Michael Fahey

          IT'S GOOD TO BE FIRST!

          The Behemoth Ships Exclusive Handmade Trophies for Top "Alien Hominid HD" Players on Xbox Live Arcade

          San Diego, CA, May 3rd, 2007-- Independent game and toy developer The Behemoth announced today the first shipment of exclusive handmade trophies honoring the top players of Alien Hominid® HD on Xbox LIVE® Arcade. Xbox LIVE Arcade on the Xbox 360™ is the premier destination for digitally distributed, high definition original and classic games.

          The trophies, built with love and elbow grease at the developer's studio, are being mailed out to players who have scaled the heights of the Alien Hominid HD leaderboards.

          "We wanted to find a way to recognize the top players of Alien Hominid HD," said Alien Hominid HD producer John Baez. "Making some spiffy trophies here in the office from genuinely simulated gold seemed like just the ticket."

          The trophies are customized individually for each player, with their Gamertag, high score and date etched into the trophy's base. The select few who manage to maintain the top position for a combined total of three weeks will be catapulted into the Behemoth Hall of Fame, where they will bask in the light of gamer stardom forever; or, at least, for as long as The Behemoth keeps the Hall of Fame posted on its website.

          Warhawk: On Warhawk

          Posted: 03 May 2007 12:00 PM CDT

          warhawk_1.jpg

          So I played Warhawk for about an hour yesterday with the devs during the weekly Warhawk Wednesday's and I find myself really enjoying the game.

          It's really a solid, fun title. Don't get me wrong, it's not some robust shooter that will change the way you play games, but it's got a quality, something that makes it hard for me to put down, until they turn off the servers.

          The funny thing is that the thing I find least enjoyable about the game right now is the Warhawk itself. That's not because of any design flaw or play mechanic problems, I just suck at flying the damn things so I find myself sticking to the ground. Sometimes I run around on foot, but usually I grab a tank or a jeep or head off looking for a AA gun of some sort.

          I envy the guys who know their way around the Warhawk, I see them up there zipping around in the sky, doing barrel rolls, jetting along a bridge churning up the ground with machine guns or loosing missiles at tanks. It looks like great fun, but I can't do it. So I do the next best thing: I hop into a ground missile launcher and blow them up as soon as they touch off. And then I laugh and laugh and laugh... until someone comes up behind me and kills me.

          I suspect when this game finally hits it's going to be the thing that keeps me on the PS3, but I only suspect that. The thing is, playing a new game for an hour a week, it's hard to tell if I'm suffering from lust or love. I haven't really played in long enough stretches to know if I'm going to grow bored of the game after a few weeks or if it will be like Ghost Recon or Rainbow Six and have me coming back to it again and again.

          Has anyone else been playing the press demo? I'd love to hear your thoughts. Brian Crecente

          [NetshowBT][樱花大战][2CD] (大小:933.79M 人气:8 下载:2 完成:- 种子:1)

          Posted: 03 May 2007 12:07 PM CDT

          发布简介:SPAN style="FONT-SIZE: 14px"中文名称:樱花大战1简体中文版资源类型� 和昝烙才贪娴厍捍舐接镅裕喝沼锓⑿泄荆旱谌ú僮飨低常簑indows98/ME/2000/X P硬盘:不少于800MCPU:最低P3-866推荐P4-1G内存:最低64M 推荐128M显卡:16M 支� �ǎ褐С諨irectX 故事发展  二十世纪初的日本太正时代,自明治维新以来的� 拿骺呀辛宋迨嗄辍K孀盼餮笪幕腿毡敬澄幕慕换闳诤希鄱�#8226;东 京逐渐成为现代化建筑鳞次栉比,蒸汽铁道、地下铁道纵横交错,马车、人力车、蒸汽 车川流不息的繁华都市。然而,这也是一座有着怪物和咒术等非现实存在的魔幻都市。   为了对抗从地底出现的强大魔物"降魔",陆军成立了由将校中的灵能者 组成的特殊部队--对降魔部队,成员即"二刀二剑"的4位继承者:米田一基� 钟�quot; 神刀•灭却";山崎真之介,持有"光刀•无形&quo t;;藤枝菖蒲,持有"神剑•白羽鸟";真宫寺一马,持有"灵剑& #8226;荒?quot;。四人仅凭自己的血肉之躯和手中的神剑与魔物作战,史称"降魔 战争"。激战的结果,陷入绝境的对降魔部队被迫使出最后的手段--利用"魔 神器"发动"破邪之血"。魔神器即日本上古时代流传下来的三种祭器: 剑、珠、玉,可以成为魔力的增幅器。继承真宫寺家"破邪之血"的一马,以 自己的生命 ...
          下载地址:http://gamebt.ali213.net/download-spot-1-167.html

          [NetshowBT][英雄传说5—海之槛歌][2CD] (大小:603.09M 人气:9 下载:11 完成:- 种子:1)

          Posted: 03 May 2007 12:07 PM CDT

          发布简介:SPAN style="FONT-SIZE: 14px"中文名称:英雄传说5——海之槛歌游戏制� 鳎篎ALCOM游戏类型:RPG游戏平台:PlayStation游戏语言:中文发行日期:1998游戏� 蚪橥芈纺俏挥诳ǹú嫉牧硪欢恕T诤芫靡郧埃桶し贫 ⑻崂挂谅惩 谝桓鍪澜缰小T谕芈纺牵粲懈龈叨确比俚墓盼拿饕蛔濉字瘢⒚髁私 衾只蝗×α康哪Хā! ≈鹘歉ヌ睾臀谀人诘穆砜吮匆蚶滞盼搜罢姨觳乓衾旨依着 纺囊衾肿慵6不匮莩觯诼猛局辛私饬撕芏喙赜谒字窈凸裁Хǖ墓适拢菏褂 霉裁Хㄑ苌隼吹暮χ懿ú恢痪踉谌澜缁郏纬闪艘桓鲎阋曰倜鹗澜绲牧α俊 抵簟! ÷砜吮匆蚶滞呕啡仆芈纺茄不匮莩龅墓讨校龅叫涡紊娜宋 镆约肮夤掷肫娴氖虑椤T诟鞴难不匮莩龊鸵旖缰泻螅ヌ氐热酥朗犯竦下晗肜 冒抵艋倜鹨旖纾α壳看蟮陌抵羰且淌烧鍪澜纭W詈舐砜吮匆蛟诶醋蕴 崂挂谅澈桶し贫〉挠抡呙堑男拢澜绱踊倜鸬谋咴嫡瘸隼础! � 晖瞥龅摹逗V鞲琛肥怯⑿鄞迪盗兄形ㄒ灰桓雒挥谐鱿指纯贪娴挠蜗罚抑挥蠾IN 版。原本FALCOM公司打算在96年推出DOS版的《英雄传说4——朱红血》之后就放弃开发 新的续作,但是在热情的玩家鼓励之下,3年后还是推出了卡卡布的最后篇章《海之槛� 琛罚俗饕参ǹú既壳聪铝瞬豢赡ッ鸬墓饣缘淖詈笠灰场! �的特色之一 就是前作中其他世界里面的主要人物都有登场 ...
          下载地址:http://gamebt.ali213.net/download-spot-1-166.html

          [NetshowBT][北欧女神传汉化版][2CD] (大小:945.84M 人气:12 下载:8 完成:- 种子:2)

          Posted: 03 May 2007 12:07 PM CDT

          发布简介:PSPAN style="FONT-SIZE: 14px"中文名称:北欧女神传(女神侧身像)英� 拿疲篤alkyrie Profile日文名称:ヴァルキリープロファイル游戏制作:tri-ACE游 戏发行:ENIX(原)游戏类型:RPG游戏平台:PlayStation游戏载体:CD-ROM×2游戏� 镅裕褐形模ㄔ瘴模┓⑿腥掌冢�9.12.22(汉化补丁发布时间:2004.12.23)& & 北欧女神传(VALKYRIE PROFILE)又名北欧战神传或女神侧身像,是tri-Ace公 司于1999年制作的一款 RPG。该游戏以其独一无二的战斗系统、精细的画面、动作与场 景紧密结合的迷题、舞台剧式的演出手法赢得了众多玩家的赞赏。  故事梗概:  � ∮捎贏esir(アース)神族与宿敌Vanir(ヴァン)神族的神界战争即将临近,Aesir神 族的主神奥丁(オーディン)命令主人公“战乙女”雷娜斯降临人间,去收集人类勇士 来帮助Aesir神族共敌外敌。 & & 游戏中玩家将控制雷娜斯在3D的世界中集中 精神冥想来感知即将死去的人类战士并找到他们,通过触发剧情后战士会按剧情死去, 然后便可使之加入到战斗队伍中来。通过在世界各地的迷宫中的战斗来提高这些战士的 能力,当满足必要的条件之后就可以成功的将他们送往瓦尔哈拉殿堂(Valhalla,北欧� 窕爸魃癜露〗哟⒘榈牡钐�。 & &以下是个人的一些评价和体会:& &a mp;B ...
          下载地址:http://gamebt.ali213.net/download-spot-1-165.html

          [NetshowBT][新神奇传说3][1CD] (大小:315.53M 人气:10 下载:11 完成:1 种子:2)

          Posted: 03 May 2007 12:07 PM CDT

          发布简介:STRONGFONT face=TahomaSPAN class=smalltxtSPAN class=bold【05.03.07】[新神奇� �1CD]/SPAN/SPAN/FONT/STRONGSPAN style="FONT-SIZE: 14px"名称: 新神奇传说3开发商:日本TGL类型:SLG+RPG游戏语言:简体中文上市日期:七月预定操 作系统:Microsoft Windows 95/98/2000/ME/XP CPU:建议Pentium 200 MHz以上,推� 鯬entium 300 MHz 以上 内存:建议64 MB,推荐96 MB以上 光驱:4倍速以上 显卡:� 上允�×480高彩以上 声卡:对应Direct Sound, PCM音源 硬盘空间:600 MB,剩余 800 MB以上 官方网址:A ef="http://www.tgl.com.tw/" target=_blankht tp://www.tgl.com.tw//A神奇传说原名《Farland Story》系列,为日本TGL公司脍炙人 口的正宗RPG/SLG计算机游戏,其历史可追溯至1993年DOS时代所发表的《遥远之国物语 》,其后陆续在各种平台上发售本系与支系作品,数量多达十余款。神奇传说之所以历 久不衰的原因,就在于它向来以独特的世界观及先进的系统设计来阐述传统奇幻游戏中 不可或缺的魔法、战斗、友情等要素,同时还搭配上名画师山本和枝老师精致的人物设 计,共可区分为《STORY》系、《SAGA》系、《ODESSEY》系等三种。前期故事围绕着少 年雅克当上国王后,直至成为伟大勇者的历程而发展,中期的舞台则搬到雅克王 ...
          下载地址:http://gamebt.ali213.net/download-spot-1-164.html

          妈妈的吻

          Posted: 03 May 2007 11:42 AM CDT

          2007年五月三日,难忘的一天。

          四月二十八号上午,在从上海回家前,我写完寿庆纪念文章《奶奶》一文。夜里到家,第二天就投入到外婆的八十寿庆准备活动中。

          春节前后,妈妈,娘娘和舅舅都已经将乞稿信与族谱调查表送到许多老亲家中。我到家后,第一件事情就是帮大表姐校对先期寄来的60余篇文章。正如妈妈所说,看这些文章必备纸巾,即便是铁石心肠之人,看到亲人回忆家族过去的一字一句,也止不住泪水。(回家前一天,五一前上班最后一天下午,快下班时,我在单位听张艾嘉的《童年》,泪水就直在眼眶里打转,那时想必是下意识的为第二天写文稿而预备情绪。果不其然,第二天上午,写写停停,泣不成声,不能自抑。但从大的方面而言,我在小窝中摸一把泪,也是为接下来几天,流更多的泪,而做心理准备。)

          看完这些文章后,又和表兄弟姐妹一起动手,将文稿集合在一起,打印复印了二十份,预备在寿宴上给各支亲属一本保存。不过,在大家的文章之外,还增添了两个特别的内容,妈妈让我负责添加进去。首先是四舅特别叮嘱的一批书信,时间段集中在1980年左右,我将这些千金难换的家书扫描后打印复印并且插到活页文集中,其中最为珍贵的是妈妈身边唯一一封保存下来的外公的家书。外公的字英气逼人,傲骨铮铮。妈妈整理这些家书时,不停地流泪。其次是外婆保存的一些,她年轻时候,以及她的妈妈,所绣的枕领,凉帽等精美手工艺品,大姐将它们一一摄像,我请外婆把它们的作用一一说明。文配图,打印成彩页,附在文集最前面。

          五月二号,家人一起回老家,做了三件事情。上坟,祭拜外公,外公的爸爸妈妈,和外公的二叔(二十多年来,我给先人上过许多次坟,但是对于他们勤劳的一生,传奇的一生,善良的一生,却是近年来才慢慢了解。直到现在,当我提到他们时候,才不会当他们是从未谋面的祖宗,而是血肉相连的亲人……);在老家大门口的扬场场地上,二舅,二舅妈,五舅,五舅妈,大娘娘,爸爸和姨夫等人顶着烈日种下了几十株树苗;我们几位小辈在娘娘的带领下,跟随隔壁童妈妈,捧着十几箱方便面,在村里挨家挨户的分发“长寿面”,和“答谢诗”卡片(答谢乡邻几十年来对我家人的关怀)。

          今天上午,二十多支血亲,两百多人陆续赶到寿宴所在饭店。我和妈妈,舅舅,表舅,表哥等人先到,将福寿绵长的条幅,亲友赠送的书画(都是亲手所写,所画,其中,一位大表舅用了两个月时间画了一幅寿鹤图,祝他舅妈寿庆快乐,最为珍贵。)挂将起来。妈妈分配给我的工作,是在现场根据情况播放音乐,调整音乐音量大小,乐曲范围限定为《金蛇狂舞》(外婆属蛇),《步步高》,《妈妈的吻》这几首。我不想开玩笑,但是我不得不说,《妈妈的吻》这首歌,我以后没法再听了,今天,这首歌给我在心灵上的冲击太大太深。

          中午十二点,娘娘主持,寿庆正式开始,她将前夜写好的贺词娓娓读来,在短短的几百字中,容纳了我家半个多世纪来的辛酸、悲伤、奋斗与激情。这时候,站在主席台周围的二舅,四舅,五舅,大娘娘,妈妈,舅舅,甚至包括大舅在内,都边听边擦眼泪。而全场的至亲好友们,与我家一起风雨度过这么多年的老亲,也有许多人(其中有不少是七十岁以上的老人家)都哭了起来。我本来以为自己还能控制住感情,但是一当自己把《妈妈的吻》音量调大后,那种场景,音乐,歌词,以及几十年来外婆含辛茹苦的岁月,以及更多更多的先辈情感,好像一瞬间都压在自己心里。眼泪也就流得完全控制不住了。

          娘娘读完之后,我们稍许平静了一下,但是很快,至亲代表,上面所说的画画送给外婆的大表舅发言。大表舅脱稿发言,他真诚的回忆自己在他的爹爹,奶奶,二爹(实际上是他的外公外婆,二叔公,我的外公的爸爸妈妈和二叔)身边长大的经历。因为之前看到过他妹妹发来的纪念文章,已经对他在我外公家住过十几年的情况有所了解(场下,我的母亲和舅舅们,以及其他至亲,自然比我更了解!)。现在,在《妈妈的吻》的音乐烘托下,听着老先生(六十多岁了)饱含深情,叙说自己在老家成长的经历,我又无声的哭了,无法呼吸的那种哭。我看到二舅,四舅,妈妈他们也在不停的擦眼泪。(人生有大笑,也有大哭,经历了饱含亲情的泪水之后,就会发觉,自己在过去的生命中,那些凄凄惨惨切切,实在是不值得一提。我发现,在外婆一脉的血亲中,有着那么多感人肺腑的人物,事迹,虽然我一样也未曾亲身经历,但他们就像附着在我身上一般,嵌入到我灵魂里头,我与他们同悲喜,我与他们共命运。这次回家,刚开始的一两天,我还在担心,自己多年来,所醉心的游戏、幻想等等东西,自己多年来,所经历的所谓城市生活,会不会让自己没有了根。但是现在,我已经不再担心,因为我的根以及和家人,和家族,和先辈们联系在了一起,我能感到自己与他们脉搏相通。)

          之后,外婆的八位子女,五位媳妇,三位女婿,十几名孙子孙女外孙外孙女,三个重孙子重孙子女,一起向来宾三鞠躬,再向外婆集体跪下,磕了三个头。外婆虽然耳朵不太灵光,但她看到这么多子子孙孙一起给她磕头,也开心的笑了。

          下午回家,爸爸和姨夫们在楼下打牌,妈妈姨娘和外婆,跟我和表妹聊天。其间我又忍不住哭了两场(我差不多有十年没怎么哭过,除了02年夏天,表哥因为电火花烧伤眼睛,我们在家里不知病况如何,担心他失明,我和姨妈抱头痛哭。今天一天,就失声痛哭了四次。人说痛哭伤身,也有人说男儿有泪不轻弹。我这些年来,性情变得坚硬,哭,并不会让我变得多愁善感,而是会洗涤日益粗糙的灵魂。真性情的人,才会伤心。)第一场难以重复,因为是妈妈一边不停的哭,一边讲述外公逝世前后几天的她的经历,当时她本人哭的伤心,我作为儿子,姨妈作为妹妹(外公去世时,她才12岁,我妈妈19岁)都能和她心心相通,也哭得难受。

          第二场在之后不久,妈妈拿出大表舅(画画的)昨天夜里连夜写出的纪念文章,大家传阅,一开始,还在夸赞大表舅书法好,文章一气呵成,没有错别字,四十年前外公家挂在墙上的八句诗词(大表舅父亲所作,所撰),他记得清清楚楚,但是,把文章给外婆看后不久,就又伤心了好一会。寿星老人家识字不多,但是她说大表舅字写得周周正正,大大方方,清清楚楚,再加上说的都是她熟悉的老家故事,所以老人家也能看得明白。第一页还没看完,外婆就把文章递给我们,眼圈红红,眼泪不断地从脸上流下来,她已不忍再看下去!我见外婆一哭,刚刚看文章时压抑在心底的情感,又被调动起来,于是又哭了一场(即便是现在打字时,眼眶也止不住湿润)。大表舅的文章极其感染人,更何况文中怀念的对象,又是我的至亲。再加上外婆看了第一页之后,不断念叨大表舅的名字,说起四十多年前,他们之间的友情,更是让人唏嘘不已。

          外婆的两位好女婿打完牌上来之后,做了晚饭给大家吃。席间,大家说起妈妈和姨妈(分别在二十五年前和十八年前)结婚前后的曲折和趣事,大家又开怀大笑,不知不觉间,喝了一斤白酒。饭后,外婆穿上马阿姨送给她的白底粉红图案(维尼小熊)睡衣,大家又呱了一会。

          今天,外婆的这场寿庆,非常难得,妈妈说,是空前绝后,我同意。因为我老家所在的村子,在几年前刚刚被全部划到市区,那儿正在进行非常深刻的乡村合并、乡村城市化浪潮。这场浪潮正在迅速,彻底的把许多地名从地图上抹去,把许多宗族关系淡化。另外,在外婆更上一代,上上一代,世代务农,又怎么会有条件做这样规模的寿庆,即便有这么多人,又怎么可能又这么多复杂的社会关系,错综的血亲联姻网。即便这一切都具备,但从解放前后,到改革开放,这半个世纪的风云,又怎么会再一次经历。时代的经历,恰恰是这一份份亲情所产生的最重要的背景。最为关键的是,家族,宗族到了我们下一代,甚至不用我们下一代,我们一代,由于兄弟姐妹数量的极度减少,甚至没有,就已经从根子上让这种寿庆,这种庞大的家族网络,亲情网络成为不可能。再说,上天保佑,十年之后,外婆九十大寿能举行的话,今天到场的许多表姑奶,表舅爷,也很难在那时候都一一健在,而他们逐渐离去,也意味着这张网上的主要节点开始脱落。

          无论如何,外婆的这场寿庆,算是告一段落,我衷心祝愿外婆身体健康,在今天这么多亲人,友人的祝福中,再活二十年!

          Flash Enlargement?

          Posted: 03 May 2007 06:52 AM CDT

          In lieu of a housewarming, we are planning to extend a classic British tradition and hold a Eurovision Song Contest party. For those not familiar with this annual European freak show, the Eurovision is ostensibly an international musical talent contest, but seems rather more like a parade of mediocrity, bizarreness and - just occasionally - interesting music. Adding to the amusement is the voting, which generally boils down to neighbour countries giving each other maximum points.

          However, there is a catch. To my knowledge, no US-based TV station is airing the show, and although there is a webcast at the official Eurovision website, the Flash feed is rather tiny. Not exactly ideal for public spectacle.

          So I have to ask:

          • Does anyone know how I can get a Flash-based webcast to broadcast in a full screen mode? Or a package that can intercept a Flash webcast and display it in full screen?
          • Or does anyone know of a cable channel in the US that will be carrying the Eurovision?

          Any help appreciated!
           

          Summer Lovin': D3 Publisher Bring Summer Fun to XBLA

          Posted: 03 May 2007 11:40 AM CDT

          482595529_44f1319ea5.jpg

          D3 Publishers of America or D3PA, are bringing more titles to Xbobx LIVE Arcade later this year. D3PA are reponsible for publishing such games as Naruto 3 and HI Hi Puffy AmiYumi: The Genie and the Amp for the DS.

          The first list of titles coming out will be Pull-Back-And-Go Racing Game Mad Tracks, Miniature Bowling Game RocketBowl and Competitive Matching Game Puzzle Quest: Challenge of the Warlord. While I'm not totally overjoyed by list, I did like the retro-styling on Large Animal's Rocketbowl. It's kind of like alien bowling in the 50s. Finally, a game John Waters can love! Kim Phu

          D3 Publisher of American to Bring Games to Xbox Live Arcade [Gamertag Radio]

          Size Matters: Denis Dyack - Less Game is More

          Posted: 03 May 2007 11:20 AM CDT

          Logo-sk.jpgSilicon Knights president Denis Dyack and I are on exactly the same wavelength, at least as evidenced by the second part of his interview over at GameIndustry.biz. The Too Human developer says that while games have been getting longer and longer over the past 15 years, gamers no longer want games that take them days to play.

          "If we're going to craft an epic story we decided we had to divide it into manageable chunks for the consumer," he said, referring to Silicon Knights' proposed Too Human trilogy for Xbox 360, the first installment of which is currently in development. "At the same time we wanted to do a game that it has a chance to evolve and take advantage of development changes.

          What he says makes sense from both a developer and a player point of view, if you think about it. Instead of spending years developing an epic masterpiece that might be a bit behind tech by the time it finally hits, break it up into manageable chunks. Gamers don't have to wait so long between games, developers can keep up with the latest techniques, and professional game reviewers won't have to waste their time pretending to play through an entire 60 hour game before writing up their reviews. If we're really lucky, it could even bring the price of the games down a little.

          What do you folks think? Would you rather have a bunch of small yet satisfying game nuggets on a regular basis or one massive, seven course meal of a game? Michael Fahey

          Gamers want shorter, better games - Dyack [GamesIndustry.biz]

          今天看到传说中的少女行骗组

          Posted: 03 May 2007 10:54 AM CDT

          我这人有个坏毛病,只要有了些闲散的时间,就喜欢背个包,在城市的大街小巷里到处瞎逛,感觉好象在进行一个游戏,看着那NPC们熙熙攘攘来来往往,而自己却游离在外。

           

          不过显然没想到会遭遇传说中的少女行骗组,实在是……怎么说咧,就在天河公园门口,三个女孩子突然就走上来询问越秀公园怎么走,你说这深更半夜的,去越秀公园干嘛,没有问题我提头来见,于是很随便的说一句很远要坐车,看她们怎么说,果不其然马上就说没钱坐车能不能借几元钱,感叹感叹……水准立见。

           

          嗯,三个女孩子年纪轻轻,穿着得体,实在很难让人把她们和那种工作联系在一起,特别是右边的一个小姑娘,我个人觉得完全可以用“美人胚子”来形容,羞怯怯的缩在一旁,让人大生怜意,即使我已经知道这只是一个花瓶,用来吸引别人眼球让对方没有防备的道具,还是忍不住多看了几眼,阿弥陀佛,罪过罪过。

          ... ...

          • 高大有时间度假放松了
            ---- 童年 (Email) 评论于 2007-05-04 00:25:14

          Pc V 360: Shadowrun Achievements Discovered

          Posted: 03 May 2007 11:00 AM CDT

          shadowachieve.JPG

          Xbox 360 Achievements found the list of 50 achievements that unlock 1,000 points for the upcoming 360 shooter, Shadowrun.

          Most are pretty basic, giving you points for your training or using specfic tech or magic well, but it's interesting to see that the game also awards points for console to PC or PC to console actions like performing a cross-platform resurrection or killing 100 players on the opposite platform.

          The beta was console only, so I'm not sure if there's a way in-game to determine if an opponent is on a PC or 360. I'm sure there is in the lobby, but it would be nice if there was a way to figure it out in the heat of battle. Better still, I wonder if it will let you team by platform so you can have 360 versus PC battles if you want. Brian Crecente

          Law And Order: PS3: PS3 Kills Xbox 360

          Posted: 03 May 2007 10:40 AM CDT

          poirot.jpg
          Like a bad Sunday afternoon rerun of a Poroit, this mystery starts off with the usual suspects: kids, a confined PS3, an exposed XBOX 360, and mucking around on a typical morning. This, of course, becomes a recipe for murder and as John Davidson finds out that the motive was simply one entertainment unit wasn't big enough for the both of them. As one child accidently turns on the PS3 while the Xbox is being actively played, unforeseen events unfold:

          Needless to say, temperatures rise, fans kick in, then more fans kick in, then some new, untold level of nuclear reactor-grade cooling kicks in deep within the bowels of the PS3, and the first thing I know of this is when a little voice cries, "Dad, something's wrong with my game."

          Conditions in the confined space had become so super-heated that the 360 red-ringed out, big time. So. Bottom line, my PS3 killed my 360.

          Death by heating fan. Could be the first, probably won't be the last. Kim Phu

          My PS3 just killed my 360 [John Davison's Page at 1Up]

          Space Paranoids: Two Trons Confirmed For XBLA

          Posted: 03 May 2007 10:20 AM CDT

          Yet again the ESRB website ruins another perfectly good press release. As we had pretty much figured out, Disney Interactive is bringing not only the premier digital bloodsport Discs of Tron to Xbox Live this summer, but also one of the world's earliest minigame collections, simply called Tron. Tron contained all the good bits from the movie except for the disc competition - light cycles, tanks, random electric spiders and the MCP boss battle.

          It's all part of the 25th Anniversary of Tron, the movie that helped my stepfather bond with me when I was just a little guy and convinced me to get an Intellivision Aquarius as my second computer so I could play Tron: Deadly Discs, the first of a long line of poor computer buying decisions on my part.

          Check out the shots of the game in both regular and enhanced flavors below, and then hit the jump for the well-meaning press release that ESRB castrated. Michael Fahey

          The World Of Tron Prepares To Take On Challengers Once Again

          Disney Interactive Studios Celebrates the 25th Anniversary of the Landmark Film "Tron" with the Re-Release of Tron and Discs of Tron - for Xbox LIVE Arcade

          BURBANK, Calif. - May 3, 2007 - Since the early era of video games, "Tron" has been synonymous as both a landmark CGI film and the engaging arcade games inspired by that film. In honor of the 25th anniversary of "Tron," Disney Interactive Studios today announced the classic arcade games Tron and Discs of Tron will be re-released this summer through Xbox LIVE® Arcade for the Xbox 360TM video game and entertainment system. Xbox LIVE Arcade is the premier destination for digitally distributed, high-definition original and classic games. "The 'Tron' film has captured the imaginations of video game players and film fans for generations with its ground-breaking visuals and action-filled story," said Craig Relyea, vice president of marketing, Disney Interactive Studios. "The classic arcade games Tron and Discs of Tron are returning this summer through Xbox LIVE Arcade with new features and options for the film's 25th anniversary."

          Each game includes the original version as well as an enhanced version with new graphics and audio features. Through Xbox LIVE Arcade, players can also compete in both games against another player in four online modes.

          In Tron, which first appeared in arcades in 1982, players must complete four increasingly challenging game types to advance through levels. Players battle tank forces, engage in treacherous light cycle combat, attack the MCP cone and fight off grid bugs to enter the I/O tower.

          Discs of Tron, a follow-up 1983 arcade game, enables players to fight Sark, the defender of Master Control Program, in one-on-one battles taking place in three-dimensional futuristic arenas. Players must move between platforms while throwing energy-charged discs at Sark and deflecting oncoming discs to avoid being "derezzed."

          Published by Disney Interactive Studios and developed by Backbone Charlottetown, Tron and Discs of Tron are rated E for Everyone by the Entertainment Software Rating Board (ESRB). Both games will be available individually this summer exclusively on Xbox LIVE Arcade.

          ##

          "game" via 柠檬杀手 in Google Reader

          unread,
          May 4, 2007, 2:16:04 PM5/4/07
          to cngame...@googlegroups.com

          Some Pens Aren't Pals: Linden Labs Responds to Open Letter

          Posted: 04 May 2007 01:40 PM CDT

          Inside_The_8_Ball.gif
          Not too long ago, concerned citizens of Second Life posted an open letter to Linden Labs about the growing number of issues that have affected SL since its recent boom. Last Thursday at a town hall meeting, the publisher tried to address those concerns through an open forum held in the virtual world. Speaking on behalf of Linden Labs was CTO Cory Ondrejka who was often the victim of some heated caps-locked comments. The participants of the town hall meeting weren't satisfied with the fuzzy time frame Linden Labs had for resolving the outstanding problems, and were also infuriated at the fact that Linden Labs rarely responds to complaints and issues that are pointed out to them by residents.

          We are working to fix bugs and enable incremental improvement. At the same time, we are building the foundations for the next-gen architecture that will radically improve our ability to scale.

          I can think of only one way this problem can rectified. It's time to call upon Furry Fahey to lead the resistance. Viva Le Caliban! Kim Phu

          Second Life Publisher Responds to Open Letter [C|Net]

          Halo Halo Again: Marvel - By the Way, Halo

          Posted: 04 May 2007 01:20 PM CDT

          halocomics.jpgThe ongoing Halo comic book from Marvel launches in July, and the comic book publishing giant is taking steps to ensure that the title isn't far from their readers' minds. Over at the Halo.Bungie.Org forums, a poster named JaredR found three references to game across two comics:

          Ms Marvel #15
          When asked if he can track punctures in the fourth dimension, SHIELD operative Baines replies-
          "Quicker than I can kill noobs in a game of Halo."

          Avengers: The Initiative #2
          Cloud 9 has never actually shot live targets before. So when War Machine hands her a pulse rifle he tells her-
          "It's just like playing Halo. Just point and click."

          Later, while actually fighting-
          "C'mon Abby. Just point and click. It's just like Xbox. Just like -- Holy -- I just blew up a plane."
          If you're a Marvel fan, keep track of this over the course of the next two months, and let us know if you catch more references. I'm suspecting a memo came down from somewhere on high 'suggesting' the game be mentioned, but being the scientific website that we are we'll need more proof. Also, Halo. Michael Fahey

          Marvel Loves Halo [Halo.Bungie.Org Forums via Wired Blogs]

          Ooga Booga: Boogie Hands-On, New Screens

          Posted: 04 May 2007 01:00 PM CDT

          BOOGI spent some hands-on time with EA Montreal's Boogie recently to get a feel for how the original singing and dancing game will play. What was shown was frequently given the caveat of "pre-alpha" software. There wasn't a great deal of content ready for public display, but the core gameplay concepts were there, finally giving us an indication how Boogie's mechanics will set themselves apart.

          The game has two distinct modes of play, dancing and singing. The latter couldn't be more straightforward. It's karaoke. The interface (which appeared pre-pre-alpha) looked very familiar to anyone who has played SingStar or Karaoke Revolution and should perform capably in the tunes department.

          Only one song was ready for play, The Commodores "Brick House", but other tracks populated the song list including "You're The One That I Want" from the movie Grease, KC & The Sunshine Band's "That's The Way I Like It" and The Pussycat Dolls' "Don't Cha." Yep, that's pretty much every song you'll never want to hear again.

          One nice feature described to us by the Boogie dev team was the game's "vocal assist" which, optionally, will mix your own voice with the pre-recorded vocal track, making the tone-deaf a little more aurally palatable. EA staffers told us that while the game will ship with a packed-in microphone, the final design hasn't yet been decided.

          Dancing mode looks like somewhat familiar territory for EA Montreal, taking the SSX Blur control scheme and mutating it for performing dance tricks. It's less Dance Dance Revolution than it is a trick-based rhythm title. Think DDX, with less focus on strict beats and more focus on personalized performances.

          The controls are set up in a fashion that seems to be popular among EA designers, the nunchuk controller will see your left hand controlling specific body motions, including, oddly enough, modifying facial expressions with the analog stick. Rotating the nunchuk twists your head and spine with the Z button opening and closing your mouth. How that will affect your performance was unclear, but it appears that having your character "sing" in time to the vocal track will net you a better score.

          The Wii remote performs your avatar's dance moves, which EA has turned into a series of tricks and stances. Motions with the remote will perform logical dance moves; moving the remote in an upward motion will make you jump; downward motions will perform squats and splits. Side-to-side motions will elicit side-to-side spins and shuffles. Twist the remote, do a hip twist. It makes sense, but that doesn't mean it's immediately intuitive or overly easy to coordinate. You can switch up these moves with the A button, for style changes, and the B button, which acts as a modifier. The cross pad is used to move your character across, up and down a 3-by-3 grid better known as the dance floor. In other words, no parking on that thing.

          Frankly, I was put-off by the current control scheme. It seemed unusually complex for a game clearly targeted at the Wii's more casual audience. Like SSX Blur, I went into Boogie thinking the game would feature a simpler, more intuitive, possibly remote-only method, only to find myself stumbling through my dance routine. EA Montreal may intend for players to more slowly ramp up, to become more accustomed to the coupled waving, twisting and stick control, but jumping into the game with limited play time made me wish for Brick House to end early every time. Granted, the game is still very early and there's more than enough time for fine-tuning, but there's one more aspect to the controls left to consider.

          You'll need to shuffle your Boog all over the danceable area to pick up tokens (used to buy new clothes, hairstyles, accessories), multipliers, as well as power-ups for your Idol Meter. The Idol Meter will fill up as you successfully pull off dance moves, on-beat, allowing you to pull of uber-tricks (in a dancing sense) with a series of Wii remote motions while holding down A+B. These were still not finalized for our playtest and will surely see some changes in their implementation.

          One interesting feature of Boogie that will surely fit well with the Wii partying crowd is the game's video recording tool. Your dancing and singing performances can be saved to the Wii's internal storage for posterity and humiliation purposes. EA promises an editing "toy" that will let you change camera angles and add effects.

          There's still a good deal of Boogie that is currently still unrevealed and unfinished. While the game's multiplayer capabilities elicited many "I can't talk about that yet" responses, it looks like two-player support will allow one dancer and one singer, or two dancers.

          Boogie has promise, but I relayed my control concerns to the team who told me they're still early in development. The game has style and substance, and fans of SSX Blur will probably understand best the design philosophy behind Boogie, but how well it will ultimately play is still an uknown.

          You can check out the game's visuals in five new shots in our gallery, or hold tight for video. Michael McWhertor

          Look Who's Crossing The Pond: MGS Opens in Europe with Phil Spencer

          Posted: 04 May 2007 12:40 PM CDT

          philspencer.jpg
          Phil Spencer will be making his way to Reading, UK where next week Microsoft will be opening a European branch of Microsoft Game Studios. Spencer has already been the head of the MGS in the United States for years on such projects as Halo 3 and Gears of War.

          He will now be involved with two flagship Microsoft-owned studios: Peter Molyneux's Lionhead (UK), and Rare. Microsoft also has close relationships with three other prominent UK-based developers such as Bizarre Creations, Real Time Worlds, and Remedy Entertainment which is why the European branch was selected to be in Great Britain. Kim Phu

          Phil Spencer to Head Office in Reading, UK [Games Industry Biz]

          Thq: No GTR 360 From THQ

          Posted: 04 May 2007 12:24 PM CDT

          gtrbox.jpgThe GTR series of PC racing games seems destined never to grace a Microsoft console, as THQ has revealed they are no longer working with developer SimBan on the Xbox 360 version. The hardcore racing sim has been dropped in order for THQ to focus on their internal racing projects like Stuntman, Juiced, and the MX series.

          Once upon a time there was also a version of the game announced for the first Xbox, which also never materialized.

          Don't count the game out completely yet...SimBan might still find a publisher for the title, but for now it's looking pretty grim. At least we'll always have Forza! Michael Fahey

          THQ parts ways with GTR on Xbox 360 [CVG]

          马里奥梦游记

          Posted: 04 May 2007 09:10 AM CDT

          跟超级玛丽的区别大概是,这个场景是可以切换坐标系的,有点仓鼠球的感觉。

          [ 游戏链接 ]

          罗拉快跑

          Posted: 04 May 2007 08:32 AM CDT

          线条游戏里最另类的就是这个了。画面一流,音效一流,节奏一流,速度一流。

          [ 游戏链接 ]

          宫本茂入选“The TIME 100”

          Posted: 04 May 2007 07:54 AM CDT

          时代杂志最新一期刊登了“影响世界的100人”特集(TIME's list of the world's 100 most influential people in the world spans politics, business, the arts, science and more),美国总统布什落选,日本丰田汽车的渡边捷昭社长和任天堂的宫本茂入选。

           

          在时代杂志的网站上也刊登了宫本茂(Shigeru Miyamoto)的介绍:

          http://www.time.com/time/specials/2007/time100/article/0,28804,1595326_1615737_1615521,00.html

           

           

          署名“Johnathan (Fatal1ty) Wendel”的作者如此介绍宫本茂(大致):

           

          我4岁就开始玩任天堂游戏机,从此改变了我的人生,当我18岁的时候成为专职游戏玩家,在过去的7年我赢得了5个不同游戏的共计12个冠军(电子竞技)。

           

          虽然我的冠军是在高端pc机上赢得的,我仍然在任天堂的主机上寻求趣味和放松。今年我购入了Wii,这让我重新面对那些我非常熟悉的体育运动的挑战,比如网球、保龄球和高尔夫。去年圣诞节期间我给我的商业伙伴都送了一台Wii主机,我甚至和我祖母一起玩Wii(她的最爱是Wii的保龄球)。

           

          54岁的宫本茂身为Wii的软件团队的头头,正在向普通大众(正如我的祖母)打开一扇通往游戏世界的门。宫本茂向人们展示了视频游戏是面向每个人的,可以让大家聚集在一起其乐融融。我一直希望电子竞技能够得到全世界的承认,就像其他的体育运动一样,有了宫本茂和他的团队的努力,这将变得更容易。如果我可以向宫本茂那样为游戏业做出一点贡献,我将十分荣幸。

          股市风采

          Posted: 04 May 2007 05:59 AM CDT

          最近一段时间,中国的股市实在非常红火,让人叹为观止。
           
          之前konami曾经在日本推出过一个教炒股的软件《株式売買トレーナーカブトレ!》( http://blog.sina.com.cn/u/4938f71b0100086o ),我想如果该软件有汉化版,在中国应该会很热门(笑)。
           
          而capcom也即将推出一个和炒股相关的游戏《株トレーダー瞬》( http://blog.sina.com.cn/u/4938f71b010007h9 ),发售日定在6月7日,价格5040日元。
           
           
          游戏的封面上居然有“逆转不能”的字样,不由得让人想起了capcom的“逆转裁判”系列。
           
          不过“逆转裁判”系列是和律师相关的游戏,而《株トレーダー瞬》是和股票相关的游戏,到底capcom能做出什么花头呢?
           

          psp美版《最终幻想》、《最终幻想2》封面

          Posted: 04 May 2007 05:23 AM CDT

           
          和日版的封面感觉完全不同啊……
           
          相关链接:
          http://blog.sina.com.cn/u/4938f71b01000b01
          psp版《最终幻想》、《最终幻想2》封面 
           

          Machinima: Film Fest Featuers King of Kong, Machinima

          Posted: 04 May 2007 12:00 PM CDT

          silverff.JPG

          Hal Forsstrom, long-time reader and the programmer for the Silverlake Film Festival's Animation Program, writes to let us know that King of Kong will be screened at the LA fest tomorrow and Tuesday.

          King of Kong, a documentary about gamer high scores, will be shown at 7 p.m. on Saturday and 10 p.m. on Tuesday. The festival will also be showing Machinima shorts on Sunday at 4:45 p.m.

          Silverlake's second annual Machinima showcase includes: 1KProject II by Guillaume Klein; Back and Forth by Jared Sain; Landlord Vigilante by Eddo Stern and Jessica Hutchins; Asskicker by Matthias Seidel; World of Farmcraft by Chera Kee and Shon-Ting Fu; The Least Equipped by Max Geiger and Ben Sherman; My Trip to Liberty City by Jim Monroe; An Unfair War by Thuyen Nguyen; One Life by Jeff Jew.

          Hit up the official site for more details. Brian Crecente

          Moving On To Bigger And Blonder Things: Rumor: Nintendo of America to Relocate

          Posted: 04 May 2007 11:40 AM CDT

          sfny.jpg
          Now that Nintendo is all grown up, it feels like it's time to leave the nest and take its chances making it in the big city. Well, maybe.

          Sources of Game Informer have leaked news that Nintendo of America is considering moving their sales and marketing staff to a new location. Two cities that made it into the suggestion box have been San Francisco and New York.

          Employees were told on Thursday they they had until June 1st to choose to either willingly relocate or accept a serverance package. The new offices could be opened as early as this fall.

          I vote they build an Isle Defino just outside of Hawaii and move there. You get all of the luxury of a resort with all the fun of having a job. Kim Phu

          Nintendo Of America Moving Forces Out Of Seattle? [Game Informer via Go Nintendo]

          GCG: 'Student Postmortem: Harding University's Tripwire'

          Posted: 04 May 2007 06:45 AM CDT

          The latest feature for Gamasutra sister educational site Game Career Guide presents a postmortem of Harding University student game Tripwire, a "reverse checkers" board game with elements of medieval fantasy, complete with different types of characters. In this excerpt, the team member Aaron Moore explains how the team used the concept of different character classes to influence the game's design: "The selected and approved theme was 'Medieval Fantasy.' The implementation of the suicide checkers game ...

          Q& A: NanaOn-Sha's Matsuura (Parappa) On The State Of Music Games

          Posted: 04 May 2007 05:24 AM CDT

          Following his GO3 lecture in April, Gamasutra sat down with NanaOn-Sha's Masaya Matsuura (Parappa, Vib Ribbon), who told us more about his current projects, explained how the Wii is like an amp with permanent distortion, and revealed his ideas for a musically-inclined Brain Training game. Are you working on any projects at the moment? Masaya Matsuura: We are working on another Tamagotchi DS game. That's Tamagotchi's Corner Shop for Bandai? MM: Yes, we released the ...

          Nintendo Threatens Korean Pirates

          Posted: 04 May 2007 05:00 AM CDT

          Officials from Nintendo Korea have threatened legal action against anyone that copies, sells or distributes illegal game software in South Korea, with the release of a sternly worded statement aimed at discouraging the activity. As translated by The Korea Herald, the statement reads: ""Nintendo will take strict legal action against businesses that are earning unfair profits by selling illegal copy machineries and downloading pirated programs." Nintendo Korea has also threatened web site providers who allow ...

          1C Company Rebrands Cenega Publishing

          Posted: 04 May 2007 04:41 AM CDT

          Following a new distribution deal with Atari in North America, officials from Russian publisher 1C Company have announced the re-branding of Cenega Publishing as 1C Publishing EU, with the company continuing to focus on sales in central Europe. Czech company Cenega Publishing was founded in April 2002, with a number of divisions throughout continental Europe - with a particularly strong publishing and distribution presence in central European countries such as Poland, Slovakia and the Czech ...

          New Microsoft Game Studios Office For Europe

          Posted: 04 May 2007 04:20 AM CDT

          Officials from Microsoft have announced that the company will be establishing a new European office of Microsoft Game Studios (MGS), to be based in Reading in the UK. The new arm is aimed at focusing "on continuing and growing the success of MGS-published content in Europe and in building ever-deeper relationships with European development talent". The new office will be headed by Phil Spencer, currently general manager at MGS. Spencer will report to MGS corporate ...

          Feature: 'Steve Wozniak On His Gaming Past'

          Posted: 04 May 2007 06:37 AM CDT

          For our latest exclusive Gamasutra interview, noted computer engineer and Apple co-founder Steve Wozniak offers a rare interview as he reflects back on experiences spent developing Breakout for Atari, as well as Steve Jobs' gaming habits, and the influences of video games on the personal computer industry. In this excerpt, Wozniak says gaming had an 'extremely' influential part in inspiring his career as both an engineer and computer designer: "Extremely. Totally, for the Apple II. ...

          Wedbush: Midway Could Achieve Profits By 2008

          Posted: 04 May 2007 07:37 AM CDT

          Following yesterday's Midway results which saw the company reporting a better than expected $11 million in sales for Q1, Wedbush's Michael Pachter has said it remains "cautiously optimistic" on the publisher, and that the company could return to profitability in 2008. "We remain cautiously optimistic that Midway will perform significantly better than it did during the previous console cycle," said Pachter, "and believe that it can generate sustainable profits if it can deliver revenues above ...

          Microsoft Strengthens Marketplace Regional Controls

          Posted: 04 May 2007 10:37 PM CDT

          Microsoft has revealed additional details concerning next week's major Spring Update to Xbox Live, noting that the upgrade with introduce additional security measures designed to enforce regional lockouts of certain territory-specific content. The move by Microsoft is likely to be transparent to most users of Xbox Live, according to a statement posted on Microsoft's Gamerscore Blog. The update, which goes live May 7, instead addresses those users who have created multiple accounts tied to territories ...

          "game" via 柠檬杀手 in Google Reader

          unread,
          May 5, 2007, 1:24:30 PM5/5/07
          to cngame...@googlegroups.com

          《多浪迪警官3》(Torrente 3 The Protector)硬盘版

          Posted: 05 May 2007 07:42 AM CDT

          《多浪迪警官3》(Torrente 3 The Protector)硬盘版
          转自sharevirus
          游戏名称:多浪迪警官3
          英文名称:Torrente 3 The Protector
          游戏制作:Virgin PLAY
          游戏发行:Virgin PLAY
          游戏语种:英文
          游戏类型:动作冒险
          官方网站:http://www.virginplay.es/paginas/juego.php?Cod=577
          最低配置:P4 1.0G /256内存 /32M显示卡
          推荐配置:P4 2.0g/512m内存/ 128M显示卡
          【游戏简介】
          《Torrente》原本是西班牙一部著名的系列电影,影片中的主角Torrente是一位集各种劣习于
          一身的警察,内心正义而行为浪荡,曾经被媒体评为「马德里最著名警察」。在本集中,一名致力保
          护环境的欧盟高官受到暗杀威胁,多浪迪警官奉命保护其在西班牙开会期间的安全。为此他招集一帮
          “精英分子”进行训练,这位胖警官是否还能完成任务呢?
          【游戏截图】

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

          《君临天下》(Ascension to the Throne)[ISO]

          Posted: 05 May 2007 04:48 AM CDT

          《君临天下》(Ascension to the Throne)[ISO]
          转自sharevirus
          开发:DVS
          发行:1C
          容量:1DVD
          语种:英文
          平台:PC
          类型:Strategy / Role-Playing
          网址:http://int.games.1c.ru/attt/
          【游戏简介】(太平洋游戏网)
          Ascension to the Throne 是一个带有RPG元素的回合制战略游戏。在一个奇幻世界中,英雄将在朋友们的帮助下通过一次考验,获得最终的胜利,成为睿智、勇敢的王者。
           玩家的身份是曾经统治Eden多年的Illiar家族的后裔。有句话说得好:三十年河东,三十年河西。深受Illiar家族压迫的反派们奋起反抗,攻入了Illiar家族的城堡。他们将城堡横扫一空,主角的所有家人都死于这次突袭。当然,和所有主角一样,主角的意志是坚定的是不会被打垮的,一道强力的法术将他传送到国境之外。虽然身无分文,毫无援助,但他仍义无返顾地孤身一人踏上了复仇之路。
           玩家要做的就是在庞大的世界里乱逛,招募伙伴,将成群的敌人轰得飞起,最后夺回王位。
          游戏特性
          开放式的剧情
          结合了即时的探索方式和回合制的战斗
          可进行多达22队人马(每队16个单位)的豪快混战
          不被单线式任务束缚,可以豪快地四处探索,做自己爱做的事
          英雄和普通单位一起上场轰杀,而不是躲在后面发几个命令指挥战斗
          游戏设定的风格很杂,维京式的战船,罗马式的角斗士,中世界欧洲风格的士兵,甚至还有带点东方味的法师类人物和巨人。
          【游戏截图】




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

          Ludology: The Nine Basic Types of Gamers - Maybe

          Posted: 05 May 2007 12:30 PM CDT

          73872729.jpg

          Chris Bateman at Only a Game has an interesting - if jargon heavy - post up on his nine hypothetical types of gamers, broken down by patterns of play, emotions, and skills. What's his purpose for putting such a list together? He's trying to design a survey that could lead to answering a couple of questions: "What are the basic types of player? Can we uncover a comprehensive inventory of play styles? What would this teach us about games and game design?"

          If you're up for following his links and dealing with some heavy sledding, it's a thought provoking read. What's your style? Maggie Greene

          The Nine Basic Players (Maybe) [Only a Game]

          Wii: Nintendo UK and Coca-Cola GB Offer Wii Gaming Room and Cavities

          Posted: 05 May 2007 12:00 PM CDT

          fantanaswii.jpg

          UK gamers will soon be getting a chance to rot their teeth for a fancy Wii gaming room! Nintendo UK and Coca Cola GB are teaming up to giveaway scads of what they are calling "Ultimate Wii Games Rooms." the contest, which will run from May 14 to early July, will give away ten of these prize packages a day. The Ultimate Wii Gaming Room prize package will include a Wii, a copy of WiiSports, a Samsung 26" LCD TV, and a mini fridge with a case each of Fanta, Sprite, and Dr Pepper.

          Alright, UKers, start preparing your stomachs now so you can be sure to down multiple bottles of carbonated paint thinner in pursuit of of that 26" TV. Ok, ok, so it's LCD, I know. But 26"? My kitchen TV is bigger than that. Flynn De Marco

          Cola-Cola GB in Nintendo deal [UTalk marketing]

          [via The Tanooki]

          Colecovision: Clip: Colecovision and ADAM Commercials

          Posted: 05 May 2007 11:00 AM CDT

          This is a pretty interesting collection of four commercials from Coleco pushing their hi-tech ADAM computer and Colecovision system. Apparently they were pretty desperate to get rid of these things as they offer not only a Cabbage Patch Doll to purchasers of the Colecovision, but if you buy an ADAM they will give your kid a $500 scholarship for college! $500! Now that's a scholarship any kid can be proud of. Personally, I would have taken the cabbage patch doll so I could avoid the bands of marauding mothers ready to tear my throat out for the sake of some floppy haired moppet. Ah, the Eighties... Flynn De Marco

          [GBT小组应求发布№.03][车神3][游侠官方繁体中文版][1DVD][3.5G][ACT][5/5][长期] (大小:3.50G 人气:10 下载:75 完成:4 种子:1)

          Posted: 05 May 2007 10:20 AM CDT

          发布简介:P/P< />P&/P< />P中 文 名:车神3英 文 名:DRIV3R类  型:ACT制作厂商:Re flections Interactive国外代理:ATARI官方主页:官方网站网友评论:点击进入< .. .
          下载地址:http://gamebt.ali213.net/download-spot-1-169.html

          [NetShowBT][最新游戏][Ascension To The Throne][君临天下][EN][DVD] (大小:1.35G 人气:66 下载:60 完成:2 种子:1)

          Posted: 05 May 2007 10:20 AM CDT

          发布简介:PAscension.To.The.Tone-RELOADED 君临天下/P< />P【游戏封面】游戏名称:君临天� 掠⑽拿疲篈scension To The Tone游戏制作:DVS游戏发行:1C Company&&& amp;& 游戏语种:英文游戏类型:角色扮演 官方网站:http://int.games.1c.ru/ attt/游侠0day信息网:http://0day.ali213.net/jump.asp?id=5088所属讨论区:(欧 美RPG大作专区)http://game.ali213.net/forum-268-1.html/P< />P游戏安装指南及� 姹舅得鳎�该游戏无加密,安装完成后,即可进入游戏/P< />P配置要求Microsoft Win dows XP SP2 Pentium IV 2.4GHz or higher RAM 512MBGeForce 6600 or higher grap hic card with 128 MB RAMDirectX compatible sound card512 MB RAM 2,4 GB freed isk space ...
          下载地址:http://gamebt.ali213.net/download-spot-1-168.html

          Original: Kotaku Originals: From Goat Guts to Kicked Out Kases

          Posted: 05 May 2007 10:00 AM CDT

          Another Saturday, another week chock full of Kotaku originals! Sony ruffled some feathers with their goat shenanigans, Phantom Jocks loses again and Fahey takes on a second life.

          五一劳动节

          Posted: 05 May 2007 02:36 AM CDT

              现在是五一长假的第五天,好像是- -,一直在加班,刚刚听说似乎明天不用安排加班了。

          好吧,写篇blog记录一下。

              今年五一你继续劳动了么。笑......

              这几天一直在debug,新规则的bug比想象的要少很多——rinax等各位辛苦了;又一次占用了你泡MM的时间啊....哈哈。

              照例是罗列一下最近的状况。AI平台的准备正在紧密进行中,然则似乎有些太快,节奏;似乎是计划了太多,结果一点意外都没出,让我和某人觉得有些潜在的问题尚未被发现。12号预定的冷餐会,先记下来要买香槟,而不仅仅是红酒。

              本来打算五一回南京的,结果义务劳动,调整了一下假期。于是某赖在很high的出外景~~望天,我也要看真人版......五一的假期预定调整到七月份下半月再休息了,打算利用这个长假处理一些资源事务。

              昨天中午十二同学来找我吃午饭,两人很RP的跑去吃一茶一坐,结果中午吃了一个N大的红豆冰山,巨大的,让我们俩没吃完.......饭后送她的时候,还遇到了午饭归来的同事们.....过程省略- -

              还有什么要说的来着,忘记了......

           

          历史上的今天-Wii与HDTV入手!

          Posted: 05 May 2007 05:18 AM CDT

          -祝-
          Nintendo Wii
          Panasonic HDTV PDP
          入手!
           
          让我们看看这个好像先锋吸入式DVD光驱的东西能给我们带来什么!
           
          任天堂的次世代乐趣疯狂体验开始!
           

          笔刷的选择

          Posted: 05 May 2007 05:26 AM CDT

          一支0号笔就已经够用,000号和0000号根本无法容纳足够多的涂料来绘制什么东西.
          特别推荐温莎&牛顿牌, 7系列画笔, 它们当年是应维多利亚女王的请求而特制, 女王本人强烈爱好水彩画,这型笔的笔尖出厂前都人工修正过,保证其顶尖的质量.
          000,00,0,1,2的组合就能够满足要求,再大号的笔可以用其他便宜的品牌,因为它们的作用一般都是用来作最后的色彩平衡,所以既然不需要它们的笔尖,就不用画冤枉钱.
          检验笔尖的方法,有人喜欢用舌头舔, 不过我建议蘸水, 然后握着笔的末端, 把金属端往手上敲击, 在这样的摔击中笔尖保持形状不散的就是好笔.
           

          [二探]天津首家动漫游戏主题餐厅!

          Posted: 04 May 2007 09:18 AM CDT

           呵呵,今天是五四青年节。天气早上很不错,于是又去跑了一趟。给友友们打探发布一些最新的动态,马上就要开业了。5月8日试开业,到时大家有空去聚聚!
           
          [地点:天津市和平区滨江道200号中原百货华联店7层]
           
          哈哈!最新的拍摄成果,店门口的标牌挺大的。[只是被一台大型空调室外机挡住了一半]
           
           
          店里橱窗内的喷绘作品也很独特,有几个我很喜欢。最喜欢的还是那个水管大哥,哈哈!
           
           
          店门口的两个大玻璃展柜里放满了动漫游戏手办,哈哈!超喜欢!:)
           
           
          看看有没有你喜欢的,还有很多没拍。有空自己去看吧!
           
           
          5月8日期待着试开业![有想去的朋友与我联系,一起去。哈哈!]
           

          Weird Science: How To Build A Fake WoW Lady

          Posted: 05 May 2007 01:30 AM CDT

          wowlady.jpgSo great. This lady is the work of artist Max Kor, who built himself a World of Warcraft Night Elf from scratch, like some magical, pointy-eared Kelly LeBrock.

          Not only is the 3D model amazing, he's detailed how he went about building her, with tons of step-by-steps and progress shots for the budding artist/curious/lonely WoW player to admire.

          Hit the link for more pics and info. But no touching. Luke Plunkett

          The Night Elf [CGSociety]

          Dizzy: Clip: Spidey Makes Me Queasy

          Posted: 05 May 2007 12:30 AM CDT

          I feel sick just watching this. And that's on a wee little embedded video. The thought of playing it on my big TV has me worried I might just throw up all over my living room floor. Luke Plunkett

          DuelMaster游戏规则

          Posted: 04 May 2007 10:10 PM CDT

          DuelMasters算是万智牌的简化版吧  重点突出生物的CardGame
           
          在线规则手册
          学习如何玩决斗大师
          准备
          牌手双方在对战前要先做以下准备:
          将你的套牌洗牌。
          拿起你牌库顶的5张牌,但是不要看。将它们放在你的面前,这些面朝下的牌就会成为你的防护盾。
          抽起牌库顶的5张牌。
          决定谁为先手。
          如何获胜
          使用你的生物去攻击你的对手,每一次你的生物攻击对手而且没有被阻挡时,它就会破坏掉一个防护盾。当你的对手没有任何防护盾时,你的一个生物再攻击他一次,你便赢得胜利!
          回合流程
          1. 开始你的回合。
          如果你的对战区域里没有任何「已横置」的生物,或是施法区里没有任何已横置的牌,那在这个步骤里面就不要做任何事。已横置的牌指的是那些在上一个回合被你旋转90度的牌,表示你使用它们做了某些事。除非游戏已经进行了数个回合,不然你通常是不会有已横置的牌。
          如果你有任何已横置的牌,便将它们重置,这表示此回合你还可以再次使用它们。
          2. 抓一张牌。
          这很重要!只有先手的牌手在他的第一个回合要略过抓牌的动作。这个规则是快速入门折页里面所没有解释的。
          抓一张牌即表示你将该牌从你的套牌顶上拿起,并置入你的手上。
          一旦抓起你套牌的最后一张牌,你便是落败了。
          3. 放置一张牌到你的施法区。
          你一个回合只能够放置一张牌(任何种类)到你的施法区,除非有咒语的效应允许你放更多的牌。你并不需要每一个回合都放置一张牌到施法区。你的施法区里的牌没有数量上限。
          放置到施法区的牌要颠倒放置,如此你才能看清它的法术力数字。
          你施法区里的牌可以为你提供法术力,法术力就如同是钱,你要使用他们来支付生物或咒语的费用。
          重点!你施法区里的牌只能提供你法术力,除此之外没别的作用,除了法术力数字之外的叙述都要全部忽略。
          4. 召唤生物和施放咒语。
          在这个步骤里面你可以召唤任意数量的生物,以及施放任意数量的咒语。你可以任意决定这些生物和咒语的使用顺序。
          如何施放咒语
          从你手上选择一个咒语。咒语的费用显示在牌的右上角,如果你无法支付这个费用,你便不能施放该咒语。
          横置你施法区里的牌来支付咒语的费用,而其中至少要有一个法术力和该咒语是相同的部族(也就是相同颜色)。
          举例:要施放一个费用4的自然部族(绿色)咒语,要横置你施法区里面至少一张自然部族(绿色)的牌,另外3张你则可以横置任何部族的牌。
          你支付了咒语的费用之后,就照着它的叙述去进行。如果你无法完全照它的叙述去进行也没关系,那只要进行你做得到的部分即可。然后将该咒语置入你的墓地,你墓地里的牌要保持面朝上摆放在套牌旁边。
          如何召唤生物
          从你手上选择一个生物。生物的费用显示在牌的右上角,如果你无法支付这个费用,你便不能召唤该生物。
          横置你施法区里的牌来支付生物的费用,而其中至少要有一个法术力和该生物是相同的部族(也就是相同颜色)。
          你支付了生物的费用之后,将它置入对战区域。对战区域里的生物数量没有上限。
          重点!生物在置入对战区域的该回合不能进行攻击,因为它们有召唤失调,再下一个回合它们才能够进行攻击。
          如何召唤进化体生物
          进化体生物是一种特殊类型的生物,它们在决斗大师的第一个扩充系列才会导入。召唤进化体生物就如同召唤普通生物一般,但是你的对战区域里面必须要有正确种族的生物,你才能够召唤之。进化体生物会告诉你需要哪一个种类的生物才可以召唤它。
          当你召唤进化体生物时,将它放置在代表其进化来源的生物上面,该进化来源还是留在进化体生物下面,但是要忽略掉它,这时只有进化体生物的名字、异能、颜色和力量具有意义。
          进化体生物没有召唤失调,即使它的进化来源有召唤失调也是一样,所以你将它置入对战区域之后便可以立刻进行攻击。
          进化体生物可以放置在另一个进化体生物上面,放置的数量不限。
          你无法进化其它牌手的生物,即使是多人对战也是一样。
          如果进化体生物从对战区域移动到其它任何一个区域,那么整个牌堆都要跟着移动,而不是只有最上面的进化体生物移动而已。
          当进化体生物在场上时,它和其进化来源要视为是一张牌,当牌堆来到对战区域以外的区域时,它们才会又成为各自独立的牌。所以如果有个咒语将你的进化体生物置入你的施法区,那就会有很多牌被分别置入你的施法区。
          5. 攻击
          你可以使用你对战区域里的生物来进行攻击,但是你不可以使用这回合刚置入对战区域的生物来进行攻击,因为它们有召唤失调。(要记住进化体生物是特例,它们没有召唤失调!)
          每一个回合你都可以让任意数量的生物进行攻击。选择一个生物,让它进行攻击,选择另外一个生物,让它进行攻击,以此类推。
          横置一个你想要让它进行攻击的生物,并宣告你要它攻击什么。它可以攻击你的对手或是对手对战区域里一个已横置的生物。
          当一个生物横置来进行攻击时,你不需要同时横置你施法区里的牌。你在召唤它的时候已经支付了费用,当它攻击时并不需要再支付一次。
          攻击你的对手
          当你的一个生物攻击对手而且没有被阻挡时,它便会破坏掉对手的一个防护盾。这表示你要选择其中一个防护盾,然后对手将该防护盾拿起来放到他的手上。
          当你的对手完全没有防护盾时,如果你的生物再攻击他一次,你便赢得胜利。
          有些生物攻击对手时可以一次破坏2个防护盾,它们都拥有「双重击破」的异能。
          重点!如果你的对手剩余的防护盾少于你的生物可以破坏的数量,那你的生物并不会因此击败对手,而只是破坏掉所有的防护盾而已。
          攻击已横置的生物
          当你的任一生物攻击你对手的任一已横置的生物,而且没有被阻挡时,则它们便进行对战。
          每一个生物在左下角都有个力量数字,力量较高的生物便会赢得对战,对战失败的生物其拥有者将它置入他的墓地。如果力量数字一样,则双方都会置入其拥有者的墓地。有些生物在它们的力量后面有个「+」号,这表示该生物的力量可以变得更大,变大的条件取决于其规则栏里的叙述,要确定里头写的是什么!
          攻击效应
          在接下来的系列里,有些生物在攻击时会有额外的效应,当你让任一生物进行攻击时,选择你要进行攻击的生物,横置它,选择它要攻击什么。接着执行该有的效应,因为该生物正进行攻击中。之后,你的对手才选择阻挡者。
          阻挡攻击者
          只有拥有「阻挡」异能的生物才能阻止对手生物的攻击。
          你可以使用任一阻挡生物来阻止任何的攻击,当你的生物要进行阻挡时,你必须横置它,也就是说只有当它重置的时候才能够进行阻挡。召唤失调并不会让生物无法进行阻挡。
          当一个生物进行阻挡时,它便和攻击生物对战,该攻击生物则无法去攻击它本来想攻击的对象(你的对手或另一个生物),因为它得和阻挡者来对战。
          力量较高的生物赢得对战,对方则置入其拥有者的墓地。如果力量一样,则双方都置入其拥有者的墓地。有些生物在它们的力量后面有个「+」号,这表示该生物的力量可以变得更大,变大的条件取决于其规则栏里的叙述,要确定里头写的是什么!
          攻击步骤的流程
          哪一个事件先发生,有时候在攻击时会很重要,接下来的规则谈到的是事件发生的顺序。
          当你横置你的生物来攻击你的对手时,任何注明了「当此生物攻击」的任何效应都要执行。然后,如果你的对手不进行阻挡,接着执行你的生物上要求的指令。然后破坏防护盾(或者如果没有任何防护盾便获胜)。
          当两个生物对战时,首先你执行你生物要求的任何指令。接下来你的对手执行他生物要求的任何指令。再接着比较两个生物的力量,如果有其中一个生物力量较低,则将它置入其拥有者的墓地。如果力量相同,则两者都置入其拥有者的墓地。最后执行任何在对战结束时要求的指令。
          6. 结束你的回合。
          告诉对手你已经做完所有的事。这时开始是你对手的回合,重复以上的回合流程直到你们双方有人获胜为止。

          谣言:索尼将在18个月后推出新型PS3

          Posted: 04 May 2007 11:50 PM CDT

          澳洲技术网站Smarthouse援引内线消息,索尼将在一年半后推出更新版PS3。该消息灵通人士口里的Playstation 4是使用和PS3完全相同的芯片组,硬件上的差别仅限于驱动器槽和附件区。新型PS3将包含管理Streaming多媒体内容到电视和HiFi的软件。

          这一描述符合索尼一再表明的建立以PS3为中心的家庭娱乐中心的目标。达到上述这些功能也只需Firmware更新,而且这也和最近路透社关于索尼计划发行更大PS3硬盘的消息一致。可信度很高。

          No Tags

          青年节买的书

          Posted: 04 May 2007 12:24 PM CDT

          今天买了好几本书,本来想单独发出来,但是浏览器有冲突,作罢先。
           
           
           
          可不可以不上班确实是很可爱的书,小鬼和00推荐过了,可惜量不够多,我还没到家就看完了。
          lolita,无理由,想买。
          王小波门下走狗,我仔细看了一下,这系列有三本,我是买的第一本,实在是不敢放开胆子买书,MD,精神食粮啊!
          希区柯克故事集,本来拿的是个单行本,后来觉得万一这蜀黍的口味我不爱怎么办,就换了本故事集,万一我喜欢改天再调头回去买。
           
           
          那盒是饼干,别被吓到了……

          我的青年节

          Posted: 04 May 2007 08:30 AM CDT

          今天是青年节,我一个人去逛街。
          本来想,天好热,要不要买双新鞋。
          于是下班了就打车去金源了。
           
          不知道逛哪家,于是埋头进了屈臣氏,买了两个小罐子装的面膜,19块9噢一共。
          然后买了两盒清肠子的药,还是19块9噢一共。
          又买了一瓶保湿水,好便宜,瓶子很好看。
          还买了一个铁盒子的曲奇……买的时候很纠结,按说现在条理身体的阶段是不应该吃cookie这种东西的,但是我一向很喜欢这种蓝铁盒的呀……所以很做作地告诉自己,今天过节噢,买吧!…… 就买了……
           
          我今天本来特意穿的裙子,换了红色的包包,穿了小红瓢儿鞋,光着腿儿蹬蹬地在公司呆了一天,逛街的时候很开心地冲出来,然后又发现不知道逛什么好了………………
           
          从屈臣氏出来,很无聊啊,我就坐扶梯,也不敢逛卖衣服的店,心想,算了,我还是直接去5楼一个人战涮涮锅好了……
           
          来到5楼,觉得一个人就这么吃饭太呆了吧。正好看到旁边有卖好多打折的书,就想买本书来看。
           
          把卖打折书的都逛遍了,发现不爽,要么就得买好贵的女性时尚杂志,我舍不得……干脆买本好看带劲的书好了,我冲进了纸老虎书店。
           
          一开始,看热门畅销书的推荐柜……全是什么营销啊,揭密啊,XX谈XX啊,实在无趣得紧。
          找了半天才摸清楚这书店的格局,外国小说,经典名著全部在后边,我看了很久很久买了四本书,其实一开始只想买一本吃涮锅的时候看的,后来看到其他好的就放不下手里的了,就越拿越多了orz
           
          结帐买了一百多块,很开心很开心,算起来我还是工作后第一次买这么多书,感觉以前好多钱都浪费掉了啊,我花的时候怎么就没想起来买书呢……
           
          走的时候,收钱的妹子说可以加一块钱买一本北京青年,这周刊(大概是)我印象很深,因为LOGO写着——BQ。
          拿了一本BQ走了。
           
          从书店出来提着两大袋子,滚到了吃涮锅的地方,一边看《可不可以不要上班》一边吃东西。
          大概因为我把烟放在桌子上的原因,我左边后来的一个男人就一直老瞄我- -,后来我看书又一直在“咯咯咯咯”地憋着笑,我笑一次他看我一次别扭死了……不过以后逛街再也不穿低胸的衣服出来了,长得矮这也不怨我啊……
           (这个人很奇怪的,他点菜的时候问妹子,菜是那样子一盘的么——看着我的盘子说,妹子说是啊,我们的菜都是这样的,有13种菜呢。他又问她的怎么没那么多啊,妹子回答,被吃了……黑线- -||)
          后来右手边来了两个大概30左右的妇女,我一开始听他们说话就像四川口音,果然她们俩开始跟服务员要辣椒,要花椒,然后服务员不懂什么是花椒(好象这边是说麻椒?)
          估计是觉得菜分量太小,汤味道太差,只看见服务员往汤里加麻油了。反正很是折腾,后来厨师都出来讲,“我们的料都是称清楚分量的,这两份肯定是四两……”真是着急啊…………
           
          后来,菜吃完,我撑死了,正好书也看完了,我很艰难地挪到地上了,整理好东西,服务员姐姐突然冲我狂奔过来,递给我一只小布丁,送的。
           
          天哪,老子要怎么才可以抗拒……MD,还是吃了……
           
          还好我有买清理肠胃的药,马上吃了一颗……
           
          然后我从吃饭的地方出来,坐电梯,上了电梯突然发现按哪儿都不亮……1楼2楼3楼4楼5楼……都不亮……
           
          还好电梯在3楼停了,我故作镇静地从3楼走出来,还是走扶梯回家来得安全……
           
          然后我就回家了。
          发现家里网络又出问题,又搞。
          搞到11点过,终于好了……
           
          这就是我今天的流水帐……面膜说明上写的15-20分钟后用水洗掉,但是我觉得他已经全部被我吸收了,我脸已经干了!
          orz,真晕啊……

          : The Spiny Norway Picture Mystery

          Posted: 05 May 2007 12:00 AM CDT

          "prickly", "super mario bros.", "oddities", "europe", "original", "retro"

          mario-art_343378a.jpg

          Now, this is mysterious. Reader Kim writes:

          ...found in Oslo, Norway. More specificly, on a building right next to Slottsparken, which surrounds The Royal Palace where our Norwegian Monarch lives. Note, the pictures enclosed are not photographed by me.

          Kind regards

          Less who placed the Spiny there, more who the hell photographed it?! Arrrrgh. It's killing me! Brian Ashcraft

          mario1_343376b.jpg

          Gallery: Splinter Cell: Conviction: Scans: Screens: Nice

          Posted: 04 May 2007 11:40 PM CDT


          From the same issue of Finnish mag Pelaaja that broke the news of the new Clancy sneaky-poo game come these scans.

          And I have to say, I'm loving Sam's new look. Very Nick Nolte. Dishevelled, bearded, throwing chairs, attacking police officers...it's a fresh way to take the series. Splinter Cell 5: Sam's drunken decline. Luke Plunkett

          [via Jeux France]

          "game" via 柠檬杀手 in Google Reader

          unread,
          May 6, 2007, 1:50:10 PM5/6/07
          to cngame...@googlegroups.com

          Super Paper Mario: Clip: Grandma Gets Down And Dirty With SPM

          Posted: 06 May 2007 12:00 PM CDT

          I love Old Grandma Hardcore. I get no end of amusement watching her foul mouthed antics that could give the Angry Nintendo Nerd a run for his money. This time around, OGHc gives us her opinion on Nintendo's Super Paper Mario and the inadequacies of the Wii remotes ability to hold a charge. As you can probably imagine, the language is NSFW so if you are unfortunate enough to have to be sitting behind an office desk on a Sunday, you might want to pull out your headphones. Wait, I'm sitting behind a desk on a Sunday... now that's just sad. Flynn De Marco

          DIY: The DIY NES Controller Wallet

          Posted: 06 May 2007 11:00 AM CDT

          FLVE1QGF11S8R35.MEDIUM.jpg

          Finally, a NES controller wallet to go with your girlfriend's NES Purse. (and I mean a real girlfriend, not the female Blood Elf you chat with online who is really a guy) Zenilorac over at Instrutibles has given us a step by step picture guide on how to make this little beauty. All you need is a NES controller (preferably a dead one) a long zipper, some glue, wire snips, a small screw driver and a little talent and you've got yourself a dandy wallet. Just imagine the gasps of amazement when you whip this baby out in public. Now that's what I call olde schoole class! (can also be used as a change purse if you like that sort of thing) Flynn De Marco

          Panasonic的TH-42PV65C与PC连接的基本概况

          Posted: 06 May 2007 09:54 AM CDT

          局限于我家的显卡是7900GT和6600,我无法作更多尝试,
          希望那些拥有AMD高端显卡的Panasonic的TH-42PV65C用户可以获得更好的体验,
          用pc连接Panasonic的TH-42PV65C非常容易,
          可以使用VGA,S-VIDEO,分量色差,HDMI,四种端子,
          我只使用过其中两种,另外两种日后我也会尝试一下,
          最开始用VGA端子连接PC,
          PC无法识别Panasonic的TH-42PV65C,
          但是强制PC输出信号,Panasonic的TH-42PV65C也可以显示PC图像,
          问题在于,VGA为模拟信号传输,
          Panasonic的TH-42PV65C端画面质量非常差,有淡绿色投影,
          然后我用DVI转HDMI输出到Panasonic的TH-42PV65C,
          PC能够正确找到Panasonic的TH-42PV65C,
          而且画面质量非常纯净,毫无噪音,
          说明这次确实是纯数字信号传输,
          两次虽然用不同方法传输信号,但是除了信号质量差别巨大外,
          对于能够显示的分辨率来说基本上没有区别,
          Panasonic的TH-42PV65C无法自动缩放满屏显示PC信号,
          并且Panasonic的TH-42PV65C的说明书上也说,
          HDMI,色差分量,VGA信号均经过格式化,
          在将Panasonic的TH-42PV65C的图像设置为720P后,
          Panasonic的TH-42PV65C端的图像分辨率并非1366*768,而是1176*664
          设置为1080P后也非Panasonic的TH-42PV65C的物理分辨率,
          说明确实重新格式化过视频信号,
          而且不能满屏显示,Panasonic的TH-42PV65C菜单中也没有类似选项,
          Panasonic的TH-42PV65C不适合那些想在上面浏览文字或处理图片的PC用户,
          但是对于播放HD视频,Panasonic的TH-42PV65C的表现无可挑剔,
          我用PC播放了最新的H.264格式的1080P电影预告片,
          SpiderMan3,300,pathfinder,the_reaping,the_invisible,sunshine,fantastic4silversurfer,
          这些预告片在Panasonic的TH-42PV65C上面才给人以电影那种震撼的感受,
          42寸的画面和PDP无可挑剔的色彩,绝非我的206BW所能企及,
          我在PC端设置显示模式为双屏,可以将所播放的电影拖动到Panasonic的TH-42PV65C后最大化播放,
          他人享受电影的同时,也不会影响你在PC上面的任何操作,
          上面这些测试是我这一天时间所了解到的,
          而且我对nVIDIA的显示设置并不是非常了解,
          也许Panasonic的TH-42PV65C可以在AMD的显卡上面获得更好的应用,
          我也希望在DX10普及后能够拥有一块AMD的HD系列,
          这样就能亲自了解Panasonic的TH-42PV65C与其他显卡共同工作的情况。
           

          Sonic: Sonic Comic Mocks Sonic Games

          Posted: 06 May 2007 10:00 AM CDT

          soniccomic.jpg

          Kotakuite, Chad had the pleasure of attending Free Comic Book Day yesterday and came upon a Sonic the Hedgehog comic book.

          This Saturday was Free Comic Book Day, and Archie Comics released an exclusive issue of Sonic The Hedgehog as a lead-in to Sonic #175. In the issue, Robotnik captures Sonic, attaches a "Neuro-Transceiver", and controls him via a video game pad against his friends.

          Sonic #175? I'll just let my confusion and horror go on that one. But the real meat of the story, if you can call it that, is what happens when Robotnik actually starts playing his Sonic game. (I apologize for the poor quality of the attached picture, but that's how it came to us) If you can't read it, Robotnik exclaims

          It's not my fault! The controls are horrendous! I should've spent more time in development.

          I love it when a company has enough of a sense of humor to be able to make fun of itself. Now let's talk about Shadow of the Hedgehog... Flynn De Marco

          妈妈湖南游,发来诗数首

          Posted: 06 May 2007 08:30 AM CDT

          其一

          路伴《红太阳》,
          疾驰向湘江。
          少年即神往,
          如今宿愿偿。
          屹立伟人像,
          炯炯放慧光。
          三揖表敬意,
          热泪满眼眶。
           
          其二
           
          滴水洞花香袭人,
          岳麓书院声优间;
          湖湘材几多豪杰,
          勤发奋方任天任。

          《君临天下》(Ascension to the Throne)硬盘版

          Posted: 06 May 2007 02:57 AM CDT

          《君临天下》(Ascension to the Throne)硬盘版

          转自sharevirus
          开发:DVS
          发行:1C
          容量:1DVD
          语种:英文
          平台:PC
          类型:Strategy / Role-Playing
          网址:http://int.games.1c.ru/attt/
          [quote]Microsoft Windows XP SP2
          Pentium IV 2.4GHz or higher
          RAM 512MB
          GeForce 6600 or higher graphic card with 128 MB RAM
          DirectX compatible sound card
          512 MB RAM
          2,4 GB freedisk space[/quote]

          【游戏简介】(太平洋游戏网)
          Ascension to the Throne 是一个带有RPG元素的回合制战略游戏。在一个奇幻世界中,英雄将在朋友们的帮助下通过一次考验,获得最终的胜利,成为睿智、勇敢的王者。
           玩家的身份是曾经统治Eden多年的Illiar家族的后裔。有句话说得好:三十年河东,三十年河西。深受Illiar家族压迫的反派们奋起反抗,攻入了Illiar家族的城堡。他们将城堡横扫一空,主角的所有家人都死于这次突袭。当然,和所有主角一样,主角的意志是坚定的是不会被打垮的,一道强力的法术将他传送到国境之外。虽然身无分文,毫无援助,但他仍义无返顾地孤身一人踏上了复仇之路。
           玩家要做的就是在庞大的世界里乱逛,招募伙伴,将成群的敌人轰得飞起,最后夺回王位。
          游戏特性
          开放式的剧情
          结合了即时的探索方式和回合制的战斗
          可进行多达22队人马(每队16个单位)的豪快混战
          不被单线式任务束缚,可以豪快地四处探索,做自己爱做的事
          英雄和普通单位一起上场轰杀,而不是躲在后面发几个命令指挥战斗
          游戏设定的风格很杂,维京式的战船,罗马式的角斗士,中世界欧洲风格的士兵,甚至还有带点东方味的法师类人物和巨人。
          【游戏截图】






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          ÉÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄͼ ÈÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄÍ»
          ÈΠμ
          ²³ ³±
          ²³ ³±
          ²³ Players will act as the last offspring of the ancient family Illiar, which ³±
          ²³ has ruled Eden for ages. But times have changed and traitorous enemies attacked ³±
          ²³ his castle. They slaughtered his family and destroyed the settlement, but they ³±
          ²³ didn't crush his will. A very powerful spell cast by a magician threw the hero ³±
          ²³ far beyond the borders of the country.He was on his own - without relatives, ³±
          ²³ friends, without army, without money. He lost everything he was proud of. But ³±
          ²³ still he was alive and has chosen the path of vengeance. Everybody he meets in ³±
          ²³ this world treat him as a beggar. He needs to gather an army and win authority. ³±
          ²³ Players will explore a new fascinating world, full of foes and friends. They ³±
          ²³ will have to crush hordes of enemies and find new followers to regain the title ³±
          ²³ and ascend to the Throne. ³±
          ²³ ³±
          ²³ ³±
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          Èμ ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? Èμ
          ÈÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄÍ» ÉÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄͼ
          ÉÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄͼ ÈÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄÍ»
          ÈΠμ
          ²³ Installation ³±
          ²³ ³±
          ²³ - unrar ³±
          ²³ - setup.bat ³±
          ²³ - play GAME! ³±
          ²³ ³±
          ɼËÍÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÍËÈ»
          Èμ ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? Èμ
          ÈÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄÍ» ÉÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄͼ
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          ÈΠμ
          ²³ 1.13 GB ----> 3.47 GB ³±
          ²³ ³±
          ɼËÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍËÈ»
          Èμ ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? Èμ
          ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ"

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

          ESRB: Parental Ratings Awareness On The Rise

          Posted: 06 May 2007 09:56 PM CDT

          This article is from
          http://www.gamasutra.com/php-bin/news_index.php?story=13802
          POSTED: 10.59AM PST, 05/04/07 - Jason Dobson - LINK
          Brief:
          1
          90 percent of American parents of children would like buy a

          game according to Entertainment Software Rating System.
          2
          The number is calculated by Peter D.Hart Research Associates,

          which is 83 percent of awareness, and 74 percent using in the

          year 2006.
           

          May 4, 2007


          GA游戏教育基地5月免费公开课火热报名!

          Posted: 06 May 2007 07:03 AM CDT

          在各领域人才就业压力不断增加时,上海GA游戏教育基地(简称GA以高达95%的就业率脱颖而出,引起社会关注。

          作为专业的游戏开发人才职业培训机构,GA以高品质的教学赢得游戏行业的一致认可,GA学员刚一毕业就被很多游戏公司抢先签约,其中包括全球最大的游戏公司EA、国际顶级游戏引擎开发商EPIC、规模居国内游戏外包业之首的Virtuos软件等。很多大中专院校毕业生通过GA四个月的专业训练后,不仅顺利进入一流外资企业工作,薪酬也远远胜过同期大学毕业生,达到平均收入的2-3倍。

           

          GA的良好口碑源自GA拥有游戏业内的专业讲师团队,数年的游戏人才培养经验、15人小班授课,并与数十家游戏公司建立了人才领域的密切合作关系。目前,GA的游戏美术、游戏策划、游戏程序三个专业均在热招,并开设有专门的定向就业班。欢迎广大青年人才咨询报考!

           

          5月免费公开课(晚7-10点)

                                                                 

          游戏程序公开课:
          5/14   
          英佩数码  技术支持部经理    走进世界级游戏开发殿堂 ----- UNREAL引擎探秘
          5/16   
          PDE 技术总监      次世代游戏编程突破
          5/18   
          JCC 项目经理       如何成为优秀的网络游戏程序员

          游戏美术公开课:
          5/21   
          ZLONG GAMES 副总经理                     游戏美术概论
          5/23   
          英佩数码 副总裁                 次世代游戏美术与人才需求
          5/25    GA
          游戏教育基地 教学总监                  游戏美术的艺术与技术

           

          报名电话:5272927452738167 8007

           

          网址:www.gamea.com.cn 


          三月<b>GalGame</b>掃蕩(上篇)

          Posted: 11 Mar 2007 10:35 AM CDT

          畢竟自上月初后都沒去過那裏進貨,就算淡季怎么淡還是會有新的GalGame齣的呢~~其實我現在我是很后悔為什么剛纔會決定去的啦……竟然狂敗暸200塊之多 隻是一個半月沒買兼補充和更換暸一些問題碟片也不緻如此吧OTL這個月接下來的日子難道要動用到春節時的 ...

          [王伟]网络游戏经济系统__虚拟印钞机(首发2/3月合刊)

          Posted: 04 May 2007 01:13 PM CDT

          注意:本文是一篇文章综述而非全文,查看全文需点击相关链接,依次为:
          网络游戏经济系统__虚拟印钞机(一)(首发<游戏创造>2/3月合刊)
          网络游戏经济系统__虚拟印钞机(二)(首发<游戏创造>2/3月合刊)
          网络游戏经济系统__虚拟印钞机(三)(首发<游戏创造>2/3月合刊)
           

          网络游戏经济系统(二稿)

          ——虚拟“印钞机”

           

          作者:王伟/土匪猫

          2006.11

           

          前言

           

                 游戏制作本来是一种凝结了制作团队心血的结晶,可以为广大玩家带来精神娱乐的互动文化传播事业。但在中国这种软件盗版猖獗的市场现状下。95年至2000年中国本土涌现的一批也许有可能成为“暴雪”、“Nival”的中国小公司,在“盗版商人”面前倒下了。国产单机游戏市场彻底沉寂下来了……

                 2000年之后,中国的“十五计划”开始发挥作用,5年时间内,中国的基础网络建设突飞猛进,一步跃进了互联网大国门槛。随着网络基础建设的完善,网络应用出现了真空,各种资本进入这个市场,电子商务,门户网站等等烧钱的买卖一个一个兴起。而针对计算机和网络的接受程度非常低的普通用户的应用服务却仅仅有“即时通讯软件”和“游戏”。

              在这个爆发的潮流中,2亿互联网用户,以及2000万的网络游戏活跃用户为第一批比较早进入这个行业的“商人”,创造了惊人的“财富神话”。因为这个庞大的用户基数,在市场上形形色色的游戏中出现了价值数万元RMB的ID、装备、虚拟宠物、虚拟服装,甚至可以在游戏中互相交易的虚拟点卡。

                 本文即尝试从网络游戏中自身经济体系形成的根源开始。阐述目前市场上常见网络游戏的“虚拟价值体系”及其与人民币的关系。分析网络游戏的价值规律,与国内游戏制作团队共享经验。

           

          商品和游戏

                 马克思的《资本论》里,在“商品的拜物教性质及其秘密”里面对商品的产生有一些非常含糊但非常有趣的描述。无论是可以解决人类生存需求的食物、水;为人类提供保暖效果的服装;为人类提供生活功能的家具;甚至为人类提供虚幻满足的毒品,只要它在人群之间产生了交换都可以被称之为商品。

          其实结合现代经济学学者对其的阐述可以作了如下总结。商品的价值和价格在于需要者的需求提供者的劳动商品本身的稀缺程度交换过程,这四个因素之间博弈的结果。最近在互联网上比较流行的“男孩用红色曲别针,通过16次交换得到一栋别墅”的神奇故事,就是对这几个因素之间博弈过程的完美诠释。

          男孩需要别墅,但是只有红色曲别针,而一个拥有无数价值数万美元别墅的小镇面临人口衰退问题,别墅无人购买。

          在男孩一步一步交换的过程中,获得了微波炉,汽车,以及好……

           

          原文:http://blog.sina.com.cn/u/44a67633010009mg

           

          经济和游戏

           

          经济学中研究的基础原则在于承认“资源的稀缺性”,在地球上,各种可以满足人们需求的资源以及资源的稀缺性是现代社会中人们为之奋斗的主要动力。无论是可以为人们提供食物生产的土地资源,为人们提供动力的能源(石油,天然气,电力);还是可以为人们提供价值保存的稀有资源(稀有金属,宝石)等等。都是各种不同的资源。

          中国古代历代的战争主要根源在于不同势力集团对可以生产更多食物的土地和人口的占有权,中东问题来源于西方国家对石油资源的依赖以及中东伊斯兰国家对强权国家的抗争,而非洲的安哥拉内乱来源于国外财团对钻石矿的利益争夺。

           

          而在最初的网络游戏中,各种资源的配置基本是平均分配,“每个玩家都是大爷,何必要厚此薄彼呢?”但是往往一些设计失误,甚至是不经意的设计,让游戏中拥有了一些稀缺资源,比普通装备好的极品装备、比其他宠物更难获得的稀有宠物、比其他玩家更漂亮的稀有服装、比其他玩家更大的个人空间,这些稀缺资源让一些玩家为之疯狂。

          在不同的玩家面前,这些稀缺资源的价值是完全不同的。比如这篇文章的主要读者的起薪都在4000左右。在一个自己常玩的游戏中,花费100元购买一件需要花费大量时间游戏才能获得的有用的虚拟道具是很轻松的一件事情。而这件装备在每个月生活费只有400至500元的学生时代几乎是件不可思议的事情。

           

          同理,在中国这个960万平方公里领土的庞大国家、14亿人口、2亿互联网用户、4000万网络游戏用户中。各种各样的人群对于游戏内稀缺资源的价值的理解也不尽相同。曾经接触过一些公司的头面人物、以及有钱的年轻人,他们花费巨资购买虚拟物品。在这个同时,也接触过一些低端用户节省生活费为获得上网费和游戏点卡开支。……

          原文:http://blog.sina.com.cn/u/44a67633010009mh

           

          网络游戏经济模型

           

              以上对各个不同游戏内已经形成的基本模型进行了简单的分析,以下的表格主要通过对游戏内玩家主要的需求、虚拟货币的发行控制、以及游戏内自身经济系统的特征进行横向的对比。以达到分析网络游戏经济系统与现实经济关联关系的目的。

              以下数据和推断主要来源于个人通过同行获得的信息,几个主流游戏运营期在网络上公开发布的数据,以及个人对上述主流网络游戏用户的抽样调查(8至10资深玩家,收入水平从2万/月至300/月,职业从无业、学生、白领到房地产公司负责人)获得,分析部分结合自己在天晴数码工作期间使用的用户分类方式以及相应的工作经验。

              分析的几个主要部分为角色养成部分,主要是指角色在游戏中“不可交换能力”的增加过程;装备需求部分,主要是指游戏内装备系统在众多用户面前的特性;技能需求部分,主要是指游戏内众多玩家通过特定方式为角色获得的,可以持续积累、增强能力;宠物需求部分,主要是指游戏内所有玩家都可以在自身角色之外额外培养的,从属于自身的另外角色;货币入口部分,主要是指游戏内的玩家通过一定的操作,从游戏系统中新增的游戏货币;货币出口部分,主要是指游戏内的玩家通过一定的操作将游戏内的虚拟货币从游戏中交至NPC处的部分,流通过程指游戏内一类玩家的需求,通过另外的玩家提……

          原文:http://blog.sina.com.cn/u/44a67633010009mi

           

          大兵历险记

          Posted: 05 May 2007 10:42 PM CDT

          W、A、S、D 键控制,A、D为前后移动,S蹲下,W挑起,W两次可以跳更高,空格加 W 更更高。鼠标左键射击,滚轮可以切换武器(或者用 Q、E切换,老实说没有数字键切换方便)。画面很精致,第一关为指引训练。游戏过程中可按 P 暂停,过关后可以保存进度。

          [ 游戏链接 ]

          (more…)

          吹牛特训营

          Posted: 05 May 2007 10:23 PM CDT

          应邀发布这个游戏,算是对中文 flash game 的支持吧。

          游戏开始会有说明,可按 Esc 取消。开始游戏后移动将鼠标打气筒的漏斗对准地上的牛,然后按住鼠标不动让它漂浮起来,漂得够久的话或许你能排上神牛榜。吹牛不难,难的是一边吹着一边要躲避下面法官的的暗箭(铅笔头),以及牛不能碰到画面顶部和两边,出界同样是失败。

          厚道的说,此游戏创意10分,画面8分,可玩度5分。望作者再努力。

          [ 游戏链接 ]

          Arcade Flyer Art Saturday: Arcade Flyer Art Saturday: Tattoo Assassins

          Posted: 05 May 2007 10:00 PM CDT

          tattass.jpg

          Tattoo Assassins is the stuff that legends are made of. Created by Data East in 1994, Tattoo Assassins was a blatant rip of of the Mortal Kombat series complete with "photo realistic" digitized fighters and fatalities. Rumor has it that the game was so terrible that it never actually saw the light of day.

          In the beginning it seemed that Tattoo Assassins was the perfect project. Data East had signed on Bob Gale, the creator of the Back to the Future franchise to help out by creating the characters and the story line and a lot of money was put into filming the various actors and their moves. The premise revolved around a group of fighters who were all tattooed with a magical ink that would allow the tattoos to come to life and help in battle.

          As with most fighting games, each character had a back story that worked in to the plot of the game. Tattoo Assassins character list was diverse including a revenge seeking stripper, an Indian, a rock star, a tribal warrior, a Yakuza assassin, a former Navy seal and a Nancy Kerrigan rip off to name but a few. The range of fatalities was also quite large featuring over 200 special endings such as a falling Delorian, octopus attack and more. Delightful special moves included explosive diarrhea and vomiting.

          The game was pretty much hated by everyone who worked on it and no actual cabinets were ever made, save one which allegedly lives in the Data East office building to this very day. The "art" on this flyer is rather dull, but it does feature two of the characters from the game, Kholdan who is the big boss and Hannah, the afore mentioned stripper on a revenge trip. The most striking thing though is Hannah's outfit which has got to be one of the ugliest things i have ever seen. it also looks like it's missing a few pieces.

          For a complete history of this game including input from a tester and and a member of the game's programming team, check out Dan's Tattoo Assassins page.

          Savage Love on Second Life

          Posted: 05 May 2007 11:21 PM CDT

          Sex in Second Life makes it into Savage Love.

          I laid down some ground rules for myself: 1) I would NOT form a partnership in SL; 2) I would NOT, under any circumstances, discuss or reveal any details of my RL with anyone; 3) I would NOT form emotional relationships with other avatars. I have followed these rules to the letter.

          My wife knows I have an SL account, but that's it. She's made it clear that she considers sex in SL to be adultery. I disagree. I see it as a form of user-controlled porn—so long as I follow the three rules above.


          ndsl、Wii的“塞尔达传说”主题版本

          Posted: 05 May 2007 03:23 AM CDT

           
          这两个东西不是官方推出的,而是爱好者自己制作的。那个ndsl不太清楚,而特制Wii的制作者叫“freakf-ingtastik”,目前在ebay的价格叫到了1200美元。

          Collection: A Game Collection For The Ages

          Posted: 05 May 2007 09:00 PM CDT

          tristanscollection.jpg

          Kotakuite, Tristan recently cleaned out his game closet and assembled his collection for all to see. Covering over twenty different systems, his collection is quite impressive. It always warms the cockles of my heart to see games all gathered in one place and not be an auction on eBay. Guard your treasure trove well, Tristan, in another 75- 80 years some of those will be bona fide antiques which you can then present on Antiques Roadshow for a tidy sum. Flynn De Marco

          《漫游巴黎》(Travelogue 360: Paris)硬盘版

          Posted: 05 May 2007 05:26 PM CDT

          《漫游巴黎》(Travelogue 360: Paris)硬盘版
          转自sharevirus
          开发:Big Fish Games
          发行:Activision
          容量:1CD
          语种:英文
          平台:PC
          类型:Adventure
          网址:http://www.travelogue360paris.com/
          【游戏简介】
          Travelogue 360 Paris是Bigfish Games最新发布的,一款类似于神秘视线的优秀作品。旅行于法国各大城市,穿梭于著名建筑艾菲尔铁塔,凯旋门,和一些时尚的街头店铺间,再次运用你的锐利目光,在360度可旋转的空间中找到指定的物品吧。

          【游戏截图】



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

          《杀手十三》(XIII)[ISO]

          Posted: 04 May 2007 09:50 PM CDT

          《杀手十三》(XIII)[ISO]
          类型:动作射击
          最低配置:
          CPU:奔腾Piii700
          光驱:4x
          空间:1.2G硬盘空间
          声卡:DirectX 8.1 Sound 兼容
          显卡:DirectX 8.1 (32MB)硬件T&L
          (推荐使用Geforce FX显卡)
          (更高配置可获得更高图象表现)



          原版安装 游戏安装过程中并未要求输入序列号
          Dash以前发布过这个游戏,问题蛮多的,而且下载也比较慢,所以我去买了个正版,真正原创首发VeryCD,同时希望VeryCD有自己的坚持
          XIII是个颇受瞩目的游戏,最主要的原因,大概就是因为它使用了Cel-Shading(卡通渲染)技术。这是一项将3D物体转为类似2D手绘的卡通风格的技术,不清楚这项技术起源于何处,不过它在近几年正在火热地流行起来,大概要归功于2000年世嘉的子公司Smilebit制作的DC游戏“Jet Grind Radio”,此后游戏机平台上许多游戏都运用了这项技术,包括任天堂的塞尔达传说这样的名作。不过在PC平台上则很少见到,能引起注意的,大概只有去年底出的龙穴3D了。跟塞尔达传说等游戏不同,XIII中营造出来的是一种欧美漫画的风格。它使用卡通渲染技术并非是赶时髦,主要是因为它是改编自法国同名系列漫画的,因此这是最合适不过的选择了。
            游戏中完全可以完完全全感受到漫画的味道,应该说这是3D和2D的完美结合。场景贴上了漫画风格的贴图,有些物品还故意做得简单以加强那种感觉。而人物则是完完全全的手绘风格。另外游戏中经常插入一些漫画和动画。有些是对玩家表现出色的奖励:例如当击中敌人头部时会出现三格的漫画,描绘敌人被击中过程的特写;当击毙高处的敌人时,会插入一格动画,表现敌人坠落的过程。有些则是为了交待剧情,例如当我们乘电梯上楼时,会看到不明身份的人射杀电梯旁士兵的漫画。此外还经常出现很多像声词,例如敌人的惨呼:ARRR、脚步声:TEP、TEP、TEP...还有拳头击打物品、流血等各种效果,也都是漫画的表现形式。至于对话就更不用说了,那种方式是我们在小人书和漫画里早就习惯的了。
            这个游戏不仅仅是看着特别,玩起来同样很特别。改编自系列漫画,使它拥有一个精彩的剧情。特别是我们大多数人都没有见识过那本法国的漫画,可以保有十足的新鲜感,而不是去挑剔改编的质量。主人公在海滩边的小屋醒来,除了身上XIII的记号和一把某银行的钥匙,什么都没有,包括记忆。还没有完全清醒过来,就有一堆全副武装的家伙追杀来了。随后只能被暂时称为XIII——也就是不吉利的数字13的主人公,会发现自己拥有娴熟的战斗技巧。之后在努力搞清楚“我是谁”的同时,他还会发现自己卷入到了暗杀总统的阴谋中——那套漫画是从肯尼迪遇刺事件中获得灵感的。这个题材并不是特别新鲜,记得我以前比较小的时候就看过一部相似的电影,也是一个人在海边获救,但失去记忆,医生从他一处伤口中找到一片记录银行账号的微缩胶片。不过它还是很有意思的,至少比光是打打杀杀的FPS游戏更有吸引力。
            游戏是基于虚幻2引擎的,因此毫无疑问,它当然拥有优秀FPS游戏应有的东西。游戏中有丰富的现代兵器,手枪、散弹枪,还有不管是劳拉还是凯特小姐都很喜欢用的配上了激光瞄准镜的弩,这些武器很多都还有第二种射击模式,像自动步枪的第二种模式就是发射榴弹。另外还有开锁器、抓钩等特殊工具。既然是漫画,当然也不需要太真实。只要装甲足够,主角还是比较耐打的,不会像一些强调秘密行动的游戏那样那么容易被击毙。子弹也比较充足,可以尽情用各种武器蹂躏敌人。当然敌人也不是很容易欺负的,他们的AI还不错。很多时候,你退到有利的地方,敌人并不会傻乎乎地冲过来。他们可能会躲在有利的地方。当他们面对面冲过来时,也会绕来绕去。交战时他们可能会突然翻滚到障碍物后面,再突然冲出来。如果你投掷手雷,他们会判断距离。有时候他们会后退躲开,有时候则会径直冲上来,趁我们还没来得及切换到其他武器的时候杀我们一个措手不及。不过有时候他们的AI也会出问题,有时候会盲目地跑过来跑过去,有时候他蹲在角落,你可以找个角度打到他们的腿,但他们到死都不会躲开或者冲过来。希望正式版的时候这些小问题会被修正。另外游戏还有一个让人喝彩的设定,就是防具有防弹背心和头盔两种。如果你一枪狙中敌人的头,你就可以从他身上得到全部的盔甲。如果你是连续打他的身体直到击毙他,那么就什么都得不到。如果他的身体只是一定程度的损伤,那么你的盔甲还能得到部分的补充。头盔也是这样。戴头盔的敌人很麻烦,因为你很难一枪结果他,不得不先打掉他的头盔。这个设定使你必须更讲究射击的技巧,那会决定你能坚持多久。另外除了硬拼,我们还可以采取一定程度的隐秘行动。只要蹲下来就不会被敌人听到动静。通过监视器可以查看敌人的动静。最重要的是,当停下来,完全静下来之后,就可以发挥主角的第六感,感觉到附近的动静。这是漫画特色对于游戏性的一个贡献,TEP、TEP的脚步声不仅仅是增强漫画的感觉,从这还可以判断敌人的方位和距离——当他越近,这个像声词就会越大。




          MD5:
          Installation Dis.iso
          1e513ea42ddf9f0015d9a27dfca64ee6
          XIII_CD2.iso
          5d8415f850922fbafdd2fc4bc11d07a2
          XIII_CD3.iso
          8aba689b5e6ef5d926128799e9885415
          XIII_CD4.iso
          95b5a6aac83b67679b16cdfb3a497885
          QQ群:12927495

          已通过Avast4.7 Home安全检测
          做源时间:节假日 平时有时间就做
          服务器:DS1-DS2 /BIG 9/Byte Devils
          绝对原版,值得珍藏。所提供内容仅为学习参考而用,如果您需要作为个人使用或出于商业用途,请通过合法途径购买正版。请自觉在下载24小时内删除。支持正版,打击盗版!这是教育学习版!


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

          Spiderman 3: Clip: PS3 Spiderman 3 Game Intro

          Posted: 05 May 2007 08:00 PM CDT

          Still not sure if you're going to buy the Spiderman 3 game? Well here's a clip that will either repel or attract you depending on your opinion of the character models. There is something inherently creepy about 3D characters modeled after real life people, especially celebrities since we are so used to what they look like. The models always seem.. I don't know.. off somehow.

          I am, however, intrigued by the gang of flouncy skirted dames jumping off the roof of a building Mary Poppins style with their parasols aloft. I think I might have to buy the game just so I can see what they're all about. Flynn De Marco

          The China Angle: 'The Burning Question'

          Posted: 06 May 2007 10:16 AM CDT

          This article is from:
          http://www.gamasutra.com/php-bin/column_index.php?story=8655
          POSTED: 4.21am PST, 04/30/07 - Shang Koo - LINK

          Brief:
          1
          Several hundread thousand Chinese World of WarCraft players

          are glad to know, The 9 company has completed the maintenance

          on WoW's server.
          2
          There is a rumor in Chinese portal sohu's community, which is

          "the room of server is on fire , some data is lost".Unlike the


          "game" via 柠檬杀手 in Google Reader

          unread,
          May 7, 2007, 1:21:03 PM5/7/07
          to cngame...@googlegroups.com

          自己的想法总被别人实现说明什么?

          Posted: 07 May 2007 12:49 AM GMT-06:00

          偶爱好是业余策划,每次想到一些东西,就把它们写下来。大概还抱着一丝在不知道哪一天可以实现的期望。
          大部分是在玩了一个或几个游戏后的改良想法,有从某个或某些游戏中借鉴的影子,不敢说是新创的类型。
          很郁闷的是,写下来的东西在过了一段时间后,看到了某个新游戏,或是游戏的介绍,或是别人对某种游戏的期盼和YY,发现自己想要改良的东西和他们撞车,思路相似,内容相近。
           

          这几天新的UFO:Extraterrestrials出了,早期Xcom的复刻改良版本。正好我也一直有个倾注心血的Xcom类型的未完成案,因此下来玩玩看。然后就一口血吐到屏幕上面收不回去。虽然说大家都有Xcom的影子,但在基地建设一章,我是有指挥中心和能源室的。在基地攻防里面,占领或破坏这两个点可以起到不小的战术作用。
          然后看这个ET,他不多不少就是加了这两个,具体在游戏中是否有作用尚且未知,但看介绍似乎是有的。

          自己想了想,这些撞车的点大都是出在把现实的内容转换到游戏的内容的过程,比如上面的例子,无数的小说/战例里有这个场景,我受到他们的影响。而其他的策划也一样么?
          这只是一个例子而已,之前在别的内容上也发生过多次了,Alpha,E5旅,早一点的UFO:AS,甚至是看别人的YY文

           

          这说明什么啊?
          说明自己有职业人的能力,只是缺这个机遇与追求的决心?
          说明思路贴近游戏者和制作者的需求?
          说明自己的想法只是泛泛平庸,能想到的别人早就想到?
          或者什么都不是,只不过从一个侧面说明了单纯方案没有价值,人人都能做?-_-||可以用来教育月经们了...

          Long Time No Wii: Wii for Dead People

          Posted: 07 May 2007 11:40 AM GMT-06:00

          nintendo-wii-joss-paper-dead01.jpg
          So apparently even though I can't get a Wii until 2009, I can send one up to my grandparents (may they rest in peace) with that barbecue postal service to the sky that is sitting in my parents' backyard. Mostly it's used to burn "Hell Money" up to our loved ones during the anniversaries of their death as well as the Chinese Ghost Festival so they have some cash to spend in their afterlife.

          But in the off chance that it's as hard to get a Wii up there as it is down here and the cash is useless, I will be sending this joss paper, burnable Wii complete with nunchuck attachment, wiimote, an external power adapter and a Wii Sports paper DVD at the next holiday. They probably won't appreciate it as much as I do, but at least we'll have something to talk about when I get up there. Kim Phu

          Wii for the Dead [Ironic Gamer]

          And A Square Shall Lead Them: Behold - Adventure II!

          Posted: 07 May 2007 11:20 AM GMT-06:00

          adventIIcart.jpgThe greatest action adventure game of all time, just got greater...
          Journey back to the days when the fate of the world rested squarely on the shoulders of a square with an arrow on its head. Harnessing the awesome power of the Atari 5200, Square is back, and this time it's personal. I must admit that when I first saw Adventure II over at the bits, bytes, pixels & sprites, I nearly peed.

          Authored by Ron Lloyd with props to the winners of the Atari Age "Ye Olde Adventure II" sprite design contest, Adventure II is not only the first ever sequel to the 2600 classic, it's also the first ever Atari 5200 game to come in a Limited Edition box set loaded with extras. For $50 you get the amazing professionally printed and gold-foiled number box, the fully-functional cartridge, a full-color manual, parchment maps, some magnets, and a brass plated skeleton key.

          The box set is limited to only 250...so limited that I bought mine before posting this, just in case. Now that that's over with, click here to go buy, or hit the jump for a gallery of screenies and product shots, courtesy of Atari Age. Michael Fahey

          Adventure II: the homebrew sequel to the Atari classic [the bits, bytes, pixels & sprites]

          Jumped The Shark: Has Zelda Jumped the Shark?

          Posted: 07 May 2007 11:00 AM GMT-06:00

          mario_l.jpg

          Geoff Keighley recently did a Q&A with Shigeru Miyamoto about the Nintendo visionary's take on things as eclectic as Halo, movies and exercise.

          It's a short, though pretty interesting read. My favorite questions for Miyamoto have him talking about social messages in games, how he could have made Halo if he felt like it and why, gasp, Zelda isn't doing well in Japan.

          Do you ever think about challenging yourself to design a game that addresses a real-world topic or carries a deeper social message? Maybe if I were to come across a problem in my life that affected me I would think about that. A game like that would be very interesting to make. At the Independent Games Festival at the last GDC [the Game Developer's Conference] I saw a game, Defcon, which is about thermonuclear war -- the whole world is destroyed. That's a very powerful message to put in a game.

          You mentioned social issues in Japan. But games are a global business -- and the youth of America have a host of unique issues in front of them. The reason I mention this is that one criticism of Nintendo's games is that they are very Japanese-centric. American gamers have bought more copies of Halo than they did of Metroid, for instance. Do you ever worry that you're losing touch with what young American players might want to play?
          I could make Halo. It's not that I couldn't design that game. It's just that I choose not to. One thing about my game design is that I never try to look for what people want and then try to make that game design. I always try to create new experiences that are fun to play.

          Why do you think Zelda isn't doing well in Japan?
          Well, I think a lot of people who bought the Wii are not necessarily the types of people who are interested in playing that kind of game. And a lot of the people who would want to play it [due to chronic shortages of the console] can't find a Wii! But mostly, I think it's that there are fewer and fewer people who are interested in playing a big role-playing game like Zelda.

          Holy crap, did Shigeru Miyamoto just say that the number of people interested in playing Zelda is dropping? Hey, I think I said something like that back when the game first hit the Wii. I know I'm going to regret asking this, but has Zelda jumped the shark?

          The Man Who Made Mario Super [Entertainment Weekly]

          For The Delicious BBQ: Capcom Goes into Korea

          Posted: 07 May 2007 10:40 AM GMT-06:00

          monsterhunter.jpg
          Capcom has consolidated a subsidiary office in South Korean and it will be begin operations today. The Korean office will focus on expanding Capcom's online game market as well as use the office to publish throughout Asia (more so). This could mean that Monster Hunter Frontier, the MMO version of Monster Hunter on PCs, could be released into Korea after its launch in the land of the rising sun in June, though it has not been confirmed. It's more of a common sense kind of thing. Kim Phu

          Capcom Expands into Korea [Silconera]

          Ray Tracing: A Japanese Game Market Expose With Ray Nakazato

          Posted: 07 May 2007 10:00 AM GMT-06:00

          Feelplus' president Ray Nakazato (Lost Odyssey) talks to Gamasutra about the business of games from a Japanese perspective, revealing exclusive insights on titles from Ninety Nine Nights to the Sakaguchi-helmed RPG, and beyond.

          Premium Aged Maple: Maple Story Turns Two

          Posted: 07 May 2007 10:20 AM GMT-06:00

          mapleanniversary.gif
          Nexon's whacky free-to-play but pay-to-pimp side-scrolling MMO Maple Story is celebrating two years of success in North America, home of just a smidgeon of their 50 million+ user base. Throughout the month of May they'll be holding anniversary events that offer special items, birthday-themed monsters carrying unique loot, GM events every day from the 9th though the 16th, and double XP and item drops the 11th through the end of the month.

          Players can also compete in three contests focusing on user-created content. There's a fan-art contest for...fan art, a create a monster contest, and a create a weapon contest which allows users to create their own weapon design for inclusion in the game.

          The festivities will also be felt in the cash shop, where every fake item available will cost you slightly less real money. Go nuts, but remember - your family cannot eat your new hairstyle. That's why I cannot play this game. My love of 2D graphics coupled with my penchant for spending money in stupid ways would ultimately lead to my big-headed anime downfall. Michael Fahey

          NEXON'S MMO GAME MAPLESTORY CELEBRATES TWO YEARS OF GAMING SUCCESS IN NORTH AMERICA

          MapleStory's Two Year Anniversary Kicks Off with a Month of Special Celebratory Events, New Game Items and User Generated Contests

          Los Angeles, CA - May 7, 2007 - Nexon America Inc., the U.S. division of Asia's leading online game company Nexon Group, is proud to announce the two year anniversary of its first massively multiplayer online (MMO) game release in North America, MapleStory. In-game festivities during the month of May include five coordinated events awarding special prizes, and ample opportunities for the community to showcase its collective talent with contests driven by user generated content. MapleStory currently boasts more than three million registered users in North America, making it one of the fastest growing massively multiplayer online games. According to Xstatics, compiled by Xfire.com for the month of April, MapleStory is fourth among the top ten MMOs currently being played online, and 15th among the top 20 PC games currently being played online.

          "We would like to thank our 50+ million users worldwide and rapidly expanding U.S. audience for helping us mark the two-year anniversary of MapleStory in North America," says John H. Chi, chief executive officer of Nexon America. "Nexon looks forward to celebrating MapleStory in the years to come by providing even more innovative content and unique gameplay for our passionate community."

          Through the month of May, various anniversary events will take place in the MapleStory universe in which community members can participate. The "Massive Maple Item and Weapon Hunt" promotes an all-out hunt for monsters carrying unique Maple Items and Weapons. The "Birthday Present Blow-out" features cake and candle monsters designed exclusively for this event carrying birthday presents for users based on their level. "Cody's Quest" will offer users who complete the celebratory and birthday themed quests an extraordinary and rare game item. In addition to these commemorative events, special GameMaster events will take place in MapleStory each day during the week of May 9-16. Finally in a special "thank you" to the community, Maplers will be "Seeing Double" as experience points (EXP) and drops will be doubled from May 11-31.

          MapleStory will also offer players opportunities to submit content for future in-game inclusion with three contests in the month of May. Building off the success of previous fan art contests, players will be asked to capture the spirit of MapleStory's 2nd Anniversary by uploading original fan art for "Fan-tastic Art!" The Top three submissions will receive limited MapleStory dolls, one converted poster of their fan art, and 100,000 Maple Points. The "Design a Weapon" contest invites players to create a new weapon design with one lucky user being awarded 50,000 Maple Points, the privilege of naming the weapon, and the honor of having their new weapon implemented into the game. Lastly, "It's A-A-A-L-L-I-V-E-E!!" will allow players to design and name a monster to be brought to life in the game; the winner receives a MapleStory doll and 25,000 Maple Points, in addition to having their monster join the unique horde already featured in-game.

          "There is no doubt that we'll see some very creative, funny, and downright eccentric designs and artwork submissions from a community exceeding 3 million users," says Min Kim, director of game operations at Nexon America.

          Until May 16, all items in the cash shop will be on sale during the "Cash Shop Sale." Players will be able to buy hip, popular items for 1,000 Nexon Cash. Mysterious packages with a bonus 2x Exp cards will also be sold in the cash shop for a limited time.

          MapleStory continues to expand in North America as one of the fastest growing massively multiplayer online role playing games (MMORPG). Averaging 45,000 new registered users a week, the award-winning game is known for its robust and active community with the ability to personalize game characters in endless combinations. Filled with vibrant backgrounds and charming characters, players interact with each other online through chatting, trading, mini-games, and coordinated events. Groups of players can also ally together in parties or guilds to socialize, hunt monsters, and venture through the immersive lands on thrilling quests.

          In MapleStory, players can purchase in-game apparel and accessories that enable them to create unique identities, utilizing an innovative cash shop system (microtransactions). These features are purely optional, and players can try out items prior to purchase in virtual dressing rooms, ranging from colorful outfits to fire-breathing pets.

          As the pioneer of the microtransaction, or Item Selling business model, Nexon has sold millions of virtual items worldwide through MapleStory and other hit titles such as KartRider and BnB: Crazy Arcade. In 2005, Nexon Corporation reported $250 million in revenue, driven primarily from millions of microtransactions.

          ###

          PC: Microsoft Meets Razer in New Keyboard

          Posted: 07 May 2007 10:00 AM GMT-06:00

          reclusa.jpg

          I've never liked blue backlighting, it always seems to destroy my night vision. But besides that, I think the Reclusa keyboard, a new gaming board by Microsoft and Razer, sounds like a decent investment.

          The board comes with a ten macro keys, that pesky blue backlighting and a pair of 360-degree jog dials. In their review of the board, ExtremeTech says that the keyboard feels substantially better than your run of the mill keyboard, but not as good as the keys on the Logitech G11 or G15 boards.

          Unfortunately, this board doesn't have an option to turn off that backlighting and the two USB ports on the board seemed to be a bit glitchy, according to the review.

          ExtremeTech ending up giving the board a 60 percent, which means there's no way I'd buy this thing. Am I the only one not that impressed with Razer? Their stuff seems average at best, but maybe I've tried the wrong things.

          I actually just had a Microsoft Natural keyboard crap out on me after five years of use. Any suggestions for a nice replacement. Currently I'm using one of the original Zboards, which has painfully tight keys and can, at times, act up. I'd never want to use this thing for gaming.

          Microsoft Reclusa Gaming Keyboard Review [ExtremeTech]

          Bonus Inq. of the Week: Spiderman 3 Threat or Menace?

          Posted: 07 May 2007 08:54 AM GMT-06:00

          pk-00-2.jpg

          Discuss what you did and did not like in this SPOILER thread!

          (more…)

          PS3制造成本可能降低$100

          Posted: 07 May 2007 09:26 AM GMT-06:00

          从台湾的游戏主机和部件制造商那里传出的消息,PS3的重要部件Blue-laster pick-up heads (PUHs)将增产并降价,PS3整机的成本将降低100美元

          No Tags

          GAMBATTE!: Rumor: Karous for the Wii

          Posted: 07 May 2007 09:40 AM GMT-06:00

          karous_and_futari_02_qjpreviewth.jpgHints of a game destined to die on Dreamcast might be making a crazy monkey-dancing, snake-blooded, voodoo revival on the Wii. Milestone has not announced any titles for the Wii, yet they have been listed as a third-party developer since the very beginning, which begs the question, "Where's my game and when can I have it?".

          Ryan over at Arcade Renaissance has a pretty good theory on the first part of the question, but has some trouble answering the second. He believes this half girl, half angel (and all Victoria Secret by the looks of it) shooter will be the first game that the developer will bring over to the Wii due to its previous succcess on the Dreamcast. Also, there was also recent posting on the SHMUPS forum in which a user states that they were:

          "...privy to details that confirms that Karous is in development for the Wii.

          This combined with the fact that O3 Entertainment (a company who is responsible for the still delayed Radio Allergy for the Gamecube, though it is Wii Compatible) mentioned cryptically in their forum that there would be something to look forward to after Radio Allergy's release and left a link to Milestone's Karous webpage.

          Personally, I'm seeing a lot of eggs and no baskets to put them into. But it's a just a rumor, and news about more games coming out is better than news of no games coming out. Kim Phu

          Rumor Karous for Wii [Arcade Renaissance]

          It's Over Prime: Transformers 360 Cybertron Edition

          Posted: 07 May 2007 09:20 AM GMT-06:00

          McWhertor may have thought they were just phoning in the Transformers Movie game box art, but I knew they were just saving the big guns for the collector's edition packaging. You'll see. This puppy is going to be the end all and be all of collectors edition box art. The ultimate in fan service...

          tf360se.jpg

          ...or it could look like the hood of the 1987 paintless Nissan Sentra I had back in my late 20s when I worked the vinyl cutter at a sign shop...decals I later replaced with Bubbles the Powerpuff Girl before the transmission blew. At least it's a good bit nicer than the DS version covers, which just split the normal cover in half between the two games. I bet they were just too busy making us a damn fine Transformers game to worry about box art. Just gonna sit here, smile, and keep believing that.

          As to what's included in the Cybertron Edition...no clue, but if the box doesn't transform into a robot then they've completely missed the point of all this. Michael Fahey

          Mobile: Blizzard Going Mobile

          Posted: 07 May 2007 09:00 AM GMT-06:00

          wowm.jpg

          As we rumble ever forward toward May 19 and some sort of announcement from Blizzard in South Korea more and more details seem to be shaking loose.

          We first reported two weeks ago that Blizzard was working on a next-gen massively multiplayer online game after one of our readers pointed out some interesting job listings. At the time I theorizes that perhaps a World of Starcraft game could be announced at blizzard's Worldwide invitational. Several sites were quick to jump on the bandwagon saying that they too thought that a World of Starcraft game could be coming down the pipeline.

          Last night I was digging around Blizzard's job listings and came across a few other jobs that point to some major movement going on over at the company.

          Most interesting are the three listings for a mobile producer, lead mobile software engineer and lead mobile UI designer. That's right Blizzard is going mobile. Looking over the listings, I suspect that the team of three will likely be working on bringing some sort of game (likely World of Warcraft) functionality to the mobile phone, as opposed to full games. (Thank god).

          The company is also looking to hire an associate brand manager, a person whose job will be to amp up interest in "Blizzard products." I can't imagine this would be for World of Warcraft since it's becoming one of the most known PC games on the planet, so I suspect it might be for some new product.

          So what we've got now is confirmation from Blizzard of a May 19 announcement, a recent spike in hiring for a next-gen MMO, a mobile functionality team and a marketing person. It's anyone's guess right now, but now I'm sort of leaning toward something World of Warcraft related, maybe the game is heading to the Xbox 360? That could even explain the mobile team, if they wanted to make use of the upcoming Live Anywhere functionality. Brian Crecente

          Blizzard Job Listings

          Pleasant Surprise: Night Note: Wise Beyond His Years

          Posted: 07 May 2007 08:40 AM GMT-06:00

          To: Crecente
          From: Ashcraft
          Subject: Kid's Say The Darndest Things

          Common knowledge, but the word for foreigners in Japan is "gaikokujin." When it's said on the news or NHK, it's "gaikokujin" (literally: "outside country person"). Elsewhere, it pops up as "gaijin" ("outside person"). Some find the word offensive or even derogatory and are quite sensitive about it. Others don't really care. Guess I'm somewhere in between, and more often than not in the "don't really care" category. For every asshole here, there's a corresponding one elsewhere, so I don't buy that misunderstanding different kinds of people is unique to Japan. I've lived in Japan long enough that I know "gaijin" isn't always meant to dis, and that it's better to go by things like context or tone in deciding the speaker's intended meaning. There's no point in correcting people when they shorten it — You'll kill yourself trying.

          During the weekend, we took a family drive. It was a nice day, so I rolled down the window and let the breeze blow through the cabin. We hit a stop light. At the corner, there was a teen, couldn't have been more than 16 and what appeared to be his girlfriend. My car pulled up to the intersection and stopped. The kid sees me and says to his girlfriend, "Foreigner." She laughed. Rude all around. The rough way he said it, and tone of his voice was closer to "Fucking foreigner," than just "foreigner." The light changed, and I drove off.

          Thinking aloud, I said, "I wonder why some people have to act like that?"

          Sitting in a babyseat in the back seat, my kid piped up: "That's just something you're going to have to endure."

          This coming from a three year-old, who still wets the bed. Well said. It's hard being different, but something tells me that Mini Bash is gonna be alright.

          What you missed last night:

          Those Guys Are Right. You're Money: Pac-Man Cuts Peter Moore's Grass

          Posted: 07 May 2007 08:20 AM GMT-06:00


          2007, huh? Strange days. If you'd told me three years ago that I'd see a video where Peter Moore would be chasing Pac-Man off his girl, and his Aston Martin, while shaking his fist furiously, I'd have chortled. In disbelief. Bill Gates...maybe, J Allard definitely, but I didn't think Pac would stoop that low.

          Go get him, Pete. Luke Plunkett

          [via Dtoid]

          Ooh-la-la: 1-Up Mushroom Hits French Beach

          Posted: 07 May 2007 08:00 AM GMT-06:00

          P7310085.JPG

          Found in Nice, the South of France. Next to that mop of hair is a Mario 1-Up mushroom. Writes reader Tom:

          This cheeky little 1-Up mushroom was just on the beach front, going all but unnoticed in the hustle and bustle of touristy life... (bloody tourists...)

          Probably not so much the tourists that cause the 1-Up to go unnoticed, but the tourists in skimpy beach wear. Squint, and you'll see absolutely nothing. Brian Ashcraft

          Arrrgh!: Hot Flashes: Tangerine Panic

          Posted: 07 May 2007 07:40 AM GMT-06:00

          tangerinegame.jpg

          Why are they so big?! OMG tangerines!!!

          Tangerine Panic is a nifty little flash game that ate up a chunk of my morning (and I hope it will do the same to yours). Tip: Find a good spot to dodge tangerines to minimize movement. Above is my high score. What's yours? Brian Ashcraft

          Tangerine Panic [Official Site]

          Marketing Masterstroke: Sydney, May 23: Forza 2 AND Zombies

          Posted: 07 May 2007 07:20 AM GMT-06:00

          BSC.jpgForza 2, not due until June. Cue the tiny violins and a few teary moments. Should you live in Sydney, though, and can get yourself to the Hoyts at Moore Park on May 23, you can get in early and get your game on. Some of Microsoft Australia's Xbox utes will be parked outside and will be hosting a Forza 2 competition: between 7-9pm on the night the utes will be open and taking on all-comers, with the eight fastest qualifiers moving on to race in the "final".

          Which will take place inside the cinema, on the big screen, for a grand prize of $5000 cash and an airbrushed Forza 2 360. Bonus: after the comp the first 400 registered entrants will get in to see 28 Weeks Later, it being a cinema and all. For free. Good times! Luke Plunkett

          Forza 2 Big Screen Challenge

          快看到新版越剧红楼梦了

          Posted: 07 May 2007 07:38 AM GMT-06:00

           
          九月上映。。等待。。

          ... ...

            Win Stuff: Sam & Max Conest, Last Day

            Posted: 07 May 2007 07:00 AM GMT-06:00

            samandmaxcontestlastday.jpg

            To bring everyone up to speed: Telltale Games is giving away full digital versions of all six Sam & Max episodes from Season 1 to three (count 'em) separate Kotaku winners. That means you actually have a chance of winning something. So, how can you win? Make a Sam & Max comic (info here) and send us the link. The deadline for entries is today, midnight PST. Send your links to kotaku...@gmail.com. We'll pick finalists that make us giggle, and Kotaku-land will then pick the best three. Oh, and by entering our contest, you agree to our rules. So bring on the ha-ha! Brian Ashcraft

            "game" via 柠檬杀手 in Google Reader

            unread,
            May 8, 2007, 2:06:00 PM5/8/07
            to cngame...@googlegroups.com

            Feature: 'Living Worlds: The Ecology of Game Design'

            Posted: 08 May 2007 06:32 AM CDT

            In today's exclusive Gamasutra feature, former EverQuest designer Kevin Carter reveals "three simple guidelines you can use to make your game worlds that much more believable, and therefore that much more exciting to play through", citing games from Half-Life to Out Of This World. In this excerpt, Carter explains why in designing a believable and immersive game world, it is imperative that developers begin by thinking about their game's non-player characters, taking care to make ...

            A World’s Fair for VWs in SL?

            Posted: 08 May 2007 12:07 PM CDT

            There’s something that almost seems self-defeating about it. :) Basically, a guy is trying to set up a showcase area, a “World’s Fair” thing, for virtual worlds, in Second Life. A booth for WoW, a booth for EVE, and so on. Read about it on his blog.

            Some of the biases and assumptions present in the project are certainly visible:

            For each virtual world, a legal counseling service will be offered to open a business, to advertise, to start a commercial or cultural project.

            I have trouble seeing those sorts of projects in WoW. :)

            On the other hand, the YouTube based festival of virtual world travel videos seems like a nice touch.

            XBLA Getting Double Dragon, New Casual/Board Titles

            Posted: 08 May 2007 08:02 AM CDT

            Microsoft has confirmed earlier reports that its regular Wednesday Xbox Live Arcade update will include a port of arcade beat em up Double Dragon and have previewed six more forthcoming titles, including more casual card and board games. First announced last week by Live Arcade version developers Empire, Microsoft has revealed more features of the arcade port, including two-player local and Xbox Live multiplayer, new music, three separate leaderboards, customizable controls, and special extras such ...

            Blitz Adds Executive To Serious Division TruSim

            Posted: 08 May 2007 06:52 AM CDT

            Officials from major European developer Blitz Games (Burger King adver-games) have announced that the company has hired Mary Matthews to a senior role for TruSim, the company's game-based training, visualization and learning division. Specifically, Matthews will assist in business and strategic development involved with Blitz's efforts within the serious games space. She will also work to support strategic thinking across all of the divisions within Blitz games, which is known for its family friendly games ...

            Harmonix's Rock Band Gets Fender Gear

            Posted: 08 May 2007 06:25 AM CDT

            Officials from Guitar Hero creators Harmonix have announced that Fender Musical Instruments Corporation has agreed to have its musical instruments featured in the upcoming rhythm action game Rock Band. As part of the agreement, the game's controller peripheral will be modeled after the music company's celebrated Fender Stratocaster electric guitar. In addition to Fender, which is recognized for its electric guitars and amplifiers, the game will also feature real life products from Roland Corporation and ...

            Product: Monumental/Vivox Partner For MMO Middleware

            Posted: 08 May 2007 05:52 AM CDT

            Voice communication services provider Vivox has announced an agreement with MMO development studio Monumental Games to include the Vivox Precision Studio in Monumental's MMO middleware software development solution. The partnership will bring Vivox's Precision Studio into the Monumental Technology Suite, and allow players to communicate both in groups or one-on-one in a fully integrated application within the game. The software makes available multiple options through APIs that assure that voice "can be deployed in ways ...

            NCsoft Q1 Sales Up 9% On Continued Lineage Success

            Posted: 08 May 2007 05:38 AM CDT

            MMO publisher NCsoft has released its first quarter results, showing sales up 9 percent to KRW 84.7 billion ($91.2 million) and profits of KRW 14.1 billion ($15.2 million) on strong continued sales and subscriptions to Lineage and Lineage II. Sales and profits both fell from last quarter, with sales down six percent, and profits declining 24 percent from 2006's Q4. Sales of Lineage and Lineage II made up a respective 38 and 41 percent of ...

            Miyamoto Talks Zelda, Third-Party Issues

            Posted: 08 May 2007 05:08 AM CDT

            U.S. magazine Entertainment Weekly has conducted a new interview with legendary designer Shigeru Miyamoto, in which the Nintendo executive frankly discusses the lack of success of The Legend of Zelda: Twilight Princess in Japan and his thoughts on Western franchises such as Halo. Miyamoto, who was recently voted as one of the top 100 most influential people in the world by Time magazine readers, was asked whether he was worried that Nintendo games were two ...

            Develop Conference Announces Satchell, Garriott

            Posted: 08 May 2007 04:52 AM CDT

            Organizers of the Develop Conference & Expo in the UK have announced that Microsoft XNA Group general manager Chris Satchell and NCsoft's Richard Garriott will deliver keynote sessions at the event, due to take place between July 24th and 26th in Brighton. Satchell's keynote will discuss Web 2.0, with particular reference to the social networking phenomena of YouTube and MySpace and its likely effect on the future of online gaming. "Consumer creativity and community are ...

            Second Flawless Victory For Nintendo In Japanese Charts

            Posted: 08 May 2007 04:35 AM CDT

            Nintendo has tightened its iron grip on the Japanese sales charts yet further with the entire top sixteen selling titles all being for Nintendo formats. The release of the chart data has been delayed due to the Golden Week series of public holidays, one of the most important sales periods in Japan, although only the first day is covered by this new chart. The top selling game of the week was Square Enix's Final Fantasy ...

            Fallout 3 To Feature Liam Neeson In 'Prominent Role'

            Posted: 08 May 2007 05:20 AM CDT

            Officials from developer Bethesda (The Elder Scrolls franchise) have announced that the upcoming and highly secretive project Fallout 3 will feature the voice talents of internationally recognized actor Liam Neeson (Schindler's List, Batman Begins). In the upcoming title, Neeson will play the role of the player's father and will "appear prominently" during the game. According to Fallout 3's executive producer Todd Howard, the role "was written with Liam in mind, and provides the dramatic tone ...

            Media Consumption: Introversion's Tom Arundel (Defcon)

            Posted: 08 May 2007 05:38 AM CDT

            For this week's Media Consumption, a column that looks at the media and art diets of our favourite industry personalities, we spoke to Tom Arundel, co-founder and director at independent British developer Introversion, developer of Darwinia and Defcon. The latter title has just been released via retail channels in the US following its Steam launch back in September of 2006, with a European retail release set for June. The apocalyptic real time strategy has been ...

            【晒客网】这五一过下来比什么都累!(强烈抵制黄金周)

            Posted: 06 May 2007 08:35 PM CDT

            更多照片请登录晒客网: www.shareko.com  
             
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            (他们都在看我哦)

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            Rock Band: Rock Band Rocks the Strat

            Posted: 08 May 2007 01:00 PM CDT

            ericstrat.jpg

            Eagle-eyed Luke, our writer from the future, pointed out very early this morning that Rock Band would be making use of Fender, Roland and BOSS styled peripheral in the game.

            Harmonix just confirmed that with a press release and a bit more details. The guitar will be modeled after the Fender Stratocaster. In addition other Fender guitars, basses and amps will be featured in the game. Both Roland Corporation and Boss will also have their electronic instruments and guitar effects pedals in the game.

            And now the pointless quotes:

            "Fender is pleased to be part of Rock Band and the exciting opportunity it offers passionate music fans and gamers," said Bill Mendello, CEO of Fender Musical Instruments Corporation. "Our friends at Harmonix have done an amazing job of capturing the power and style of legendary Fender products within the virtual gaming experience and delivering it all in the spirit of rock 'n' roll."

            "Part of Roland's mission is to bring people closer to the music they love. Rock Band certainly fulfills that goal by bringing a deeply interactive music experience to the world, and having Roland featured in the game is a great honor," stated Dennis Houlihan, President and CEO of Roland Corporation U.S.

            "Like the Fender Stratocaster, BOSS effects pedals have a long distinguished history," states BOSS U.S. President Paul Youngblood. "We've worked with Fender on many projects in the past and we're honored to be sharing this experience with them. Having the Strat® in Rock Band is going to take the virtual world by storm and when it does, we'll be proud to have the BOSS name and pedals right there with it."

            "The Stratocaster has been the weapon of choice for many of the world's legendary guitarists. Giving players the opportunity to rock out using a guitar peripheral modeled after the Strat really adds to the authenticity of the experience," said Alex Rigopulos, president and co-founder of Harmonix. "Many of the staff here at Harmonix play Fender and Roland instruments and use BOSS effects pedals in their own bands, so we are thrilled to be able to work with these companies."

            Poor Gibson. Brian Crecente

            CAMBRIDGE, MA - May 8, 2007 - Harmonix, developer of the blockbuster Guitar Hero™ franchise, MTV: Music Television, a division of MTV Networks, a unit of Viacom (NYSE: VIA, VIA.B), and Electronic Arts (NASDAQ: ERTS) today announced that Fender Musical Instruments Corporation (FMIC) will have their instruments exclusively featured in the upcoming videogame Rock Band™, an all-new platform for music fans and gamers to experience and connect with music. In addition, Roland Corporation and BOSS have agreed to have their brands featured within Rock Band.

            To deliver the ultimate interactive music experience in Rock Band, Harmonix and MTV have secured an agreement with Fender Musical Instruments Corporation, the world's most respected manufacturer of electric guitars and amplifiers, that will allow the Rock Band game controller peripheral to be modeled after the legendary Fender Stratocaster, one of the most enduring and iconic models of electric guitar in the world. In addition, Fender guitars, basses and amps will be exclusively featured in the game.

            "Fender is pleased to be part of Rock Band and the exciting opportunity it offers passionate music fans and gamers," said Bill Mendello, CEO of Fender Musical Instruments Corporation. "Our friends at Harmonix have done an amazing job of capturing the power and style of legendary Fender products within the virtual gaming experience and delivering it all in the spirit of rock 'n' roll."

            To further raise the level of Rock Band's authenticity, Roland Corporation, the world's leading innovator in electronic instruments, and BOSS, recognized for its line of guitar effects pedals, have agreed to have their brands featured in Rock Band in-game and via co-marketing.

            "Part of Roland's mission is to bring people closer to the music they love. Rock Band certainly fulfills that goal by bringing a deeply interactive music experience to the world, and having Roland featured in the game is a great honor," stated Dennis Houlihan, President and CEO of Roland Corporation U.S.

            "Like the Fender Stratocaster, BOSS effects pedals have a long distinguished history," states BOSS U.S. President Paul Youngblood. "We've worked with Fender on many projects in the past and we're honored to be sharing this experience with them. Having the Strat® in Rock Band is going to take the virtual world by storm and when it does, we'll be proud to have the BOSS name and pedals right there with it."

            "The Stratocaster has been the weapon of choice for many of the world's legendary guitarists. Giving players the opportunity to rock out using a guitar peripheral modeled after the Strat really adds to the authenticity of the experience," said Alex Rigopulos, president and co-founder of Harmonix. "Many of the staff here at Harmonix play Fender and Roland instruments and use BOSS effects pedals in their own bands, so we are thrilled to be able to work with these companies."

            Rock Band will allow players to play solo or recruit bandmates and jam side-by-side or virtually online, playing music from the greatest rock artists of all time. Built on unprecedented deals with the world's biggest record labels and music publishers, the music featured in Rock Band will span all genres of rock and include many master recordings.
            The title is slated for release on PLAYSTATION®3 computer entertainment system and Xbox 360™ video game and entertainment system from Microsoft® in holiday 2007. For more information on Rock Band and Harmonix Music Systems please visit www.rockbandgame.com and www.harmonixmusic.com.

            Electronic Arts will serve as the exclusive distribution and marketing partner for Rock Band, managing distribution for the game in US, Europe and Australia.

            About MTV Networks:
            MTV Networks, a unit of Viacom (NYSE: VIA, VIA.B), is one of the world's leading creators of programming and content across all media platforms. MTV Networks, with more than 135 channels worldwide, owns and operates the following television programming services - MTV: MUSIC TELEVISION, MTV2, VH1, mtvU, NICKELODEON, NICK at NITE, COMEDY CENTRAL, TV LAND, SPIKE TV, CMT, NOGGIN/THE N, VH1 CLASSIC, LOGO, MTVN INTERNATIONAL and THE DIGITAL SUITE FROM MTV NETWORKS, a package of 13 digital services, all of these networks trademarks of MTV Networks. MTV Networks connects with its audiences through its robust consumer products businesses and its more than 200 interactive properties worldwide, including online, broadband, wireless and interactive television services and also has licensing agreements, joint ventures, and syndication deals whereby all of its programming services can be seen worldwide.

            About MTV Games:
            MTV Games is dedicated to creating, marketing and publishing high-quality, innovative interactive products that are relevant to the MTV audience and complement the core values of the MTV Networks brands.

            About Harmonix Music Systems, Inc:
            Harmonix Music Systems, Inc., based in Cambridge, MA, and established in 1995, is the leading developer of groundbreaking music-oriented videogames. The company pioneered music and rhythm gaming in the US with the introduction of Frequency in 2001 and Amplitude in 2003. Harmonix was founded by Alex Rigopulos and Eran Egozy, who formed the company to invent new ways for non-musicians to experience the unique joy that comes from making music. Harmonix is best known as the creator of blockbuster titles Guitar Hero™ and Guitar Hero II™, the Karaoke Revolution series of singing games, and EyeToy: Antigrav. For more information please visit: http://www.harmonixmusic.com

            About Fender Musical Instruments Corporation:
            Fender Musical Instruments Corporation (FMIC) is the world's foremost manufacturer of guitars, amplifiers and related equipment. Since 1946, its name has become synonymous with all things rock 'n' roll. Iconic Fender instruments such as the Telecaster®, Stratocaster®, Precision Bass® and Jazz Bass® guitars are known worldwide as the instruments that started the rock revolution, and they continue to be highly prized by today's guitarists and collectors. FMIC markets using the brand names Fender®, Squier®, Guild®, Gretsch®, Jackson®, Charvel®, SWR®, Tacoma®, Olympia® and Brand X®. For more information, please visit www.fender.com.

            About Roland
            Roland is a world leader in the design, manufacture, and distribution of electronic musical instruments, professional audio equipment, multimedia products, and music accessories. For more information, contact Roland Corporation U.S., 5100 S. Eastern Ave., P.O. Box 910921, Los Angeles, CA 90091-0921, (323) 890-3700 (x3718 - for media use only.
            www.RolandUS.com

            About BOSS
            Known around the world as the company that put the "stomp" in "stompbox," BOSS is the division of Roland Corporation most easily recognized for its legendary line of colorful guitar and bass effects pedals. But beyond these killer pedals, BOSS has pushed the envelope for over 30 years with innovative multi-effects, rhythm machines, personal digital studios and other easy-to-use instruments for musicians of all types. For more information about BOSS products and news visit www.BOSSUS.com.

            About Electronic Arts
            Electronic Arts Inc. (EA), headquartered in Redwood City, California, is the world's leading interactive entertainment software company. Founded in 1982, the company develops, publishes, and distributes interactive software worldwide for videogame systems, personal computers, cellular handsets and the Internet. Electronic Arts markets its products under four brand names: EA SPORTSTM, EATM, EA SPORTS BIGTM and POGOTM. In fiscal 2006, EA posted revenue of $2.95 billion and had 27 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com.

            Kotaku Schwab: Clip: Wallstrip Does Nintendo

            Posted: 08 May 2007 12:40 PM CDT


            For those who don't read it, Wallstrip is blog where "stock culture meets pop culture" and they often do video podcasts covering companies that are off the beaten path. In the past, they have covered EA, Sony, and even Marvel, but it came as a bit of a shock as today I logged on and saw Nintendo as the company who was brought in to be this week's ringer.

            Unfortunately, most of the video is boring footage of the host playing a child at Wii Tennis and going over facts most Kotakuites already know, but it is interesting to see that maybe the Nintendo is finally being regarded as a real company again. Now that some of the hype has gone down, I'm actually eager to see how the three consoles will compete in 2008 on a more even playing field. Kim Phu

            Nintendo Co LTD (NTDOY) [Wallstrip]

            Water Water Everywhere: Gallery: Hydrophobia Revolutionizes Water

            Posted: 08 May 2007 12:20 PM CDT

            Blade Interactive recently released their three-years in the making HydroEngine, a fluid dynamics engine that allows for real flowing water in games, and today they've announced the game they're using to showcase it, Hydrophobia.

            The game is a sort of survival adventure tale about a systems engineer named Kate who gets caught up in a terrorist plot to destroy the Queen of the World, the largest ship ever built. It sounds absolutely intriguing.

            HydroEngine provides truly dynamic water whose behaviour is altered by every physical action and event in the game; meaning you will never get the same behaviour twice. Survive it, manipulate it, master it; but never forget, in the world of Hydrophobia, you can never be sure what awaits you beneath the surface.

            Looks like it will be coming to the 360, and I'd guess the PlayStation 3 as well. Check out our gallery of screenshots below, and hit up the Hydrophobia site for more on the really well thought out backstory to the game. Michael Fahey

            What Did The Crowbar Say To The Face?: Custom Freeman Action Figure

            Posted: 08 May 2007 12:00 PM CDT

            minifree.jpg

            Reader Fisher spent 48 hours, MAN-hours, creating this custom Freeman figure. I especially like how Freeman appears to be biting his lower lip, perhaps, in anticipation of caving in your skull. Yes, YOURS!!!

            Fisher points out that the tiny angry Freeman is both a work of love and a work in progress. He says he still needs to mold the hair from plastic, give him a second coat of paint and some dulling.

            Nice job Fisher, I just wouldn't go to sleep with that thing in your room, he looks really pissed off. Brian Crecente

            Go Get Learned: Capcom Releases Children's Book

            Posted: 08 May 2007 11:40 AM CDT

            070508b.jpg
            On May 1st, Capcom together with Gakken Co. will publish the first book aimed at introducing children to the vide game industry called, "Secrets of Video Games". It's part of a series of Gakken's "Understanding" series that is recommended by the Japanese PTA Association as set educational comics.

            "Secrets of Video Games" will not only introduce video games to children, it will also include information on various game creator professions, the process of creating video games, interacting with video games, expert opinions on social issues such as the effects of video games on the brain, and the competitiveness of the Japanese video game industry from an economic perspective.

            The "comic" will be distributed to 24,000 elementary schools (that's a lot of kids!) and 2,700 libraries across Japan. Either way, it's gotta be less creepy than those episodes of "The Inside Story" we had to watch as kids with that guy in the body suit. So unnatural. Kim Phu

            Capcom teams up with Gakken to publish "Secrets of Video Games" [Capcom via GamerCafe]

            First We Crack The Shell: 360 TF Cybertron Edition Details

            Posted: 08 May 2007 11:20 AM CDT

            360setf.jpgYesterday I showed you the cover art for the Xbox 360 exclusive Cybertron Edition of Transformers: The Game, but could only speculate as to what the special edition would consist of. No sooner had I voiced my lack of details when the Activision PR Emergency Anti-Ignorance Squad leapt into action, issuing a comprehensive list of collector's edition goodies:

            Bonus unlockable levels

            Bonus code to unlock two 'Cybertron' levels, one for each side in the game (Autobot and Decepticon)

            Bonus Content Disc
            Behind-the-Scenes Interviews and B-Roll from movie and game talent:
            Peter Cullen (original Optimus Prime, Optimus Prime in game and film)
            Frank Welker (original Megatron, Megatron in game)
            "Making of" features with the game's development teams
            Film content including movie trailers and TV spots.

            Prequel Comic Book
            Volume 1 of 4 official movie prequel comic books.
            Designed by Transformers artist legend, Don Figueroa. Published by IDG comics.
            Storyline: Tells the back-story of the battle between Autobots and Decepticons on Cybertron, as well as the importance of the All-Spark cube and how it was lost.


            Limited Edition Packaging
            Special packaging featuring classic Transformers icons and images of Cybertron.

            Pretty nice little collections of extras. Definitely worth an extra ten spot in my book. The Cybertron Edition is only available at EBGameStop, so stop by today and make the game advisors fight each other to the death for your $5 deposit. Michael Fahey

            Voice vs text

            Posted: 08 May 2007 11:00 AM CDT

            The debate always rages, and it always seems silly to me. I often say that technologies accrete, which means that usually, new technology doesn’t replace old technology. In this case, the kinds of live text chat that we consider to be the “old way” are in fact the new way, having arisen during the 70s, long after the rise of party line telephony. An adaptation to limited bandwidth, text chat has stuck around because it has different affordances than voice chat does, and even now that bandwidth has increased, it still offers and forever will offer some things that voice cannot.

            Text over voice:

            • Text is far better at history and at asynchronicity. You can step away, and then check backscroll. You can search logs. Hell, you can have logs, practically speaking.
            • Text is always linear, and issues with simultaneity are easily resolved; users cannot “stomp” each other as much as with voice.
            • Despite the horror we all have of “chat box spam,” text handles high volumes of content much better than voice, including multiple conversations at once. Voice breaks down in large groups without mandated restrictions on who can speak.
            • Text can be filtered better, including not just outright blocking or word replacement, but also interface niceties like color-coding, splitting of multiple channels, etc.
            • Text is more accurate for entering input, though this may change as voice recognition gets better.

            Voice over text:

            • Voice has a far higher emotional bandwidth than text does. Text will never convey emotion as well as tone of voice does. This right here is the defining virtue of voice for social applications — its power cannot be overstated. This is why many claim voice to be more ‘immersive’ (a badly abused word…).
            • Voice has a far higher rate of output than text does — it’s faster and easier to say something than to type it. This is why it’s prized in high-end gaming situtations.
            • Voice permits expression not possible in text: singing, whispering, shouting, etc. While conventions exist to represent some of these in text, you’ll never have the same experience watching someone type that they are singing versus actually hearing them do it.

            In glancing over these lists, it’s clear that just as there are some sorts of information better presented in a letter than a phone call, there’s some sorts of situations where text trumps voice and vice versa. Text’s sweet spot is large volumes of data, whereas voice’s sweet spot is smaller groups with high emotional content.

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