"game" via 柠檬杀手 in Google Reader |
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Posted: 17 Feb 2009 08:44 AM CST 不知道从什么时候起,我XP下的输入法图标突然不见了,左找找右找找,就是没办法还原出来,一般的还原、设置、显示的方式都试了,用常用的那些方案根本没用,搞得我很郁闷。 纠缠了半天,决定还是好好研究研究解决方法,于是GOOGLE了一下“XP输入法修复工具”,找到了IME TOOL这个软件,很简单的设置了两下,输入法还原了,显示出来了。 更进一步,在还原的过程中,我看到两个不同的名词“高级文字服务”与“输入法指示器”,前者是XP下管理文字和语言的新功能,而输入法指示器是98和2000里就已经存在的输入法管理器,又百度了一下,有网友是这样解释的: “据了解就是以前的输入法指示器比较实际,现在XP的语言栏其实很鸡肋,影响系统运行速度。 附一篇XP唤醒输入法指示器的文章: 在Windows XP中,原来传统的输入法功能和语音输入、手写输入一起被集成到了“文字服务和输入语言”中,同时增加了“高级文字服务”功能替代传统的“输入法指示器”。这样一来,选择输入法时远没有以前在Windows 98/2000下来得方便。其实,我们可以把Windows 2000下的输入法指示器移植到Windows XP下来,让输入法的选择仍像原来那样简单方便。 进入“控制面板/区域和语言选项/语言/详细信息/文字服务和输入语言”对话框,在“已安装的服务”列表中删除不需要的功能,如其他语言的键盘布局、用不到的输入法和语音输入、手写识别功能等。然后勾选“高级/文字服务和输入语言/关闭高级文字服务”。 找一台安装了Windows 2000的计算机,在系统文件夹下(一般为C:\WINNT\System32)找到internat.exe和indicdll.dll两个文件,复制到Windows XP操作系统的系统文件夹下(C:\WINNT\System32)。 运行注册表编辑器。定位到[HKEY_LOCAL_MACHINE\Software\Microsoft\Windows\CurrentVersion\Run]下,在窗口右侧新建一字符串项,数值名称设为“internat”,数值数据为“C:\Windows\system32\internat.exe”。 重新启动电脑后,我们熟悉的输入法指示器就重新出现了。” OK,我的最后决定,还是用“输入法指示器”吧,轻便,省事,我一向对XP里的“服务”二字有点过敏,说是服务,跑着跑着不知道从什么时候就不服务了。 |
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Interview: IGF Student Compeition Finalists Florian Faller and Adrian Stutz, Feist Posted: 17 Feb 2009 04:00 AM CST
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Persuasive Games: Video Game Kitsch Posted: 17 Feb 2009 11:00 AM CST |
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Posted: 17 Feb 2009 07:55 AM CST Jonathan Basseri created a visualizer for 4 Minutes and 33 Seconds of Uniqueness. It’s pretty awesome and interesting to watch. There’s all kinds of drama involved with the game. |
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Posted: 17 Feb 2009 12:53 AM CST 暴雪商标注册被驳回 一出活见鬼的行政闹剧
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Dagorhir: Yes, Those Were My People Posted: 17 Feb 2009 06:22 AM CST Frighteningly enough, I know at least one of the guys in Wreckreation Nation's episode on Dagorhir. Dominus (the bald guy who leads the Romans) was the sub-commander who fought Kaltor to the death in my story at The Escapist, "Weekend Warrior."
Part 1: Part 2: Yes, this is how I used to spend my weekends. And some weeknights. Ah, those were way fun. Though the group was a little smaller back then, and big multi-chapter events were just barely getting started. We'd only recently had two new chapters form in Ohio and ... I think Pennsylvania.... because people were tired of driving so far for weekend battles. The show did an outstanding job of showing what the game is and how it plays. Granted, nothing quite compares to actually being there. But this thing was my LIFE through half of high-school. Jussincase there was ANY reason you had begun to doubt my geek cred or anything. But this is also why I have to chuckle when people laud the "realism" of real-time combat in computer RPGs versus turn-based. Compared to something like Dagorhir - which is itself many levels removed from "the real thing" - real-time mouse-wiggling and clicking doesn't seem any more or less realistic than old-school turn-based combat. When you are fighting one-on-one, it sometimes feels a little like a turn-based game. You are thinking two or three moves ahead (once you know what you are doing) - figuring out how to get your opponent to open up his defense, and how to exploit it, before it happens. Of course, when it gets into a grand melee like the big battle at the end of the show, it's pretty chaotic and you really don't know what's happening half the time. You just know your tiny piece of the battlefield, and usually don't even have a clear picture of that. Anyway - it's great watchin'. Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 17 Feb 2009 12:29 AM CST |
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Posted: 16 Feb 2009 09:22 PM CST 中国网页游戏行业发展报告解读 原文地址:http://www.17xie.com/book-63015486.html 感谢艾瑞咨询集团网络游戏分析师赵旭枫对于网页游戏行业发展做出的贡献,感谢为此报告解读提供帮助的各个领域的朋友,感谢耐心看完报告全篇的朋友,感谢为游戏行业做出贡献的人们. 这两天接到一些电话,特此集中做一个说明. 中国网页游戏行业发展报告解读是一个公益性质的免费行为,是对艾瑞咨询集团出品的"中国网页游戏行业发展报告"进行的解读,任何人都可以免费传播和转载,无需询问白马.由于时间的原因,报告中所涉及的数据有所调整,具体情况请通过其官方网站查询. 中国网页游戏行业发展报告解读涉及到的网页游戏核心运营商介绍 ,有www.265g.com 编辑整理,内容的添加与修改请与他们联系. 白马的所有个人信息都公开在游戏博客中,可通过搜索查询到 手机:13811515477(已开通飞信) QQ: 892638964 61400670 562427335 16215901 以电话和飞信的联系方式是最直接和最简便的
在联系白马的过程中请采用直接简明的方式, 1通过游戏博客,艾瑞专栏专栏,报告解读,搜索等方式详细全面了解白马的相关信息. 2说明自己是谁,包括工作名片,游戏行业从业情况等. 3直接说明有什么事情, (要做什么,有什么报酬) 2009年上半年的咨询服务价格是1000元/小时,在北京每月组织一次网页游戏交流活动(免费),
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Posted: 17 Feb 2009 05:35 PM CST 时光回溯到平台游戏当道的20世纪80年代末,有一款唤作“无名主角一小时内干掉维齐尔大臣娶了波斯公主从此成了王子过上幸福生活”简称为《波斯王子》的Apple II平台游戏,携早期电脑游戏角色动画流畅度飞升之作的名头转战十数个平台,一时威风八面叱诧风云,其名讳连意大利胡子水管工大叔和史上最快音速刺猬也要忌惮三分。多年之后,水管工大叔还是水管工大叔,最恶刺猬还是那只刺猬,王子却已改头换面几易其身,时而胡子拉渣凶神恶煞,时而灰头土脸痞气十足。大叔仍然吃了蘑菇就变大,嚼朵小花就喷火,水管城堡和云到阳光沙滩和海,最近还来了次“我们的征途是星辰大海”满银河系的穿水管找金币。从马赛克到3D到体感,包围在喝彩声中的大叔拿奖拿到手软。大叔还是那个大叔,裹头巾拿弯刀的王子就没那么好运了。3D人物拿把武器很容易被人误解成砍砍杀杀的动作游戏,挥砍要华丽,动作要喧哗,但丁的眼神隼龙的身段奎托斯的武器,于是王子迷失了,迷失得很厉害。 99年的十周年作品《波斯王子3D》几乎砸了王子殿下的招牌。虽说从2D到3D的进化是那个时代游戏延续的必然需求,但把做2D游戏的思路照搬到3D游戏模式中基本不是什么明智的举措。如果说蹩脚的操作和尴尬的谜题设置尚且可以忍受的话,游戏那无尽的BUG和毫无逻辑的镜头则完全毁了这个游戏。仓促的赶工痕迹处处可见,角色AI根本就是灾难,玩家经常会因为荒唐的镜头设置看不到自己甚至白白摔死,照搬2D模式的老套战斗没有任何创意,几个按键重复就可以赢得所有的对决,甚至时常会出现敌人卡住不动的境况。本作后来还移植到了SEGA的Dreamcast主机上意欲垂死挣扎。对此,美国Dreamcast官方杂志毫不留情的给出了3分的超雷作分数,宣告了《波斯王子3D》的彻底失败。随后波斯王子这块招牌也落入了法国巨鳄UBISOFT手中。 时之砂三部曲从商业意义上挽救了波斯王子这块招牌。当然,《时之砂》是一款曼妙的游戏,画面完美气氛渲染绝赞外加节奏控制得恰到好处,大部分谜题虽然都是跳来跳去找机关但关卡设计实属上乘。金沙弥漫的波斯宫殿里,蓄着山羊胡的王子一边上窜下跳,一边将这个极富一千零一夜意味的故事娓娓道来,戏剧性的结尾也为游戏加分不少。这大抵就是平台游戏3D化之后的极致之作了,王子流畅华丽的飞檐走壁体操动作也不乏仿效者,连劳拉大婶为一搏眼球也闭关数年进修专业体操,终于在《波斯丽影:传奇》中有了上佳表现,这是后话。 成功的品牌推出续作很正常,但我们都知道UBISOFT是家很容易妥协的厂商,说毫无原则毫无节操都不过分。比如《细胞分裂》这一好好的专业军事潜入游戏,有人抱怨剧情不曲折人物塑造不丰满,好吧,硬生生给山姆大叔担上国仇家恨和洗不清的冤屈,游戏的核心要素丝毫没见进步,剧情却面临瓶颈快要编不下去,这最新作都难产了好几年也没听说有什么突破,简直就是充满了悲剧色彩的自我迷失活剧。《时之砂》三部曲也是悲剧的见证者:抱怨战斗太弱?《武者之心》或者“朋克王子无双记”就大幅强化了战斗,时值暴力美学大流行,于是王子也残忍到了骨子里,砍头断肢一样不少,所幸怪物伤口喷出来的是沙子还不至于让这游戏全面被禁。天方夜谭式的浮华氛围没了,只剩下黑咕隆咚末日战场一般的漫天黑沙。群众纷纷表示狂暴王子既没有无双的快感也丢掉了解谜攀爬的成就感,甚至女主角也从一贯的清纯系公主转变成了性感御姐型魔女,这荒诞的风格变化让老玩家们很难受用。随后仓促推出意在挽回玩家的《王者无双》则有点侮辱玩家智商的意思了:PC玩家没玩过战神,但好歹也见过奎爷吧。这黑暗王子形态的武器算是啥,波斯版混乱之刃?王子的行头是越来越足了,但战斗比起几大ACT仍然不止一两条街的距离。加入山寨的潜入暗杀要素也不能改变战斗的贫弱,而那幕间的马车追逐战则根本让人不知所谓。面对这种流行游戏要素大杂烩,玩家如坠云里雾里,到头来连这游戏究竟玩的是啥都忘了。 游戏的风格是一种很容易被追根溯源并且往往必须追根溯源的属性。如果一款《命令与征服》做得精细而缓慢那就必定是离经叛道,快节奏的坦克大战是从初代起就烙在系列招牌上的固有特质。要追溯波斯王子的最初风格,时光镜头得回溯到1989年对准那盯着房间里上窜下跳的弟弟发呆的乔丹·迈科勒,波斯王子最初的设计者。沉迷于阿拉伯神话的迈科勒最开初只是想做一款有着天方夜谭风骨的电脑游戏,虽然后来我们知道这出伪波斯活剧里上演的仍然是解救高塔中的公主这种老套的西方骑士小说剧情,但在那个马赛克色斑角色时代,迈科勒仍然出色的构筑了栩栩如生充满童话感的古波斯场景和角色。这还不够,迈科勒率先使用了胶片动作捕捉技术,将他弟弟上窜下跳的动作转换成角色动作制作进游戏中,这使得游戏角色的动作流畅度和观赏性取得了卓越的进步,这也是《波斯王子》对后世游戏影响最大的一点。由此可见,《波斯王子》最初的风格有二:其一为独特的异域天方夜谭游戏氛围,着重体现在画面的梦幻感,角色和场景浓厚的古波斯风以及王子公主的童话主线故事上;其二为以卓越的游戏画面和流畅而华丽的角色动作为支撑的游戏视觉表现。最初的《波斯王子》正是因为这两个要素而大获欢迎,而完美符合原作精神的《时之砂》也再次取得了一致的好评,并使得系列重获新生。随后的《武者之心》也好《王者无双》也好,加入了太多的流行游戏杂烩元素反而冲淡了游戏原本的风格,实为不伦不类之作。 从这个意义上说,《新波斯王子》毫无疑问是彻底回归传统风格的一作。无名主角和波斯公主艾丽卡手拉着手拯救世界的剧情套路很老套却也单纯明了,觉得剧情不够矫情不够造作的同学大可出门右转,最终幻想的世界欢迎你。华美梦幻般的场景和畅快淋漓的动作体验一样不少,卡通渲染引擎用在天方夜谭式的故事里再合适不过。卓越的艺术设定既是传统也是突破,黑暗世界的压抑让人背脊发凉,而清除黑暗拨云见日,生机盎然的土地回归之时的震撼足以使人忘记呼吸,如此一款美不胜收的游戏。传统的力量是巨大的,再也没有王子无双,战斗几乎都是1v1的正面冲突,主角精妙的脚步和绚丽的招式其灵感并非主流的喧哗ACT,而是最初作那简陋但趣味十足的格挡闪避刺杀战斗系统。尽管战斗难度略低,但并不妨碍战斗系统及其视觉表现给玩家留下深刻的印象。 游戏序章,当那位身份不知是王子还是沙贼的主角口中呼喊着前作公主法娜的名字出场的时候,老玩家们心中大概都会有一点轻微的触动。随后谜底揭开,法娜竟然是这家伙的驴子的名字,系列死忠们纷纷被扇了一耳光,哭笑不得。但随着游戏的进行,艾丽卡的出彩演出完全让人忘记了命运多舛的法娜公主。主角失足掉下悬崖时会有美女相救,各个机关和谜题都离不开艾丽卡的魔法,就连被敌人砍成重伤之时还能替主角疗伤。过平衡木时手拉着手,攀爬时乖乖伏在主角的背上,还不忘时而调侃一下笨手笨脚的主角:“你是故意想让我救你才总是掉落悬崖的吧。”和艾丽卡的光芒万丈相比,痞脸主角更像是个跟班的打手。(画外音:他本来就是厚着脸皮追着艾丽卡公主的吧……) 毕竟波斯王子源自平台解谜游戏,一味追求高难度的动作挑战只能误入歧途。但游戏中主角永远不死的设定还是不太明智。永远不死的主角有不少,如异域镇魂曲中的无名氏,但总归都是有“死亡惩罚”存在的。掉落悬崖立马被原地救起,战斗受了重伤马上得到治疗,这种毫无死亡惩罚的游戏设定只会让玩家因缺乏挑战而精力涣散,如同玩无限续关的街机模拟器一样味同嚼蜡。此外,为了照顾关卡设计而使得艾丽卡的接力跳跃能力无法选择方向,关卡结束后的光球收集因为关卡设计的无力而略显重复和乏味都给游戏留下了一些遗憾。 主流媒体评分方面,IGN的9.3分实属匪夷所思(IGN连《波斯王子3D》也敢给8.2分),相对客观的Gamespot给了本作8.0分的相对优秀分数便足以说明本作的卓越之处与缺憾并存的事实。但比起迷失方向的《时之砂》三部曲后两作,本作无疑回到了正确的道路上,并给玩家留下了一段印象深刻而美妙的游戏体验。简单易上手的操作和极具吸引力的画面表现也为系列成功俘获了一批新生代玩家。在此意义上,《新波斯王子》在享受其应得的褒美之时也给玩家们留下了期待续作的理由。多年之后,作为波斯王子系列的第二次重生之作,《新波斯王子》将给系列留下不容遗忘的一章。 |
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YouTube Tuesday: City 17 Edition Posted: 16 Feb 2009 11:01 PM CST Since I was sent it no less than 3 times this week, here’s the Half-Life 2 fan movie that everyone’s talking about. It’s well done, but perhaps more importantly, it shows that good quality stuff can now be made for as cheap as $500. |
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Posted: 17 Feb 2009 02:01 AM CST
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New Indie Game Magazine Is Out Posted: 17 Feb 2009 12:49 AM CST The new Indie Game Magazine is out. I just went through the process of buying a digital copy (that was easy & quick) and here’s a review about this magazine. For starters, I think they’ve done good job making this indie game magazine. The magazine is really nice (maybe the ‘indie factor’ affects me to some extent), and there were only a few little things in the layout of the book that I didn’t like (The front page font in issue #3 didn’t look as nice as for example the front page of issue #1)… and of course there could be always more content but overall I enjoyed reading it. I think all the reviews were clear and it was nice see that they have several reviewers there (both male and female by the way). The editorial was pro-indie (well, what can you expect…?) and I think those full page ads looked actually quite professional (hint for you: it’s pretty easy to get your ad there). It was quite thrilling to read indie game reviews from an indie-only magazine. The concept is new, and I think the magazine deserves all the support it can get (put the word out you folks with blogs). Here’s some ideas on what I’d consider adding:
Bottom line is that if you are a developer, then promote your games (you can do that for free by giving interview/content). And if you are reading this post, then go and support indie gaming (like I did) in form of buying an indie gaming magazine. Check out the Indie Game Magazine. Good stuff editors, keep it coming. If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Posted: 14 Feb 2009 12:45 AM CST
"Tower of Goo--粘球之塔" 在网上发布后的数月之内就被下载了超过10万次,而且被某杂志评为当月网上最佳游戏。这个游戏在G4以及GDC上都有过展示,而它正是我们的 “EXPERIMENTAL GAMEPLAY PROJECT”所产生的50多个游戏中的一个。 与其他的EGP游戏一样,TOG也是在一个星期内,并且仅由一个人完成的作品。
关于EGP “The Experimental Gameplay Project”最早始于Carnegie Mellon大学娱乐技术中心的学生所开展的一个项目。这个项目的主要目标是尽可能多而快的寻找/创造新的游戏模式。每个小组有四个成员,我们把自己关在 一个房间里一个学期,并以下面三条原则来设计游戏: 1. 每个游戏只能在7天内完成 随着这个项目的进 展,网站的流量意外的激升,而且也引来了游戏媒体及业内的关注。“你们怎么可以这么快地完成这些游戏?”,“我们如何也能做到这一点?”所有的人都在问这 样的问题。尽管我们成功地完成了超过50个游戏,但我们却发现这个项目的重心却变成偏向于开发的过程,而不是游戏本身。于是我们将“如何在7天内完成游戏 原型”写了出来。 在两个学期之后, 两个不同的团队用这种方法做出了许多游戏,我们接着向每个人开放了ExperimentalGameplay.com。我们现在的目标是成为一个游戏创作 人的小兵工厂。无论是那些在学校里的有想法的家伙还是那些业内的专业开发者,我们都鼓励他们把那些精彩的想法做成游戏原型放到这里来。在这里他们可以听听 别人的想法,或是得到一些小名气,当然,谁也不知道这会不会是他们收到出版合同的开始呢? 如何在一周之内完成你的游戏原型? 一、 开始: 让思维转得快点 “快速原型设计”(后简称快速原形)并不仅仅是产品预制作阶段的有用工具,它甚至可以成为一种生活的方式!这一节我们就来看看如何开始像一个快速原型师那样思考。 允许失败的发生- 即鼓励自己面对创新带来的风险 这个话题是关于让人头痛的“风险”。我们都知道,正是因为害怕失败,才会有电影授权或是游戏发行权这样的东西存在。这就好比总是去一家自己信赖的、有名气的餐厅,而不试着去尝试一些新的餐厅,这样做也许更保险,但你也可能就此与新的美味失之交臂。 优秀的快速原型师会认为失败并没有关系,因为这本来也就是原型设计的目的之一。所以,把思维放开。如果这次失败了,下次可能还是失败,但也许会是另一个结果。有一点是确实的,有尝试便有收获。允许失败的发生,实验才成为可能。
强制缩短开发周期(更多的时间 != 更高的质量) “你瞧,我们在一个星期里就做出了一个很棒的游戏,如果我们有两个星期,那它一定是棒上加棒了。”这听起来似乎很自然,当然这并不是我们关心的问题。在我们的项目里,我们发现,通常一个游戏性的概念总是可以在一个星期的时间里有效地完成原型化。时间拖得越长却似乎越容易产生负面的影响。举例来说,在我们完成的原型当中,有一些原型只需要一个晚上就可以把所有的东西都组织到一起,有一些则花费了我们一周甚至两周的时间,然而到最后,我们却很惊讶地发现所有原型的成功程度与它们各自的开发周期长度之间毫无关联。
限制你的创造力 我们最成功的游戏大都来自于“玩具”、“重力”、“蜂群” 或“适合女性玩家的休闲游戏”这样的单一主题之中。将自己限定在一个区域往往更容易发挥你的创造力。 除此之外,让同一组的成员针对同样特定的主题进行设计可以避免我们各自设计的游戏机制发生重复。不仅如此,主题的限定还让我们更加积极地去探索所有的可能性,甚至于快要把所选的主题榨干。 在整个项目的最后,我们试着不再采用这种的模式。但缺少了主题的限定,我们往往需要花更长的时间,思考的方向也显得没有那么丰富。除此之外,小组之间的协作也开始恶化。“我们在做同一件事”这样的想法开始减弱,更糟的是,我们失去了那种友好的竞争所带来的对主题的积极挖掘。 以下是我们所探索过的一些主题 :重力,弹簧,进化,声音,捕食者和猎物,会上瘾的游戏,画画,指数级增长,植物,平衡,等等。 一支有活力的团队和一个头脑清晰的指挥 – 思维(心态)和能力一样重要 你的小组里的每个成员必须对游戏开发的每个环节都十分熟悉。 每个人有责任完成自己作品的编程、美工、音效以及其他所有与开发相关的东西。这些都是组员的能力,但仅有这些能力还不够。说得比较理想化一些,每个人都应该明白设计本身是至高的 -- 无论美术也好、程序也好,都是为最终实现设计服务的。如果失去了思维(心态),一个大师级的工程师也将变得普普通通。 项目指导Jesse Schell:“寻找新的游戏概念的过程总是让我感到迷惑,当Shalin,Matt和Kyles向我提议这个项目(EGP)的时候,我感到十分兴奋。我把这个项目看成是尝试共同创新实验的一次机会,同时也是学习游戏设计的不错的课程。我是一个技术方面的导师,所以我希望参加项目的团队尽可能地尝试更多的技术,这样他们可以发现自己的哪些想法是不可行的,并从这些错误中学到新的东西,然后选择出适合自己的最优的创新途径。
我们的团队,永远的实验室朋友 并行开发以求最大拓展 团队的人马齐备了,接下来做什么? 合作开发?不,我们并不彼此合作。这听起来有些荒诞,但是选择不合作在这个项目(EGP)里带来的优势要远远高于劣势: ·减少风险 – “四个原型的开发分别同时进行,其中至少有一或两个应该会是成功的”,这让我们在做出设计选择的时候可以更加大胆。 随着时间不断推移,我们发现其实这种团队性往往在每个开发周期的起始和结束最显价值: 在开发初期,团队性可以帮助我们比较并固化关于主题的想法;一旦进入开发阶段,队中的成员都沉浸于各自的努力当中,这样的氛围可以让你不分心;而到了开发的末期,我们又回到那个共同的房间一起工作直到最后完成,这段时间可以让我们感受到竞争。 如果用图表来表示这个过程的话,应该是这样的:
二、 设计:创意和头脑风暴的神话 绝妙的主意往往是在瞬间迸发的,但等待这一刻的来临却是一种折磨。没有什么办法可以把那些灵感从你的脑子里硬挤出来,但这一节或许可以帮你找到一些营养你的大脑的方法。 正式的头脑风暴,成功率只有0 我们很努力地尝试过让头脑风暴发挥作用,因为我们真的希望它可以! 我们试过“头脑风暴会议”和“powwows”(类似的活动),我们试过不同颜色的马克笔、不同大小的文字,我们甚至还用了像“蓝天”这样激励性的短语来帮助我们“跳出框框去思考”。但最终,我们所创作的游戏当中,没有一个是那些圆桌上的头脑风暴的产物。 怎么回事?这对我们真的是一个打击,但是仔细一想,你怎么可能为那些“闪动”的灵感排出日程?这样的说法一定是荒谬的:“嘿,伙计,我们在4:15组织一次头脑风暴吧。然后我们在5:00左右应该就会有4个新的牛X的游戏概念摆上桌面。” 但并不是真的那么糟糕。在组织得不错的头脑风暴活动中,你仍然(至少)有两样东西可以期待。首先,当然就是这样的活动会让大家开动脑筋;再者,也许在风暴之后的某个时间——或许你正开车回家、或许你正在院里遛狗——灵感就在突然间迸发出来。我们只知道,你神秘的大脑总是在忙碌着,哪怕你只要有一丝的期望。 第二种关于头脑风暴的有效的办法是集中主题。比如说,“该如何改进这个”要比“随便说点什么吧”更容易产生效果。 再有一个例子,比如说给出一个构造了一半的想法,如果把它放到大家的思维已经比较稳定的时候来讨论,头脑风暴往往难提供有效的帮助。至于原因,你不觉得在这个阶段大家的批判性要比创造性强得多吗? 收集设计图和音乐来创造一个情感参照(原文是情感目标) 除了头脑风暴,我们发现收集一些带有强烈个人风格的美术或是音乐往往很有帮助。玩过“Gravity Head”和“On a Rainy Day”的人都说这两个游戏创造出一种很强的情绪或是情感上的诉求。这并非偶然。在这两个游戏还有一些别的案例里,那些音乐还有最初所画的草图营造出了一种混合的情感来驱动我们思考,并最后决定了游戏性、故事以及最终的美术风格。 Mr .Gabler:“‘粘球之塔’的构思冒上来的时候,我正在回家的路上听着Astor Piazzolla的‘Tango Apasionado’,然后一幅很模糊的画面就在我的脑海里出现了。画面的内容大概是:黄昏的时候,小镇上的人们都离开自己的房子,扛着椅子、桌子或是别的什么可以用来建造高塔的东西,来到了镇子中心。我并不知道为什么,但他们一直想要往上爬 —— ‘可他们不是工程师,所以你要帮助他们’,加上这一点,这个游戏的原型构想就基本出来了。之后我把游戏里的音乐又换成了Piazzolla更具上升力的'libertango',但那首'Tango Apasionado'却是产生这个游戏的最初的情感参照”
探戈音乐还有不停向上爬的小人 在你的脑中进行模拟 - 将你的原型“预原型化” 这其实很简单。你只需要去想像玩过你的游戏的人发出“WOW”的一声喝彩,然后你再往回追述填填空就行了。“是什么让他们如此喜欢你的游戏?”、“他们在游戏感觉到了什么?”、“又是游戏里的什么东西让他们会有这样的感觉?” 在EGP最成功的游戏当中,没有一个是在开发完成后我们才惊奇地发现它有多棒的。甚至在做某些游戏的时候,我们在写下第一行代码之前就对游戏的构思了如指掌。这都归功于我们在着手做之前,已经将这些构思在脑子里预执行过了。反之亦然,那些我们在“预原型化”的过程中并不抱多少期望的构思,在做出来后也都没能给我们带来哪怕一次的惊喜。这种先知先觉一定程度上也削弱了我们对于那些不成熟的构思的深究。 “预原型化”也让最终原型的开发过程变得容易。当你很明确自己要做什么的时候,你不会把时间浪费在别的尝试甚至是错误的“设计选择”上。 一个组员承认说:“每个星期的前三四天里,把时间花在四处乱晃、看那些0区MV上以寻找灵感,又或者把头支在砂袋上听音乐、让头部充血不停地去做一些奇怪的'预演',这些都是很平常的事。而往往到了周四周五,我就开始为下个周一拿不出东西来而感到焦急。于是我就从已经冒出来的想法中选出感觉最强的一个,不管这个想法是什么。然后我便开始写程序、画图,千方百计的把它做成一个感觉有趣的游戏。对于我,(我想我们几个人都都一样),毫无疑问,整个开发过程中,用在‘预原型’的那些时间是最有价值的。”
一张 "On a Rainy Day"的早期草图 - 这对于在你的脑中进行预演很有帮助 三、 开发: 不管怎么做,做出来就好。 一旦你的脑中有了一个绝妙的主意,接下来,这里的一些技巧可以帮你把它迅速地做出来。 先把玩具做好 从核心的机制开始。不管是弹簧系统、蜂群行为又或是重力什么的, 用不了几个小时的时间,你都可以把基本的主题建立起来。这就是你的新“玩具”——除去了其他目标及设想的纯粹的游戏系统核心——没有输赢状态,只不过是件可以把玩的东西。 Mr. Gabler: “在做‘Super Tummy Bubble(超级胃泡)’的时候,我的‘玩具’只是一堆挤在容器里的泡泡。拿着这件‘玩具’玩了一阵子后,我发现用‘手指’‘戳’在这些泡泡上的感觉真的很‘爽’,于是我开始着手增加一些游戏性的内容。在这个原型里,所谓的游戏性,只是:‘不同的寄生虫’、‘泡泡破裂’、‘连锁’、计分等等” 蒙混过关?这有什么关系? 这在我们的项目课程中,这一点是最重要的,尽管它很有争议性。我们都知道,“正确”的方案并不总是“最好”的方案。有技巧、有选择地“伪造”,可以节省你的时间和投入,可以让你游戏更快些,也可以让你的牙更白点(不用总是通宵加班)。能“伪造”就“伪造”吧!如果预生成的阴影可以奏效的话,为什么要设置那复杂的投影系统呢(“Drawin Hill -- 达尔文山”)?如果可以蒙混过关,又为什么要去编写什么用户手绘样式识别模块呢("Suburban Brawl --郊区斗殴")?如果手绘的图像也能同样奏效,又为什么要去建立自己的向量图形库或是Sp曲线库呢("Tower of Goo --粘球之塔")? 其实这条法则同样是适用于生活当中。快拿笔记下吧,懒虫们。
停止你的损失--该把你的婴儿扼杀在摇篮里的时候,Do it 在EGP开始的那段时间里,我们每个人都有一种“拯救一切”的抱负—— 再多点时间和努力,一个蹩脚的游戏一定可以成为一项天才的创作! 有一个这样糟糕的例子,我们花了几个小时的时间写出了弹簧系统的核心。这个“玩具”让人爱不释手,你忍不住想要拉着它满屏幕乱转。但,它只在这一刻闪光,接着我们近乎悲壮地浪费了两个星期的时间反复地编写代码想要把这个机制编成一个游戏,但最后还是失败了。 尽快地识别出没有前途的构思,停止你的损失并转入下一步,并这很重要。在我们的经验里,自然而为要比刻意地花时间去改写已有代码要有价值得多。只要灵感来了,任何时候都可以回头。 Mr. Kucic:“我的‘Potato’最终只是一个由FLASH完美实现的软件模拟系统。唯一的问题是我找不出让它变得有趣的办法。这真是比那些死亡金属音乐更让人头痛。一个星期被浪费了之后,我并没有取得一点点的进展。你应该知道什么时候该紧握着自己手上的东西,什么时候该放手。” 再多的内容也无法拯救糟糕的设计(“阿斗扶不上墙(原文:别指望抛光一块粪)”) 玩家总是要比你想像得聪明,当你想要忽悠他们的时候,他们总能知道。 游戏性很糟糕?那就无药可治了——所有的美工、音乐还有什么周边捆绑都无法让这个游戏变成好游戏。比如,就算给扫雷加上最新的3D特效,它还是扫雷,所有的人都很清楚。 Mr. Gray: “在‘Spin to Win -- 转’当中,‘游戏性’就是让玩家用鼠标去旋转多个圆圈——说得好听些就是飞盘。为了掩饰这个并不怎么有趣的构思,我给这个游戏加了很多内容,比如60年代Bewitched(扫帚魔女)的美术风格及音乐。但无论我怎么打磨这个游戏,它都无法焕发出光彩。这个让我费尽心血的游戏,最后很快地沦为了我们网站上最被讨厌的游戏之一。” "spin to win"——打扮得很光鲜却无处可去 别不在乎美学--准备你健康的晚餐:美术、音效还有音乐 这实际上与我们最始的臆测相左。我们以为美术或是音效并不能给游戏本身带去多大的不同, 但我们错了!玩一个经过细致加工的游戏确确实实比玩一个做工粗劣的游戏感觉要好得多,就算它们的代码是一模一样的。是的,这些美学上的元素(美术、音效、音乐)的确不能拯救一个糟糕的设计,但它们也的确可以让一个好游戏更具有可玩性。这么说并不意味着你一定需要很漂亮的图形或是环绕音效,我们是说如果你的游戏应该是一个紧密结合的整体(美学上)。记住,就算是“蹩脚的”东西,如果你能把他们组织得很好的话,你一样可以获得美学上的成功。 没有人在乎你的制作过程 一个好的工程师不一定能成为好的原型师。“正确的”或是“可重用的”方案往往并不出现在原型师的代码里。无论是什么问题,你应该要从一堆现成的方案里找出适合的那个把问题搞定,一切只求一个快字。最终的用户永远不会看见你有多高的编程能力,他们也不关心。 Mr. Shodhan: “如果陷于过分设计,你的作品很容易最终变成通用工具或是技术演示这样的东西,而永远无法成为一个具有可玩性的游戏。这就好比一个摇滚歌手只是不停地玩弄他技艺高超的SOLO却让观众们呵欠连连。在做‘进化’这主题的时候,我用了细分表面、卡通渲染去实现以杂交繁殖法则进化的3D模型。我用的技术是很新很酷,但做出来的东西却一点游戏性也谈不上。” 四、 通用的游戏性:丰富多汁的感官刺激 在学习关于快速原型的具体方法时,我们也总结出了一些通用的游戏性设计指导。以下就是一些可以增加“趣味”的体验类型。 简单的也可以是有趣的 人类竟能够拿“球和一个平面”这样的主题自娱自乐,而且数千年来乐此不疲。这样看来,我们不得不怀疑在电子游戏的领域里我们是否有些太过努力了。我们完全可能从一些由最基本的元素构成的游戏中得到乐趣,想想看,俄罗斯方块、PAC-MAN,还有任何一样经典街机游戏。 就好像电影里总是在翻用罗密欧与朱莉叶的爱情题材一样,这些经典的游戏创造出了一些很棒的机制,而我们数十年后做的仍然不过是一遍又一遍地翻用这些机制。 镜头眩光、凹凸贴图、光晕还有其他种种,这些让人惊奇的技术实际上并没有让你的游戏更好玩。试着告诉自己“用一个原型来实现我所设计的机制,这就已经很有价值了”,如果你接受了这一点,相信你一定可以做得很棒。
可重玩性?试着给玩家一种拥有的感觉。 我们很偶然地发现,最具有可重玩性的游戏是那些有着某种自创或定制机制的游戏——就像“用手臂和雨伞做出一棵吓人的树——On A Rainy Day”,或是“画出你自己的房子”,又或是“建造你自己的高塔”,又或是“进化出你自己的变形生物”。这实际上是一个众所周知的现象。近来游戏里都有的面孔定制功能,便与这种现象有关,除此之外,还有电话的彩铃,还有“做不一样的自己”之类的广告语,都是同样的现象。所以,为什么不搭上这辆顺风车呢? “实验性”并不意味着“复杂” 在EGP的早期,很多游戏都做得过于复杂了。这不单带来了UI上的困扰,也让用户输入变得不是那么自然和舒服。当时我们知道除非我们能把这些问题尽快解决,否则玩家在吃过繁杂操作的苦头之后,就不会再来我们的网站下载新的游戏了。还好,我们很及时地领悟了:玩家容易理解的游戏同样可以具有实验性,“实验性”并不就意味着“复杂”。 Mr. Shodhan: “我在EGP第一回合里做的游戏‘Spaceball Munch’是一个3D版的大猩猩型游戏(玩家输入角度和力量让猩猩投掷香蕉以击中对方——百战天虫之类游戏的最早原型)。因为这是一个3D的游戏环境,而且还有一个球形力场,所以我必须兼顾许多的变量。还有,游戏不再是回合制的,我把它做成了连续的,而目标也换成了不停移动的物体。那一大堆的变量真让我头痛,而且还有许多是毫无意义的。” "spaceball munch" -- 让人难以理解 用心定义一个游戏目标 有时候我们很容易忘记这一点,就是一个好的游戏目标设计。缺少了游戏目标,一个原型只能成为一个玩具,而不是一个游戏。因为某些原因,玩家似乎喜欢那种有失败的可能性存在的感觉——或许这样才对比出成功。 一个游戏目标可以是任何形式的——“收集齐N件X号零件”、“让系统保持稳定”、“安全地通过某个区域”……等等。但是要设计出一个完全不让人觉得突兀的目标(比如牵涉到时间限制的游戏目标)却很难。我们所发现的最好的游戏目标设计,是“粘球之塔”这个游戏所天生所具备的,那就是隐含着的“建造”。 "Tower of Goo" - 努力建造你的目标,甚至超越它 把你游戏做得“多汁”一些 “多汁的” 是我们的用户反馈当中经常出现的很好的一个词语。想像一下,它有弹性、看起来好像会流动、当你触碰它的时候,它会发出一点点声响(比如说切开的橙子)。一个“多汁”的游戏让人感觉是活的,因为你无论对它做什么,它都会回应你 —— 对最小的用户输入报以尽量多的回应。这会让玩家觉得自己很有能力——甚至可以控制整个世界。而且,它会利用它鲜活的回应来让玩家逐渐且不厌烦地学会游戏里每一条规则。 这里是一些你可能已经体验过的“多汁”的游戏: ·Alien Hominid – 敌人的血肉横飞,这个游戏几乎已经是“邪恶的”了……
“多汁感”让玩家爱不释手 后记 与EGP的小组合作着实让人兴奋。我们希望下一次你想要尝试什么新东西的时候,这些技巧会有所帮助。天知道你今早的一点小小的想法接下来会不会变成大制作呢?有朋友一起,又或是单干,记得把你的想法原型化!你一定会为你自己的作品感到惊喜的。 我们的项目指导很热心地指出:“快速原型的过程就像是怀上一个小孩。没有人总希望肚里的宝贝将来多成功,但每一次你都有新的收获,这总是让人欣喜!” Happy prototyping!
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RTS Orginal Idea Earth by nwolf64 Posted: 16 Feb 2009 11:54 PM CST First this game is A cross between Civilization III and Age of Empires III.
ARMY:Basic game, you dont control any socity changes untill you reasch things like Equality for Women and Racism. so for example a city has a population of two thousand in the beginning (stone age) of a skirmish-like game type. the players army takes over this city, crushes the insurgents (level of difficulty for taking the city is multiplied for the citizens loyalty to the previous controller and their hatred of the occupying player). then the newly controlled city's population is required from to perform tasks for the player. Cicilization: you have complete controll of your race. Socity UNITS:THe basic unit is a man, the basic suport unit is a woman. (thrugh a
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Posted: 16 Feb 2009 09:11 PM CST 一、二八法则 意大利经济学家帕累托提出 80%的收入来源于20%的客户 公司里20%的员工完成80%的业绩 20%的强势品牌占据着80%的市场 ………… “二八法则”要求管理者在工作中不能“胡子眉毛一把抓”,而是要抓关键人员、关键环节、关键用户、关键项目、关键岗位。 “二八法则”之所以得到业界的推崇,就在于其提倡的“有所为,有所不为”的经营方略,确定了传媒业的视野。 二、CIS理论系统 其英文全称是Corporation Identity System。中文译为“企业识别系统”。CIS理论主张将企业理念,企业文化,企业行为及企业视觉标志通过统一设计加以整合,强化其传播效果,使组织迅速提升自己的知名度,美誉度和公众的认可度。 CIS有三部分构成: 1 企业的理念识别(mind identity简称mi); 2 企业行为识别(behavior identity,简称bi); 3 企业视觉识别(visual identity, 简称vi). 形象一点说,CI就是一支军队,MI是军心,是军队投入战争的指导思想,是最不可动手的一部分;VI是军旗,是军队所到之处的形象标志;而BI则是军纪,它是军队取得战争胜利的重要保证。 三、USP理论 罗瑟·瑞夫斯(Rosser Reeves)提出USP理论,要求向消费者说一个“独特的销售主张”( Unique Selling Proposition ),简称USP理论。 USP理论包括三个方面: 一是每个广告不仅靠文字或图象,还要对消费者提出一个建议,即买本产品将得到的明确利益; 二是这一建议一定是该品牌独具的,是竞争品牌不能提出或不曾提出的; 三是这一建议必须具有足够力量吸引、感动广大消费者,招徕新顾客购买你的东西。 1954年,瑞夫斯为M&M糖果所作的“只溶在口,不溶在手”广告创意是USP理论典范之作。 四、SWOT分析法 SWOT分析法又称为态势分析法,它是由旧金山大学的管理学教授于20世纪80年代初提出来的,是一种能够较客观而准确地分析和研究一个单位现实情况的方法。SWOT四个英文字母分别代表: 优势(Strength)、劣势(Weakness)、 机会(Opportunity)、威胁(Threat)。 从整体上看,SWOT可以分为两部分:第一部分为SW,主要用来分析内部条件;第二部分为OT,主要用来分析外部条件。将调查得出的各种因素根据轻重缓急或影响程度等排序方式,构造SWOT矩阵。在完成环境因素分析和SWOT矩阵的构造后,便可以制定出相应的行动计划。制定计划的基本思路是:发挥优势因素,克服弱点因素,利用机会因素,化解威胁因素;考虑过去,立足当前,着眼未来。运用系统分析的综合分析方法,将排列与考虑的各种环境因素相互匹配起来加以组合,得出一系列公司未来发展的可选择对策。 五、5W2H法 这七个方面是: (1)Why:为何----为什么要如此做? (2)What:何事----做什么?准备什么? (3)Where:何处----在何处着手进行最好? (4)When:何时----什么时候开始?什么时候完成? (5)Who:何人----谁去做? (6)How:如何----如何做? (7)How much:何价----成本如何?达到怎样的效果? 包含了品牌从战略(WHO、WHY)到策略(WHAT、WHEN、WHER)直至战术(HOW)的完整运作系统,在加上另一个H----HOW MUCH(多少)即品牌预算,实际就是一个完整的品牌运作全案! 做任何工作都应该从5W2H来思考,?有助于我们的思路的条理化,杜绝盲目性。 六、马太效应 美国科学史研究者罗伯特·莫顿(Robert K. Merton)归纳“马太效应”为:任何个体、群体或地区,一旦在某一个方面(如金钱、名誉、地位等)获得成功和进步,就会产生一种积累优势,就会有更多的机会取得更大的成功和进步。它的名字来自于圣经《新约·马太福音》中的一则寓言。 此术语后为经济学界所借用,反映贫者愈贫,富者愈富,强者恒强,弱者恒弱,或者说,赢家通吃.....竞争将更加残酷。 七、马斯洛需求理论 美国心理学家马斯洛(Abraham h. maslow,1908-1970)所首创的一种理论。 马斯洛提出需要的5个层次如下: 1.生理需要,是个人生存的基本需要。如吃、喝、住处。 2.安全需要,包括心理上与物质上的安全保障,如不受盗窃的威胁,预防危险事故,职业有保障,有社会保险和退休基金等。 3.社交需要,人是社会的一员,需要友谊和群体的归宿感,人际交往需要彼此同情、互助和赞许。 4.尊重需要,包括要求受到别人的尊重和自己具有内在的自尊心。 5.自我实现需要,指通过自己的努力,实现自己对生活的期望,从而对生活和工作真正感到很有意义。 心理学是营销学基础,对人类需求层次理论的高度把握能更好的为营销服务。 八、麦克尔·波特竞争理论 哈佛商学院的教授——麦克尔.波特 他提出的竞争理论:一个企业要在市场竞争中取得优胜地位,有三种战略可供选择:最低成本、差异化营销、市场集中 (lowest cost,differentiation,focus),为企业的战略定位提供了构架。 尽管波特的战略框架在学界评价不一,但对于全球商界领导人来说,有着非凡的说服力。而且,德鲁克也承认,波特是仅有的几个为管理做出重要贡献的学者之一。 九、蓝海战略 W.钱·金和勒妮·莫博涅教授合著的《蓝海战略》一书。 蓝海战略其实就是企业超越传统产业竞争、开创全新的市场的企业战略。如今这个新的经济理念,正得到全球工商企业界的关注。“红海”是竞争极端激烈的市场,但“蓝海”也不是一个没有竞争的领域,而是一个通过差异化手段得到的崭新的市场领域,在这里,企业凭借其创新能力获得更快的增长和更高的利润。 目前在某些领域蓝海战略受到质疑,其实完全没有这个必要。我们仔细分析一下,即使竞争再激烈的市场一样会有市场空白存在,发现市场空白并第一时间介入,这一过程被国外的老头子给冠了一个很动听名字——蓝海战略. 十、长尾理论 与二八法则相对,21世纪又出现了长尾理论,长尾理论的基本原理是:只要存储和流通的渠道足够大,需求不旺或销量不佳的产品所共同占据的市场份额可以和那些少数热销产品所占据的市场份额相匹敌甚至更大。即众多小市场汇聚成可与主流大市场相匹敌的市场能量。在长尾理论中,实际上“长尾”是二八法则中原先不怎么被重视的那80%非关键的市场和低收益客户等等。 长尾理论要想发挥效果必须具备条件:足够的存储和流通的渠道,并且市场维护成本要尽可能小。计算机和网络技术高度发展使之得以实现。因此我们看到大批长尾理论的获利者都是互联网企业,传统市场中“二八定律”依旧大行其道,毋庸置疑。
十一、定位理论
创始人特劳特与里斯。定位起始于产品,但并不是对产品本身做什么行动。定位是指要针对潜在顾客的心理采取行动,即要将产品在潜在顾客的心目中确定一个适当的位置。因此,定位是对顾客的头脑进行争夺的理论。 其目的是在潜在顾客心中得到有利的地位。 定位的真谛就是“攻心为上”,消费者的心灵才是营销的终级战场。要抓住消费者的心,必须了解他们的思考模式,这是进行定位的前提。
十二、品牌形象论 20世纪60年代由大卫·奥格威提出的品牌形象论是广告创意策略理论中的一个重要流派。在此策略理论影响下,出现了大量优秀的、成功的广告。 其基本要点是: 1、为塑造品牌服务是广告的最主要的目标。广告就是力求是品牌具有并维持一个高知名度的品牌形象。 2、任何一个广告都是对品牌的长程投资。从长远的观点来看,广告必须尽力去维护一个好的品牌形象,而不惜牺牲追求短期效益的诉求重点。 3、随着同类产品差异性减小,品牌之间的同质性的增大,消费者选择品牌时所运用的理性就越少,因此,描绘品牌的形象要比强调产品的具体功能特征要重要得多。 4、消费者购买时所追求的是“实质利益+心理利益”,对某些消费群来说,广告尤其应该运用形象来满足其心理的需求。
十三、木桶理论 所谓“木桶理论”也即“木桶定律”,其核心内容为:一只木桶盛水的多少,并不取决于桶壁上最高的那块木块,而恰恰取决于桶壁上最短的那块。根据这一核心内容,“木桶理论”还有两个推论: 其一,只有桶壁上的所有木板都足够高,那木桶才能盛满水。 其二,只要这个木桶里有一块不够高度,木桶里的水就不可能是满的。 “木桶理论”可以启发我们思考许多问题,比如企业团队精神建设的重要性。在一个团队里,决定这个团队战斗力强弱的不是那个能力最强、表现最好的人,而恰恰是那个能力最弱、表现最差的落后者。因为,最短的木板在对最长的木板起着限制和制约作用,决定了这个团队的战斗力,影响了这个团队的综合实力。也就是说,要想方设法让短板子达到长板子的高度或者让所有的板子维持“足够高”的相等高度,才能完全发挥团队作用,充分体现团队精神。 十四、羊群效应 羊群效应是指管理学上一些企业的市场行为的一种常见现象。例如一个羊群(集体)是一个很散乱的组织,平时大家在一起盲目地左冲右撞。如果一头羊发现了一片肥沃的绿草地,并在那里吃到了新鲜的青草,后来的羊群就会一哄而上,争抢那里的青草,全然不顾旁边虎视眈眈的狼,或者看不到其它还有更好的青草。 羊群效应的出现一般在一个竞争非常激烈的行业上,而且这个行业上有一个领先者(领头羊)占据了主要的注意力,那么整个羊群就会不断摹仿这个领头羊的一举一动,领头羊到哪里去吃草,其它的羊也去哪里淘金。 有则幽默也反映了羊群效应:一位石油大亨到天堂去参加会议,一进会议室发现已经座无虚席,没有地方落座,于是他灵机一动,喊了一声:“地狱里发现石油了!”这一喊不要紧,天堂里的石油大亨们纷纷向地狱跑去,很快,天堂里就只剩下那位后来的了。这时,这位大亨心想,大家都跑了过去,莫非地狱里真的发现石油了?于是,他也急匆匆地向地狱跑去。 十五、4P理论 杰瑞?麦卡锡(Jerry McCarthy)教授在其《营销学》(Marketing,第一版,出版于1960年左右)最早提出了这个理论。4P为企业的营销策划提供了一个有用的框架。它的提出是自上而下的运行原则,站在企业立场,重视产品导向。 产品—Product;价格—Price; 通路—Place; 促销—Promotion
十六、4C理论 4C理论是由美国营销专家劳特朋教授在1990年提出的,它以消费者需求为导向。它强调企业首先应该把追求顾客满意放在第一位,其次是努力降低顾客的购买成本,然后要充分注意到顾客购买过程中的便利性,而不是从企业的角度来决定销售渠道策略,最后还应以消费者为中心实施有效的营销沟通。 消费者的需求与欲望(Consumer needs wants)把产品先搁到一边,赶紧研究消费者的需求与欲望,不要再卖你能制造的产品,而要卖某人确定想要买的产品; 消费者愿意付出的成本(Cost)暂时忘掉定价策略,赶快去了解消费者要满足其需要与欲求所必须付出的成本; 购买商品的便利(Convenience),忘掉通路策略,应当思考如何给消费者方便以购得商品; 沟通(Communication),最后请忘掉促销,90年代以后的正确新词汇应该是沟通。
十七、果子效应 对于消费者而言,品牌是一种经验。在物质生活日益丰富的今天,同类产品多达数十上百甚至上千种,消费者根本不可能逐一去了解,只有凭借过去的经验,或别人的经验加以选择。因为消费者相信,如果在一棵果树上摘下的一颗果子是甜的,那么这棵树上的其余的果子也都会是甜的。这就是品牌的“果子效应”。 “果子效应”能保证企业在开发新产品,介入新的领域后利用原品牌影响力来为统领市场。
十 八、魏斯曼营销战略学说及竞争四种手段 1、领导者战略:公司的相关产品在市场中占有最大的市场份额,它通常在价格变化、新产品引进创新、分销覆盖和促销强度上,对其他公司起着领导作用。 2、挑战者战略:在行业中占有第二、第三和以后的位置,它可以攻击市场领先者和其他竞争者,以夺取更多的市场份额,提升自己,有可能取代领导者的地位。 3、市场追随者战略:它们在市场上采取跟随领导者的策略,从产品、命名、宣传等都和领导者极为相似,利用领导者的资源分割市场。 4、利基者战略:他们只注重小块市场,并把它做深做透,从中投入较少的资源,获取较大的利润,成为小块市场的领先者,他们经常避免与大公司竞争。 十 九、CI系统 CI是英文Corporate Identity的简称,意译为企业形象识别或品牌形象识别。CI又称作CIS,是英文Corporate Identity System(企业识别系统)的简称。 CI是指企业有意识有计划地将自己企业或品牌特征向公众展示,使公众对某一个企业或品牌有一个标准化、差异化、美观化的印象和认识,以便更好地识别,达至提升企业的经济效益和社会效益。 CI由MI、VI、BI组成。 MI(Mind Identity)理念识别(企业思想系统),是指企业思想的整合化。通过企业的经营想法及做法,进行标语的整合,宣传画的美化,思想观念的教育,向公众及员工传递独特的企业思想特点。它包括了经营理念、经营宗旨、事业目标、企业定位、企业精神、企业格言、管理观念、人才观念、创新观念、工作观念、客户观念、人生观念、价值观念、品牌定位、品牌标准广告语等。 VI(Visual Identity)视觉识别(品牌视觉系统),是指企业识别(或品牌识别)的视觉化。通过企业或品牌的统一化、标准化、美观化的对内对外展示,传递企业或品牌个性(或独特的品牌文化)。它包括了基础要素和应用要素两大部分。基础要素是指:企业名称、品牌名称、标志、标准字、标准色、辅助色、辅助图形、辅助色带、装饰图案、标志组合、标语组合等;应用要素是指:办公用品、公关用品、环境展示、专卖展示、路牌招牌、制服饰物、交通工具、广告展示等。 BI(Behavior Identity)行为识别(行为规范系统):是企业思想的行为化,通过企业思想指导下的员工对内对外的各种行为,以及企业的各种生产经营活动,传达企业的管理特色。它包括干部教育、员工培训、规章制度、质量管理、行为规范、文娱活动、公关活动、公益活动、品牌推广等。 形象一点说,CI就是一支军队,MI是军心,是军队投入战争的指导思想,是最不可动手的一部分;VI是军旗,是军队所到之处的形象标志;而BI则是军纪,它是军队取得战争胜利的重要保证。 |
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Posted: 16 Feb 2009 07:02 PM CST 微软台湾于台北电玩展第4天的2月15日,特别邀请来自日本与台湾的多位游戏制作人,共同举办“台湾游戏如何跃上国际舞台─中日制作人对谈高峰会”,透过国内外成功经验分享,畅谈游戏产业如何在国际舞台上崭露头角。
会中邀请到日本From Software设计部部长兼资深游戏制作人竹内将典、戏谷《戏谷麻将馆》制作代表徐志潇、昱泉《千字王》制作代表姚良纯以及乐升技术总监张铭光。 竹内将典是日前甫推出的Xbox 360独占忍者动作游戏《忍者之刃》的制作人,先前曾经制作过《天诛》系列、《御伽》系列与《金属苍狼:混沌》等多款知名游戏。 徐志潇是PC线上麻将游戏《戏谷麻将馆》的制作代表,曾任职宇奥、次方、雷爵等公司,参与制作《超时空英雄传说》、《大富翁世界之旅》、《新绝代双骄》等游戏。 姚良纯是首款国人自制Xbox LIVE Arcade游戏《千字王》的制作代表,曾担任昱泉幼教系列阿毛光碟与网站制作总监,以“游戏学堂”开创儿童线上数位教学典范。 张铭光是乐升技术总监,曾任职于全崴、昱泉、美商创世纪等公司,曾与国外游戏厂商共同制作包括《圣魔战记》、《星战佣兵》与《功夫熊猫》等游乐器平台游戏。 ◆目前全球游戏开发的趋势 竹内将典表示,即便目前全球经济低迷,不过游戏市场仍有逐渐扩大的趋势。其中像是PS3/Xbox360/PC等家用主机或是PSP/NDS等掌上主机,都是相当关键的几个重要平台。包含台湾在内的整个亚洲地区拥有广大的玩家族群,是未来不容忽视的市场。 ◆建议台湾游戏制作团队如何制作出符合国际需求的游戏 竹内将典表示,想要制作出符合国际需求的畅销游戏,就必须拥有独特的点子。如何将独特的点子提出来与众人分享并让众人理解,也是相当重要的一件事。例如这次他的点子是忍者,而在座几位的点子则是功夫、麻将或千字王等,都是众人能理解的题材。 ◆从台湾游戏制作人的角度来看如何制作符合国际需求的游戏 徐志潇表示,以戏谷的经验来看,选择好的题材与好的平台是制作国际级游戏的重点所在。良好的平台加上优秀的合作伙伴,可以大幅缩短游戏制作时的摸索时间。 姚良纯表示,做市场需要的比做自己想要的更重要。以昱泉所制作的《千字王》来说,亚洲这边的玩家可能很难理解这样的字谜有什么好玩的,不过因为这款游戏中收录了许多国家的语言,在西班牙或是德国的玩家很多都能彻底的找出游戏中所有的隐藏要素。另外,由于次世代平台的游戏开发成本高昂,因此具备独特的点子加上良好的国际合作也是非常重要的,如果花了大钱但是却做出品质低劣的东西,那可是件相当糟糕的事。 张铭光表示,乐升在过去几年对这方面有着相当丰富的经验,以进入国际市场来说,乐升在自行开发上遭遇到许多困难,后来透过国际合作来克服。由于不同的市场有着不同的文化,透过国际合作的文化激荡,让乐升得以制作出符合当地市场的游戏。 张铭光提到,像是《赏金猎犬》或《功夫熊猫》等游戏都曾经获得日美欧等游戏媒体中上的评价,建立了一定的口碑,也争取到国际级游戏发行商的青睐。而国际级游戏对于品质有着相当的要求,因此乐升在游戏开发上下了很大的功夫,虽然成果可能不是那么显而易见,不过如果不重视这块,那么就很难做出能令国际级游戏发行商青睐的游戏。 ◆在中文游戏国际化或国际游戏中文化的过程中所不可或缺的元素 张铭光表示,在过去还没有经历过国际合作时,曾窝在台湾以自己的观点来制作觉得可以获得国际市场青睐的游戏,不过事实上并非如此。因为世界各地有许多文化差异,同时也衍生出许多创意。所以当我们想把台湾所拥有的独特华人文化产物推广到全世界的时候,就必须注意其他地区不同文化的玩家,是否能接受这样深层文化牵连的作品。 张铭光强调,如果不去思考文化差异所带来的影响,那么不管技术水准达到怎么样的一个国际标准,也无法获得其他地区玩家的支持。透过国际合作,让不同地区的创作者与不同地区的文化进行激荡,结合各地文化特色,方能在国际市场获得广泛的支持。 姚良纯表示,市场行销也是与国际接轨的重点,微软提供了良好的游戏制作发展环境,任何游戏开发提案都必须经过微软的内部评鉴,。全球游戏市场有70 %以上是由北美与欧洲市场所占去,透过微软的评鉴,更能让台湾游戏制作团队了解国际需求所在。 徐志潇表示,重点在于考虑市场所在,尊重各地文化。另外,在矽谷开发Xbox LIVE Arcade《戏谷麻将》的过程中,微软提供了非常多的支援与意见回馈,因此充分展现了慎选开发平台的重要性。以《戏谷麻将》的英文化来说,当初制作团队认为欧美玩家既然看不懂中文,那应该把麻将牌面上除了图案以外的文字部分都英文化,不过欧美那边回馈的意见却是应该适度保留,才能凸显出麻将与扑克牌等游戏的不同。所以后来英文化的部分只有万字系列改成阿拉伯数字与英文字母,以及东西南北改为英文,其余部分则是保留中文,像是中发白就保留下来,因为这3张牌的字体颜色不同,欧美玩家可以分辨。 竹内将典表示,这次制作《忍者之刃》时他非常注重本地化的需求。因为在开发阶段就已经知道有这方面的需求,因此很早就针对这方面进行企画。前面几位所提到的议题再进行本地化的时候都很重要,在地团队所给予的意见回馈对制作也有很大的帮助。 ◆成为一位游戏制作人最重要的特质与建议 徐志潇认为成为游戏制作人最重要的特质是对游戏的热情,这是让人能坚持下去的最大动力。之外就是求知欲,这对于寻找游戏题材与研发新技术来说是非常重要的。 姚良纯表示语言能力非常重要,因为语言是通往世界的一扇窗,拥有优异的语言能力,就能吸收到第一手的市场资讯与业界动态,这对于游戏制作人来说相当重要。 张铭光表示,其实不论是出身企划、程式、美术、行销等背景,都有机会成为游戏制作。 ,因此在专业领域部分,除了深度之外,广度也非常重要。因为游戏制作人必须统括整个制作团队,因此必须充分了解团队所有成员的任务,与团队全体成员充分沟通,协调团队组织运作。另外,由于游戏开发是相当漫长的工作,常常会有看不到终点的感觉,因此团队成员可能会出现挫折沮丧的状况,在这种情况下制作人就必须一肩挑起鼓舞士气的任务,让团队了解终点之所在,忍别人所不能忍,一路坚持到达成目标的那一天。 竹内将典表示,就成为游戏制作人来说,日本跟台湾的状况其实没什么差别,都必须具备对游戏的热情,之外还必须思考如何能让制作团队、行销团队、通路、零售店家、媒体乃至于玩家等与游戏相关连的所有人带来幸福。身为制作人所必须照料的事物很多,要让玩家满意、要带领团队奏下去、要鼓舞心情低落的团队让他不至于感到孤单等。对于家常便饭的游戏制作超时或是超预算,更是要有一肩扛起让工作顺利完成的觉悟。 紧接着进入了现场提问时间,由参与座谈会的媒体与玩家提出问题。 ◆日本游戏市场的封闭与没落? 有媒体问到,《合金装备》系列制作人小岛秀夫曾说过日本游戏市场已经走向封闭没落,不知道竹内将典自己对这方面的看法是如何?竹内将典表示这样的可能性的确是蛮大的,以他的角度来说,如何去了解不同地区的在地需求,将会是今后的重点所在。 ◆如何推广日本独特的忍者文化? 《忍者之刃》与其他忍者游戏的不同? 有媒体问到,忍者并不是台湾玩家非常熟悉的题材,那么要如何去顾虑到台湾的本地化需求?还有就是《忍者之刃》与《忍者龙剑传2》等其他的忍者游戏究竟有何不同? 竹内将典表示,虽然同样是忍者题材,但是不同地区可以有不同的创意发想。举例来说,先前Ubisoft曾经推出一款《刺客信条》,他跟该款游戏的制作人聊过,制作人说其实是想做一款欧美风格的忍者游戏,所以参考了忍者的概念,做出这款以刺客为题材的游戏。虽然概念上参考了日本忍者,不过加上独特的点子之后一样能呈现全新的面貌。 竹内将典接着提到,先前他也曾经做过像是《天诛》之类的忍者游戏,不过那时走的是传统日本忍者的风格。这次的《忍者之刃》则是把目光放到欧美市场,试图以欧美的观点来制作出一款全新的忍者游戏,因为欧美玩家对于忍者的观念其实跟日本相差很大。 提到《忍者龙剑传2》时,竹内将典表示他其实对《忍者龙剑传2》有一些不满之处,那就是游戏的难度太高了。虽说难易与否每个人可能有不同的定义,不过难度太高是会吓跑那些难以上手的玩家。因此在制作《忍者之刃》时,他是以大家都能认同并喜欢为出发点,希望玩过的玩家能喜欢并主动推广给其他玩家,这点对他自己来说是非常重要的。 ◆ XNA所带来的个人游戏创作可能性?盗版的影响与防堵方式? 有媒体问到,先前微软推出XNA平台,让业余玩家也有机会能参与游戏创作,不知道在座诸位的看法如何?以及盗版对游戏市场的影响?是否考虑透过网络来防堵? 张铭光首先表示,XNA提供所有玩家游戏创作的机会是件好事,不过业余与专业毕竟还是有差。业余制作团队可以发挥各种创意,抛开组织人事与成本风险等包袱。不过本世代的3A级游戏制作费用动辄千万美元,并不是个人所能负担的。两者并不冲突。 至于盗版问题部分,张铭光表示乐升现在很少制作中文版游戏,就是因为盗版问题太严重所致。走向网络化算是个不错的点子,现在宽带网络日益普及,一来可以透过网络来增加连线游玩的乐趣,二来也可以透过网络认证或附加价值来防堵盗版的问题。 竹内将典表示,让玩家也能参与游戏的制作很重要。以其他产业为例,像是电影产业如果要扩大规模,就会需要集合许多人的力量一同投入。很可惜的是游戏产业合其他产业不太一样,缺乏良好的范本可以参考,像是如何制作出好游戏或是如何当个称职的制作人等范本。因此让玩家也能参与游戏制作,对游戏产业的发展可以带来很多帮助。 至于盗版问题,竹内将典表示,PSP/NDS的盗版问题非常严重,很容易就能取得盗版。不过他个人反对强迫加入网络认证之类的措施。他觉得首先要考虑如何能让玩家玩得愉快,以及让玩家容易取得,而不是把网络连线这种比较复杂的操作强加到游戏中。 ◆对《忍者之刃》最满意之处? 有玩家问到,竹内将典对《忍者之刃》最满意之处为何?竹内将典表示,他最满意的是游戏的真实感,包括细致3D绘图所呈现的画面,以及以真实东京为舞台的设定等。 ◆ From Software如何快速适应与掌握各世代新游戏平台特性? 有玩家问到,From Software从PlayStation时代开始,就以快速适应与掌握各世代新游戏平台特性见长,不知道From Software究竟是如何长久维持此一优势? 进入From Software已经12年的竹内将典表示,理由其实很多,不过总结来说就是From Software喜欢新东西,例如企划会想要制作新游戏、程式会想要尝试新硬体。只要碰到新技术或是新功能,不管运用难度多高或是要花费多少时间,大家都觉得值得一试。因此随着时代而不断推陈出新的技术,对From Software来说可谓“甜蜜的负担”。 ◆结语 座谈会的最后,3名与会的台湾游戏业界第一线代表在结语中不约而同的呼吁有志从事游戏制作的玩家踊跃加入目前正夯的所谓“宅经济”产业,一同为这个需要大量人力来实现各种创意的“高科技手工业”充实人手,一同推动台湾游戏产业迈向国际。 远道而来的竹内将典则是谦虚的表示,虽然大家都觉得他应该是个很国际化的制作人,不过到现场他才觉得压力很大,因为在座的台湾游戏业界代表都已经成为可敬的对手。希望游戏产业能有更好发展的想法,则是台湾与日本都需要更加努力的目标。 |
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Posted: 16 Feb 2009 09:11 PM CST 纵观全球的大型MMORPG网络游戏,相信大家一定会想到永恒之塔与魔兽世界这两款游戏。04年魔兽世 |
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Posted: 16 Feb 2009 10:48 PM CST 独立游戏的一种,主张让人成为人才能游戏,充分利用人的主导地位,使游戏富有创意。 下载地址:http://other.sotee.com/2009-02-12/6982.html. 已投稿到: 排行榜 圈子. 评论(0)| 阅读(0) | 收藏 (0) | 分享 | 打印 | 举报 ...
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Posted: 16 Feb 2009 10:10 PM CST |
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Posted: 17 Feb 2009 06:30 AM CST •不要给我衣服,–我要的是迷人的外表;•不要给我鞋子,–我要的是两脚舒服,走路轻松;•不要给我房子,–我要的是安全、温暖、洁净和欢乐;•不要给我书籍,–我要的是阅读的愉悦与知识的满足;•不要给我磁带,–我要的是美妙动听的乐曲;•不要给我工具,–我要的是创造美好物品的快乐;•不要给我家具,–我要的是舒适、美观和方便;•不要给我东西,–我要的是想法、情绪、气氛、感觉和收益;•请,不要给我东西。
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Book Review: The Art of Game Design Posted: 18 Feb 2009 11:00 AM CST |
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Posted: 18 Feb 2009 12:47 AM CST 我个人能够理解这种高手尊严……但是不知名的嘴头高手多少还是需要了解情况 才对。 |
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Posted: 18 Feb 2009 08:02 AM CST 有些东西,现在不记下来,生怕将来再回忆时,脑袋一片空白,便不再有这块的记忆,因为,我相信,人总是“好了伤疤忘了疼”的。 不管是大到项目,还是小到个体,我们,从一个小的,不受人看重的位置,到有能力成长为一个成熟的、可以顶梁的位置,期间,必定经历太多太多的拉扯(我不说它是磨难,因为在我看来,它远没有这么痛苦,至少,我们是可以吃得饱饭、待遇也是相对不错的),正因为我们起家的起点是白纸一张,正因为我们近乎苛刻地奉行“产品第一,作事第一”的原则,一路走来,我们的观点才屡屡与别人发生碰撞,而我们的风格也屡屡被视为异端。 我们没有大项目能够轻易拿到的那些资源,我们没有明星人物的光环和尊崇,我们,更没有屡次失败后仍然可以重头再来的机会,所以,从一开始,我们就注定了,只能埋头苦干,只争朝夕。而我想,这样的我们,这样的项目,这样的团队,也才是当下绝大多数项目和团队的代表。 “从来就没有什么救世主,也不靠神仙皇帝”,我们所有的所有,一切的一切,其立足点,都只有一个,那就是:产品!无论以后,我们是成是败,是壮大到了何种程度,这根本的一点,都不可忘记,也不能忘记。 而,所谓的“行业指标”,“权威数字”,在我们自己的产品中,都只能最多放在第二位,甚至,根本不用理会,因为,我们唯一需要作的,就是把自己的用户研究透,把他们想要的东西研究透,而其它的那些东西,也会随之而来。 千万不要以所谓的业内多少多少的标准来反过来考核自己,到头来,不仅仅是迷失,更重要的,是,你可能会找不到可以掌控项目的感觉,而这种感觉,才是你可以走向成功的前提。 玩着舒服吗?受压迫吗?有乐趣吗?会不断的来吗?会牵挂着这里吗?这些,才是我们最应该最经常反问自己的问题。 |
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隽永小品《Braid》三月登陆PC平台-Braid 独立作品Petrograd-驱动之家 Posted: 18 Feb 2009 06:43 AM CST 《Braid》的作者,独立游戏制作人Jonathan Blow今年一月接受Gamasutra的采访时曾表示并不乐见某个发布平台独家垄断该作的发行,不排除将来会有Steam版本出炉:. “我很早就找过Valve,大家在一起谈了谈却无建树。后来他们又跑来找我, ...
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Comic to Movie: Lost in Adaptation Posted: 18 Feb 2009 04:21 AM CST
The comic is written by Mark Millar, and as such is full of cussing, mature content, and some generally awesome observations of everday life. It is drawn by the very talented J.G. Jones who presents extraordinary things in a very realistic fashion, and perhaps the greatest achievement of the comic is the excellent and these days all too rare synergy between writer and artist. It also gets a bonus that it is not a continuing series, but a limited run of six issues, which lately are the only kinds of comics I can bear to read. The premise of Wanted is surprising, it takes place in a semblance of the modern world, except that super villains exist and are a part of a super secret organization of villains that can do whatever the hell they want and get away with it. The idea is that the villains finally decided to all team up and take out the heroes years ago, and have altered the world and history so that super heroes are only remembered as fairy tales and in comic books. It almost borders on creepily plausible, but they don’t pull any punches when it comes to the villain concepts and that keeps the book grounded pretty strongly in the fiction genre. The story follows the son of the greatest assassin in the world, who is unaware of his father’s profession and is taken from his dull urban-office lifestyle and thrust into the shoes of a super-powered villainous master of crime. It’s really well done too, but I wasn’t all that surprised when I first read that they were changing much of the premise in order to make it into a movie. It was a shame, really, considering how many super hero movies there are now the comic as written could probably be turned into an equivalent quality movie. Instead somewhere along the way they decided to scrap the entire thing, and come up with a story that is “more believable”. The problem is, they didn’t do this at all, instead they’ve replaced what was an intriguing concept amongst comic books and written one of the most ridiculous plots a movie could ever have. The movie takes place in the modern day world, but instead of super villains the group is a secret fraternity of assassins who kill people to save the lives of others. That isn’t so bad, and I knew as much from the trailer before I even saw it. As I said before, the first 15 minutes of the movie are pretty spot on and almost exactly what I was expected and what I wanted to see. The whole thing falls apart when they introduce elements that are grossly LESS believable than the premise of the comic would have ever been, like the fact that the fraternity of assassins get their targets by reading the skipped stitches on some giant loom which continuously weaves strands of fabric. They added some history about a mason-like order of weavers in the middle ages who started it all, and apparently knew binary and could read it when the loom messed up on its infinite string of stitching. The names that came out of this binary loom o’ fate were supposedly people who would end up killing lots of other people, and thus had to be taken care of. This is crap. It’s less believable than the comic plot would be, and it’s 100x less creative as well. Stir in some very cliche villain plot, and an attempt at keeping the huge twist from the comic in tact in the movie, and you get a film that doesn’t even succeed at being a good action movie. Why does this matter so much to me? Well, I tend to be extremely optimistic when it comes to movie adaptations, but Wanted has single-handedly put a strong fear into my heart about some upcoming movies that I desperately hope don’t suck as much as it did. The first one is the supposed Cowboy Bebop movie, while I don’t really see the need for a movie because the anime was good enough on its own, I could see some merit in a flesh and blood interpretation of the characters. I cannot, however, imagine the movie having ANYTHING to do with Keanu Reeves. Unfortunately, this appears to be happening, and with him as Spike no less. I’m a decent enough fan of Keanu, unlike most people, but that is one role I think he will absolutely murder. My biggest fear is that the movie will come out, wreak to high hell, and soil people’s impressions of the anime who have never seen it. Next, and certainly much higher on my list, is the Watchmen movie coming out in three weeks. The first time that I read the trade I was dumbfounded and didn’t completely grasp the whole thing, but just a month ago I read through it a second time and have to say it definitely deserves the praise that it gets from almost everywhere. It is such a masterfully created comic that I share many people’s fears that it could never be adequetly made into a movie, however I also see a great benefit in bringing the superb story and awe-inspiring visuals to the screen, and it could stand to be one of the best superhero movies ever made in the same way that the comic stands out. I’m extremely hopeful about it, but again Wanted has proven to me how badly a comic-to-movie adaptation can be screwed up. |
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New writing project: Restless Deep Posted: 18 Feb 2009 05:08 AM CST I'm proud to announce my new writing project: Restless Deep. As I say in the about page for the site, it's kind of like a literary webcomic: I'm hoping to post up brief stories that can be read during a coffee break. Read on for a few more thoughts. The overarching goal is to build a coherent fantasy word starting with the equivalent of prehistory. Imagine if the world were populated by the typical fantasy races. Now, what happens as they slowly discover magic and how to use it? It's my first big writing project. I hope to post up stories on a regular basis instead of posting stuff on here every so often. Feel free to leave feedback over on that site. :) |
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Posted: 18 Feb 2009 12:35 AM CST 另外,由Ensemble前资深雇员成立的独立游戏软件工作室Robot Entertainment近日宣布将重拾Ensemble的未完事业,为即将面市的主机RTS游戏《Halo Wars》开发后继内容。 这家新单位的创立者Tony Goodman也曾是Ensemble的缔造者,他许诺会继续为《帝国时代》 ...
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What is the <b>XNA</b> Framework - 记忆有问题!!! - CSDNBlog Posted: 18 Feb 2009 03:20 AM CST As we get closer to the beta, I wanted to take a few moments and explain three keys to understanding the XNA Framework—namely, the goals of the XNA Framework, what the XNA Framework is, and what it provides. ...
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XNA升级第二届游戏设计大赛- 记忆有问题!!! - CSDNBlog Posted: 18 Feb 2009 03:20 AM CST XNA Game Studio 2.0是游戏爱好者、研究人员、小型、独立游戏开发商使用基于.NET的优化跨平台游戏图书馆,轻松并开发Windows和Xbox360主机视频游戏。 2.开展这项竞赛的原因和目的是什么? 是为了激发大家在XNA开发者俱乐部社区的创新能力 ...
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<b>XNA</b>升级第二届游戏设计大赛- 记忆有问题!!! - CSDNBlog Posted: 18 Feb 2009 03:20 AM CST 为了简化PC 和Xbox 360游戏开发难度,微软面向业余创作者推出了游戏开发套件“XNA Game Studio”。并于去年举办了使用该工具的业余游戏设计大赛“Dream-Build-Play”。目前,使用最新版开发套件XNA Game Studio 2.0的第二届已经在准备之中, ...
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Posted: 18 Feb 2009 02:54 AM CST 面試官入門注意事項整理
聲明:以下內容專門是給從來沒有面試別人經驗的朋友的guideline.
聲明:以下內容以Joel on software(約耳談軟體)文章為主幹.
面試官第一件要注意的事項,就是要了解這次面試的目的。
1發布徵才訊息 1通常是將徵才條件交給人資會幫單位來發佈,但有時候也可以由徵才單位主動出擊。 4面試時分為 5所有的應徵者都整理完後,面試官依照數據做最後討論,決定任用
約耳在他的文章中認為-聰明且能完成任務-是共通的目的。 約耳也提到一個面談的流程,其中大致可以包含: 以我的經驗,其中12項會比較制式, 再來是要問什麼問題,這可能是新手面試官最不清楚的地方。 約耳也有提到,有些問題是用來做開場或是緩和氣氛的,譬如說對方怎麼來公司的,早餐吃了沒等等。 有些問題則是沒有必要問的,像是提到種族相關,宗教相關,之前工作細節 註:在美國有關種族,宗教,性別,出生國,年齡,服役記錄,是否老兵,性傾向,生理障礙的問題都是不合法的。 問題通常是以申論的方式來進行,避免是非對錯這種簡單的回答。 腦筋急轉彎或是機智問答也是沒有必要, 問題也不用很規矩不用有答案,視應徵者的反應來修改,因為主要的目的是要了解應徵者來表達能力。 很多約耳提到的重點,在台灣並沒有人這樣進行,所以我並沒有列出來,
就我的經驗, 我會以
--------------------------------- 感謝您撥冗前來面試YYY職位,此次前來應徵的面試者都非常優秀, 對於此職位不能與您合作,十分惋惜。 如有任何疑問請與KKK連絡。。。。 其中注意每封感謝函都要獨立發出,最好不要用群組寄信, 其中內容並無說死,如果第一應徵者不能如願到職,
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Posted: 18 Feb 2009 01:25 AM CST Jonathan Blow 开发的小游戏 Braid 曾经大受好评, 但是这款独立游戏独占XBLA, 现在游戏即将发布 PC 版本... 大家有的等了.....
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Braid PC 版3月发布| <b>独立游戏</b>新闻| Game7z Indie Games <b>独立游戏</b>中文推广 Posted: 18 Feb 2009 01:25 AM CST Jonathan Blow开发的小游戏Braid在2006年的IGF独立游戏节(Independent Games Festival) 获得过最佳设计的奖项, 在2007年的TGS上, 微软宣布将在Xbox Live Arcade发行这款作品, 现在游戏将在2009年3月31日发布PC版本. 售价$19.95. ...
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Posted: 18 Feb 2009 12:47 AM CST 我个人能够理解这种高手尊严……但是不知名的嘴头高手多少还是需要了解情况 才对。
------------------------------------------ 甲 14:33:09 简历发到这里最好,QQ你有,最好加QQ聊 乙 14:36:44 ……? 乙 14:36:54 你让对方投简历,对方是不会理你的。? 乙 14:37:02 这些人都是高手。? 甲 14:37:53 高手也需要互相了解阿 乙 14:38:41 高手是不可能投简历的。? 乙 14:38:50 你是真不明白啊?? 甲 14:39:12 那高手的情况怎么了解?大家嘴聊?还是那些情况嘛 甲 14:39:43 这不算投简历,算我求简历好不……简历成文了解情况比嘴聊效率高点 甲 14:39:56 或者你介绍下? 乙 14:40:53 这种人,腾讯也是亲自去求的。? 乙 14:41:02 你那边倒好。? 甲 14:41:10 腾讯是了解了对方情况才去的 甲 14:41:16 我这边还两眼一抹黑呢 甲 14:41:20 至少给个名字吧 乙 14:41:26 留个电话吧,不然算了。? 乙 14:41:29 我忙着呢。? 甲 14:41:39 那你忙…… |
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动作冒险游戏《时空幻境》PC版3月31日发售- 游戏- L.G.Y Posted: 17 Feb 2009 07:38 PM CST Jonathan Blow's开发的小游戏《时空幻境》(Braid)PC版即将3月31日发售,这款游戏曾经在2006年IGF独立游戏节(Independent Games Festival)获得过最佳设计的奖项,在2007年的TGS上,微软宣布将在Xbox360发行这款作品。
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暴雪可以go to hell了- Genie in Melancholy - 博客大巴 Posted: 17 Feb 2009 11:09 PM CST 玻璃渣离EA那个层面已经不远了,游戏业要想发展只能靠独立游戏和这样有良知的厂! 所谓多行不义必自毙,抄人者必有一天自取其辱。四个种族,space marine、orcs、eldar现在连虫子也加进来了,战锤40k与星际之间到底是怎么个关系, ...
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Posted: 18 Feb 2009 12:47 AM CST 博客列表. 一生只做一件事:做国人为之骄傲的游戏! YY in Limbo 混沌海狂想(beta2.0) · 《槽边往事》---比特海日志 · 疯狂的设计 · Google Blog Search: 独立游戏 .... Indie-G - 独立游戏中文网志 · 听月网站更新公告 ...
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Posted: 18 Feb 2009 12:35 AM CST
最强之一Nintendo DS模拟器新版 |
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Posted: 18 Feb 2009 12:47 AM CST Google Blog Search: 游戏设计关卡设计 · 隔壁王二或刘凌鸿的BLOG - 隔壁王二或刘凌鸿- 新浪BLOG · SpellDev Game Studio · 连云港妓女 · Google Blog Search: xna · 朱學恆的路西法地獄 · 亦舒的BLOG - 亦舒- 新浪BLOG ...
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Posted: 18 Feb 2009 12:47 AM CST 我个人能够理解这种高手尊严……但是不知名的嘴头高手多少还是需要了解情况 才对。
------------------------------------------ 甲 14:33:09 简历发到这里最好,QQ你有,最好加QQ聊 乙 14:36:44 ……? 乙 14:36:54 你让对方投简历,对方是不会理你的。? 乙 14:37:02 这些人都是高手。? 甲 14:37:53 高手也需要互相了解阿 乙 14:38:41 高手是不可能投简历的。? 乙 14:38:50 你是真不明白啊?? 甲 14:39:12 那高手的情况怎么了解?大家嘴聊?还是那些情况嘛 甲 14:39:43 这不算投简历,算我求简历好不……简历成文了解情况比嘴聊效率高点 甲 14:39:56 或者你介绍下? 乙 14:40:53 这种人,腾讯也是亲自去求的。? 乙 14:41:02 你那边倒好。? 甲 14:41:10 腾讯是了解了对方情况才去的 甲 14:41:16 我这边还两眼一抹黑呢 甲 14:41:20 至少给个名字吧 乙 14:41:26 留个电话吧,不然算了。? 乙 14:41:29 我忙着呢。? 甲 14:41:39 那你忙…… |
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Harry Potter strategy game by ChadHickman1 Posted: 19 Feb 2009 08:41 AM CST I'm surprised there has been no mention of a strategy game for PC. Characters could fight as the Hogwarts or Deatheaters side and build armies, bases and heroes. There would be heroes like Dumbledore and Voldemort and an abundance of cool spells. One of the multiplayer levels could be inside of Hogwarts castle. Any thoughts? |
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Posted: 19 Feb 2009 11:00 AM CST |
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Posted: 19 Feb 2009 07:22 AM CST 晚上决定吃根生黄瓜和一个苹果当晚餐,结果买来黄瓜吃了后发现口涩,觉得会不会是农药。上网一查,发现是正常现象,因为黄瓜里含生物碱,所以吃了口涩。真是长见识了,吃了这么多年的熟黄瓜、腌黄瓜,没有注意到这个问题,难怪黄瓜腌一下好吃,因为酸碱中和了。 从家里回来就开始坚持健身,到现在是第三个星期了。一天跑5公里,第二天跑2公里,然后做几组腹部运动,到现在已经渐渐形成习惯了。体重只是小有变化,跌破160而已,现在157,离我的终极目标还是有很长的距离,而我这一回一定要坚持到底。 室友说有一种需要在美国买的药,减肥很有效,但我是没打算尝试,我只相信运动减肥,因为就算减不了,也能收获一个好习惯。吃药减肥,减得了一时,一但停吃很容易反弹。但公司有位BOSS,以前很胖,听说也是吃这药,并且每天锻炼,现在发现判若两人,让我不得不服。 上周带LP去了香港迪士尼,内地说迪斯尼,那边说迪士尼,真是寒。周六到的时候已经是下午了,转了一圈觉得不好玩,就晚上在睡美人城堡上的烟花还有点意思,本打算第二天去香港岛逛逛,但起床后被LP拉着又进去了。第二次去就把该玩的全玩了一遍,发现还是有点意思,但美中不足的是,对于我们这样年龄的人来说,这样的地方去一次就足够了,提不起兴趣去第二次,很多娱乐节目都是坐在小车上、小船上,在房间里游览体验的——体验嘛,就是体验一次就够了。 以前听闻东京迪士尼很NB,不知道日本人有啥高招,来招揽回头客。 很久没更新了,无聊随便侃两句。 |
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Rapid-fire Student Postmortem: Gamebuilder's QuantumS (U. of Illinois at Urbana-Champaign) Posted: 19 Feb 2009 04:00 AM CST
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Posted: 19 Feb 2009 04:17 AM CST 只好集中精神,每次遇到MM,都会这样看似神采奕奕地仔细看对方若干秒。以判断是不是自己认识的人。 结果,被看的MM都觉得我对她们有意思。 |
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Posted: 19 Feb 2009 03:45 AM CST Posted by: Tiffany_Smith at February 18, 2009 11:43:26 PM 翻译: Xw.Y 2009.2.19 今天的日报出奇的早(tim:抱歉,翻译最近总是很迟),我想我快渐渐变成夜猫子了。由于总是要工作到凌晨,我整个睡觉的生物钟已经改变了,所以我也能在周三的早上在GDNet服务器上贴出新闻。这是否对周三的日报质量有帮助,还要看看再说。 那个山口山的创造者和支配者,宣布了第四届BlizzCon活动计划。这次活动将会在8月21日星期五至8月22日星期六,在加利福尼亚的安南海姆会议中心举行。去年的活动造成了很大的影响,也很棒,去年也是Blizzcon第一次被电视转播。今天看起来和原来承诺的一样!这个活动包括和暴雪员工的讨论,各种竞标赛,竞赛,即将发售的游戏Demo,拍卖以及其他销售。更多细节还没有说明。你们都去么? 其他活动消息有,E3的组织者计划把“glamor, sizzle and excitement”带回E3展,但并不是过去的那种过量附加形式。在GIBiz的参访中,资深协调指导员,Dan Hewitt说“在2007年我们听到的反馈是人们想要更加集中的体验,所以我们在这次洛杉矶会议中心把将它带回来,所有的东西都在一个屋顶下了,后来我们听到的2008的反馈是它其实并不那么令人兴奋,”他继续说,“那么我们打算将2009中吸取以前的教训,这个教训即来自2004-2006年的大型的活动,也来自2007-08年小型的交流。我们真的想将这两种形式的有点都集合在2009中。”完整的访谈在这里。 另外,比较通俗的消息,看来ESA,向美国贸易代理(USTR)提交了一份申请,指出它们的产品在西欧被盗版极其严重。这份研究是由International Intellectual Property Alliance完成的,ESA也是它的会员,他们还提供一份48个国家的版权和盗版情况——其中40个国家被建议应该列入“USTR的观察清单”。Gamesindustry.biz的文章继续说这份研究指出,在2008年12月,有13个作品被非法下载了6百4十万次,其中最流行的两个游戏累计4百7十万次下载。(喔)意大利是该地区非法下载最严重的,在地区中占17%,接下来是西班牙,占15.1%,法国是7.9%,德国6.9%,还有波兰占了6.1%。非法下载量中名列前三的ISP(网络服务商)也计算出,并令人对他们感到羞耻,于是ESA决定还是不公布他们了。瓦,真是不小的数字啊。 其他头条(无耻的偷窃了Drew的内容!) Capcom启用他们自己的哦预付费信用卡(说啥呢?) 今日视频都是关于God of War III的,因为……呃……没啥原因。Enjoy! |
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Posted: 19 Feb 2009 02:28 AM CST
GameProducer.net is being featured in the ‘Cool site of the Day’ so please take a moment and vote my site (good rates of course ;). It’ll take like 3 seconds to click that link and the submit a rating. Click here to vote my site (simply select a score from the top frame and submit it). Thanks. |
If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Here’s Your (Free) Super Secret Game Producer Manual Posted: 19 Feb 2009 02:19 AM CST I’m finalizing a Top Secret (short) manual where several top notch producers share some crucial info about the most important objectives game producer’s have. Harvard Bonin (formerly EA, Nowadays at Sony), Justin D’Onofrio (Freeverse), and possibly a few other AAA producers (I’ll list their names here when I’ve finished discussing with them) are sharing this info. All you need to do is to subscribe to my mailing list, and I’ll send you the secret stuff as soon we finish the ebook (should be done within some days):
You can unsubscribe any time you want, by clicking a link in any email you get from me. Your email won’t be shared with anybody, and when you subscribe to my mailing list I’ll send you some good (free) ebooks to start with. I’m using the mailing list to give you good stuff you might be interested in (like once per month or something). You get good stuff. Your privacy is guaranteed. You can leave anytime if you want. All fair and square.
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If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Top Scientists Agree on DeathSpank Posted: 19 Feb 2009 12:12 AM CST
Given that 68% of Grumpy Gamer readers are from Europe I figured I'd see if anyone had a short list of favorite publishers to contact. Post here or contact me. Top Scientists. I couldn't say it if it wasn't true.
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Posted: 19 Feb 2009 08:08 AM CST 最大的感觉,阿朱是一个优秀的程序员,是一个干大事的人,原因有下:
1、一个优秀的程序员最基础的基本功:信息、资料、收集、消化...... 《走出软件作坊》绝不是一天写出来的,里面众多的内容绝对是作者长期收集、整理、体验、记录而来;一个优秀的程序员没有自己收集整理的“资料包”,简直不敢想象。
2、一个干大事的人必然是一个可以策划一个长期大事的人,《走出软件作坊》策划和写作就是一个例子(该书绝不是短期赶出来的,不少公司赶程序,我认为赶出来的都是垃圾)。
3、优秀的人才必须是全面的,阿朱在本书的营销策划上大有手笔,绝不是一个死写程序的人,很多地方很注重”从市场营销出发“而定程序(文章)写作方向。
4、该细的地方细,该面的地方面(全面的面,不是面瓜的面),针对现在犹如爆炸的信息(例如众多的编程语言,新概念),阿朱知道抓核心,还有什么时候抓,已达到用最小的代价获取最大的收获。
5、程序员很懒,我甚至有些认为一个非常勤快的人当不了程序员,因为你这一生的思维方法就是“怎样减少重复劳动(这是程序相比人的强项)”,也就是说怎样在完成任务的前提下偷懒。
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Posted: 18 Feb 2009 07:49 PM CST <疯狂的赛车>,非常完美.自从<疯狂的石头>以后,好久没有看到这么好看的片子了.
剧本实在是太强了.台湾黑社会和泰国非法交易的线,耿浩为了师傅和李法拉之间矛盾的线, 李法拉,其妻子和2个杀手的线.还有附带的2个倒霉警察的辅线.原来比赛第1名最后变第2名的线.
这几条线的偶然和必然交织在一起,几乎可以说是近年来少有的超优秀,逻辑性超强的剧本,而本身剧本中,20w美元金钱的流向,也及其荒诞的被误认为冥币变美元的情节,让人捧腹=w=...而且这些演员也非常强,耿浩的演技非常赞,而感觉最搞笑的还是杀手2人组..连环改行.以及肥黑社会小头目用黑社会的思维和普通人的思维的交织的演技.让我笑到头痛.所有的偶然和必然碰撞到一起.构成了这部疯狂的赛车..这部片子绝对是近年来国内电影中最优秀的作品.没有之一.个人觉得完全已经超过了<非诚勿扰>.
导演宁浩,你的电影我定然追下去了.和当年<甲方乙方>,<大腕>的冯小刚的巅峰电影一样.这部片子绝对是国内电影的一个新高度.
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Posted: 19 Feb 2009 06:09 AM CST 你包装好。至少现在PHP和C,都能包装SCA。这样,从外表看,大家都一样了,都统一了,很通畅。而内部怎么实现就自己各自由玩自己的。这是很好的规范。因为过去的组件模型,都是很封闭的,要求特定的语言,特定的内部实现,特定的外部接口,把人限制的很死。SCA是最开放的最统一的模型,很巧妙。大道至简的思想。就是微软的com+/.net组件不知道能不能在ESB中运行,微软也不发布,第三方也没有人做。就是微软特性独立,用WCF做ESB,用WWF做BPEL,用.net组件做SCA,用ado.net做SDO,形成了微软自成一套的SOA。
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Posted: 18 Feb 2009 09:53 PM CST 2月18日下午消息,针对九城将推迟发布暴雪《魔兽世界》新资料片《巫妖王之怒》的传闻,九城今日(19号)发布声明称“第九城市和暴雪娱乐从未就《巫妖王之怒》在中国大陆的上市日期或任何与上市相关的活动发布过消息。”
以下为九城声明全文: 第九城市和暴雪娱乐从未就《巫妖王之怒》在中国大陆的上市日期或任何与上市相关的活动发布过消息。借此机会我们希望提醒广大玩家,有关《巫妖王之怒》上市的详细信息将直接来自第九城市或暴雪娱乐。 我们衷心感谢媒体和玩家对本游戏的热情与厚爱。我们目前正加紧新资料片的上市筹备工作,一旦确定将正式发布官方消息。暴雪娱乐和第九城市期待着尽快为我们的玩家带来无以伦比的游戏体验。
又被玩了吧!!!哈哈 |
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Posted: 17 Feb 2009 08:24 PM CST 根据一线工作室消息透露:
Ncsoft已经向韩国警方、中国警方报案,开始逮捕制作永恒之塔外挂者!
看来这次NCsoft是下了一定力度,希望不要虎头蛇尾。 同事期待消息人士,第一时间提供更多相关讯息! |
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Tiny WordPress Plugin: Faster Image Insert Posted: 18 Feb 2009 10:02 PM CST
Tired of waiting for Media Manager to load in thickbox on every single insertion ? Tired of having no control on background interface when thickbox pop-up is on ? Tired of the fact that neither the Media Manager nor the Shortcode API gives you enough control over where the image should appear ? Well, I am. So here is a tiny, swiss-army-knife like plugin for all those image controlling freaks out there. Faster Image Insert aims to do just one thing: Moves built-in Media Manager down in a meta-box, right next to main editing panel, so you have full control of the manager, opens it, makes it collapse or hidden from the interface completely. Best of all, is now you can insert image(s) much faster (though load time is still limited by server, wordpress POST data as you insert image from Media Manager; it’s not fully client-sided), and precisely where you want them to be (no thickbox, no interface blocking, quite similar to the uploader in WordPress 1.5). So there you go, if you’re anything like me (who likes to insert a few images in the middle of long articles), this is a handy plugin - also my first “public” wordpress plugin, so don’t go too hard on it, kay ?
screenshots to illustrate its purpose. Download: version 1.00: initial release, basic function implemented. TODO: provides AJAX command like the “delete” function, with option page to toggle between AJAX and Auto Refresh. 中文说明Faster Image Insert是一款轻便插件,节省WordPress用户等待媒体上传管理器的时间,提供连续插入多张图片的功能(WordPress 2.5以上的默认设定让用户每次只能插入一张图片,或使用内置Shortcode插入所有图片;本插件提供类似WP早期的图片管理界面,同时不干扰WordPress默认上传管理器的正常工作) 下载地址: version 1.00: 初版,完成了基本的功能。 PS: Will submit this to WordPress Plugin Directory once I found the time to… oh, their new search function is pretty slick too. |
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<b>独立游戏</b>[时空幻境]PC版确定于3月31号发售| 抓豆网 Posted: 18 Feb 2009 09:02 AM CST Jonathan Blow开发的小游戏《时空幻境》(Braid)在2006年的IGF独立游戏节(Independent Games Festival)获得过最佳设计的奖项,在2007年的TGS上,微软宣布将在Xbox Live Arcade发行这款作品。 游戏于去年8月6日登陆Xbox Live Arcade后 ...
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5 Things I Loved and 5 Things I Hated About 2nd Edition AD&D Posted: 18 Feb 2009 10:47 PM CST
Well, on this prestigious occasion of the edition’s creation, I thought I’d engage in a bit of edition war with myself and list from memory 5 things that I loved and 5 things I hated about 2nd Edition. THINGS I LOVED 1. “Complete _____ Handbook” Complete Psionics Handbook was the first D&D book I ever owned (and I still have it). Complete Humanoids Handbook gave us tons of new races to play with when we were finally bored with the ones in the PHB. Every one of the class books gave tons of new options. And so on. 2. Tome of Magic While Nahall’s Reckless Dweomer should be reason enough, this is also the book that introduced Elementalists and a whole buttload of evocative spells. Even the first level ones like Fists of Stone made spellcasters feel different. 3. Planescape A consistently favorite setting, Planescape shook everything up about what a D&D setting could be. At the time I likened it to Vampire with its choice of factions that granted special abilities, but the more I read it, the more I was reminded of Mage: The Ascension in the way the universe worked. AND it just plain (excuse the pun) made a great place to adventure. 4. No map, no minis, no problem Before the days of 5′ steps/shifts and opportunity attacks, the need for knowing where exactly everyone was in relation to each other was greatly reduced. In the 2nd edition era, we never used battlemaps or minis. No having to draw out maps in advance, no complaints that the miniature didn’t depict the monster, and no extra table space needed. 5. Ignorable Rules While 3e seemed to reinforce playing by the rules as written when possible, we were all about ignoring the rules in 2e. In fact, I’d be surprised if we ever were really playing by all the rules… though enough so that I could get by when playing in a convention game. Combat moved more smoothly and far more of the player’s actions were adjucated by DM’s call, which made for a fast-moving time. THINGS I HATED 1. Ignorable Rules By the token, the rules were often so vague that rules arguments, lawyering, and “gotchas!” took over the game more often, leading plenty to hurt feelings. I think to this day DarthCthulhu regrets giving out so much gold in an adventure he guest-DMed without realizing my rogue gained XP for every GP he acquired. Those XP awards were full of surprises like that: every new spell caster invariably would try to cast all his unused spells before resting so as to gain the XP benefit. Those, plus all kinds of gray areas, lead to the situation I describe above of never being sure if I’ve gotten the rules right. 2. Proficiencies Weapon proficiencies meant that there were various kinds of weapons that showed up on random treasure charts that no one could use. Non-weapon proficiences, being based on ability scores that rarely increased, stayed the same score throughout the course of your career. And especially after some later books, there were some non-weapon proficiencies that were better than others. So much for character concept. 3. Demi-Human Level Limits Unless you’re human, good luck participating in a long term campaign. As far as I can recall, this had almost nothing to do with balance, but some flavor reason for trying to force races into certain careers. 4. Kits While above I professed my love of the Complete series of books, at the same time, they introduced an element that every character had to take: a kit. They added extra powers and abilities, and generally didn’t come with enough drawbacks to justify a trade-off. You took a kit, or you were nothing. On top of that, there seemed to be no regard to balance. Plenty of kits were just overpowered. 5. THAC0 Much maligned, and for me, reasonably so. Even among our extended group, there was no one who had the chart memorized for every class. That meant referencing it whenever there was an attack… and slowing the whole thing down. As soon as we saw a better option, we never looked back. (And don’t get me started on MTHAC0…) |
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<b>独立游戏</b>中文网DuLiGame.com-虹上泥印-设计师的眼睛-【09原创】谈谈 <b>...</b> Posted: 18 Feb 2009 09:31 AM CST 关注独立游戏开发技术的中文网站. ... 姓名. 主页. 内容. 请输入验证码: *. Remember Me? 登录 使用高级评论 Top 订阅回复 取消订阅. [使用Ctrl+Enter键可以直接提交]. Powered by: 独立游戏中文网. Copyright © 虹上泥印-设计师的眼睛.
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Posted: 18 Feb 2009 02:41 PM CST Hopefully, everyone had a very happy Valentine’s Day last weekend. Perhaps you played some Xbox LIVE Community Games with your sweetheart? I think I saw a few people on Remote Masseuse. Today, Premium Creators in Australia, New Zealand, and Singapore can submit their personal information through the My Business section of XNA Creators Club online. Welcome all! This week, we’ve got a few choice bits for your learning pleasure. I hope you enjoy them! XNA Society offered an Advanced Event Handling Sample – it creates a static event class that can be used to invoke event data that has been subscribed to an event argument [ed. note: I have no idea what that means, but sounds pretty cool!]. FortisVenaliter Productions crafted a very excellent post in our own XNA Creators Club Forums about improving the quality of Xbox LIVE Community Games. It is worth reading! You’re also going to see me pop in over on Xbox.com’s Voices page more often soon. Right now, you can read about how to find Community Games in the Dashboard, and feel free to link or embed the video on your own site! Once again my final link has nothing much at all to do with games, but it made me smile today. I hope it does the same for you. xxoo ~kathleen sanders XNA Community Manager |
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Posted: 18 Feb 2009 05:08 PM CST First Person Shooter, Designed for PS3 or PC The Short Version of the Story:
Evil has won the Earth! The seven keys, with the power to control the cosmos, have been recovered by evil forces. The last Demon Knight, who once protected the seventh key, has been slain. This event sparks the Rapture, where God has ripped his chosen people from the Earth and placed them in the heavens. Your character in the game happens to be one of the people who was left behind after the Rapture, doomed to face the Anti-Christ and his minions. You will have to cut your way through Demon-Posessed humans, never-before-seen physical creatures of the underworld, High and Low level Demon Spirits, the original group of fallen angels that were cast out of heaven, and of course, the Anti-Christ himself. No mortal in the history of the Earth has ever lived to face such a massive challenge...the only thing you stand to lose is your soul! The Long-Version of the Story:
You run to the nearest car wreck, there is no one in them. You walk inside of an open restraunt, only to find the door wide-open, with no one there. You call your cousin on his cell phone. There is no answer. You run to a man in the distance. Upon drawing closer to the man, he screams at you: "No. Stay away from me!" and jolts away from you. You lose sight of him as his body quickly fades into the horizon. Starting the Game:
The man looks you in the eyes and tells you: "The Rapture happened. Don't you know about the rapture?" You stand there with your eye-brows crushed tightly together, staring at the man in confusion. The man blurts out: "We are the one's left behind...we are the one's who will face the demons. Here, take this, without knowledge and understanding, your soul will not survive." (Spawn a tutorial message- you may pick up or grab an item by pushing circle- you grab a book). The Tutorial reviews Game Controls:
(For PS3) Use Left Analog Stick to move foward, back, left, and right
Enemies in the Game:
The first time you come across one, you will refuse the mark (which is a micro-chip that is to be planted in your body- storing personal records such as your medical history and is tagged with a GPS locator). Your defiance costs you your safe passage on Earth, you can no longer buy weapons or food, and now you will be hunted by more than just posessed people. Demons that posess humans in the physical form are still vulnerable to gun-fire, so you can kill them...but all that you really do is cause them to flee the dead body....they'll be back in another form. The Nephlim: Originally the offspring of fallen angels, they have been hungry to return to a human body since they were killed at the time of Noah's Ark (the flood). The Nephlim were the first spirits to roam the Earth, so they will be a formidable opponent indeed. You will find that they have payed close attention to the arts of war through all of human history, and they do not make mistakes in battle. The Nephlim can attack you from multipe dimmensions, meaning you won't always see them when they come at you. I will finish this later! Time is not on my side tonight. |
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The Gamasutra 20: Top Game Writers Posted: 20 Feb 2009 11:00 AM CST |
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Posted: 20 Feb 2009 08:24 AM CST 恩,关于游戏策划的定义很早以前就看过了。 在自学了几个月之后的现在,才敢说真正懂了一点点各个岗位的工作实质及要领。 有时候简单的几句话确是蕴含了深刻的内容。温故而知新,阿门。 PS:最近博客更新较缓是因为…打算解构PSP上某游戏 = =
(图文无关)
以下内容引自百度【游戏策划】词条 游戏策划(Game Designer) 游戏策划,又称为游戏企划、游戏设计师。是游戏开发公司中的一种职称,主要职责是负责游戏项目的设计以及管理等策划工作。 通常游戏策划在大部分公司都会有其更详尽的分工,如下: 游戏主策划:又称为游戏策划主管。游戏项目的整体策划者,主要工作职责在于设计游戏的整体概念以及日常工作中的管理和协调。同时负责指导策划组以下的成员进行游戏设计工作。 游戏系统策划:又称为游戏规则设计师。一般主要负责游戏的一些系统规则的编写,系统策划和程序设计者的工作比较紧密。 游戏数值策划:又称为游戏平衡性设计师。一般主要负责游戏平衡性方面的规则和系统的设计,包括AI、关卡等,除了剧情方面以外的内容都需要数值策划负责游戏数值策划的日常工作和数据打的交道比较多,如你在游戏中所见的武器伤害值、HP值,甚至包括战斗的公式等等都由数值策划所设计。 游戏关卡策划:又称为游戏关卡设计师。主要负责游戏场景的设计以及任务流程、关卡难度的设计,其工作包罗万象,包括场景中的怪物分布、AI设计以及游戏中的陷阱等等都会涉及。简单来说,关卡策划就是游戏世界的主要创造者之一。 游戏剧情策划:又称为游戏文案策划。一般负责游戏的背景以及任务对话等内容的设计。游戏的剧情策划不仅仅只是自己埋头写游戏剧情而已,而且还要与关卡策划者配合好设计游戏关卡的工作。 游戏脚本策划:主要负责游戏中脚本程序的编写,类同于程序员但又不同于程序员,因为会负责游戏概念上的一些设计工作。通常是游戏设计的执行者。 © 达达尼昂 for 游戏策划, 2009. |
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Posted: 20 Feb 2009 12:15 PM CST 这绿岛像一只船
在月夜里摇呀摇
姑娘哟你已在我的
心海里飘呀飘
让我的歌声随那微风
吹开了你的窗帘
让我的衷情随那流水
不断地向你倾诉
椰子树的长影
掩不住我的情意
明媚的月光
更照亮了我的心
这绿岛的夜
已经这样沉寂
姑娘哟
你为什么还是默默无语
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Posted: 20 Feb 2009 04:12 AM CST Posted by: Drew Sikora at February 19, 2009 1:32:54 AM 翻译: Xw.Y 2009.2.20 又到了非商业不说的GDNet日报了。 黑暗末日报道:工作。看来裁员的消息并不是很多,除了本周已经报道过的消息外,其他消息都集中在这条上:游戏展示网络G4已经确定将要裁员,因为他们要减少两档节目,他们打算用多出来的资金在今年做更多原创项目。同时,US Future Publishing办公室也传来令人担忧的消息,他们将送走19个员工,Future Publishing是Nintendo Power以及Microsoft、Sony官方杂志的发行商。 Square Enix要收购Edios。除了Midway破产外(也是意料之中的),本周的焦点都在Square Enix打算竞购Eidos。这种行为当然需要股东们的支持,但看来大股东Time Warner几乎是不假思索的投了赞成票,随着时间的推移会有越来越多的股东作出表态。这份交易价值1亿1千7百万美元,几乎超过Eidos目前市值的129%(当然自从这份交易公布后股票已经飙升了),当然Square Enix这么做有他们自己的理由。 继续Midway的传奇。我们先说说“好”消息,Midway不会将人们赶出公司(至少不是所有人),他们已经收到美国破产法院的允许。现在事情有变得困难了。他们股价跌入1美元而被NYSE除名,他们放弃了ESA(现在还不知道是他们主动离开还是被踢开),债权人们也对神秘人物Mark Thomas蠢蠢欲动,公司由前拥有人Sumner Redstone交到他手上,显然Thomas先生打算赚一笔,甚至打算在Midway清偿其他人债务之前。疯狂啊。如果你先看看Midway曾经动了多少人的口袋的话,看看这张名单吧,Midway欠了很多钱,很多啊。 更多行业内的法律行为。在Activision因为Brutal Legend向EA升出邪恶的小爪后,另外两场法律的战役也在本周开始了。首先是一个相当混乱的问题,是Viacom/Harmonix和Konami之间关于Konami的Rock Revolution这款游戏。看来去年Konami起诉Viacom/Harmonix侵犯他们两项音乐游戏专利,而Viacom/Harmonix对Konami倒打一耙,说是侵犯他们吉他外设的专利。第二起始关于最近的一个游戏Need For Speed: Shift。看来曾经开发该游戏但被摒弃的开发商指控现在的开发商Slightly Mad Studio,说他们说了一些肮脏并且不正确的评论。目前还不明确,这个案件还在确认中。 其他头条 近来我对游戏音乐感兴趣,最近是World of Goo和Legend of Princess。这两个我都喜欢。如果你是Double Fine的Psychonauts游戏的粉丝同时也喜欢音乐,那你应该知道他们已经在线发售原声乐和和电影了。 |
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Posted: 20 Feb 2009 01:56 AM CST <赤壁 下>...
感觉还可以...虽然很多剧情让我很ORZ.比如"曹操抢人家老婆那个是出了名的..."
不过整体感觉还不错,虽然如果我个人的话,更喜欢看<疯狂的赛车>类型. ![]() ![]() |
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Posted: 20 Feb 2009 01:58 AM CST Still quite far from a full health bar, but at least well enough to go back to work today. I've left a host of comments in response to various topics, so those of you who were waiting for a reply should find something interesting to chew over or disagree with. Have a great weekend, and I'll see you next week for "business as usual" here on the Game! |
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First MP Insider video — HILARIOUS Posted: 20 Feb 2009 12:48 AM CST |
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Review of "The Art of Game Design" by Jesse Schell Posted: 20 Feb 2009 12:02 AM CST ![]() Here's a brief except: Though the elements of game design are well described, practicing designers won't find a lot of new insights that haven't been covered elsewhere. Luckily, the book also includes some more utilitarian tools in the form of 100 "lenses", or questions that help you iterate on your current design.Thoughtful writing on game design always get my brain churning in interesting new directions. With Jesse's book, I was reminded what a broad ranges of disciplines that game design ultimately includes. I have taken a narrower route and spent the last couple of years focused on a rather specific set of tools related to rapid iteration and skill atoms. Yet there are dozens of fascinating nooks and crevices in our evolving craft that one could profitably invest their life exploring. take care Danc. |
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Action Game Maker 体验版游戏图片+感想 20日5点最新更新 Posted: 20 Feb 2009 12:38 PM CST
EB昨晚偷偷放出了AGM游戏体验版,用来展示AGM能够做成的游戏品质。 http://tkool.jp/products/act/download.html 我也第一时间下载了,不过EB提供的3个游戏中,我只体验了ARPG部分。
类别:游戏东西 查看评论 |
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Posted: 19 Feb 2009 11:07 PM CST 产品测试经理 工作地点:北京 项目类型:2D回合制mmorpg 请将简历和工作成果节选发送至邮箱:sky...@sina.com 任职要求 1. 具有游戏策划的分析能力,制订测试策略,评估测试风险; 2. 游戏测试用例的场景设计,执行测试用例,提交bug; 3. 专业软件或游戏测试领域3年以上测试工作经验,测试部门1年以上管理经验; 4. 计算机或相关专业本科以上学历(含); 5. 掌握一门以上编程语言或脚本,有一年以上相关编程经验, 6. 熟悉软件工程、软件测试流程和规范,能熟练设计测试用例,对标准软件测试流程有深入理解; 7、 具有较强的质量概念,在测试工作中能快速、准确、全面的找出游戏中的问题; 8、 较强的沟通能力,能准确详实的描述其问题; 9、 对网络游戏行业有极大热情,能够投入各种类型游戏的测试工作; 10、 对游戏策划有浓厚的兴趣,善于钻研各种细节的设定问题; 11、 参与过成功的大型网游项目,并具备一定成熟产品测试经验者优先; 12、具有较高的人员管理能力及专业软件测试能力; 13、具有团队合作精神,较强的沟通、交流能力及领导能力。 |
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Posted: 19 Feb 2009 11:06 PM CST 游戏运营经理 工作地点:北京 项目类型:2D回合制mmorpg 请将简历和工作成果节选发送至邮箱:sky...@sina.com 职位描述:
1、负责整个网络游戏运营管理计划制定和组织执行; 2、根据公司产品发展计划,参与制定、调整产品规划、销售策略和竞争策略;组织项目制定、完善 的计划;负责控制项目运营计划的进度、质量和成本; 3、负责游戏的产品定位、媒体宣传、市场推广和渠道建设的整体策略和计划的制定和实施 4、网络游戏线上线下运营推广活动的策划支持; 5、网络游戏运营策划活动的效果和数据分析及业内相关产品监测,竞争对手监测,数据分析; 6、密切跟踪玩家动态,提供各类数据分析。 7、组织产品运营数据分析和市场状况分析实施; 8、执行产品相关商务、宣传、市场等方面的各项工作; 9、参与进行游戏产品的版本测试、版本更新等相关工作; 10、汇总并整理客户需求和问题,定期制作客户服务报告,协助其他部门和管理层处理相关问题; 11、协助制定游戏产品收费策略、支付渠道策略,并针对市场的变化制定和调整后续运营计划。
职位要求: 1、大学专科以上;有3年以上的同行业的工作经验;二年以上大型网络游戏运营管理经验,对国内外各类主流的网络游戏及发展历史有深入认识,熟悉各种类型网络游戏,善于把握虚拟世界交互和玩家心理; 2、具有成功MMORPG产品运营及推广经验; 3、擅长大型网游的运营管理,具备丰富的市场运营、策划推广、渠道建设、人员组织的实践经验和成功业绩; 4、熟悉网络游戏,对网络游戏运营有深入的了解和独到的见解;了解行业发展动态、趋势,热爱游戏事业,理解用户需求 5、具备较强的协作能力和表达能力,出色的组织计划和管理能力; 6、较强的逻辑分析能力和独立思考能力,创新意识强,理解用户需求,思维严谨。 |
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1. The Forsaken Era by nrocha20 Posted: 19 Feb 2009 10:48 PM CST Estimated Statistics
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Posted: 19 Feb 2009 07:43 PM CST 导言:之所以动手写本文是在《大众软件》上看到一篇名为《PVE还是PVP,这是个问题》的文章,文中对WOW的竞技场大肆批驳了一番,将竞技场贬的一文不值,因此我想自己写一篇文,从另一个角度来谈谈我对WOW整个PVP系统的理解,当然我并不是如驳XX文一样的无聊,而只是找了这么一个话题进行深入的研究分析而已。
如果有人问为什么网游相比单机游戏会变得如此流行,那么一个显而易见的答案就是——网游可以PK。PK是网游互动性的核心因素之一,而互动性又是网游的核心竞争力之一,但是本文要讲述的并非是这一大的命题,而是从另一个角度来进行分析。
优秀的对战游戏并不少,比如CS,比如WAR3,虽然目前仍然喜欢玩这些游戏的玩家并不少,但是真正愿意为其付费的却没有几个,甚至连正版的那几十块钱都不想花,然而在网游里,玩家们却愿意投入大把的钞票进行挥霍,这是为什么呢?原因就在于在网游中,玩家投入了一定的时间和金钱以后他会得到一个可以预见的成果,而联网游戏无论玩家投入多少,每一次开局时都与其他人一样,没有任何的优势,就如同辛辛苦苦地劳作以后没有任何报酬一样,自然也就不愿意去付费了,我们可以将这个因素称之为积累。
PVP系统的发展历程为了深入说明PVP系统对于整个游戏的影响,首先还是需要来回顾一下WOW的PVP系统发展历程: 阶段1:WOW初期,完全对立的两个阵营设置,建立了PVP系统的基础。 阶段2:开放了战场,建立了等级森严的军阶系统。 阶段3:为迎接TBC,取消军阶系统。 阶段4:加入竞技场系统。 阶段5:加入大型户外战场冬涌湖。 那么我们来逐步回顾一下在不同的历史节点,PVP系统的现状是什么。
在阶段1,对立阵营的设置造成了户外PVP的繁荣,与其他游戏在户外的PK不一样的是,其他游戏的PK行为往往是恶意的,属于系统允许的一种极端行为,而WOW由于有了阵营,因此这种PK行为是一种带有荣耀性质的被鼓励的行为——游戏定义了你的敌人。公测期间是户外PVP的高度繁荣期间,由于游戏内容相对较为贫乏,无聊的玩家们便自己组起团来在野外厮杀,甚至攻城。然而这一阶段的问题就是,由于缺乏实际的奖励,游戏在开放了其他内容以后玩家对户外PVP的行为已经逐渐失去了热情,甚至发展到了对立阵营的双方见了面当做是没看见的程度,因为一旦PK发生极有可能消耗掉自己的大把时间,与其那样还不如省下点功夫来干“正事”——升级、做任务,因为这些事情所能给的回报是可预见的,而PK行为则几乎没有任何的回报。缺乏实际性的奖励是这一阶段所面临的最主要的问题。
在阶段2,为了解决阶段1的问题,WOW开放了战场,并且给予了实际的奖励——荣誉装备,顺便连大型户外PVP而导致的卡服问题也一并解决掉了。由于荣誉装备的强大,玩家的热情被充分地调动起来,继副本之外玩家又多了一条装备获取的途径。但是渐渐的,玩家又发现了,等级森严的军阶系统成为了大部分玩家难以迈过的槛,严格的积分排名使得一个服务器仅有极其少量的玩家才能够拿全装备,竞争的激烈性必然导致了作弊行为的不可阻止,“刷”一词从此在WOW中奠定了不可动摇的地位。由于竞争的激烈性,因此选择走荣誉路线的玩家比走副本路线的玩家更加专业,否则你根本无法获得想要的装备,BLZ也知道这一点,因此各个战场都加入了声望和声望装备:只要你参与次数足够多,你仍然可以获得高质量的紫装。尽管严格的军阶系统阻挡了玩家的一部分热情,但由于声望装备也有较高的诱惑力,所以战场在一定程度上保持着一定的人气。
在阶段3,为了迎接即将到来的竞技场,BLZ取消了荣誉套装的军阶限制,改为可以用荣誉购买,荣誉正式成为一种代币,WOW的第一种代币由此而产生。这一改动所带来的影响是巨大的,曾经遥不可及的大元帅套装现在成了触手可及的平民装,玩家的热情被完全点燃了,低迷的在线人数一下子飙升起来,无数的玩家奔走相告这个好消息,AFK了很久的老玩家也纷纷回归。也是从这个时候起,BLZ算是彻底地参透了玩家的心理:对大部分玩家而言,他们最关心的不过是装备而已,无论你哪个系统做的多么优秀多么好玩,如果没有足够诱惑力的装备奖励,那么不好意思,玩家不会买帐。当BLZ的设计思想从“能者有奖”转变成为“参与有奖”的时候起,WOW就奠定了在往后的几年里立于不败之地的基础:低门槛,平民化。
在阶段4,WOW迎来了整个PVP系统最关键性的一次升级:开放了竞技场。竞技场的开放使得整个游戏架构发生了不少变化,以前仅仅作为辅助游戏内容的PVP系统一跃升级为可与PVE系统相媲美的主要游戏内容之一,PVE和PVP两条路线的分开开始对用户需求进行细分:以前是主要给玩家提供PVE内容,而热衷于PVP的玩家却难以找到证明自己价值的舞台,竞技场的开放可以说是极大地满足了这部分PVP玩家的需求,事实上在TBC开放后加入游戏的新玩家有不少就是冲着这个竞技场而来的,笔者就见过不少。尽管目前的竞技场还存在着不少问题,还无法与单纯的竞技游戏相匹敌,但是在网游里,WOW的竞技性却是无与伦比的,谁也不能否认。无论多少玩家痛斥竞技场有多么的失败,一个不变的事实就是它给宅男级玩家提供了足够的空间去打发自己的时间,也给游戏带来了一批热衷于竞技的新玩家,总而言之竞技场在很大程度上提高了游戏的在线,这就是竞技场的贡献。
在阶段5,针对TBC中PVP系统所出现的公平和利益等问题,BLZ在WLK中对其继续进行了大幅调整,调整包括以下几个主要思想:1,尽量保持职业间的平衡;2,要解决刷的问题,尽量让玩家感觉到PVP的乐趣;3,要将PVE和PVP这两条近似平行的路线交错起来,使之互有影响;4,休闲玩家可以更休闲,而专业玩家可以更投入。户外战场冬涌湖可以说是为这些问题而量身定做的一套集中解决方案。载具的引入几乎完全解决了玩家个体的平衡性问题,无论玩家是何职业,身穿何装备,只要开动了坦克那么就变得完全一样;3小时开放一次,一次限时30分钟的战斗杜绝了刷的现象,利益的诱惑使得玩家展开了激烈的争夺;战场副本、阵营BUFF使得PVP的成绩与PVE紧密地联系起来,两者开始相互影响;休闲玩家即使装备再烂也可以在冬涌湖尽兴地爽上一把,而专业玩家则可以带着战场胜利的BUFF去刷各个英雄副本以获得独特的代币换取奖励。可以说,冬涌湖几乎一次性地解决掉了大部分TBC时代所存在的问题,但是却有一个最原始的问题没有得到解决,那就是阵营人数的不平衡问题。
BLZ从未放弃过对游戏平衡性的调整,从WLK开放以来各个版本的更新补丁说明可以看出,BLZ不仅一直在致力于解决职业间的不平衡问题,而且还比以前更卖力了,然而大量新元素的加入也大幅度地提高了平衡性调整的难度,好处则是每个职业都比以前更好玩了,因为可玩的东西更多了。
竞技场价值几何?很多人对竞技场的理解存在着误区和各种偏见,认为竞技场就应该是一个绝对公平的环境,一谈竞技场就要把电子竞技搬上来说话。持这种想法的人根本就没弄清楚什么是网游,认为网游和单机一样——都是游戏,虽然没错,但却显得非常肤浅。
玩家为何愿意在MMORPG中付费?不妨试想一下,如果MMORPG中没有等级,没有装备,没有道具,付费玩了一年的玩家和刚进入游戏没有付费的玩家除了游戏技巧有所区别以外,角色基本都一样,那还有多少人愿意付费?积累是MMORPG的最基本特征,如果一款MMORPG没有这个特征的话,那么它离死亡也就不远了,《激战》的失败就是一个典型的例子——积累的因素过少导致玩家对其的粘度不高,而MMORPG的立足根本就是其所具有的无与伦比的高粘度。
非常明显,BLZ懂得这个道理,从玩家热衷于刷战场的行为上来看,BLZ的设计师知道怎么才能吸引玩家,于是给竞技场也加入了一整套的积累机制——竞技场是有积分的(竞技场点数),而积分则可以用来兑换顶级PVP装备,只有玩家能够得到实实在在的好处他们才会乐于尝试,于是竞技场的积累系统就产生了:首先,为配合竞技场,战场进行了改版,它是获得入门装备的基本途径,一改过去“能者有奖”的设计思想为“参与有奖、能者多奖”的设计思想,降低准入门槛,使之平民化,极大地提高了玩家的热情,由于只要投入时间就能获得好装备,因此这成了广大玩家打发无聊时间的一种重要手段;其次,竞技场建立等级排名制,旨在菜鸟对菜鸟,高手对高手,无论哪种类型的玩家都可以在里面有所收获,区别只是装备获取速度的快和慢而已,而这个速度通常又与花在竞技场上的时间往往成正相关的关系(技术是需要靠时间来磨练的,但是花的时间越多技术不一定越好,所以是正相关而不是正比例);再次,竞技场不禁止PVE装备的使用,而且PVP装备却并不全面,在一些地方需要PVE装备进行补充,也就是说如果想竞技场打的出色,那么适当的PVE装备又是必要的,所以有心竞技场的玩家往往又需要花时间去PVE;最后,高端队伍获取全套装备通常只需要半个赛季左右的时间,那么为了在剩下的半个赛季时间里留住这些高端队伍,就特地设计了一个铁甲虚空龙的坐骑奖励,刺激这些高端队伍耗费更多时间在竞技场里(高端队伍被喷一次是需要花费数倍时间才能赢回积分的)。这几个点本着积累的原则,最终的目标都指向一个:让玩家有更多的理由,花更多的时间留在游戏之中。WOW是什么游戏?一个时间收费的游戏。由此可以得知,竞技场无比成功。
但是要想让竞技场成为一个电子竞技游戏,却是一个比较天真的想法。因为它的出现不能违背WOW的设计主旨,不能改变游戏的主流玩法,很显然,WOW并不是一个为了电子竞技而制作的一个网游,即使它的竞技性要远远高于其他的同类网游,但是MMORPG的游戏模式决定了它不可能与专业的电子竞技游戏相匹敌。那么我们是不是应该彻底否认竞技场呢?答案当然是NO。
虽然竞技场无法成为专业的电子竞技游戏,但是它仍然还是具有较强的竞技性。要知道,在国内装备为王的网游环境下能有这样一款极为强调个人技术和团队配合的网游实在是一件非常难得的事情,尽管职业间的不平衡长期存在,但是BLZ从未放弃过对职业平衡的调整,3.0以来各个补丁对职业平衡的调整幅度之大远远超过以前的版本,可见BLZ在这方面投入的力度正在加大。与电子竞技游戏不同的是,星际、WAR3、CS多年以来极少有大的变化,玩家对新的战术、玩法、乐趣的发掘较为缓慢,而在WOW中,各个职业总是在以螺旋形的方式发展着,玩家总是在不经意间得到新的技能和玩法,并由此而产生新的乐趣,WOW的补丁调整的不仅仅是平衡,而且还担负了让各个职业时常充满新鲜感的重大使命,唯有这样游戏才能得到发展,才能长盛不衰。
WOW竞技场的成功毋庸置疑,它出色地完成了自己在商业角度上的任务,同时也给了广大的玩家不一般的游戏体验,丰富了游戏的玩法,改变了单一的副本副本再副本的游戏模式,玩家有了更多的选择。因此竞技场绝对不是一场闹剧,尽管它存在着诸多的问题,然而这些问题正是需要BLZ去解决的,BLZ对竞技场机制和职业平衡孜孜不倦的修改及调整并非是自扇耳光,而是在认真地解决实际的问题。如果说BLZ要把竞技场推倒重做或者干脆放弃,那么WOW永远也成为不了一个伟大的游戏,也永远不可能取得今天这样辉煌的成绩,你可以不喜欢它,因为它不是为你一个人而制作的,也不是为少部分高玩制作的,而是面向全球为更多的普通玩家而制作的,所以它在全世界都成功了,而其他的游戏充其量只是在某个特定区域成功了而已。
结束语一叶障目,不见泰山。追求完美是件好事,然而过分地追求完美则是折腾自己,游戏不过仅仅是打发人们无聊时间的一个娱乐工具而已,只要它能让这个无聊时间变得不那么无聊则它就是个好游戏,但我们却总是有人跳出来以自己的主观看法来曲解游戏,不仅玩家如此,很多的游戏业内设计师也是如此,所以市场上才会只有一个WOW,全世界也只有一个WOW。 |
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Posted: 19 Feb 2009 06:26 PM CST 一、策划的素质篇 ·玩过大量的游戏≠精通游戏,精通游戏≠理解游戏。 二、策划的工作篇 ·如果有中意的公司,针对这家公司开发过的游戏准备作品,会有更高的成功率。 三、创新的思维 ·创新的思维:从客户的反馈中获得创新。 四、游戏是什么? ·游戏是文化的载体。 五、游戏设计的原则 ·设计原则:首先在设计时,用顺向思维法和定势思维进行常规思考和分析;之后,运用逆向思维法、发散思维法、跳跃思维法等多重思维方法进行重新思考和分析,最后再确定设计。 六、提高效率的原则 ·提高效率的原则:利用现有资源,即重用体系原理以提高效率。 七、傻瓜化设计原则 ·操作简单、容易快速上手。 作者:法师猫不凡 |
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Posted: 19 Feb 2009 05:52 PM CST |
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Game Testing Job for a Free Software Person Posted: 19 Feb 2009 03:14 PM CST O_o is how I feel right nowSo it's probably not a commercial open source game project that this is about, but apparently one will test the game on the GNU/Linux platform and most likely use open source tools for bug reporting. Nothing *really* spectacular, the pay is 10 Dollars per hour, but together with World of Goo being released for Linux, I certainly do get the impression that the penguin becomes relevant for selling games faster. Sometimes I catch myself trying to figure out whether to support, oppose or ignore this pro-commercial-games-on-Linux development and try to figure out whether it is something good or bad. But then I come to my senses: it's nor good nor bad, it is natural evolution of the gaming market expanding to where money is. The only thing we'll loose is a billion of project that start merely for being able to play a commercial game natively on Linux. ^^ What we do earn is publicity for Linux. A lower transition barrier ("games is the only reason I use windows!"). In the end, a bigger audience (because open source games often are in GNU/Linux distro's repositories.) |
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Posted: 19 Feb 2009 08:29 AM CST 前阵子有几个朋友好奇俺这次卖血入手的网球装备是怎么样的,所以特意拍了两张照片来这里晒一下,哇哈哈哈哈。。。
包里的球拍是同事的Wilson W2 Spicy Ruby(不知有么有拼错),其实他的一个球拍就可抵俺的一套装备了,惭愧!
再推荐一本书,《The Art of Game Design - A book of lenses》,无意中在Gamasutra上看到了它的书评,感觉不错,然后又去amazon上找了一下,评价也挺高的,就是价格贵了点。所以俺这次就不入手了,推荐对game design有兴趣的同学,如果您入手了,有空借我翻两翻吧,哈哈哈!
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The Most Influential RPG I Never Played Posted: 19 Feb 2009 01:06 PM CST The original Wizardry (full title: "Wizardry: Proving Grounds of the Mad Overlord") was published in 1981 for the Apple II, written by Andrew C. Greenberg and Robert Woodhead. It was definitely one of the most influential computer RPGs of all time, and it was certainly a big influence upon me. And yet, I never played it. Okay, "never" isn't entirely true. But I didn't have a machine that would even run it for many years. I played it a little on friends' computers when I could - particularly the gimped IBM port on my buddy's IBM Peanut - but I never made it past the third level. But I read about. Oh, did I read about it. It was the single game I wanted most to be ported to my platform of choice during the mid-80's (by the time it was finally ported to the Commodore 64 - in 1987 according to MobyGames- I had moved on). I read about it and its sequels in magazines. I talked to friends who played it. In 1983 I bought a book entitled "The Survival Kit for Apple Computer Games," which I still somehow have in my library. Not that I had an Apple. But back then, books on computer games were still pretty rare. And there was almost nothing for the C-64 out yet, though I knew many developers were frantically attempting to port their libraries to this new system. So I picked up the book in anticipation of seeing some Apple II classics hitting my beloved machine. I was especially interested in the Adventure games and RPGs (which they called "fantasy games" in the book). I read and re-read the chapter on Wizardry. This was the game. The Cadillac of RPGs. Later, it would be dethroned by Ultima III: Exodus, which enjoyed a much speedier port to the C-64 and would totally blow my mind. The cool thing about the book is that authors Ray Spangenburg and Diane Moser would not only include some hints and tips for playing the game, but would offer some prosaic paragraphs highlighting interesting or key locations in each game. In so doing, they would inject a little bit of their own imagination into what was otherwise pretty rudimentary, workmanlike in-game descriptions. So in my mind, I envisioned Wizardry as a glorious masterpiece of programming and game design virtuosity. Sure, I understood its limitations as a self-taught programmer, and I expected nothing that was technically unfeasable or outside the obvious bounds of the design. But I did envision a narrative thread and event-handling that was far more detailed and complex than really existed. At least, I think it was more detailed and complex than really existed - having never completed the game, I can't be certain. But the Wizardry in my imagination was probably closer to what was eventually realized in SSI's "Gold Box" D&D games (with a touch of Zork) than what less hardware-disadvantaged players were enjoying. But that imaginary Wizardry became my goal as I continued to improve my coding chops and trying to envision where computer RPGs would be in coming years. I was tilting at a pretty awesome windmill. I ended up with one "playable" game that in a proud creator's blinded vision might vaguely resemble Wizardry. It was a party-based game. It allowed you to create characters,which meant accepting random stat rolls, picking a class, and giving the stat-block a name. You'd travel through a randomly generated maze in search of an "orb" - a very original goal I came up with all by myself. The upper-left corner would display basically one room's worth of walls and doors, and you could turn and move in pseudo-3D. I had maybe a dozen different monsters that would attack, with a little six-note musical fanfare that would play when combat began and ended. I started out by making the dungeon ten levels deep (with 10 x 10 rooms), but ran into memory issues and had to scale it back down to six. I don't believe the goal of the game - the "orb" - was ever actually possible to find, but some friends and I had some fun playing my little game together one weekend. Later, I taught myself assembly language and wrote a routine to display a more complex bitmapped world several squares deep, similar to what you'd see in The Bard's Tale or the SSI Gold Box Games. It was a simple painter's algorithm thing that could display fountains and trees and stuff in addition to walls, floors, and doors. I failed to think far enough to realize I could render the whole scene in an off-screen buffer FIRST and then copy to the screen - so as you walked you could catch a split-second glimpse of whatever was behind the nearest walls. That project was never more than a tech demo, though. But hey - the visual display was cooler than that of Wizardry! But it was the design possibilities that really got me thinking. As I mentioned last week, I'm all about exploration in RPGs. And I struggled not only with the technical issues involved in scripting a world big enough for my imagination, but also just coming up with a world as full and exploration-friendly as I wanted. I wanted a world with all kinds of meaning and story. I'm still tilting at that particular windmill. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 19 Feb 2009 09:48 AM CST 原作者:Lewis Pulsipher 译者是自GameCareerGuide的链接上看到这篇文章的 http://www.gamecareerguide.com/features/674/characteristics_of_successful_game_.php
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
Characteristics of Successful Game Designers[12.23.08]
-- Mark Twain
以下省略 ------------------------- 以下译文
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Posted: 19 Feb 2009 09:55 AM CST 对于玩家感受不感兴趣的人请路过。
数值设计一直是网络游戏设计中的重心,而数值策划也被视作游戏策划工作中的核心之一。那么,到底我们的游戏数值设计要达到什么目的呢? 平衡。这是无数人给我的第一答案。没错。但仅仅是平衡就够了么? 接下来,让我们来对比几个问题: 每打一个怪得1点经验,升级需要100点和每打一个怪得100点经验,升级需要10000点一样么? 每分钟打10个怪,每个怪得10点和每分钟打1个怪,每个怪得100点经验一样么? 每打十个怪得一次金钱,平均每次得100金钱和每打一个怪得一次金钱,平均每次得10金钱一样么? 攻击命中率100%,每下打掉10点血和攻击命中率10%,每下打掉100点血一样么? 从平衡角度来讲,以上的每组设计在最终效果上基本都是一致的,但是它们是完全一样的设计么?它们之间有没有设计优劣的差异呢? 最近关注了一款网页游戏,它的某个建筑的作用是提高建造建筑时的建造速度。让我们来看一下它的数值设计: 建筑物升到第一级时,建造各种建筑的速度提高一倍。你没有看错,提高一倍,建造时间变成原来的50%!我有高呼万岁的冲动。 建筑物升到第二级时,建造各种建筑的速度是原来的三倍。 建筑物升到第三级时,建造各种建筑的速度是原来的四倍。以此类推。 在同类网页游戏中,我们从来没有见到过一个建筑的效果可以发挥的如此恐怖,让我们的建造速度得到了如此疯狂的提升。作为对比的,一般策略类网页游戏中,提高建造速度的建筑满级时提供的速度加成效果一般在50%到100%之间。 那么,现在我要问一个问题,这个建筑是不是帅呆了?如果它的建造成本并不很高,我们是不是非常愿意把它优先造上去? OK。接下来我们来看另二个例子。 一个建筑。当它升到第一级时,建造各种建筑所花时间从100%变成50%。 当它升到第二级时,建造各种建筑所花时间从50%变成33%(=1/3)。 当它升到第三级时,建造各种建筑所花时间从33%变成25%(=1/4)。 …… 当它从第九级升到第十级时,建造各种建筑所花时间从110%变成9%。 恩,这个效果还明显么?无论如何,它的效用看起来越来越差了。 OK。接下来再让我们看三个例子。 一个建筑。当它升到第一级时,建造各种建筑所花时间减少50%。 当它升到第二级时,建造各种建筑所花时间从减少50%变成减少67%(=2/3)。 当它升到第三级时,建造各种建筑所花时间从减少67%变成减少75%(=3/4)。 …… 当它从第九级升到第十级时,建造各种建筑所花时间从减少90%变成减少91%。 现在的问题是,这个时候,它真的还有效果么?你还有兴趣去升级它么? 现在,我要说的是,以上的三个例子,它们是一模一样的同一组数值,是同一组数值的不同表现形式。而我所看到的这款网页游戏,选择的正是第三种表现形式。 第一个例子和第二个例子的表现形式差异是我们非常容易理解的:第一个例子中的速度成长是线性的,也就是说呈现一个等差数列;而第二个例子中,连续两个级别之间的数值差异越来越小,自然感受也越来越差了。 那么,第二个例子和第三个例子之间又存在什么样的感受差异呢? 这里我要引入一个概念:边际效应递减。它的学术定义(来自于百度百科):“某人在近期内重复获得相同报酬的次数越多,那么,这一报酬的追加部分对他的价值就越小。”举两个具体的例子,游戏中玩家角色的攻击力从10变成20的感受远比100变成110要明显,速度从1倍变成2倍的玩家感受要大大优于从10倍变成11倍的感受。因此的,从玩家感受而言,从11%到10%的变化要远远大于从89%到90%的差异。 很多学科和理论在边际效应递减问题上给出了这样的公式:收益效用与收益的对数成线性关系。我们知道:logA*B=logA+logB。因此的,要获得相同的收益效用成长B,就需要收益从A1,A2,A3……成长到A1*B,A2*B,A3*B……换言之,收益效用与增长倍数(或百分比)成正比。这就像我们在统计收入增长时往往更多的关注百分比而不是具体数值。回到我们前面的话题,第二个例子建筑物升到第十级过程中直观的收益效用=11/10,而第三个例子中这个数值却变成了90/89。这就是二者之间玩家感受的差异之所在。 边际效应的一个具体应用就是网络游戏中的数值设计。玩家每升一级时的生命力,攻防等等关键数值的提升是一条什么样的曲线?是线性的,还是等比的?根据边际效应理论,当每一级的成长数值为等比数列时,玩家的收益效用感受是稳定不变的。而线性数值带来的将是玩家的收益效用感受快速下降。从某种程度上讲,这正是经典网页游戏采用幂指数函数(y=k^x)的成功之处。而为什么一些成功的网络游戏的玩家角色数值的成长速度如此之快,幅度如此之大,事实上也和边际效应有很大的关系。 在边际效应之外的,玩家的直观感受仍然存在于具体的数值本身。换言之,虽然收益效用一样,但是实际增长的数值大小仍然会影响到玩家的感受,工资从1万变成1万5的感受几乎必然是好于1千变成1千5的,而攻击力从1000增加到2000也比100增加200要爽的多。这也正是第一个例子的玩家感受要好于第二个例子的原因所在:10倍变成11倍的直观感受要好于10%到9%。 很多人在分析《征途》游戏设计的成功之处时都会提到它的数值爽快感,也就是它的大数值所带来的畅快感受。本文,也算是对于这一设计方式的一点粗浅分析吧。 |
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Posted: 21 Feb 2009 08:02 AM CST 商场风云,变幻莫测。 三聚氢胺,打倒了整个乳品行业,包括牛根生; 联想国际化“失败”,宣布退守国内,柳传志复出; 朱新礼难以抗拒可口可乐之“诱”,卖掉了汇源; 史玉柱遭遇产品单一化困境,新游戏“巨人”未达到预期。 而,马云,仍然极具激情的活着,不管是站着,还是已然跪下。 一如既往稳健的,依然是华为,这个被国内众多中小企业视为真正偶像和领袖的企业,最近一次大事件批露,却是年前200亿美元的08营收数字。与营收一样“稳健”的是,任正非仍然我行我素地保持着低调、不接受媒体采访的传统,专心作企业。 市场和时间,这两个最神奇的力量,最终会让我们看到,谁是裸泳者,谁是自保者,又有谁,才是真正的大英雄! 而我们也从这远比电视剧来得精彩得多的现实世界里,真正学习到:我们欠缺着什么,应该学习什么,以及应该如何作、应该努力成为一种什么样的人。 |
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Putting a Deadline Is Not Impossible (It’s Pretty Easy Actually) Posted: 21 Feb 2009 07:14 AM CST Lamonte pointed out that putting a deadline (or meeting the deadline) in reality is nearly impossible. Projects are late, so putting a deadline does no good. I have a pretty confusing on this opinion. I totally agree and totally disagree with it. First of all, I agree on this because often in the real world all the features are fixed: you simply need to do certain features and thus it’s practically impossible to set a deadline (and might be foolish to do so), instead the best you can do is to give a rough estimation about when the project could be complete. On the other hand I disagree that it would be impossible to set a deadline and meet it. I think in reality the deadlines are missed because managers/publishers/sales people/producers/you-name-it have promised certain features (and more), in certain time (or less) and that your project can use only certain amount of money (or hopefully less). Meeting the deadline is impossible because for some reason all the 3 elements: features (quality), deadline (time) and resources (money) are fixed - which can be impossible equation. It’s bit like saying that: That’s practically impossible to reach I think. But, if we could agree to change those 100 meters to 10 meters, I’m sure we could do that. Or, if we could get 50 seconds to go those 100 meters - no problem. Or, if it’s not “me” who needs to do this, but instead we could get a brand new Ferrari that’s going full speed, going 100 meters in 5 seconds would be no problem. According to this, having a fixed deadline is not impossible. It simply means that we might need to use more money (hire more people, get better equipment etc.) or that we reduce features (and have lower product quality). Setting a deadline is more than possible if we decide to have one, in fact - I think it’s very easy: you just pick a date, and that’s it. After that, it’s a matter of decisions. If we want to stick with that date, and if we agree that the certain date is the fixed piece, then the other elements (money and quality) will need to reflect this. In my opinion, having a deadline is not impossible. It’s more like a choice. |
If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Posted: 21 Feb 2009 06:47 AM CST 话说这学期我要剪纪录片,又实在用不惯苹果机,故而抛弃final cut,去学VV(发现VV总丢文件,看来说不定还得去学Premire)。花了两天时间看教程,顺手从TUDOU上当视频开刀,于是看完教程,我的人生第一支MV诞生鸟。 随机文章:818反派演员的境界 2008-12-20 酹桓王,周郎顾,盛唐夜唱。 2008-05-01 if you go away 2007-12-04 35岁的男人和女人 2007-08-23 星期天偶然梦想 2007-06-03 收藏到:Del.icio.us |
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Posted: 21 Feb 2009 07:13 AM CST 年会之前的周四,我路过会客室的时候,看到QA部门经理yang han桌面摆着一叠纸,我认识和不认识的同事进去,签字,然后收拾东西。组里chen liang是这次裁掉的人员的其中一个,隔壁组也有一个平时经常一起打DOTA的同事在搬电脑还库。虽说半年来一直听见“冬天来了”的叫声,但是看着熟悉的人离开时,才真正感到萧索。
然而年会还是开了,倒是很热闹,同事们也很尽心的排节目,生活就是这样,至少我们这些人还是要继续吧。今年是在鸟巢旁边的北辰XX五星级宾馆,至少比去年好玩好看得多。嗯,细节表过不说,最后师姐zuo wei参与的节目得了第一名,真是羡慕啊,师姐跳舞真是很漂亮的。例行的抽奖,这次终于抽到了一个Philips的耳机,不过不太适合我,很紧,戴久了耳朵被压得很疼。最高兴的是li haoran和zhang tao吧,他们俩经常替大家订午饭,一个抽到了Wii,一个抽到了Dell笔记本,果然平时积累人品是很有用的啊。 12点回到家,很兴奋,上MSN聊了会天,连着写了3篇副本杂谈,然后睡觉。 |
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Posted: 21 Feb 2009 05:10 AM CST Sinael said, on February 20th, 2009 at 2:05 pm The game will be released this spring, completely rewrited on the new engine(the one used before is freeware and seeing it on retail product just isnt good for publishers) - the graphics will remain in the same style, probbably there will be more detailed sprites for higher resolutions. Rejoice!!! Also they said it will have more of the storyline and probbably even different plot routes and several endings. Not to mention that there will be several more large, classic-style levels, on which you have to travel from point ‘A’ to point ‘B’ smashing everything that makes a move against you into the ground. Game will be extended to 6-7 hours of intense gameplay, and of course there will be different ways of multyplayer. Im Russian player myself and im waiting for this game almost 2 years))) Something about THIS version - do you know that there are different sizes of stones and different sizes of slots in the weapon? Most of the weapons from the second part of the game have at least two slots (golden hammer is exception) - 1 big and several regular. Regular stone gives +1 to attribute and big one gives +2 to attribute (The same attribute’s + stacks up). Number of + of attribute makes ability to recharge faster. Ability also recharges faster when you damage your enemy and when you recieve honour. If you manage to play without killing any human opponent -just bring them to low health then stun - they will admit you being a winner and beg for mercy - fly to them then without killing and youll recieve “Mercy points”. If you have enough of theese and from little to none of Dishonour points youll recieve “Mercyful” title at some point in the game - “A person so kind that can forgive even his enemy”(dunno how this exactly sounds on Eng. couse im playing Rus.). I bet those titles will have some influence on the plot route in the new ver. of the game (At least i wish that it will be so) P.S. My “Eangleesh” maby bad - sorry for that))))
大概看了一下,果然不出所料,作者重新写了一个引擎。花了很多时间,说这个春天会放出,希望不要再跳了。多人模式估计不会像期待的那样好,但是还是值得期待。
最近不知道是怎么了,看什么书都看不进去,本以为自己已经记住了,但是一关上书就什么都不知道了。这样下去不行呀,竞争太激烈了。压力太大了,有点透不过气。 Copyright © 2007 Dieser Feed ist nur für den persönlichen, nicht gewerblichen Gebrauch bestimmt. Eine Verwendung dieses Feeds auf anderen Webseiten verstößt gegen das Urheberrecht. Wenn Sie diesen Inhalt nicht in Ihrem News-Reader lesen, so macht sich die Seite, die Sie betrachten, der Urheberrechtsverletzung schuldig. (digitalfingerprint: ) |
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Posted: 21 Feb 2009 03:30 AM CST 以龐大故事情節的Halo《最後一戰》系列做基礎推出的即時戰爭遊戲Halo Wars《最後一戰:星環戰役》,即將在2/26正式推出。先前已經推出了Xbox LIVE上可下載試玩版,提供單人戰役兩關及連線功能,不過Xbox LIFE還取得後續內容可先行試玩。
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Posted: 21 Feb 2009 01:42 AM CST Posted by: Trent Polack at February 20, 2009 1:05:43 AM 翻译: Xw.Y 2009.2.21 嗨~~ 本周前几天,Rare的一份声明说他们正计划重组以便能够“加速开发,更好地管理并创造高质量的游戏。”这只是对裁员问题的更好地公共关系说辞,Rare已经在美术和程序部门削减了12个职位了。每次业内裁员的消息都让人沮丧,但这次,作为微软的下属公司,考虑到微软全公司削减计划,这个裁员也是不可避免的。大家都应该往好的地方考虑,无论是Rare还是别人,最近失去工作的人们,我们都希望你们能尽快找到新的起点。 说起经济,John Riccitiello说了一些经济衰退期的好处。他并不是对衰退期的缺点不了解,只是用他的话来说(通常我们都会引用Rahm Emanuel),“不要浪费危机。”Riccitiello说衰退时期会强迫整个行业重新思考一些传统的流程,工作方式,以及工作习惯,并且“冲刷掉”一些占据零售货架的“垃圾”。我不是很确信他说垃圾的含义,如果他是指绑在游戏内低质量的视频,或者Wii及DS上大量廉价的作品的话,我也很同意,除了通常来说这些作品都赚到钱了(尤其是考虑到它们极低的制作成本)。Riccitiello还指出电子艺界“在很多地方已经太臃肿了。看起来任何能够画一个人一把枪的人都能得到资金。至少对EA来说,已经太庞大了,并且太依赖于一些旧的系列作品。”在EA发布了那么多新游戏新系列(真是不错的游戏)的一年之后还听到这样的言论真让人失望。 一个曾经叫做Ensemble的工作室在DICE做了一份检讨,是关于他们认为工作室那些做的不错,那些却做得不好的。Ensemble的死去有几个令人悲伤的理由:首先,他们曾是一个极好的开发团队,每次看到PC开发商的离去总让人难过。其次,它制作了几个伟大的即时战略游戏。最后,他们的绝唱是Halo Wars。总之,这篇文章不错,并有点悲伤,我认为每个人都应该对伟大的开发者表示尊敬。我很可能在本周末玩帝国3,或者其他什么。 Gabe Newell用太多有趣的东西来开始DICE。他谈论到的一些话题都是一致在游戏业内广泛讨论并产生回响的热门话题(游戏行业是某这建筑结构的隐喻),比如盗版,零售还是数字销售,DRM,视频游戏的定价等等。很难讲这些精炼总结,所以我建议你开始读一下Gamasutra对Newell的对话的处理吧。另外,Newell很可能联系他们更新了他的图片。Newell这些独特的观点之一是游戏的价格,最近Left 4 Dead在售价上打了5折,结果销售量上升了3000%。这样才是销售啊,作为发行商/开发商,你们可能得不到理想的售价,但当你一款已经很流行的游戏销量增长3000%的话……是啊是啊,这可是值得注意的事情。 视频游戏!你们最近习惯哪款?我希望你能够理解我的困境,我发现太多非常专业的神作。你看,这其实很早,我现在有Warhammer 40,000: Dawn of War 2和Grand Theft Auto 4: The Lost and Damned。我热切的想玩这些游戏。 好热切啊。 ==== 老美就是喜欢去沉积一些东西怀念 对了,这里大概都是开发者,有做游戏市场的同学么?可以冒个泡发发观点~ |
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Posted: 21 Feb 2009 01:13 AM CST 抢车位和好友买卖都加上了...果真要挖开心网的墙角了么....-w-QQ有先天优势啊 ![]() ![]() |
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Posted: 21 Feb 2009 12:31 AM CST 一二三四冲急救, 不到急救不下马, 一贼拿下家矿洞, 然后, 一北二南三急救, 开好旗下留人守, 再去二人压雷矛, 五队守住小斜坡, 六七八,来开旗, 石炉雪落冰翼, 一个不留全开掉, 旗下不忘留人守, 其余人等堵狗洞。 |
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Posted: 20 Feb 2009 11:11 PM CST 错误信息如下: Running processes: 0
解决办法: 1、找到cppunit pkg_info |grep cppuni 2、删除cppunit pkg_delete cppunit-1.12.1 3、重新编译openoffice |
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Posted: 21 Feb 2009 12:02 AM CST 一、STL简介 STL(Standard Template Library,标准模板库)是惠普实验室开发的一系列软件的统称。它是由Alexander Stepanov(亚历山大·斯戴潘诺)、Meng Lee(蒙·李)和David R Musser(大卫R木舍尔)在惠普实验室工作时所开发出来的。现在虽说它主要出现在C++中,但在被引入C++之前该技术就已经存在了很长的一段时间。 STL的代码从广义上讲分为三类:algorithm(算法)、container(容器)和iterator(迭代器),几乎所有的代码都采用了模板类和模版函数的方式,这相比于传统的由函数和类组成的库来说提供了更好的代码重用机会。在C++标准中,STL被组织为下面的13个头文件:<algorithm>、<deque>、<functional>(函数)、<iterator>、<vector>(矢量)、<list>、<map>、<memory>、<numeric>(数值)、<queue>(队列)、<set>、<stack>和<utility>(实用)。以下笔者就简单介绍一下STL各个部分的主要特点。 二、算法 大家都能取得的一个共识是函数库对数据类型的选择对其可重用性起着至关重要的作用。举例来说,一个求方根的函数,在使用浮点数作为其参数类型的情况下的可重用性肯定比使用整型作为它的参数类性要高。而C++通过模板的机制允许推迟对某些类型的选择,直到真正想使用模板或者说对模板进行特化的时候,STL就利用了这一点提供了相当多的有用算法。它是在一个有效的框架中完成这些算法的——你可以将所有的类型划分为少数的几类,然后就可以在模版的参数中使用一种类型替换掉同一种类中的其他类型。 STL提供了大约100个实现算法的模版函数,比如算法for_each将为指定序列中的每一个元素调用指定的函数,stable_sort以你所指定的规则对序列进行稳定性排序等等。这样一来,只要我们熟悉了STL之后,许多代码可以被大大的化简,只需要通过调用一两个算法模板,就可以完成所需要的功能并大大地提升效率。 算法部分主要由头文件<algorithm>,<numeric>和<functional>组成。<algorithm>是所有STL头文件中最大的一个(尽管它很好理解),它是由一大堆模版函数组成的,可以认为每个函数在很大程度上都是独立的,其中常用到的功能范围涉及到比较、交换、查找、遍历操作、复制、修改、移除、反转、排序、合并等等。<numeric>体积很小,只包括几个在序列上面进行简单数学运算的模板函数,包括加法和乘法在序列上的一些操作。<functional>中则定义了一些模板类,用以声明函数对象。 三、容器 在实际的开发过程中,数据结构本身的重要性不会逊于操作于数据结构的算法的重要性,当程序中存在着对时间要求很高的部分时,数据结构的选择就显得更加重要。 经典的数据结构数量有限,但是我们常常重复着一些为了实现向量、链表等结构而编写的代码,这些代码都十分相似,只是为了适应不同数据的变化而在细节上有所出入。STL容器就为我们提供了这样的方便,它允许我们重复利用已有的实现构造自己的特定类型下的数据结构,通过设置一些模版类,STL容器对最常用的数据结构提供了支持,这些模板的参数允许我们指定容器中元素的数据类型,可以将我们许多重复而乏味的工作简化。 容器部分主要由头文件<vector>,<list>,<deque>,<set>,<map>,<stack>和<queue>组成。 四、迭代器 下面要说的迭代器从作用上来说是最基本的部分,可是理解起来比前两者都要费力一些(至少笔者是这样)。软件设计有一个基本原则,所有的问题都可以通过引进一个间接层来简化,这种简化在STL中就是用迭代器来完成的。概括来说,迭代器在STL中用来将算法和容器联系起来,起着一种黏和剂的作用。几乎STL提供的所有算法都是通过迭代器存取元素序列进行工作的,每一个容器都定义了其本身所专有的迭代器,用以存取容器中的元素。 迭代器部分主要由头文件<utility>,<iterator>和<memory>组成。<utility>是一个很小的头文件,它包括 了贯穿使用在STL中的几个模板的声明,<iterator>中提供了迭代器使用的许多方法,而对于<memory>的描述则 十分的困难,它以不同寻常的方式为容器中的元素分配存储空间,同时也为某些算法执行期间产生的临时对象 提供机制,<memory>中的主要部分是模板类allocator(分配器),它负责产生所有容器中的默认分配器。 五、对初学者学习STL的一点建议 对于之前不太了解STL的读者来说,上面的文字只是十分概括地描述了一下STL的框架,对您理解STL的机制 乃至使用STL所起到的帮助微乎甚微,这不光是因为深入STL需要对C++的高级应用有比较全面的了解,更因为 STL的三个部分算法、容器和迭代器三部分是互相牵制或者说是紧密结合的。从概念上讲最基础的部分是迭代器 ,可是直接学习迭代器会遇到许多抽象枯燥和繁琐的细节,然而不真正理解迭代器又是无法直接进入另两部分 的学习的(至少对剖析源码来说是这样)。可以说,适应STL处理问题的方法是需要花费一定的时间的,但是以 此为代价,STL取得了一种十分可贵的独立性,它通过迭代器能在尽可能少地知道某种数据结构的情况下完成对 这一结构的运算,所以下决心钻研STL的朋友们千万不要被一时的困难击倒。其实STL运用的模式相对统一,只 要适应了它,从一个STL工具到另一个工具,都不会有什么大的变化。 对于STL的使用,也普遍存在着两种观点。第一种认为STL的最大作用在于充当经典的数据结构和算法教材 ,因为它的源代码涉及了许多具体实现方面的问题。第二种则认为STL的初衷乃是为了简化设计,避免重复劳动 ,提高编程效率,因此应该是“应用至上”的,对于源代码则不必深究。笔者则认为分析源代码和应用并不矛 盾,通过分析源代码也能提高我们对其应用的理解,当然根据具体的目的也可以有不同的侧重。 最后要说的是,STL是ANSI/ISO C++标准的一部分,所以对于一个可以有多种C++实现的过程,首先考虑的 应该是STL提供的模板(高效且可移植性好),其次才是各个厂商各自相应的库(高效但可移植性不好)以及自 己去编写代码(可移植性好但低效)。 |
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Posted: 20 Feb 2009 10:40 PM CST 《精通DirectX 3D》 人民邮电出版社 《游戏编程精粹》 人民邮电出版社 《Windows程序调试》 中国电力出版社 《泛型编程与STL》 中国电力出版社 |
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Posted: 20 Feb 2009 09:33 PM CST 把電影、電視劇和遊戲捆綁在一起銷售,一向是美國好萊塢的拿手招數,不過通常是在電影或者電視劇發佈前就開始進行這樣的操作。 比方說最近正在上映的馬達加斯加二,就同時有同名遊戲在各遊戲平台上發售。 韓國之前一直沒有類似的動作,不過最近來自GameShot的報導指出,Neowiz準備和太王四神記的製作公司推出一系列電視劇線上遊戲,除了太王四神記之外,前不久在台灣播出的李蒜也是其中之一。 線上遊戲中,曾經這樣做的通常也是依循好萊塢模式,在前期搭乘電視劇人氣以及行銷的順風車,以低成本的製作小賺一筆(別忘了還要分成或者版權費用給電視劇製作公司)。最近的例子就是智冠在2006年和終極一班一起推出的終極Online。 雖然Neowiz並沒有明說到底會推出線上版或者是單機版遊戲,不過Neowiz應該也沒有足夠的人力在金融海嘯之後另外開發單機遊戲。線上遊戲的話,在沒有搭上原劇行銷順風車的狀況下,並不令人看好。 |
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HALO Timeline 《光环》官方编年史[2009 Halo Wars图文更新修订版] Posted: 20 Feb 2009 05:40 PM CST
5、6年前第一次翻译HALO编年史,传遍中文网络;2年多前HALO WARS初公布时,在TG软区重新发表过一次年代考证版;如今2009年随着HALO WARS的发售,光环已经成功系列化,并向着辉煌的十周年大庆大步迈去! ------------------- 随机文章:Halo 3: Recon《光环3:天降神兵》新作细节进一步明确 2008-10-11 Bungie深度访谈:关于从微软独立事件 2008-06-05 【TGS2008独家首发】Halo: Recon《光环3:天降神兵》官方封面、细节公布! 2008-10-09 Keep it Clean……and Prepare to Drop 2008-09-25 Spore + Halo 2008-09-21 收藏到:Del.icio.us |
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Posted: 20 Feb 2009 04:01 PM CST
Growing up during the second “golden era” of videogames, Super Street Fighter II Turbo was one of the Super Nintendo cartridges that nearly every kid on the block had. Each of my friends had their favorite characters, and looking back on the game, it is not too bold to call it a masterpiece. I couldn’t articulate at the time the artful balance the programmers put into it, but it is still amazing how they doled out a fair amount of strength and speed to its over-the-top characters. And who could forget Zangief’s dance with Mikhail Gorbachev at the end? Yes, it even had biting social commentary… or something. The series itself has become something like the classic rock station that your dad made you listen to while growing up: it’s formulaic, filled with flash, and there may be horrible grammar involved, but dammit, it’s good fun. Street Fighter IV is actually the ga-tillionth version of a Street Fighter game. This is not, as some might think, the first Capcom foray into the pseudo-3D universe of Ryu and Chun-Li. The Street Fighter EX series was produced near the end of last century. Capcom attempted to shore-up fans migrating to new games like Tekken and Virtua Fighter. The polygons of the late 90’s had overtaken hand-painted 2D. These EX games were nominally successful, and offered some of the same gameplay features as Street Fighter IV. They, however, weren’t as pretty and finely-tuned as this new model is. The game is trying to be both faithful to the hardcore followers of the series: those that are willing to dish out a hundred Nixons or more for a fight joystick, and those like me who faded off after Dee Jay and Cammy came along. This is a losing battle every time a sequel comes along in any successful series, but Capcom seems to have tilted more towards the hardcore fans yet still created a fun game for everyone. That is, as long as you are playing against equally talented friends. Graphically, the game is a knockout. It mixes a Viewtiful Joe-esque pseudo-3D cell shaded look, and a paintbrush motif art style that is a gut-check to the sensory organs. Though the stages aren’t any bigger than Street Fighter II, the backgrounds are random, and usually filled with lively animated people watching you pummel your opponent. The 3D engine is always running at a good frame rate, even when the visuals get to a Mr. Sparkle level of crazy. Every character this time around looks extra-bulky. What happened to Chun-Li’s legs? They look like she trained with Michael Phelps in the off-season (not that kicking that fast wouldn’t put a bit of mass on them, realistically). The sound, however, was a mixed bag for me. The game doesn’t really over use a 5.1 surround sound plane – but it also doesn’t really need to. The sound effects are on-par with others in the series – but how exactly does one review punching and kicking noises, anways? How can I possibly grade what a magic ball of flame out of one’s hands should sound like? It sounds like Street Fighter! The music is a bit bland, but never in-your-face. The voice acting, though, sounds like it is straight out of Naruto. It’s too much attempting to sound badass, and fails too often. The story seems to be that there are people fighting, and they think their fighting is the best fighting of all fighting, and they fight each other to see who’s fight is the fightiest. Also, fireballs. The story, who cares? Punch, punch, punch. Each character’s beginning and end movie is terrible, both in story and animation. In fact, the only movie highlight is the intro movie with a catchy J-Pop song. As the series still plays similarly (in my opinion too similar) to the classic series began years ago, it is not hard to dust off a character like E. Honda and remember a few moves. This is where, I think, it becomes hard to critique rather than just form a personal opinion. Since games such as Virtua Fighter 5 and Soul Calibur IV have a deep fighting system with an abundancy of moves, counters, and parries, Street Fighter IV does not exactly keep up with these games in terms of move list, or depth. The game still relies too heavy on only a handful of moves that are, at-times, very tricky to pull off. Some characters feel way more powerful than others as well. If you were an expert at Street Fighter II, it seems like very little translation is needed to become an expert at this one. Although I have not taken this game online yet, it seems that only a handful of characters will be played regularly, and newcomers such as Abel will not see much action. If we compare Street Fighter IV to its rivals like Virtua Fighter 5 and Soul Calibur IV, it’d be hard to argue that it’s more in-depth. Yet, Street Fighter IV, it seems, wasn’t attempting to be the deepest or most tactical fighter on the block. Instead, it seems to be in a unique “updated retro” game harkening back to the Mortal Kombat vs. Street Fighter II wars that claimed the lives of so many innocent teenagers. The game is probably getting too sparkling of reviews that don’t address the glaring flaw of charging $60 for a prettied-up retro game. So, is this game fun? Absolutely. It’s filled with pretties and punchies with fast and furious action. It also should fill you with the same complaints of the type of fighter that you had when you were younger. Is it worth the sixty dollar price tag? It depends on how much yearning you have to drag up a Blanka beat-down again. Since many of you will want to take this on Live right away, it may be enough reason to dust off the electric green guy, and bite your way to victory again. (I didn’t make one Hadoken joke throughout. I win. Perfect!) |
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Review: Bucephalus Games Initial Lineup Posted: 20 Feb 2009 02:35 PM CST
The company was kind enough to send me four of their games for review- for a new company to even have four games at launch is impressive, but they already have no less than 10 MORE games planned, showing strong ambition for a new company. It took me a while to play through all of them, given the holiday season, finals, and of course, D&D campaigns. But here are my thoughts on: Living Labyrinth, Suicide Bomber, Toboggans of Doom, and Rorschach. This is a simple boardgame targeted at kids. You are trying to be the first one to get across a hedge maze to an escape. The board is made up of tiles that depict the different pathways. The trick is that everyone has a hand of action cards that can change the maze by moving tiles, rotating them, flipping them over, and so on. You get to play 1 card and then move, or move and then play 2 cards. The rules are elegant and simple, and the cards are pretty well balanced (there’s no “I win the game” action card). However, if you’re playing at all competively, the action cards give you a lot of control. As a result, the game can drag on as whenever anyone gets close to victory, the other players have easy ways to stop you, leading to a much longer game than should be for this style of game, and the frustration of being so easily stopped when you’re close to winning. If the group is non-competetive and willing to let someone win when the game has run its course, then it will go fine. If anyone in the group really wants to win, then expect it to drag out. In contrast to the previous game, Suicide Bomber is intended for a more mature audience. Getting past the theme of choosing people to blow themselves up in order to take out specific targets, the game also features some heavy duty strategy. Cards are played into a grid which represent people and places. People can be equipped with bombs (face down) that blow up and take out other cards with them for points. Some cards you want to blow up, some you don’t, and some cause chain reactions which can have all kinds of consequences. Bombs take several turns to go off, however, so you’re manuvering cards to foil your opponent’s plans while working towards your own. The game is two players only, which adds to the strategy factor. I was completely outclassed in the games I played, being defeated by someone who is a lot more strategic than myself. If two player strategy with a good balance of luck and skill is what you like, and you can get past the theme (of which there are many disclaimers on the game itself), then this is worth taking a look at. Toboggans of Doom is a game clearly aimed at gamers. From the names of the cards in the game featuring nerdy in-jokes (like the Portable Hole attachment) to the use of a set of D&D dice, you know this one is for us. The story is straightforward: you’re in a toboggan race… OF DOOM. Many obstacles, such as volcaneos, snowmen with chainsaws, and sasquatch block your path that you need to go over, around, or straight through. In order to do that, you purchase add-ons to your toboggan (such as rocket launchers, extendable legs, and the aforementioned portable hole) before the race. Gameplay is divided into two phases: in the first, you roll all your dice, and use them to purchase the toboggan upgrades. The mechanism for this is pretty neat, forcing some hard choices between how to spend your individual dice in a manner reminiscent of the classic Button Men. This is done in turn, leading to a shrinking pool of upgrades to choose from. Then, each person runs down the obstacle course among hidden and revealed obstacles, deploying their upgrades to get around them. I like the mechanisms here a lot, but unfortunately, in actual play all the players had a very tough time getting anywhere. Maybe it was just the particular set of obstacles we had, but everything we encountered was difficult to pass by (even by the end of the game with tricked-out toboggans) and lead to short runs and low scores. I’ll have to try it again to be sure, but even after re-reading the rules thoroughly and examing all the obstacles, we couldn’t figure out how anybody gets anywhere in the game. Nope, not a movie tie-in, but a reference to the eponymous inkblots. Rorschach is a party game for 3-8 players. The rules are also quite simple: there are 5 Rorschach-style inkblots out, and a question is asked like “Which one looks the most depressed?” or “Which one would you most like to have on the beach?” Everyone picks one secretly, and then reveals. If you match anyone, you get their color. Then a new question is drawn, and repeat. The winner is the person who can match every other person at least once, AND also pick an inkblot that no one else picked for a question. We had a blast with the game. While some of the questions are a bit risque, with a little pre-screening the game could be played with a wide variety of age groups. (We had a 9 year old in a few of our games, and she did quite well). It’s a fun party game where everyone gets to ask “what were you thinking?” and having to explain just why an abstract ink blot with be fun to cuddle with. Simple, elegant, and lots of fun to play: definitely my favorite of the games. Overall One important thing to note is the high quality production that all the games posesses. The tiles in Living Labyrinth and Toboggans of Doom are thick and sturdy. All the cards are of decent laminated stock with full color artwork. The boxes are slick and well put together. I have some quibbles about the layout and editing of the rulebooks, but they get the job done (and are head and shoulders above other new companies). The advantage of having so many games released (and on the schedule) is that while some may have needed some more work, the consumers can be choosy about what type of game they want and pick the ones that work well for them. There are a few titles on the list that I’m looking forward to (especially Top Ten, a game I tried to invent years ago), and as long as they get some more playtesting in, I think they’ll produce some fine new games. |
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Weekend Indie Game Deal on Steam Posted: 20 Feb 2009 04:40 PM CST The price-war on indie games has really heated up recently - particularly in the casual game arena. Valve has already been playing with prices on weekends for several games, but this week they are pretty much taking the cake on deep discounts for indie games. $9.99 for five indie games. I'm actually a little bit conflicted about the pricing, myself. But hey, it's silly not to take advantage of a deal like this if you are interested in any of the games. Steam's Weekend Indie Game Package Deal |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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换药不换汤 | Burnout paradise 的地下工程 Posted: 20 Feb 2009 12:33 PM CST
Burnout paradise 当然有足够多的比赛可以跑。一般玩家从5场胜利的D执照拼搏到40场胜利的Burnout执照的总共要经历105场比赛胜利。可以猜想到的,拿到Burnout执照,飞完字幕,比赛的兴趣大多也就消磨的差不多了。精英执照那110胜的要求让人觉得没有继续下去的动力。 或许应该有点什么别的可以玩……就像每个人都想的一样,FXCarl在厌倦了竞速之后,开始将视野瞄向了游戏的另一个部分:停车场搜索,400个栏杆的清理以及120块广告牌的收集。当所有的收集要素清理到末期的时候。仿佛一道光线从脑后穿过……
玩了这么久竟然没有发现,Burnout Paradise 正在从一款竞速游戏(Racing)变成一款平台跳跃游戏(platform)!如果从平台跳跃游戏的角度来解释的话,所有的收集要素玩法、比赛中的开放 赛道、起跳的跳板、“穿过”式的“商店”都成为了围绕着新定义展开的合理设计。 附言:其实之前已经为 Burnout Paradise 做过两篇文章,很容易可以翻到。在 CodeFXCarl 中可以达到如此曝光率的游戏恐怕也只有 GT 系列而已了。而之所以会写出这篇评论,主要还是由于对这款游戏的一个新的设计细节发现。相信你读完这篇文章也一定会觉得挺惊奇的。 随机文章:两个主角,五部作品 | 贯穿极品飞车五代作品的情节暗线 2009-01-16 极限飚车的赛道考据游戏 | Level-R 2008-10-24 年年骂 年年有 极品飞车2008 的一些消息 2008-02-16 GT5 Prologue 的 ASM 与 单圈成绩 2008-01-12 ProStreetPrj 4 | 层层隔离…… NFS11 的驾驶辅助 2007-11-21 收藏到:Del.icio.us |
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Be Like the Frog In This Funny Picture Posted: 19 Feb 2009 06:04 AM CST I don’t know who owns the copyright to this work, but I think this picture is just awesome. Never give up, right?
P.S. Remember to check out also the 21 things that will help you finish your game - in case you haven’t done that already. |
If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Posted: 20 Feb 2009 01:28 PM CST 厄运之槌地图及相关资料 ![]() 让我们直奔主题吧,厄运之槌这个的三个区域里,唯有北厄运之槌(下文简称厄运北)突破了一般副本的设计思路,给人耳目一新的感觉。一般副本的设计,基本上都是打倒某个Boss,获得某些战利品的模式,当然,厄运北也遵循了这个设计模式,路上的3个特殊卫兵和国王身边的顾问,杀掉依然会和其他Boss一样掉落蓝色装备。可是如果你事先准备好一些材料,然后在打厄运北的过程中巧妙的把他们困住,最后拉开顾问单独杀掉国王,那么打开最后宝藏的时候,你会发现得到的奖励比之前多得多!而且此时回身去找3个卫兵,他们还会给你加一些十分强悍的增益效果,持续2小时,并且可以在任何地方保持,出了副本也不消失! 于是厄运北真的成了一个最有趣的副本,我们要小心的修复陷阱,然后把Boss引进陷阱里;要穿上地精为我们做的伪装服,变成和Boss一样的食人魔形象,然后欺骗他们,让他们内讧。这个副本里,我们可以玩名副其实的角色扮演,而不是只能单纯的砍砍杀杀。然而可惜厄运北从此也成为了WOW副本设计的一个绝唱,一个天才横溢的设计此后再也没有在其他副本出现过,仿佛只是某个设计师开的一个小玩笑。之后副本之旅,又只剩下砍杀的单调音符了。 |
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Posted: 22 Feb 2009 04:00 AM CST ![]() http://sourceforge.net/projects/txnagameengine/ |
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Posted: 22 Feb 2009 01:42 AM CST 本子來るwww!【偽·笹川了平人气向上委員会】成立!撒花鼓掌!普天同慶!極限的!!!(霧很大0 |
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Posted: 22 Feb 2009 01:32 AM CST |
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Posted: 21 Feb 2009 08:48 PM CST I mentioned in Theory of Fun that humans kinda suck as odds estimation and that this is one reason why games of chance persist. But maybe there’s more!
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Posted: 21 Feb 2009 08:38 PM CST Gimme Indie Game: Runhello’s Jumpman - Offworld. Threw me for a moment though, since there WAS a game called Jumpman. It’s not that one. |
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Posted: 21 Feb 2009 07:10 PM CST 很多时候,一个小手段就可以达到很强的效果。
国内的XP各大盗版商,靠着修改默认IE首页、预装软件就能几百万几百万的创造无税利润。
而微软的小手段最近发现了一个。在装好GooglePinyin输入法之后,装Office2007,Google输入法就被和谐了,被微软拼音2007取代。而实际上,微软拼音2007还没2003好用,而且两者都没Google输入法和Sougou输入法好用。
很好很强大 ![]() ![]() |
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Posted: 21 Feb 2009 02:55 PM CST 现在尝试在写文章的时候使用系列文章的方式来描述,据说这样更利于搜索引擎的抓取。 正题:自己尚处于一个职场新人与熟人之间交替的时期,很多经验尚显不足,比如谈话的艺术,沟通的技巧和能力,工作的态度与实际的安排等等方面的能力,亟需提高。
暂时写这么多,那种职场生涯转化图稍候再贴上来。 看完这些,还有下面很多你感兴趣的内容…
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Posted: 21 Feb 2009 11:09 AM CST 周六天气尚好,坐车到四川北路,走进多伦路,去路边的美术馆顶楼参加科学松鼠会的一个新书发布会。
刚到时,就看到接待处的顶棚是大玻璃,阳光直射下来,房间外摆了很多好吃的饼干和茶水,还有糖果(与新书的书名应景)。喝了口茶,就跑到房间内部,还没多少人,奇怪的是没有椅子。看到一个有点像范伟的人走来走去,心想,这就是刘慈欣?不敢贸然去要签名,观察一会儿再说。不过等到他再次出现的时候,已经是被人团团围住,好不容易挤进去让他在三体2上签了名:)刘慈欣还很客气的说这是松鼠会的活动,大家不要老围着他转。 后来又看见许久不见的丁丁虫,还是老样子,拿到新书后,才发现他原来也是作者之一,不过他写的那篇文章题材很劲。然后又看到严锋,把去年新出的书送给他,他说他也买了360和Wii,现在《新发现》的编辑业务仍然是兼职,还在继续当老师。正事都完啦,就和其他两百多人一起坐在地上开始看发布会节目。大体上有三个部分,一些热心读者的表演,比如魔术,快速解魔方,街舞,拉小提琴,画画儿;松鼠会作者的亮相,我只认识十三和丁丁虫两个,其它的都不熟悉,不过等看了他们写的文章就好一些了吧;再就是一个PPT回顾这个组织的发展历程。原来这个科普写作群体(现在不光是写作,发博文了,也有很多有趣的线下活动,不过我一直搞不清那个看片会是什么意思,看电影?看科普电影?)成立的时间也并不长,大约是在那次魔都祥瑞聚会后一年,姬十三和他的朋友们在北京成立的。姬十三他妹妹在台上说,姬十三跑到北京去做专栏作者,是受到连岳的蛊惑,因为连岳说当专栏作者很棒,有老婆,有自由,还有无敌海景,然后姬十三去了北京做专栏作者,结果没有老婆没有自由也没有无敌海景,但是这里姬十三接词儿接的很赞,他立即说“但是有无敌的朋友”。 总的来说还是不错的活动,晚上回家路上买了爆炸头武士和光环战争,爆炸头武士很烂,光环战争有些瑕疵,但总体上可以让人有动力玩下去。买了一斤多的草莓,已经吃光了。 爆炸头武士的美术风格确实很屌,台词也是fuckfuck的不断。不过这个游戏太容易冷场了,一群敌人来了,你杀杀杀,然后,就要转来转去搞动作解谜。杀得血腥程度极高,人都是被劈成好几瓣儿的,打击感不错,是典型的连招型动作游戏,打架的时候音乐居然是hip-hop。有个很大的问题是,故事交待的不清不楚,我完全不知道自己是谁,要到哪里去,我在这个很华丽的世界里的目的是什么?好吧,我真的想起了玩战国Basara2的感觉。 光环战争等多玩几个关卡再来谈优缺点,目前不太爽的是不能一键回基地。打算用心玩玩,毕竟是Ensemble Studio的谢幕之作啊,我最喜爱的RTS公司! ![]() ![]() |
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CA’s video game law ruled unconstitutional Posted: 21 Feb 2009 12:37 PM CST The battle continues. This is still that Leland Yee bill that was blocked in 2006, on appeal.
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Posted: 21 Feb 2009 12:50 PM CST This was sent out at work last week with the header “Oldie but Goodie”. And so it is…
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Critical Bits for the week ending 2009-02-21 Posted: 21 Feb 2009 09:00 AM CST
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European Parliament Wants One-Button MMOG Interdiction Posted: 21 Feb 2009 12:12 PM CST
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Posted: 21 Feb 2009 09:42 AM CST 从前有个人招呼全村人到自家门前说:屋里有个美女,她姐姐闭月羞花她妹妹沉鱼落雁,一人只收30块钱门票钱就可以进去看了啊~~ 大家赶紧来看啊~ 要看的乡亲们先排队把钱交我再一起领你们进去看啊~~~ 过了这个村就没这个店了啊~~~ 结果100多位乡亲们都交门票钱了,进去一看原来是搔首弄姿的芙蓉姐姐……
这就是久游干的事,玩弄了广大玩家的感情,但是他也没办法,如果谁自己手上有一款买来的烂游戏没法处理,这个就是最好的方法。 久游是靠劲舞团起家的运营商,他们对游戏的品质更加关注对策划的品质也更加关注,他们拿到仙剑不可能不知道这是个烂游戏,不会觉得这是旷世大作你们不买CDKEY者不准入内。烂游戏直接走免费游戏道具收费路线没人会掏钱,烂游戏走时间收费路线也没人会充时间,那该如何减小损失?卖cdkey!前期不择手段的夸大宣传,让人们都以为在这里可以找回当年玩仙剑的感觉,让人们都觉得好游戏交个门票钱也值,让人们手里拿着票翘首以待。 久游不怕造成自己名誉扫地吗?其实他们已经猜到了,玩家会对仙剑情怀的不再而叹气,会对那个蓝白相间的小图标叹气,会以为这个钱是大宇收的,久游才是替罪羊……
不过我们从中也可以学到一个游戏题材的群众基础和不择手段的前期宣称多么重要~ 如果有了这两个要素即便游戏比仙剑还垃圾说不定也能多少捞点钱。如果真想赚大钱还是把游戏认真做好吧~
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Posted: 21 Feb 2009 10:37 AM CST |
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Posted: 21 Feb 2009 10:24 AM CST cd /usr/ports/devel/codeblocks make install clean |
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BIG News from Great Britain: VWs Make People Lonely and Sick Posted: 21 Feb 2009 10:09 AM CST Yay, a super-scientist with all sorts of opinions about virtual worlds and their ill effects. I am SO tired of this silliness. Here's the lead-in: Britons' health at risk from time spent in virtual worlds, says Dr Aric Sigman And the conjecture: He claims the amount of face-to-face contact people experience has fallen by two-thirds over the past two decades, from six hours a day in 1987 to just two in 2007. At the same time, he believes the amount of time UK citizens spend sitting in front of the TV, playing video games or visiting websites has doubled to eight hours a day. Then: "One of the most pronounced changes in the daily habits of British citizens is a reduction in the number of minutes per day that they interact with another human being," he said. Does he know anything at all about virtual worlds? He goes on to cite loneliness as a major cause of ill health: 'In an article published in the journal Biologist, he cites research that claims lonely people are more likely to suffer a stroke, develop high blood pressure or dementia and even die earlier.' Well, in my experience (and doctoral research) VWs are a massive panacea for loneliness, a lack of belonging and other societal ills. People do NOT have to have face-to-face meetings to have meaningful and lifechanging interactions with the millions of other occupants of virtual worlds. |
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Posted: 23 Feb 2009 11:00 AM CST |
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Posted: 23 Feb 2009 06:42 AM CST In my previous post about levels, I detailed some of the pros and cons of levels. I promised that I'd propose some solutions to the problems that levels introduce to our games. But, first, let's define what the goals of a replacement system are, and take a look at why we want to replace levels. A Number is Not The EnemyAs people have pointed out in comments, it's not really the concept of levels that we're tackling here; rather, we're taking a look at levels as they are usually implemented in a game. There is no fundamental problem with having a numeric value associated with a character to represent a character like levels do. But, levels as they are currently implemented have a specific load of baggage along with them. So, something that replaces levels doesn't necessarily have to shy away from being a number. Our goal here is to eliminate specific problems levels require. Our GoalsAs I mentioned in the first article, levels serve three purposes: achievement, information, and pacing. A proper system should fulfill all these purposes. For my system, I want to focus on pacing and achievement more than information. In the second article, I mentioned some of the benefits of levels. Unfortunately, a new system can be neither familiar or popular, so we're left with only being able to develop a relatively simple system. Deeds in LotROSome of this idea comes from my experience playing LotRO, so if you've played that you might understand a bit better where my inspiration comes from. The main concept that I'm drawing upon here is Deeds; these are a specific action you have to do, usually within a specific zone, in order to get a reward. They're kind of like very simple quests that don't require an NPC. The typical reward from a deed is a title or a trait. Traits can be selected on your character to give you a benefit; they're kind of like specializations. For example, you might have to kill wolves in The Shire; after killing 30 wolves you get the title "Fur-cutter". After killing 60 more (for the "advanced" trait) you get the Discipline trait which increases Might, Disease Resistance, and reduces incoming Melee Damage. (You can only activate or "slot" a limited number of traits, though. They act a lot like talents, but they're not in a tree formation.) Some deeds might have you find certain locations on the map, perform specific activities in an area, or even finish a number of quests in an area. Some deeds have multiple parts; like the wolf-killling example above, you get a title and later a trait for the same type of deed. Each class and race also have unique deeds that the player can accomplish; class deeds usually require using a class ability, whereas racial traits require killing racial enemies. The interesting thing about the deeds is that they're a good way to tie together a bunch of quests without requiring players to keep a quest around in their log. Players can also choose to do a deed or not, depending on if they want the reward. The deeds can also be useful to do at almost any level, since the traits scale with how many times you earn the specific trait. Finally, the deeds aren't always obvious, sometimes you have to explore around or try things out in order do discover a new deed; well, being an explorer-type, I find that to be a good thing. The problem with deeds as implemented in LotRO is that they tend to feel like a grind. You've killed 10 wolves for a quest and 20 more have aggroed on you. Great! But, now you have to go find 60 more to slaughter to get your carrot. Gah! I've been told this gets worse when you have to go find and murder hundreds of trolls in more advanced areas. (Tell me again why trolls are so feared?) The ProposalSo, drawing from this system: why have levels at all? Why not just have deeds that are tied to specific locations/zones (perhaps with a few meta-deeds to show how many zones a player has mastered)? Finish the deed and you get a benefit for your character; these benefits would be incremental improvements to your character, and players could choose how they want to specialize their characters. In essence, you're eliminating experience points from the equation as well as levels. Quests would no longer be the main method for advancing the character, although you might still want quests for the storytelling possibilities, or as a way to give loot to players. I think with this type of system you want to flatten the power curve as much as possible. A specific trait might only give you a 5% bonus to an aspect of your character. If you focus on a enhancing a particular trait, you might get an overall 30% advantage over someone with no enhancements. This means that all character are roughly equal in power, with some of the more advanced characters having a slight advantage. Note that this system would work with or without classes. So, the typical player experience would be as follows:
Compared to LevelsLet's look at our goals and the advantage of levels we wanted to retain: Achievement - This accomplishes this by allowing players to master the deeds in a zone that he or she wants. This would be similar in concept to how a player is "done" with a raid dungeon once he or she has all the gear required from that dungeon. Pacing - This is also partially accomplished. Once a player has mastered the deeds of a zone, there is no further benefit to "bottom feeding" in that zone. However, the concept of a "high level" zone is less distinct in this system; restricted entry to a particular zone would need another reason besides just level; perhaps you need a specific key to enter the area, or you need specialized equipment with certain resistances to survive. Information - This needs more work. Specific deeds completed might be displayed in an examination window, just as talents are in WoW. Titles earned from accomplishing specific deeds might also be used to judge how experienced a character is. Simple - It's hard to make a system that is quite as simple as levels, but I think this one is almost as simple. As I said above, deeds are kind of like very focused quests in the game world. My better half picked up the concept of deeds quite quickly, even though she's not an experienced MMO player. What disadvantages typically associated with levels have we avoided? Segregation - This is a big one. Since we don't have level requirements for zones, players can pick from a much wider selection of zones. Someone who has just started playing could easily tag along with a friend who has been playing for a few months to explore a new zone, assuming there are no special requirements. Instead of the new player feeling isolated, he or she could get the benefit of playing with their friend without the friend feeling like he or she is slumming, or just rushing the new character through content as fast as possible. Cockblocking - This is reduced unless specific restrictions are introduced in a zone. A player who is clever enough to survive in a harder zone can face the challenge when he or she wants to, instead of being required by game mechanics to attain a specific level. However, you might still have players putting limits on who they will take along to an event like a raid (or its equivalent). Oversimplification - If monsters in every zone are roughly equal in power, then advances I gain with my character are meaningful. I can also pick and choose how I want to upgrade my character for the most part. One big advantage for development is that you worry less about "level-appropriate zones". Instead of adding content and having to focus on low-, mid-, or high-level zones, you can add a zone and players of all experience levels have an incentive to visit it. New Issues to ConsiderA game using this system needs to educate its players about the new system. It's definitely not a familiar system, so you can't expect players to compare it to other things they are familiar with, outside of LotRO. Even LotRO had the advantage of also using levels, so players were motivated to gain xp from the system they were familiar with, and were introduced to deeds along the way. The other tricky thing here will be to make sure that you give the players proper motivation in the game. Instead of seeking bigger challenges to get more experience, players will need to have a reason to go to new areas. I don't think this is too much of a challenge, since directing characters to new zones is already part of what a good MMO is expected to do. You also have to worry about power inflation with this system, too. If you already have 10 zones that give bonuses to stats, adding another zone means you'll be increasing the maximum bonus by 10% of its old value, assuming the bonuses in all areas are roughly equal. Now consider adding 5 new zones in an expansion area and say hello to our old friend "mudflation". Okay, enough blathering. What are your thoughts? Do you have an alternate suggestion? |
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New Poll: Purchasing Downloadable Games Posted: 23 Feb 2009 06:52 AM CST How often do you purchase downloadable games? Are you a regular Steam user? Do you buy games from Xbox Live Arcade every month? Do you like to spend your money in the PSN shop? Or are you a retro-gamer who likes to raid Nintendo's back catalogue on the Wii? Wherever you're spending your money on downloadable games, we want to know! |
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Results of Poll 14: Classes in Role-playing Games Posted: 23 Feb 2009 06:52 AM CST |
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Posted: 23 Feb 2009 04:32 AM CST 原文:CNVIP 摘要:网络游戏的巨大前景和《剑侠情缘·网络版》的巨大成功,促使金山制定了2004年的战略——“技术立业,决胜网游”。曾先后参与金山快译、金山词霸、金山影霸等知名品牌的研发工作,并为《剑网》立下汗马功劳的刘鹏在剑网成功上市后,于2005年8月回到北京,主动请缨成立北京网游研发工作室“烈火工作室”,担任这个崭新团队的技术总监兼制作人,开始制作第一款中国神话类网游《封神榜》。2005年9月,烈火工作室正式组建,在《封神榜》研发最关键最紧张的日子,他终日持续超高强度工作,创造了连续几个月每周只回家一两次的纪录。“事情的难度取决于做事的态度”——这是刘鹏最常说的一句话。强悍进取的狼精神之外,刘鹏将关心呵护无私倾注在烈火的每一个兄弟身上,也正是这种润物无声的强大浸透作用,使得烈火迅速成长为一支技术过硬坚韧不屈的优秀急先锋。本文便是刘鹏在成功研发《封神榜》后,对整个游戏策划思路和制作的总结,应该对读者有非常大的参考价值。 达达尼昂:(虽然是篇旧文,但内容很经典。) 网络游戏产业的价值链: 游戏产业本身属于文化产业也属于休闲产业。但同时游戏产业又是一个横跨互联网、计算机 软件、消费电子诸多领域的综合体。 信息技术产业(硬件、软件、电信ISP供应商)、商业(梁道销售业)、传媒业(广告业、报业、电视业、网络媒体)、出版社、制造业(玩具生产商)、展览业(E3)。 客户角度:玩家群体成分分析、玩家需求分析;关注玩家在网站、论坛发表的建议,召开玩家会听取意见,并有针对性的进行反馈。 市场推广角度:对玩家进行游戏的场所、机器配置、网络情况进行分析。压缩客户端,方便玩家下载。家庭玩家由于无法方便与他人交流,在游戏初期应有相应的“新手帮助”。 运营客服角度:说到底,网络游戏出售的就是“服务”。外挂、木马、交易欺诈、卡号、掉线等问题必须及时解决。 技术角度:游戏的总体规划、玩家职业规划、经济系统等,一切以方便玩家、满足玩家需求为中心,增加更多可玩性。(可玩性就是:多种游戏生活方式的排列组合。)<达达尼昂:记得以前泡落伍的时候鱼曾经说过,简易性就是,尽量减少玩家的枯燥操作。> (以上为阅读笔记。完。) © 达达尼昂 for 游戏策划, 2009. |
《《封神榜》是如何策划的?》 |
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Posted: 23 Feb 2009 02:25 PM CST 前一阵身心状态都不是很好,整天浑浑噩噩没有精神,好在有个人一直在身边帮助我慢慢走出阴霾,随着季节的转暖心情也随之开怀起来。真好。
春节假期是期盼已久的可以缓解平时工作疲劳的好机会,不过今年的春节过得有点忙碌,第一次两地过节特别是回到自贡以后忙着走亲访友着实累的很。不过呢,接触到新的人,新的事,过去几年一成不变的友人也有了新的变化,嘿嘿~~
今年有好些计划, 都是一些看得见摸得着一步一步能够达到的计划,这些计划其实也是明年更多计划的基奠。人一旦有了生活的目标就会全心全力的去为之努力,人就会变得积极起来,整个人也就会透露出一股生活的气息,呵呵。不过呢,这一切的前提就是要有一个健康的身体,有了这个基础生活才会有意义,因此希望身边所有的人在为了自己人生目标去努力的时候别忘了对自己健康的重视。让我们把身体锻炼得好好的去迎接未来幸福的生活吧。 |
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Posted: 22 Feb 2009 10:02 PM CST 游戏市场运营管理(第一部) 地址:http://www.17xie.com/book-20539080.html 游戏市场运营管理(第二部) 地址:http://www.17xie.com/book-55170929.html 游戏市场运营管理(第三部) 地址:http://www.17xie.com/book-68355901.html
这部是原来是作为游戏市场运营管理专业教材于2007年初开始写作的,由于个人能力有限,一直没有能够完成,本着"不抛弃,不放弃"的精神,将以WIKI的方式写作下去.十年磨一剑,不知道什么时间能够完成,但有了开始,就会坚持下去,在这里做一个记录. |
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Posted: 23 Feb 2009 07:02 PM CST |
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Posted: 23 Feb 2009 04:42 AM CST 挖坑了就要填!![]() |
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Posted: 23 Feb 2009 05:00 AM CST 金棕榈奖 迈克尔-摩尔Michael Moore 《华氏911》 最佳女演员奖 张曼玉 《清洁》(Clean)(法国) 最佳男演员奖 Yagira Yuya 《无人知晓》(Nobody Knows)(日本) 最佳导演奖 托尼-葛立夫Tony Gatlif 《优异者》(Exils)(法国) 最佳剧本奖 Agn Jaoui 《如像一般》(法国影片) 评委会大奖 朴赞郁Park Chan-Wook 《老男孩》(韩国)(Old Boy) 评委会奖 科恩兄弟Joel Coen, Ethan Coen阿皮差朋-维尔拉瑟查库 《老妇杀手》(The Ladykillers)(美国) 最佳金摄影机奖 Karen Yedaya 《Or》 最佳短片金棕榈奖 《Trafic》 最佳短片评委会奖 《Platlife》 金摄影机奖提名奖 中国导演杨超 《旅程》中国 |
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Posted: 23 Feb 2009 04:56 AM CST |
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Incredible Machine RPG by 00Davo Posted: 23 Feb 2009 04:08 AM CST Ever played the classic game series, The Incredible Machine? It involves solving various puzzles by constructing fabulous Rube Goldberg-esque contraptions. I thought, "What if that was an RPG?", because everything needs to become an RPG. (partial sarcasm) The game would run something like a traditional RPG, what with the items, quests, dungeons, and so on. Until a random encounter jumps out at you (or a scripted battle, or tutorial, or whatever)! Rather than the typical, turn-based battle, you would be confronted with a contraption! Each contraption, much like the classic puzzles of The Incredible Machine, requires you to complete a simple task, using an array of crazy components. Successfully solving a contraption will defeat your opponent, earning you the usual RPG spoils. However, many opponents also attempt to solve a contraption - which will defeat YOU when completed. There are various RPG ways to mix up the contraption race. You can equip a Thinking Cap. Different Thinking Caps have different effects - slowing down your opponent's contraption, for instance. You can use a consumable item to disrupt your opponent's work, or get hints for your own contraption. You can improve your contraptioning skill as you level up, too. |
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Posted: 23 Feb 2009 03:55 AM CST |
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Posted: 22 Feb 2009 11:54 PM CST
要做出爽快的打擊感技術上是非常容易的,只要誇張被擊中物體的震動和聲音就好了。 打击感说的是打中敌人和被敌人打中之后的硬直时间,击中与未击中时动作与速度的区别,各种不同招数出招、收招的时间与距离。 打击感好的游戏会让你觉得每个动作都非常的自然流畅,打击感差的游戏则会让你觉得怎么动怎么别扭。 打击感简单说就是打到敌人身上的全面反馈——即用什么手段表达出“敌人被击中”——很多时候这是游戏快感的直接来源。不过必须要拿捏到位,不能太夸张破坏游戏节奏,又不能表现得太模糊让人不知所以,非常考验设计功力。 打击感这个概念最先应该来源自香港的武打片,将音效夸张化. |
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Wizardry 8 Part XVII: Luke, I Am Your Daughter... Posted: 23 Feb 2009 02:45 AM CST Wizardry 8 was the final episode in one of the longest-running computer RPG series of all time, spanning twenty years from 1981 to 2001. I missed the game when it was initially released, and recently got a chance to play through this classic of "old-school" style roleplaying gaming. This series has been a chronicle of my adventures. Pee Wee Scorpia, after reading my previous report and realizing I was about to hit Ascension Peak, emailed me with a cryptic warning: "Pay the Trynnie; life is easier that way. You'll know when you get there." It's nice to get some helpful hints from other players. I guess that's one advantage from playing a game that is several years old. As it turns out, her warning was because said Trynnie had a pet: a level 30 giant-sized stone golem by the name of "Pee Wee." He extorted what amounted to highway robbery from my party, but I figure he's trying to recoup his investment --- and I don't imagine anybody travelling up Ascension Peak is going to be that short on cash. He even told me that Pee Wee would aid me in my battles. We made it to some temple, where the robot Altheides appeared and asked us some questions. When we got the answer right, he let us through and we were able to go through a teleporter and place one of the artifacts (the Destinae Dominus) on its pedestal. The room shook, and we took a teleporter out - which took us back to a prior area with some statues. Meet the Brat We followed another road, fought some battles, and came to another temple where Altheides appeared again and asked some more questions. We went through the doorway, placed the second artifact (the Chaos Moliri), had another little earthquake, and teleported back to the statues. On the third path, we met an army of Rapax, led by the Rapax Prince and some demon-gal who resembled the demon-goddess Al-Sedexus. Except this crazy demon-woman's name was Al-Shakka. I thought that was a pretty cool name. After all, my gadgeteer was named Shakka, kinda close. Yeah, the gadgeteer who ended up... uh... with Al-Sedexus.... Oh. Crap. Ah, kids. They grow up so fast these days. Al-Shakka, the prince, about 18 other Rapax (plus six more summoned later), and seven wandering monsters that happened to be in the neighborhood suddenly launched their attack. This was the most vicious and lengthy battle I'd yet experienced in the game, which is saying something. But in the end, my group killed Shakka's brat daughter, the Rapax Prince, and everything else within about a half-mile radius, including another group of wandering monsters that jumped into the fight when it was almost over. The Cosmic Forge After getting lost and wandering around a bit, we followed another path, encountered a bunch of giant monsters, and got to another structure where we found the Dark Savant. He was pissed off at us. He told us we could watch the entire world burn, while he made his way to the Cosmic Circle all by himself to have his revenge. With that, he tried to set off his world-destroying bomb in the tower in Arnika. Yeah, the one we'd disabled. Nothing happened. Now the dude was REALLY annoyed. The Dark Savant jumped into a convenient teleporter, and a friendly gargoyle, Bela, whom we'd met before egged us on to chase him. We followed, and found ourselves in some mystical platform in outer space. Vi Dominae urged us forward, and we tried to pursue the Dark Savant. In the meantime, the Savant got to the central circle and found the robot, Altheides, already there. The two argued for a while. The Dark Savant was really annoyed that the other gods - the Cosmic Lords - weren't there. He wanted his revenge on them. Altheides explained that their time was over, and that they had left. It was time for new gods to step in. Already in a bad mood, the Dark Savant killed Altheides. By that point, we'd arrived at the scene, and found ourselves in front of the artifacts that control the universe - the Cosmic Forge. In front of us was the book of the entire universe. Whatever was written there - or erased - would come to pass. With it, we could destroy the Dark Savant, and even undo what was already done. The Dark Savant - Revealed! We frantically looked for where the Dark Savant's information was written, and discovered the page of his life... And since Vi Dominae's family had been the guardians of the artifacts he'd created as Phoonzang, he needed her genetic code to use them to get back to the Cosmic Circle. All he needed was her eye, so he'd plucked it out. That explained her piratey-look in the last couple of games. The Dark Savant appeared himself to help fill in some of the details. I really appreciate it when the Ultimate Bad Guys begin monologuing. The Fate of the Universe So now we had a choice: Join the Dark Savant, because he really deserved to have his revenge; Tear out the pages from the book of the universe where Phoonzang had become banished, became the Dark Savant, and all that; or try to write the Dark Savant out of existence. I really wasn't much of a fan of the Dark Savant, so I wasn't about to join him. As a blogger, I realized that creative writing under so much time pressure (and someone trying to kill me) wasn't going to result in my best work. So I decided to rip out the pages from the book. I succeeded. Mostly. The original Phoonzang appeared, before he'd developed anger management issues. But he wasn't truly there, and the Dark Savant wasn't totally gone. So we had another fight on our hands. Bella and Vi Dominae joined me in a big fight, and the Dark Savant summoned a bunch of henchman to even things up a bit. The battle was nowhere near our most difficult. In the end, we kicked his cyborg butt. Oops. Sorry about that. No matter. Phoonzang said he'd help us out as we restored the universe by writing in the book. And so we got started, pouring out what we knew onto pages and watching them take on reality. We had become gods. That was cool. Except for Phoonzang critiquing our writing style. An eternity of THAT could get a little annoying. Design Notes I'm going to have a bigger set of notes in another post, since this one is ginormous already. The Al-Sedexus plotline ... with the child of one of my party-members... was a very fun little surprise. Sorry if I spoiled it for you here, but the game is like eight years' old already - the statute of limitations on spoilers has to have expired by now. But naming her after my character was a really cool and clever addition that really made things rock. The final battle against the Dark Savant wasn't overly difficult, but it was very satisfying. Battles do not NEED to be overly long, drawn-out, or challenging in order to be fun and satisfying. But the big win here for this game was this: How many RPGs end with your characters becoming GODS? Only two that I've played - this one, and Baldur's Gate II. As rewards for a job well done go, it is a little hard to top that. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 22 Feb 2009 11:35 PM CST
其實我覺得這款天空城下町才是最好玩的Webgame。 |
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Unwell Mel (Match-3 Games Can Climb Up On Charts) Posted: 22 Feb 2009 11:21 PM CST
The game looks polished, has a funny theme and has ideas worth stealing (for example: there’s no map, instead you “cure” Mel as you complete levels). Good job on the game and hopefully the game climbs even higher in the top sellers list. I hadn’t really paid too much attention to Match-3 type of games, but looks like they can still be pretty good sellers (that’s another thing worth considering for anybody who is into game making). Take a look at the Unwell Mel. |
If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Posted: 22 Feb 2009 07:39 PM CST 清冷阴霾的早晨,让人感受不到春天的暖。但它还是悄悄地来了,就在我们身边。
老东忽然闪在MSN,已经有一年多没他任何音信。其实很多老游戏人都闪了,手机、QQ、MSN统统挂掉。如同人间蒸发。听老东说,回家歇菜和转行的大有人在。现在进游戏公司,都是牛哄哄的八零后。 真不知道谁还在供养这些小爷?游戏圈本来就是些外行爆发户投资的绩优股,如今那些游戏投资人都因经济危机自身难保。那有闲篇儿顾游戏?能活就活,活不下去——死去! 最近看过一篇关于游戏文化的报道,很不错。是该好好声讨,认真品味了。暴雪十几个人就做出巨作,除了技术、创意外管理模式也是致胜法宝。大量外加工合作,以预制件模式降低研发成本,并节约时间。这就需要一套商务人马。从选择合作伙伴、谈判、机密保护到检查、合宏……个项把关到精品位,巨作自然震撼。
国内关于游戏研发分两类,集团式和作坊式。集团式开发不利于百花齐放,思想内容更容易千篇一律。加上总监独断地风格,说是开发了百款其实也就是一款。 如今大多数作坊式的开发都面临断粮倒闭。因为没人扶持,混不进大集团的计划中。加之周边合作力度薄弱,独自投入的成本无归……半吊子产品比比皆世。 无论那种模式都一直存在三大空白: 1、脚本匮乏,也是文化内容空泛。文艺作品能改编成游戏的少之又少。除了西游就是三国。老祖宗那点油被我们挎得干净,现代小说家们……汗! 2、游戏玩具周遍开发迟缓,据说是因为盗版。其实我不认可,只是没投入力度。没给孵化……中国可是玩具生产大国,能给人家造机器猫变形金刚,为什么不能给我们自己造? 3、游戏植入式广告已经开始作为增值业务重点,其实为游戏还有很多开发领域需要专业队伍来做。中创音悦WWW.11JD.NET已经开始专为游戏音效创作服务。我坚信只有专业的才能做出精品。 真没必要组建几百人的开发公司,打仗啊?能出玩家喜欢的作品就是好公司。不在人多在配合。 |
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Posted: 23 Feb 2009 11:07 AM CST |
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Posted: 22 Feb 2009 07:03 PM CST Amrick is an action-adventure platformer exclusively for the Nintendo Wii. Game Information: - ESRB Rating: Everyone 10+. Contains crude humor, comic mischief and cartoon violence.
Storyline: Amrick's hometown, Lynka, is invaded by an evil tribe called "Red Mattor," a group of vicious jaguars bent on territorial domination. It is now up to Amrick to defend his property and fight off the tribe before they become a threat to him and his entire hometown. Gameplay: Players control Amrick, a jaguar, through a series of stages, battling enemies and collecting items to progress. The game implants various platforming elements, along with exploration. To add variety and diversity, there are also missions and challenges to take on.
Stages: - Sandy Dunes
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Postmortem: Singapore-MIT GAMBIT's CarneyVale: Showtime Posted: 24 Feb 2009 11:00 AM CST
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Posted: 24 Feb 2009 03:36 PM CST 第一,大而全的系统已经走到了尽头。客户的随需应变,客户不需要庞大的吓人的应用套件。客户只想给自己喜那个用的那部分应用支付费用。第二,中国的软件开发企业,大多是20人以下。做小的不挣钱,做大的做不了,为了收入增长还勉强接大单,最后大单做不好让客户抱怨。有时候勉强做大了,人却多了,利润却薄了,做的更累,反而不合算。中国人,目前还没有能力和资源做大单大项目,但遍观中国,中国人一两个人做个小应用却是又好又快。小跑快进适合中国目前软件开发从业者现状。我们一种方法是努力提高中国软件业目前素质,然后去做大。另一种思维,就是与其艰难提升,还不如充分利用现状,找到适合现状的发展方式。任何事情都有它的两面性,就如同太极一般,我们也哲学般的认同,一个人最优秀的点就是他最弱的点。任何时候,只要你换个角度看问题,劣势就是优势。就如同现在经济危机,有人说要加强咱们中国江浙企业做品牌,有人说要转型不做低层次加工。但这都是一朝一夕不容易改进的。其实最现实的做法就是认清我们自己,直面问题,勇敢面对问题,利用我们的优点把我们的优点发挥到极致。
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Posted: 24 Feb 2009 03:33 PM CST 做企业管理软件的,看着这些年的风险投资和媒体灯光,都打在了互联网的行当上,心急啊。于是,都扎堆进去做互联网,有人做了统一消息(类似饭否,把MSN\QQ\GTALK\邮件\短信都串起来),有人做了论坛,有人做了CMS,有人做了点评,有人做了分类,有人做了SNS,有人做了网店,有人做了SaaS OA(含项目管理、任务管理、网盘、工作流、日程计划、客户通讯录)。甚至有人为了自己的WEB2.0网站火,开始转抄别人网站的内容,开始造假流量,一个好端端的程序员,不懂营销偏做营销,不懂社区运作偏来拉人气做热点做事件。
离企业管理软件最近的恐怕就是电子商务网站,而非休闲娱乐或内容运营或人气运营型的网站。
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What was once broken is made whole again Posted: 24 Feb 2009 07:44 AM CST Some of you probably noticed that the site has been down the past four or five days. I have no idea what happened - file permissions, apparently - but I managed to fix it anyway, which surprises the hell out of me. I’m like an orangutang in a china shop when it comes to this stuff. Hopefully things will keep running as normal. And check back for a new blog or two within the next few days. Peace out. |
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Posted: 24 Feb 2009 05:45 AM CST 来源: www.levelup.cn 时间:2009-2-24 编辑:风间仁
之前曾为大家报道过CAPCOM公司将于2月23日通过Xbox LIVE Marketplace公开一款新作的游戏视频的消息,这款新作就是人气动作射击游戏《失落的星球》的续作——《失落的星球2》。 2月23日《失落的星球2》的视频以“CAPCOM顶级神秘作品公布”的名称在Xbox LIVE Marketplace公开,视频中游戏的制作人竹内润、导演大黒健二纷纷发言,并展示了《失落的星球2》部分游戏画面。《失落的星球2》的游戏舞台是前作故事发生后十几年之后经过温暖化改变的EDN-3rd,这里将新增丛林等新场景,主人公也并非前作那样为一人,而是以“雪贼”们不同的视点展开故事。 游戏基本玩法与前作相同,还是第三人称视点射击,但本作将应广大玩家的要求加入多人协力挑战巨大AK的新系统。 前作《失落的星球》对应机种为PS3、X360和PC,本作虽然首先通过Xbox LIVE Marketplace公布,但是视频中并没有出现X360独占信息,因此是否将推出其他机种版本还等待CAPCOM公司的官方发表。 标签 xbox360, 失落的星球, 最新游戏, 视频相关日志
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Posted: 24 Feb 2009 09:43 PM CST 这两年来中国发生了很多事情,辽宁受到影响都很少,08年的几件事情就不提了,而持续到09年的全球金融风暴,因为辽宁不像广东那样依赖出口,影响比较小;而在最近几乎全国的干旱中,辽宁又下了很大的雪,也算暂时缓解了一点干旱。真希望辽宁的好运可以分给其他地方一些。
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Posted: 24 Feb 2009 09:31 PM CST 春晚的技术水平借奥运的东风有了很大的提高,可是内容的进步还是有限。如果是一次普通的春晚,我可以为它的进步感到欣喜,但既然是号称是“全球华人大联欢”,我只能说这个晚会不合格。春节是有数千年历史的传统民俗节日,本身就是超越朝代的,而现在的春晚局限仍然过多。某些部分的政治味道太浓了,而且有区域色彩,不但会让某些地区的“原版”中国人觉得难以接受,对于很多无党派的电视观众来说,也都或多或少感觉到难以适应。
这次晚会出现两个新星,居然可以在文化领域造成“久旱逢甘霖”的效果,可见我们的文化还没有真正回升到应有的高度,他们的一南一北,表演的节目也不同,可是共同的一点是他们都贴近民间,这是那些“无土栽培”环境培养出来的演员所不可比拟的。春晚作为综艺娱乐节目,显然算不上阳春白雪,可姿态又总不够低,内容总不够俗,某些节目那种亢奋的、假大空的风格根本就不属于中华民族,更像是前苏联的文化。我们对外国的制度尚且只是拿来做参考,对外国的某些文化却数十年的照搬,作为一个文化大国,这不能不说是一个遗憾。时间久了,甚至有人认为那是中国文化,有些T.W观众提一点意见,我觉得很客观,毕竟在很多传统文化方面香港和T.W人比我们更正宗,居然还有些大陆的人反对,甚至还有人说要T.W回归(不知道说这些话的人近、现代史怎么学的)并学习这些文化…… 在文化方面,我们需要改进的还很多。 |
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Posted: 24 Feb 2009 01:16 PM CST 整天对着企业业务说明书来编写代码,尤其大家都是开发人员知道,你即使不理解业务,你也必须得理解业务,你无法100%理解业务,你也得理解个差不多,否则你无法编写代码。经常性的这样工作,不断的理解,而且不停的换做不同的项目不同的企业业务来做,可想对企业业务的理解之快理解之深,根本不是外门道人看的外包公司不懂一点业务,这样想的人才是自欺欺人。又有人说了,外包公司做的好,是由于国外IT历史长,该吃的苦头都吃过了,所以对时间进度、对需求、对设计、对编码、对质量保证,都给予了可预见的人力、时间、费用。而中国呢,根本不理解开发软件还要这么多过程,我告诉你我要这个这个,你明天能不能拿出来,都是这个程度。如果外包公司面对中国客户,那岂不是措手不及?对,这是外包公司的一个大问题,但这个问题,国内企业管理软件厂商也同样面对。国内客户一天三变,扯皮,项目背后实质上权力争斗,给外包工作做项目带来了很大的困扰。这就是国内制造业宁可少挣点钱也要和国外做生意的原因,国内过程成本太高,剪不断理还乱,做国外客户省心,好好做事拿钱走人,心里干净爽快。所以,很类似,不少人从政府从国企出来到私企工作,就是不如私企
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Posted: 24 Feb 2009 03:53 AM CST Posted by: Mike Stedman at February 23, 2009 11:20:00 AM 翻译: Xw.Y 2009.2.24 欢迎阅读GameDev日报周一版,我正在用非常不靠谱的无线网络写日报,所以请你们阅读时不要站在大楼地下,或者打手机,或者用微波炉。 第一条新闻是老生常谈的法律问题,在加利福尼亚,暴力游戏再次变成非法制品。这一定又给了那些家长们,或者像Caligula那样的政客又要来教育我们,说我们行业多么毒害大众,比……呃……电视的毒害更大。 亲爱的Ironclad,Sins of a Solar Empire,曾获得令人尊敬的2008年“最佳游戏命名”奖,又出了一部资料片。看起来挺好,但是我真的不想在六个小时的游戏时间内一直“寻找着敌人的最后一个单位”。你们玩过的话就会知道我指的是什么。 独立游戏的新闻有,你们都应该知道我喜欢TIGSource的比赛,他们昨天刚刚开始了一项新的竞赛——Cockpit Compo。你有几个礼拜的时间来写一个驾驶舱的模拟器。Pacman Physics也得到了不错的报道,另外,没有任何理由不去花费10美元玩一下Braid。说起到Braid,你知道它(还有粘粘世界)得到了一个AIAS奖么?真的。 今天结束前,看一下Introversion酷酷的扩展现实技术Defcon原型。后核武器世界能过很轻易的展示给你的朋友和家人了。 |
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Posted: 24 Feb 2009 06:49 PM CST |
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Posted: 24 Feb 2009 06:32 AM CST 胡康河谷由达罗盆地和新平洋盆地组成 ==,可能我错了 按你的意见来吧 |
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Posted: 24 Feb 2009 03:59 AM CST 最近的日子过的就这样,平平凡凡还是平平凡凡。我自己呢,也还是这个样,生活方面一直保持完美的堕落状态。 吃完的东西堆满我的桌子,不洗脚就上床睡觉,晚上半途会爬起来搞点东西,白天有时候想睡觉,这就象一系列的综合症伴随着我。现在就是鼓起勇气想改正种种的缺点都难。 事情总是你想有多少就有多少,你不想有多少就没有多少,如此的随意普通,没有多少思考方向的挑战性。当然了,你可以激起一层热浪将简单的事情复杂化,然后完美的展示它,对大家炫耀一番,然后说,这就是完美的GOUXXX。 你也可以默默无闻,索然无味的完成你要做的事情…… 做策划就是这么的随意,这就是我很早之前所理想的生活,糜烂发臭的生活……当然了,我竟然会每天洗澡,不是睡觉前,而是起床之后。因为回到家的时候,我就会很忙,忙到不能自理倒床就睡。醒来之后,没有明确目的,唯一明确的是我要洗澡。 女朋友回去找工作了,做她的事情了,我觉得这样很好,因为她不会和我一起堕落,我也不会因此有责任感也不会因为这个责任感然后去压迫她,让她觉得不爽。 而我呢,爽与不爽已经不是我所追求的了,我似乎对感情没有太多的奢望,而是对于自己的理想有着一定的奢望。 每隔一月的挖墙角事件偶尔还会在我这里发生着,UBI,曾经一个我所理想的公司,一个猎头向我说起了这样一件事情,薪水不错,公司我挺喜欢,但是呢,我却害怕再次进入陌生的环境,离开这里熟悉的板凳和桌子。 其实一直以来我所理想的是进入暴雪,做世界顶级的游戏,即便是小角色也无所谓,至少我完成了进入这个行业最大的愿望。 而这个愿望至今却是渺小的,我不会太理想化,人,还是得实际点吧。 周围的人似乎都忙着结婚,我则在想,结婚,对于我来说哪一年呀? 周围的人说我价值观有问题,我价值观确实有问题吗?我只是为了多睡点觉,每天打车到公司,然后呢,依然还会迟到,我觉得钱多无所谓让公司扣么?不是的……因为我确实不在乎钱。钱对于我来说,足够生活即可。 而如果我真在乎钱,那是多少呢?我觉得多少都不够。最近的打算是月入2W以上,虽然有过机会可以接近这个数值。 但是我追求的是这个数值吗?不是的,我追求的东西其实很渺茫,但是我无所谓。现在好像还很年轻呢……! 我的相关日志:
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Posted: 23 Feb 2009 04:54 PM CST 撒旦(Satan),圣经中的恶魔(或称魔鬼撒旦),反叛耶和华的堕落天使(Fallen Angels)。他曾经是上帝座前的六翼天使,负责在人间放置诱惑,后来他堕落成为魔鬼,被看作与光明力量相对的邪恶、黑暗之源。 希伯来文的本意为“敌对者”(Adversary),在某些宗教信仰的经典里都曾被提及。另一说法认为撒旦就是堕天使路西法。的宗教解释:一般被大家称为“撒旦”的人选有四: 1.“晨星”路西法(Lucifer) 2.“古蛇”萨麦尔(Samael) 3.地狱六君王 4.撒旦叶 萨麦尔是谁?也许有人会这样问,同时,“古蛇”不是也是路西法吗? 答案是否定的。 在谈路西法或萨麦尔之前,有必要在天界的历史线点出很重要的一点──那就是天堂中,出现过两次类似的叛变: 第一次,是在神造世界之时,亚当和夏娃诞生于伊甸园。 第二次,则是神子耶稣于天上诞生前,大可说是约近代“西元”的零年。 Satan:撒旦,堕落之王。圣经中没有明指撒旦就是路西法(LUCIFER)。圣经上的记载是说撒旦原先为天使中最高位的大天使长,后来率领天界三分之一的天使叛变,“不幸”战败,被打入永劫的无底洞Abyss中,其他所有跟随他的天使则都蜕变成丑恶的形象。据说只有Lucifer仍然保有天使光辉的六翼形象,但是圣经中并没有明显的记载指Satan就是Lucifer,在启示录第十二章 (The Book of Revelation Chapter 12) 中叙述了Satan与天界的战争,但是并没有提及Lucifer这个名字。后来种种纷争和混淆的说法,多半是与后代的文学创作者有关(如《失乐园》)。 然而一般对天使学只懂皮毛的人,被后世文学创作的误解,都认为路西法是撒旦,是他蛊惑了夏娃、是他被唤为“古蛇”、是他不臣服于耶稣之前、是他带走了天堂三分之一的天使──但是,不觉得奇怪吗?路西法一个人,反叛了两次,而且是于完全不同的时间点?至于真实的解析至今没有真确的定义。 萨麦尔(Samael) 第一名反叛的天使,是於神造世界之初的大天使萨麦尔(Sammael);纪载中也有他是「拥有十二枚羽翼的光辉使者」的流传(普及采信炽天使阶级为三对,亦是六片羽翼。也有不同的记载说,高阶天使等乃拥有上百片羽翼;本篇不采信此说法),但萨麦尔是否真拥有十二片羽翼则不可考——他是被天所「禁名」的天使,所有资料也都同时被封锁,只能留得后人去抽丝剥茧和猜测。 是「萨麦尔」不肯跪拜於亚当之前,并说出:「凭何要我这圣火所生的天使,跪拜一个尘沙造出的身躯。」之叛逆之言。 是「萨麦尔」被夺去了名号,而成为唯唤「古蛇(The Serpent)」的「禁名天使」。 是「萨迈尔」后以蛇的样貌潜入伊甸园,蛊惑了夏娃。 是「萨麦尔」被斥责为「最恶的」——「撒旦」。 於后,萨麦尔便不知所踪。 路西法(Lucifer) 第二名反叛的天使,于是两千多年前,耶稣降生前夕,不肯跪拜耶稣的路西法(Lucifer)。 是“路西法”引发了著名的天使大战(War of Heavens)。 是“路西法”带走了全天堂三分之一的天使。 是“路西法”被打落了象征“天使之狱”的地狱。 是“路西法”被耶稣夺走了晨星之名。 纵然是在堕落之后,路西法仍然有著“智者”之名。 路西法不是“撒旦”,被称为“撒旦”的是萨麦尔。 地狱六君王 那地狱六君王呢? 有些人认为「撒旦」之名指的并非是任何一个人,而是由路西法等共同治理地狱的六人所拥有。「撒旦」是一个地狱的职权象徵,而这六人中每一个人都可以被称为「撒旦」。 虽然这样认为的朋友,比一般错认路西法为撒旦的好了些,但是这观念同样从「路西法是最大的叛逆者」的错误关念衍生而来,也同样忘了古蛇萨麦尔才是第一个叛逆的天使。 撒旦叶 撒旦叶大概是有史以来最大的误解,和最大的笑话。 先看所有大天使的名字,多以「-iel」的音结尾,象徵是绝对光下的首席天君。路西斐尔(Lucifiel)被打落后名号全失,「-iel」音被夺取,变成了路西法(Lucifer),所以,「撒旦(Satan)」被打落之前,是不是应该是把这个尾音加回去? Satan -iel (-il) = Sataniel 或 Satanil 撒旦叶。总结:萨麦尔才是撒旦。路西法则是最大的受害者。 Satan与Lucifer的误解: 翻译出版1611年King James版圣经的50多位学者,还是借用该词来代替 Canaanite (巴勒斯坦一带) 神话的 "Helal" son of "Shahar"("Dawn")于以下的 一段, Isaiah 14:12 How art thou fallen from heaven, O Lucifer, son of the morning! how art thou cut down to the ground, which didst weaken the nations! 实际上这段是拿来骂politically (巴比伦之王) 至于是否又可推而广之于一般的 `邪恶', `邪恶之王'....就看 `权威' 们对圣经的 `郢书燕说' 了,这用法是如此的普遍,以至当 Milton(米尔顿)写《失乐园》时, 很自然地用了Lucifer。 再次说明,《失乐园》中有一大部的 情节乃Milton(米尔顿)个人的文学创作,不能视为圣经的 "解译本",详读两者便能清处地查觉。当今通俗的"恶魔学" 乃是将两者混淆的产物,只是实在无以做为论点的依据。 有时我们必须分清楚:何者取自圣、 何者取自基督教前(异教)文化。 堕天使的由来Lucifer的叛变: 《以赛亚书》第十四章写到: “明亮之星,早晨之子啊,你为何从天上坠落,你这攻陷列国的,为何被砍倒在地。你心里曾说,我要升到天上,我要高举我的宝座在神的众星之上,我要坐在聚会的山上,在北方的极处,我要升到高云之上,我要与至上者同等。然而你必坠落阴间,到坑中极深之处。” 路西法在身为六翼炽天使长的时候名为“路西斐尔(Lucifiel)”。 在基督教传承中,路西斐尔曾被允许陪侍于神的右侧,是深受信赖的天使。他光辉耀眼,拥有凌驾周围天使的美与勇气,还拥有六对羽翼。 曾在一个美国人所著的《圣经释义》中看到另一种说法:路西华之所以成为堕天使,不是他企图比神更强,而是神害怕他比自己更强;因此将他打下地狱,以绝后患!…… 而但丁的《神曲》、米尔顿(John Milton)的《失乐园》,都是说路西弗因为拒绝向圣子基督臣服,率天众三分之一的天使于天界北境举起反旗。经过三天的天界剧战,路西弗的叛军终于被基督击溃,在浑沌中坠落了九个晨昏才落到地狱。此后神创造了新天地和人类,路西弗为了复仇兼夺取新天地,乃化为蛇潜入伊甸园,引诱夏娃(Eve)食用了禁断的知识之树的果实,再利用她引诱亚当(Adam)也犯下了这违抗神令的罪。于是路西弗如愿使神的新受造物一同堕落,而且为诸魔神们开启了通往这新世界的大门,自此罪、病、死终于遍布地面。(这些明显都是利用圣经中对撒旦的暧昧的叙述再加以合理化之后套上Lucifel的姓名。) 另有一说路西弗是古罗马的神,形像是一持火炬的神。最早把路西弗弄成魔鬼坠落前的名字,据说是早于中世纪的早期的教父。这用法是如此的普遍,使至当米尔顿写《失乐园》时,很自然地用了路西弗。真正的"拂晓明星"路西弗,应该是中东民间神话的衍生传说。在迦南、埃及和波斯都有类似的传说。迦南人认为拂晓的明星是唤为Shalem的神祗,黄昏的明星是唤为Shahem的神祗,因为妒忌荣光远胜的太阳神,Shahem发动叛变,而以惨败告终,并从天上被扔了下来。比较离谱的传说,还有路西弗的兄弟是米迦勒甚或基督的说法。
我的相关日志:
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Posted: 24 Feb 2009 03:04 AM CST 文章原作者:天之虹
如何营造游戏的打击感 最近这段时间一直浸淫在Basara2、战国无双2帝国、.HackGU、王国之心2等游戏的爽快打击感中,慢慢对游戏的打击感作出了一些总结,本文主要对如何营造游戏的打击感进行分析,对构成游戏打击感的要素逐一列举说明。 1.打与被打的关系 一般只有当游戏中构成了打与被打的关系,才能构成我们所说的打击感。没有了打击的对象,想象我们在对空气划拳划脚,而无声无息——如果带来很强风声,其实我们可以说击打对象是空气,那还能带来些许的打击感——那样实际上我们会觉得很无奈和烦恼,那丝毫不能带给我们一点打击的感觉——因此对于带有动作性的游戏,“击空”往往是我们所不想体会到的游戏体验,为了这个体验我们往往都会对着对象穷追不舍,直到“击中”——没有“击空”为止。 2.动作的节奏和动作的流畅度 平均的动作节奏只能带来拖沓感和枯燥感,在适时快、适时慢,时急时缓甚至带有残像的动作则能带给我们一种真实而有力的动作感觉,而这种良好的动作感觉能给游戏的打击感加分。从.HackGU的战斗技能中可见一斑,主角的双手剑的技能都是分开几段攻击的,而每段的快慢缓急都清晰的区分起来,产生很好的动作打击感。 动作的流畅度也能对打击感带来加分,这里所说的流畅度不单单指一气呵成、干净利落的动作,还包含“击中”的保持。如果游戏很难击中,在“击空”时很容易把积累的打击感突然减弱不少,而不保留在原地,而是穷追不舍、追击追打的动作则能让击打方和受击方有一个不断“击中”不断打击的感觉,为打击感的积累保持提供帮助。 3.打击的光效和打击的声效 打击的光效又分为武器光效和受击光效。 武器光效主要是指刀光剑影等武器击打过程中带来的空气摩擦的视觉夸张化,而这种视觉的夸张化能对打击的力度和狠度带来加强。想象这么三个情景: a.你拿着刀劈下去,没任何光效 b.你拿着刀以同样的速度劈下去,刀划过一道紫光 c.你拿着刀以同样的速度劈下去,刀经过的地方留下一道紫光,刀刃上剧烈的流窜着强烈的电流 显然第三种能带来更加强烈的打击的力度和狠度,让击打方在攻击的过程中不知不觉自己也兴奋起来、更投入、更嗜血——或者说更热血。 受击光效主要是指受击方在武器击中的一刻所带来的被击的视觉效果,那或者是一道血痕,或者是如漫画般的一个拉伸的星状形状,或者是长剑刺穿身体所带来的一个残影和剑气。受击光效在制作的时候一来要注意的是视觉形状的把握,而最重要的是受击光效和打击、受击动作的准确配合。可以想象,一拳打在沙包上,然后才出现光效,或者出现了光效,然后才一拳打在沙包上,这样的体验都是很差的。 只有当拳头碰到沙包的一刹那,光效和声效同时出现,这样的打击感才是最到位和最良好的。 正如前面所说,打击的声效要注意卡位,声音的产生是由于震动而引起的,对于打击的过程来说是因为击打方和受击方的碰撞,因此打击声效是否放准位置,带来的打击体验是完全不同的。而另一方面,打击的声效要注意准确的选材,敲打钢板带来声效如果放入一个击打枕头的声效替代,那就完全让人迷惑了。打击的声效需要根据怪物的体积和受击部位的质感、武器的体积和总量而有所区分。 举个例子,击中皮肉和击中盔甲的声效显然不同,砍中庞然大物和砍中差不多身形的怪物的声效显然不同,轻巧长细的日本刀和钝重无比的双手大剑的打击声效显然不同。 4.硬直和击飞 硬直,指的是击打方由于武器重量所带来的惯性或过度攻击而带来的疲劳所造成的短暂停顿,以及受击方因为过度受击与连续被击所造成的无法还手的短暂停顿。硬直的加入能对动作和打击的真实感带来加成,对于注重武器种类、注重操作的游戏能带来打击感的加成。 击飞,指的是受击方被重度突然击打下,沿着受击方向飞开。例如泰坦之旅的击飞就做得很明显和出色,骷髅在强烈的打击下破碎、击飞。怪物的击飞能带来打击的爽快感,当然这个也因为题材的不同而需要作出不同的表现上的改变。 5.武器的重量感和怪物的重量感 不同的武器具备不同的重量,例如匕首的重量轻于长刀的重量,而长刀的重量轻于双手大剑的重量。武器越重,由于其惯性越大,其伤害也越大,然而也因为其惯性越大,其硬直时间也越长,攻击也越慢。根据武器不同的体积和重量,使其攻击伤害、攻击速度和硬直时间也有所不同,这样能带来不同武器的与众不同的打击感。 不同的怪物也具备不同的重量,例如人熊和兔子的重量就显然相差很大。怪物的重量同理带来其惯性的大小,由于惯性,越重的怪物其状态越难被外力改变,越轻的怪物其状态越容易被外力改变。因而,怪物的受击浮空程度、击飞程度、被连击程度、击打被反弹的几率根据其重量不同而有很大的区别。如果怪物把重量感引入,并且对这四种程度作出区别,这样能带来不同的怪物的与众不同的打击感。 6.打击的阻力感和打击的顺畅感 怪物由于身形体积不同,皮肤质感不同,其耐击程度和皮肤的硬度都完全不同,想象一下兔子、穿山甲和龟的表壳的耐刺穿程度。根据怪物的身形体积和皮肤质感的不同,而作出不同的打击阻力感,能加强游戏中打击的真实感。以.HackGU为例,后期的大型怪物都会有一层硬甲,在破坏硬甲之前,打击的阻力感很强,而在破坏硬甲之后,打击的阻力感削弱不少,而变得爽快。试想一下,刚经历完很强的打击阻力感,然后经历切菜般爽快的打击,这一抑一放的过程,就是强力打击感的来源。 打击的顺畅感,这里指的是比一般的顺畅来得更顺畅一点——乃至破坏、破碎、毁坏。想象你在全力击打一个机器敌人,到最后一下结束的时候来了个重击或者必杀一击,然而机体只是完好无缺的倒到地上,而后消失,这样的爽快感和打击感一定很弱;换个情景想象一下,当最后一击结束的一刹那,机体爆开,部件和碎片四散击开,配合音效和爆炸感,最后这下的打击感一定很爽快。以前面提到的泰坦之旅为例,玩过的人一定对其骷髅印象深刻,一下下重击,骷髅破碎飞开,十分爽快。 7.击打的氛围和场景的氛围 击打的氛围主要是指击打过程中游戏客户端所营造的一直视觉氛围,在这里我举几个例子来说明。 比方说无双系列,在释放无双的时候,游戏画面铺上一层蒙板,以放射状的光效来表现一种聚焦的感觉,以一个大的奥义文字光效来突发气势,在无双攻击的过程中配以华丽的攻击光效; 另一个例子是.HackGU,在其使用技能的时候,其击打气氛的华丽以及人物特殊的处理形式,对打击感带来很好的渲染,如下图所示: ![]() ![]() 场景的氛围主要是指除了击打方和受击方以外整个场景和其他生物所带来的一种整体环境的气氛渲染。比如说《战神》中的场景,四处弥漫着战火,近景处火箭、塌石、裂缝、火球,远景处身形庞大的巨人在四处破坏和摧毁城市,NPC在和怪物厮杀,与玩家并肩作战,远景与近景配合着渲染出整个战斗的气氛,增强玩家在游戏中的打击感。 8.武器的不同攻击形式和攻击判定范围 刺、划、挑、劈、架、锤、撞、砍,不同的武器有着各种不同的攻击形式,钝器和锐器的攻击形式显然是不同的,轻兵器和重兵器的攻击形式显然是不同的,近战武器和远程武器的攻击形式也是显然不同的。让不同武器的攻击形式不同,并且让其有特色的不同,这样能让武器的打击动作更加真实和可信,让武器的打击感更好。 不同的武器有着不同的攻击判定范围,从合理性和平衡性上来说,一般越轻越短的武器攻击判定范围越小,如短刀、匕首,而越重越长的武器攻击判定范围越大,如大剑、长枪、双刃矛。让不同的武器拥有合适并且合理的攻击判定范围,配合其攻击速度和杀伤威力作平衡,这样能让不同武器具有与众不同的打击感。 在这两点上,怪物猎人系列是做得十分出色的。 9.Hit数的奖励和伤害数字的累积 Hit数,也称作连击数,连击数到达一定数目后给出一定的奖励,随着连击数的进一步增加,奖励越来越丰厚,这样能引起玩家的接连不断的打击欲望,能带来玩家杀得眼红、穷追不舍的感觉,配合攻击氛围的帮助,能成为玩家不断追杀的动机,从而带来更大的爽快感。对于这一点,从Basara2的Hit数对金钱的奖励中可见一斑。 攻击所带来的伤害数字,一般的方式是直接在敌人头上冒,然而如果在一个固定的地方——比方说右上角——有一个累积的伤害数字,这个累积数字配合光效的视觉效果,能带来击打过程中的视觉刺激,而这种视觉刺激,也能对打击感和爽快感带来不少帮助。 10.硬件设施——手柄和音响 无疑,这两者只能作为打击感的一项增强措施,而不能完全依赖作为打击感的主要构成。 手柄,尤其是震动手柄,在合适的时候震动,震动的力度和时间恰到好处,能对以上提到的9点中的其中几点带来点睛的作用。比方说在表现阻力感和重量感的时候、在表现破坏和毁坏的时候、在表现击飞和硬直的时候、在表现武器的不同攻击形式的时候,加入适当的震动能加强这些的表现力。 音响,尤其是立体影响,能增强攻击氛围和环境氛围一点中所提到的击打的气氛,也能增强打击过程中的声效所表现的打击感,让玩家犹如身临其中,感受着前后左右上下而来的击打声。 11.操作感和操作简易度的平衡 这点与其说是一个增强打击感的点,不如说是一个作为打击感设计的主体方向。 操作感真实而复杂的游戏,往往对操作的要求都比较高,比方说波斯王子、战神、怪物猎人、鬼泣,这种的打击感往往是来源于一种操作流畅、击打方式多样、武器有着各种形式的击打感等的基础上的; 而对于操作简易的游戏,比如说无双、Basara、.HackGU,这种的打击感往往在于一种杀得眼红、击打爽快、光效、声效、动作力度节奏巧妙配合的基础上的; 当然并不是说这两者不能完全并存,然而两者之间只要仔细斟酌一下就能发现,其实互相存在着一定的削弱作用。笔者建议以一种方向为主体设计,而另一种的因素为辅助烘托和增强手段,这样才能把打击感做得更好。 最后列举一些打击感做得比较好的游戏以作参考: 无双系列、Basara系列、.HackGU、战神、王国之心系列、波斯王子系列、怪物猎人系列、鬼泣系列、恶魔城系列、鬼武者系列、泰坦之旅 |
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Posted: 24 Feb 2009 03:51 AM CST 让野人山的怪会给玩家加中毒BUFF,这个也是跟你讲过的,当初说玩家进地图就持续掉血,但技术上不好实现,然后就改成怪的攻击带技能的方式,我尽心尽力的做,现在都快做出来了,你说别做了,就不说这样一来,表现不出野人山环境险恶,九死一生的那中感觉,最光说工作时间,这好几个小时的时间就这样浪费了 |
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Posted: 24 Feb 2009 02:30 AM CST Continuing on from my attempts to devise a hypothetical underpinning for Flow, I now present the equivalent speculations for Temperament Theory. Roots This post will mean nothing to you unless you are familiar with either Temperament Theory or Myers-Briggs Typology. This post builds upon various previous pieces posted here, including:
This isn’t the first time I have attempted to tie Temperament Theory to neurology. If you are pretty clued up on the subject, you can read my amusing first attempt at speculating in this area, based solely on my understanding of the functions of digital neural networks. Disclaimer The idea that people type perfectly into fixed patterns is not something most psychologists who work with Temperament Theory uphold. Rather, we all express these different patterns at different times, and to different degrees. But we can usually pick out a greater influence of one or more patterns over the others in the case of individuals. In this piece, I suggest that these behavioural patterns can be linked to a neurobiological substructure. Rational (NT) The Rational temperament is the easiest of the four behavioural patterns to link to neurobiology, since it is relatively clear that the elements of this pattern – precise abstract thinking, interest in efficient operations, pragmatism, focus on structure, problem solving – correlate with the actions of the decision centre of the brain (the orbito-frontal cortex), at least as a hypothetical assertion. Since it now seems that areas of the brain vary in size according to the degree that they are used, it should be possible to test this claim by comparing the size of the orbito-frontal cortex in those who type as NT/Rational, to those who type weakly in this area. Guardian (SJ) Again, this one is not too difficult to speculate at the neurological level. The Guardian pattern is associated with organisations and logistics, the maintenance of procedures and systems, duty and trust, and goal-orientation. This strongly suggests a neural system linking the association areas (hippocampus) with the pleasure centre (nucleus accumbens). Indeed, the Judging axis of Myers-Briggs (which is an aspect of the Guardian pattern), which is associated with goal-orientation seems to strongly correlate with increased reward (increased release of dopamine) from the pleasure centre. The affiliative aspect of the Guardian pattern (belonging to organisations and identities) presumably relates to the social centre (hypothalamus), but again, linked to memory via the association areas. In other words: your memory tells you who and what to trust (based on your prior experience), and your hypothalamus thus generates trust and a sense of safety (belonging) when you are with those people you identify with. Thus in the Guardian pattern established norms (learned by the association areas) create goals involving the maintenance of systems and execution of logistics, and these goals release dopamine, thus reinforcing those behaviours. Artisan (SP) Here, I have to take something more of an intuitive leap, but I believe the Artisan pattern can be understood in part through the mechanics of Flow I described last week. Since the Artisan pattern is process-oriented (expressed by the Perceiving axis in Myers Briggs, which becomes subsumed in the Artisan pattern in Temperament Theory), it seems reasonable to suppose that this behavioural pattern relates to the steady release of dopamine in the pursuit of uncertain outcome in preference to the pursuit of the goal itself. In other words: for people in whom the Artisan pattern is more strongly expressed than Guardian, taking actions is marginally more compelling than achieving goals. Perhaps it will transpire that the differential between the dopamine released during the pursuit of uncertain goals and the dopamine released on achieving a goal is less pronounced in the Artisan pattern than in the Guardian pattern. The pattern itself is associated with the desire to have an impact through freedom of action, a concrete pragmatism, spontaneous creativity, hedonism, impulsiveness and sometimes compulsiveness. A weaker relationship between association areas and the pleasure centre, coupled with an increased influence of the sensory cortices (with their associated power to release dopamine via curiosity) may be a factor here. Artisan is rendered as SP (Sensing-Perceiving bias) in Myers-Briggs terminology, but note that unlike the other Sensing pattern (Guardian, which is SJ – Sensing-Judging bias) there is no obvious role for the hypothalamus here. The Artisan pattern thus veers towards independent behaviour, in common with the Rational pattern (thus suggesting the basis of their common link, a focus on the pragmatic over the affiliative). Idealist (NF) Finally, the Idealist pattern is associated with abstract language use (in common with the Rational temperament), a search for meaning and significance, and a focus on motivations, with an emphasis on empathy and unity. Sharing in common with the Guardian pattern the affiliative bias, it is likely that the social centre (hypothalamus) plays a role in this pattern, but whereas for Guardian I suggested a link between this brain region and memory (i.e. with the association areas), for Idealist this doesn’t seem to be the case. An Idealist is likely to feel a sense of unity with almost any person, which may reflect the role of the hypothalamus when it is involved in rather different neural connections. It is difficult not to suggest the mirror neurons as an element in empathy, and the parietal lobe has been linked with both mirror neurons and empathy, suggesting its involvement with this pattern. A likely additional element is the fusiform gyrus, a part of the temporal lobe about which there is still some dispute, but which has been linked to both language skills and abstraction (as well as face and body recognition and the processing of colour information). Informally, I have observed a greater interest in colour among people who express Idealist, which might serve as an additional supporting factor, however tenuous at this point. Summary of Components Modern Temperament Theory works on the basis of three axes of comparison: abstract versus concrete language skills, affiliative versus pragmatic actions, and structure versus motive focus. Each of the four Temperament patterns is distinguished by these three axes, even though in principle only two would be required to generate four patterns. Based upon my hypothesis above, the following links between these axes of distinction and various areas of the brain would be suggested:
Of course, some of these correlations begin to look somewhat forced if the hypothetical mechanisms can be validated, but this was always likely to be the case in such a coarse-grained system. This in turn allows us to suggest the equivalent substitutions for the Myers-Briggs axes as follows:
Notice how the correlations for the Myers-Briggs axis have little in common with the axes of comparison in modern Temperament Theory, reflecting the different assumptions behind both systems. Conclusion According to the hypothesis presented here, the following components represent the underlying elements of the neurobiological systems which in turn generate common recurrent patterns of observable behaviour reported by both Myers-Briggs typology and modern Temperament Theory:
As a game designer and not a neurological researcher, I am not in a position to investigate this further, but a research team consisting of both psychologists and neurobiologists should be able to investigate these claims, should anyone be sufficiently motivated to do so. That just about does it for the speculative neurobiology for now. I'll try and get some specific games-related pieces onto ihobo in the near future. |
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Posted: 24 Feb 2009 03:06 AM CST AMD Tessellation SDK 公開下載了, 目前韓國即將推出的遊戲C9有支援AMD Tessellation. 有興趣的人可以到這裡下載. |
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Posted: 23 Feb 2009 11:39 PM CST 第四个选项,It is written到底要怎么理解啊?是“命中注定”还是“这是虚构的”?
命中注定的话,就和“他走狗屎运”那个太近似了。
太应景太应景了,就在奥斯卡颁奖当天晚上看Slumdog Millionaire。
有点《上帝之城》的感觉,看到了很多印度的真实面。但么有特别令人激动的地方吧。
最惊人的是那个丐帮毒害小孩子的剧情,毒害之前,必须要你会唱动听的歌……
在三亚度假的时候,在宾馆看过另外一个反映印度的电影,也不错,名叫《Outsourcing》,讲印度外包公司的,反映了不少印度阶层差异和文化冲突的因子。 ![]() ![]() |
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Posted: 24 Feb 2009 01:32 AM CST |
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Posted: 23 Feb 2009 10:50 PM CST |
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Posted: 25 Feb 2009 04:37 AM PST 从我们自打有行为能力开始,我就开始了游戏,从小玩到大,直到现在,我们仍然继续的游戏。我们游戏的形式在不断变化,从玩具到体育乃至自己的白日梦,都是游戏,到底是什么驱动了我们去做这些事情呢? 从美学的角度看游戏 自18世纪末康德开始思考关于游戏的理论问题以来,西方思想界关于游戏的理论探索一直延绵不断。以主张艺术游戏论著称的西方理论家主要有康德、席勒、斯宾塞、朗格、谷鲁斯、弗洛伊德、胡伊青加(赫伊津哈)、伽达默尔、利科和德里达等人。这些理论家所提出来的游戏论主要有以下五种:一、自由论;二、和谐论;三、虚拟论;四、融合论;五、内在目的(与内在手段)论。历史上的各种艺术游戏论都有一定的合理性而又不尽合理,大致如下: 一、康德的自由论游戏论 康德的基本游戏观是自由论,即将游戏看作是与被迫的劳动相对立的自由活动。至于游戏之所以自由的原因,康德的解释主要是:在内在目的的活动中,主体不必受外在事物的限制,因而是自由的。游戏正是因目的的内在性而自由的活动(而劳动则是因目的的外在性而不自由的活动)。2)由此,在自由的原因的层面上,我们也可以将康德的游戏论称为“内在目的”论或“自为”论(如果将活动的内在目的性界定为“自为”的话)。关于游戏之所以自由的原因,除“自为”论外,康德实际上还有不怎么明确的“内在手段”论或“无待”3)论(如果将活动的内在手段性界定为“无待”的话)的思想:在内在手段的活动中,主体不必依赖于外在事物,因而是自由的。游戏正是因手段的内在性而(在手段方面)自由的活动。康德眼中的游戏实际上有广义与狭义之分:广义的游戏泛指一切内在目的的活动;狭义的游戏仅指以情感体验为内在目的的活动。其中,狭义的游戏又分为两种:“快适的游戏”是以快感体验为目的的无形式的游戏;“美的游戏”则是以美感体验为目的的有形式的游戏。在康德看来:有形式的事物高于无形式的事物,美感高于快感;因而,“美的游戏”高于“快适的游戏”。总之,康德的游戏论可以说是以内在目的论(和内在手段论)为自由的原因论的自由论。 二、席勒的和谐论游戏论 与康德一样,席勒的基本游戏观也是自由论。根据生命体的构成的不同,席勒将生命体的游戏分为两种:一种是无理性的(感性)生物的“自然的游戏”;一种是兼具感性与理性的人的“审美的游戏”。席勒关于“自然的游戏”的观点可以表述为:“自然的游戏”是“无理性的生物”在不受物质“需求的压迫”的意义上具有一定自由性(但又不完全自由)的活动。由此,我们可以将席勒关于“自然的游戏”的学说概括为“生命力的自我表现”说与“有限自由论”。席勒关于“审美的游戏”的观点可以表述为:“审美的游戏”是兼具感性与理性的人以内在和谐的方式进行的具有“审美自由(因和谐而来的完全自由)”的活动。由此,我们可以将席勒关于“审美的游戏”的学说概括为“和谐”说与“审美自由或完全自由”论。席勒所说的“审美的游戏”实际上是指他心目中的人的理想或本真的存在状态——感性与理性的和谐统一状态,而不是通常意义上的游戏。但在席勒眼里:“审美的游戏”才是真正的人的游戏;因而,他所着重探讨的也就是这种游戏。有必要指出的是:席勒的两种自由理论缺乏统一性,而他的“审美的游戏”概念则具有相当程度的形而上学性;因此,他的游戏理论也是不够完善的。 三、弗洛伊德的虚拟论游戏论 与康德不同的是,弗洛伊德认为:游戏的对立面不是谋求外物的劳动,而是人谋求并利用外物以满足自身愿望的整个现实活动。在弗洛伊德看来:游戏与现实活动在最终目的上是一致的,两者的不同只是达到目的的手段或方式上的,即:一为现实的,一为虚拟的或想象的。由此,弗洛伊德的游戏观可以表述为:游戏是人借助想象来满足自身愿望的虚拟活动。这就是弗洛伊德的“虚拟”论游戏论。 四、胡伊青加的内在目的(与内在手段)论的游戏论 自由论的游戏论实际上已经内含着作为自由之原因论的内在目的论和内在手段论。此外,由于目的论和手段论是人们看待生命活动的常用视角,所以,在游戏论中,相对独立的目的论和手段论也为数不少。胡伊青加的游戏论就是这种类型的游戏论。 胡伊青加主张用特征描述的方式来把握游戏。按照他的描述,游戏的主要特征有:
总结上述游戏特征,胡伊青加给游戏下了一个描述现象学式的定义:游戏是一种自愿的活动或消遣,这种活动或消遣是在某一固定的时空范围内进行的;其规则是游戏者自由接受的,但又有绝对的约束力;游戏以自身为目的而又伴有一种紧张、愉快的情感以及它不同于日常生活的意识。在上述定义中,胡伊青加从活动的目的、规则、时空特征及主体感受和态度等方面对游戏的性质作了较为全面的说明。然而,这种特征描述式的定义,其逻辑性是不强的。如果对胡伊青加所描述的各种游戏特征之间的关系加以清理的话,那么,我们就可以将胡伊青加关于游戏的特征描述式定义转换为更具逻辑性的科学式定义,那就是:游戏是活动者以活动自身为内在目的的非实利性的虚拟活动。这就是胡伊青加的一般游戏论。 胡伊青加心目中实际上有广狭不等的几个层次的游戏概念——一般游戏、群体游戏和竞争游戏。胡伊青加关注的主要是具有社会意义的群体游戏,尤其是其中具有竞争性的竞争游戏。因为:在他看来,与人类文化的起源和发展有关的游戏性质主要是竞争性。以一般游戏概念为基础,我们可以将胡伊青加心目中的群体游戏和竞争游戏概念分别表达为:群体游戏是某个群体在特定的休闲时空中按特定的规则进行的社会性游戏;竞争游戏是参与者的目的在于满足追求优越及其他相关心理需求的具有竞争性的群体游戏。由此,胡伊青加的一般游戏论可以说是目的上的内在目的论、功能上的非实利论以及存在方式上的虚拟论;而他的集体游戏论和竞争游戏论则分别是一般游戏论基础上的特定规则论和集体游戏论基础上的竞优争胜目的论。在胡伊青加所描述的游戏的各种性质中,活动目的的内在性是最为根本的。抓住这一根本性质,我们可以对胡伊青加的游戏观作一个最精要的概括,那就是:游戏是以活动自身为内在目的的活动。由此,我们也可以将胡伊青加的游戏论简称为内在目的论。由于这种内在目的论实际上隐含着以活动本身为手段的内在手段论,因而,我们也可以称之为内在目的与内在手段的统一论。 五、伽达默尔的融合论游戏论 与席勒一样,伽达默尔所说的游戏也有通常意义上的和特定意义上的两种。关于通常意义上的游戏,伽达默尔持的是“自为”说:游戏是以自我表现为内在目的的自为活动。而他在其解释学著作中所着重讨论的游戏实际上是指以符号为中介的主体间的理解活动,而不是通常意义上的游戏。 关于作为理解活动的“游戏”,伽达默尔的看法主要有以下几个方面:
总之,在伽达默尔看来:作为理解活动的游戏是主体意识间互相参与融合从而具有再创造性的循环往复的精神交流活动。由此,我们可以将伽达默尔关于理解游戏的学说概括为“融合”说。有必要说明的是:如果用“自为”论来看待理解活动的话,那么,从参与理解的各方的角度看,理解活动并非纯粹自为的,因而并非纯粹的游戏;只有站在交往共同体的立场上,理解活动才可以看作是一种特定的群体游戏——交往共同体自我表现与自我理解的精神游戏。这里胡伊青加对游戏 尤其是多人游戏有比较全面的诠释 很适合理解现在的网络游戏而弗洛伊德的虚拟论则更容易让人了解游戏的过程和目的以上的各位大师都对游戏做了深刻的解释并说明了游戏的根本目的 概括: 游戏是人类本性的一种体现,人们以获得情感和感官体验为目的,在特定的休闲时空进行对真实的虚拟和变相虚拟的活动。人类因为是高级动物,他们的游戏也体现出了高度智慧的物种特征,但人类也有动物性的一面。人们喜欢战争游戏、杀戮游戏、色情游戏,因为他们本质上有这些特征。男性更喜欢战争游戏,是因为在灵掌类物种中,男性具有更强的攻击性。女孩子喜欢娃娃,因为他们有母性本质。
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2008-11-01 | 区分好游戏设计的细节和概念 |
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Posted: 25 Feb 2009 03:54 AM PST 激励员工的招术: 管理者梦寐以求的是:希望员工乐于加班而没有丝毫埋怨;经常出差却从不找理由拒绝;对组织目标的实现,有着极为强烈的追求;工作忙不过来时,会主动请家里人义务协助,对企业忠心耿耿;视能为顾客服务为至高无上的荣耀……其实,没有多少人能主动为你这样做,办法只有一个,那就是对员工进行有效激励。 1、工资激励法 所有员工,都希望能从工作中获得满足。工资待遇是满足其生存需要的重要手段。有了工资收入,不仅感到生活有保障,而且还是社会地位、角色扮演和个人成就的象征,具有重要的心理意义。 2、奖金激励法 奖金是超额劳动的报酬,设立奖金是为了激励员工超额劳动的积极性。在发挥奖金激励作用的实际操作中,应该注意以下三点: (1) 必须信守诺言,不能失信于职工。失信一次,会造成以后重新激励的困难。 (2) 不能搞平均主义。奖金激励一定要使工作表现最好的员工成为最满意的人,这样会使其他人明白奖金的实际意义。 (3) 使奖金的增长与企业的发展紧密相联,让员工体会到,只有企业兴旺发达,才有自己奖金的不断提高,而员工的这种认识会收到同舟共济的效果。 3、工作激励法 工作激励主要指工作的丰富化。工作丰富化所以能起到激励作用,是因为它可以使员工的潜能得到更大的发挥。工作丰富化的主要形成有: 在工作中扩展个人成就,增加表彰机会,加入更多必须负责和具有挑战性的活动,提升个人晋升或成长的机会. 让员工执行更加有趣而困难的工作,这可以让员工在做好日常工作的同时,学着做更难做的工作。可以鼓励员工去上夜校提高自己的技能,从而能胜任更重要的工作,做更困难的工作,给了员工展示本领的机会,并会增强才能,成为有价值的员工。如果以为员工在工作中不断得到发展,那么他往往是一位奋发、愉快的员工,其创造力、聪明才智会得到充分发挥。 给予真诚的表扬。当员工的工作完成得很出色时,要恰如其分地给予真诚表扬,不要笼统地用“谢谢你做出了努力”这样的评语,而应具体、有针对性。“你管理小组的方法真妙,我真不明白你怎么能让小组员工干得这么出色,接着好好干吧”这将有助于满足员工受人尊重的需要,增加干好本职工作的自信心。 4、支持激励法 在企业的人们可以明显地感觉到,对一个员工来说:“我批准你怎做”与“我支持的怎么去做”,两者的效果是不同的。一个好的企业管理者,应善于启发员工自己出主意、想办法,善于支持员工的创造性建议。善于集中员工的智慧,把员工头脑中蕴藏的聪明才智挖掘出来,使人人开动脑筋,勇于创造。 要爱护员工的进取精神和独特见解,爱护他们的积极性和创造性,创造一种宽松的环境,比如信任员工,让他们参与管理,没有什么能比参与做出一项决定更有助于满足人们对社交和受人尊重的需要。因此,出色的管理者,应让员工参与制定目标和标准,这样他们更加努力,发挥出最大潜能。 5、关怀激励法 得到关心和爱护,是人的精神需要。它可以沟通人们的心灵,增进人们的感情,激励人们奋发向上,挖掘人们的潜力。作为一个企业管理者,对全体员工应关怀备至,创造一个和睦、友爱、温馨的环境。员工生活在团结友爱的集体里,相互关心、理解、尊重,会产生兴奋、畅快的感情,有利于开展工作。相反,如果员工生活在冷漠的环境里,就会产生孤独感和压抑感,情绪会低沉,积极性会受挫。 6、人们总有一种在竞争中成为优胜者的心理。 组织各种形式的竞争比赛,可以激发人们的热情。比如,各技术工种之间的操作表演赛,以及围绕员工的学习、工作等开展的各项竞争比赛。这些竞争比赛,对员工个体的发展有较大的激励作用,主要表现在两方面: (1)能充分调动员工个体的积极性,克服依赖心理。由于竞争以个体为单位,胜负完全取决于自己的努力和聪明才智,没有产生依赖心理的条件,因此,能激励员工个人更加努力。 (2)能充分发挥员工个体的聪明才智,促使员工个体充分发展。员工在竞争过程中,要完成各种任务,克服各种困难,这就促使他们努力学习、思考,千方百计地去提高和完善自己。 7、强化激励法 强化包括正强化和负强化两种方式。对于人们的某种行为给予肯定和奖赏,使这个行为巩固与保持,这就叫强化。对员工正确的行为,有成绩的工作,就应表扬和奖励,表扬和奖励就是正强化。相反,对一些行为给予否定和惩罚,使它减弱、消退,这叫负强化。 强化激励,可归纳为如下64字口诀: 奖罚有据,力戒平均。目标明确,小步渐进。标准合理,奖惩适当。投其所好,有的放矢。混合运用,奖励为主。趁热打铁,反馈及时。一视同仁,公允不偏。言而有信,诺比千金。 8、荣誉激励法 从人的动机看,人人都具有自我肯定、争取荣誉的需要。对于一些工作表现比较突出,具有代表性的先进人物,给予必要的精神奖励,都是很好的精神激励方法。对员工进行精神激励可以体现人对尊重的需要,在荣誉激励中还要注重对集体的鼓励。 当然在荣誉的激励上,存在着评奖过滥、过多的反激励现象。如评优中的“轮庄法”、“抓阄法”、“以官论级法”、“以钱划档法”、等等,都使评奖的公正性得到践踏,是荣誉的“含金量”大大降低,使典型的榜样示漫天散网,流于形式,要树立评奖的权威性,严格评奖的执法程序,加强监督,使评奖名副其实,使荣誉的激励恰到好处,有章可循。
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Posted: 25 Feb 2009 03:15 AM PST |
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Posted: 25 Feb 2009 02:00 AM PST ![]() ![]() !!!太JB可愛啦!!!(粗口)就是比較貴…… |
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Posted: 25 Feb 2009 12:50 AM PST 穆加和米卡的幼齿版: 俺终于画了一副带背景的图了… 丅▽丅 |
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Posted: 25 Feb 2009 02:05 AM PST Gamemaster is a platform game, with a twist - you play as the computer, trying to prevent the player from completing the level. As the computer, you can place enemies, walls, and so on, while the AI-controlled player attempts to complete the level. If the player runs out of lives, you win. You are allocated, in each level, a given selection of enemies, obstacles, and such, which can be placed anywhere offscreen (so the player can't see them being placed ;) ). The game would have a campaign - a string of increasingly easy levels (which, in turn, makes your job harder). There would also be a survival mode: a player with infinite lives must be prevented from completing a level for as long as possible. Multiplayer would exist: both co-operative, allowing all players to keep the (CPU) player from level completion, and competitive, in which one player gets to actually be the player, and attempt to complete a level made hard by the other players. |
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Fallout 3: Waste of My Time and Money? Posted: 25 Feb 2009 12:37 AM PST I bought Fallout 3 from Circuit City, which means it was non-refundable. Unfortunately, even with the patch, it crashed repeatedly on my system, and so far always in a particular spot during the introductory sequence - right after finishing the GOAT. Even after the latest patch. Thoughts: #1 - This is a reason people flee to consoles. #2 - I shoulda spent my money on an indie RPG, instead. I'm gonna keep trying with it, maybe with some graphics options turned off (though it runs fine on my system... until the point where it crashes). But so far I'm very disappointed. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Top Ten Role-playing Game Franchises (ihobo) Posted: 25 Feb 2009 12:31 AM PST Over on ihobo today, our market analysis of the Top Ten Role-playing Game Franchises. We've been working on the research for this piece for quite some time now, and I'd like to thank my friend and colleague Richard Boon for his assistance in getting the final version together. |
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C#winform使用XML绑定toolStripMenuItem生成菜单 Posted: 20 Feb 2009 06:48 AM PST |
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Posted: 24 Feb 2009 07:53 PM PST 游戏联合运营(不仅是网页游戏联合运营 网络游戏联合运营)
现在不是讨论联合运营有哪些好处,是否做联合运营的时候,或者探讨联合运营有哪些形式,而是在联合运营执行中怎样做得更好,将利益最大化,寻求共赢的结果. 关于联合运营的相关理论的东西有很多,个人也写了一些,自2004年起一直宣传推广"共赢"的联合运营思想,并为此建立的相关的QQ群,并制定了一系列严格的规则,希望通过时间来逐步积累. 近一年随着网页游戏联合运营的大力普及,QQ群也分为了"客户端"和"网页游戏"两个主题的QQ群,由于个人的习惯与个性,在交往和对待群成员时总有些简单粗暴,使用的方式方法缺少弹性,不近人情.关于此方面也时常做些检讨. 游戏行业十年没有解决诚信问题,而联合运营的基础就是建立在信任的前提,有时候被一些人气得暂时失去理智,做出一些失常的行为,事后总是反省,更冷静一些回有好的结果.分享交换 感悟 记录,常常写一些对于游戏从业者或多或少有用的信息 未来对于联合运营方面将汇总整理一下以往的资料做一个总结.
《中国网页游戏行业研究报告解读》下载地址http://bbs.gamergroup.cn/thread-2123-1-1.html |
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Posted: 24 Feb 2009 04:58 PM PST It’s last week of February already! This is the month that cheats us out of a couple of days and leaves me feeling like I’m behind for the rest of the year. I’m having trouble keeping up with all the ways that Creators are finding to get the word out about their creations! Creators have been getting more attention from various online media. Independent Games Festival Competition finalist Team Gambit was interviewed by Gamasutra this week. They discuss all sorts of stuff including their Xbox LIVE Community Game, CarneyVale: Showtime. The Gamasutra team also started a new blog called Gamerbytes. They discuss all manner of digital downloads including Xbox LIVE Community Games. Meanwhile, Craig Forrester, creator of Johnny Platform’s Biscuit Romp gave an interview to Blend Games. Xbox LIVE Community Games depends on you guys to help get the word out, too. Don’t be afraid to brag! If you’re a student in the UK and looking to learn more about XNA with real-live people and like having fun you need to sign up and attend X48. It is a two-day game camp at the University of Derby, where student teams will develop games with XNA Game Studio 3.0. On the Friday morning, you'll be given a theme and sent to the PC labs to code. X48 is supported by Microsoft, Channel 4, and The University of Derby, and is open to students from all over the UK – plus it is totally free! Finally, early next week many of our beloved MVPs will be visiting for the annual MVP Summit. I’m really excited to meet many of them! We’re planning lots of fun things and good times. |
xxoo ~kathleen sanders XNA Community Manager |
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Posted: 24 Feb 2009 02:39 PM PST From Olivier comes this little tidbit:
His translation of the legalese:
As Olivier notes, it’s kind of a bad sign when legislation on games is being done by folks who don’t know what PEGI is. |
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Posted: 24 Feb 2009 03:22 PM PST I recently discovered YAFS on SF.net: Fictional Air Combat, which is an action flight simulation at an early development stage.
There are 32 bit Win/Lin releases available, but the Linux release contains source which can be easily recompiled for 64 bit systems. (So did I.) I have not yet tried to find out the licenses/authors of 3d graphics and textures (and don't know if I will). It seems however that they are all original. (And I like them.) There is no sound yet. Levels get created from height maps and a texture placement file, which has an own graphical editor for it (though I wasn't able to find the tool).Fictional Air Combat reminds me of Thunder&Lightning, which was unfortunately updated last time nearly one year ago. Watch the video in high definition. |
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YouTube Tuesday: Two Scimitars, No Waiting Edition Posted: 24 Feb 2009 09:29 AM PST This has been making the rounds (or is that, making the Realms?) this week: a fan film based on a book starring everyone’s favorite dual-wielding Drow renegade with a figurine of wonderous power, Drizzt. By no means perfect, just like last week’s pick, it’s amazing what can be done for no budget nowadays. Originally spotted at ENWorld. |
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WOW副本杂谈(十三)——斯坦索姆:爱与正义?不,声望与坐骑 Posted: 24 Feb 2009 09:37 AM PST 斯坦索姆地图及相关资料 ![]() 在魔兽争霸3里体验过剧情的玩家或许很难忘记斯坦索姆这个地名。在那章地图里,还未变成死亡骑士的阿尔萨斯,为阻止天灾军团的入侵,一次次将手中的剑挥向被瘟疫感染的市民们。而在WOW里,这也是第一个基于在魔兽争霸3里出现过的剧情而制作的副本。整个副本的天空依然是弥漫着血和火的深红色,不过进入副本的玩家面前的是无数的亡灵和已经成为死亡骑士的瑞文戴尔公爵,只能在记忆中寻找魔兽争霸3里,初次遇到“斯坦索姆”这个地名时的心境了。 熔火之心和奥克尼西亚的巢穴未开之前,作为WOW最初的顶级副本,斯坦索姆还是颇有难度的,10人的团队副本依然存在团灭的可能,若是5人来做任务,更需要相当的配合。然而随着新内容的不断加入,斯坦索姆的难度也逐渐下降。而纳克萨玛斯开放后,斯坦索姆更是新增了一个45分钟打完最后Boss瑞文戴尔公爵的限时任务。不过这亦是WOW里大部分副本的归宿:新副本来临之前,老副本总会削弱到一个能让大多数玩家可以体会的程度,并留下很短的一段时间让玩家和老副本告别。当然,中国的WOW是个特例,我们有特别长的时间去体验WOW的上一代副本,以此体现节俭和严谨的文化传统,这里就懒得说了。 即使从现在来看,斯坦索姆除了两处比较特殊的设计外,并没有什么特别出彩的地方。虽然和其他副本一样,有大量的套装掉落,有特殊的附魔原料,有一些颇有渊源的NPC出现在副本里和副本外的任务线,以及丰富的任务;但总的说来,斯坦索姆并没有什么特别吸引玩家或是能让玩家眼前一亮的设计。除了开始时提到的那两点:第一,斯坦索姆能在副本里提升银色黎明这个势力的声望。而银色黎明是当时WOW里设计比较完善的一个声望系统。第二,斯坦索姆有非常小的几率掉落一匹非常独特的坐骑,一匹有非常拉风外形的死亡军马。 声望系统和稀有掉落,凭借这两点,斯坦索姆成为了WOW60级时代被打通次数最多的副本。或许你觉得把一个声望获取到满毫无意义的事情,或许你觉得银色黎明声望奖励不名一文,或许你觉得死亡军马只能用来炫耀;但无数NGAer签名档里,打通斯坦索姆的一排排数字证明,无论杂志和玩家如何评论,大多数人的行为和动机,是可以被数字统计出来的。于是顺理成章的,姆斯坦索姆这个副本的成功要点被复制到了WOW第一个资料片,燃烧的远征里。几乎所有的5人副本,都和一个声望相关。而凯尔萨斯王子掉落的凤凰飞行坐骑,也成为了沙塔斯城里最耀眼的风景。 不管怎么说,斯坦索姆副本以及配套的声望系统的成功,或者说某种意义上的成功,很大程度WOW发展的方向。声望系统从此成为WOW新内容必定包含的部分,包括三大战场声望的推出,瑟银兄弟会声望系统的扩充,以及安其拉地区的塞纳里奥议会声望等等。甚至TBC里血精灵10级到20级的新手地区都特地推出了一个几乎没有意义的声望。同样的,暴雪在后来添加的内容里加入了大量稀有掉落的收藏品,例如非战斗宠物的软泥怪,各种龙宝宝等等。许多70级的玩家会仿佛上瘾一般在空余时间一遍遍杀掉低级怪物,祈祷有一天会掉落一个稀有的收藏品。声望系统和稀有掉落品成了暴雪保持游戏在线率的两大法宝。 这就是我对暴雪又爱又恨的原因之一,他们总能在商业和艺术之间找到一个平衡点,而斯坦索姆便是这样一个例子,商业角度上的成功设计完全盖过了艺术角度上的平庸设计。 |
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Random News (Couple of Cool Gaming Links) Posted: 24 Feb 2009 08:35 AM PST I’m going through some of the links I’ve wanted to visit… and thought to share. Check out:
Enjoy. P.S. The super secret game producer manual will be sent to the mailing list subscribers as soon as I get one thing confirmed from one of the producers. (And if you’ve subscribed to my mailing list earlier, you need to do nothing - I’ll email it to you asap). |
If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Wizardy 8 Part XVIII: Parting Shots Posted: 24 Feb 2009 09:10 AM PST So my adventures in Wizardry 8, the "last of the (mainstream) old-school RPGs," has come to an end. It's a good thing that a game doesn't have to be new for me to enjoy it. Plus, I no longer need to kick myself for missing out on it. Now that I have a full play-through of the game behind me, I've been pondering some of the design successes and issues. This is mainly an exercise for myself as I'm attempting to improve my own indie game-designer chops. But for the three people who might be interested (and, more importantly, share their own thoughts on it), I thought I'd open up my ruminations to the public (scary!) and see where it takes me. Introduction The game starts with your party surviving a crash-landing out in the middle of the boonies next to an old monastery now overrun by monsters. RPGs tend to start one of two ways - you either have the big tutorial in your home village, or you are thrown immediately into the action as a full-fledged adventurer. I really prefer the latter, truth be told. While you do end up killing requisite vermin and some slimes right off the bat, which aren't exactly foes of heroic proportions, starting in a "bunny slope" dungeon is preferable to starting in school. It feels like you are accomplishing something instead of just churning away at the tutorial. Combat Combat is pretty central to most RPGs, and Wizardry 8 is no exception. Wizardry 8 uses turn-based combat, which I generally prefer over the more popular (nowadays) arcade-style combat. On paper, Wizardy 8's combat sounds perfect for me. It is very tactical. Positioning, party formation, facing, and movement is critical. Ranged attacks, terrain, spell resistances along spell 'school' lines, buffs, enemy spellcasting, summoning spells, and mixed group of monsters with different strengths and weaknesses promise - and often deliver - a great "thinking man's" RPG combat experience. There are, unfortunately, a couple of glaring issues that continued to bug be me with combat: First of all, the differences between monsters were often not particularly noticeable. Instead of having strengths and weaknesses, at higher level monsters typically had strengths and bigger strengths. This was especially noticeable with upgraded "versions" of monsters, or different classes of monsters. The defense were relatively predictable, and there wasn't much of a feeling of "gotchas" or of the enemy working together to form a particularly interesting tactical puzzle most of the time. Boss encounters were an exception, and I felt the earlier stages of the game were better about monsters hitting the party with "signature attacks" than in later levels. It feels like they maybe ran out of ideas later in the game. Maybe it was simply my own lack of creativity, but that seemed to be a problem for me. Some possible solutions for this issue would have been: #1 - Make combat more intense, so that they lasted fewer rounds. Cutting everyone's hit points in half would have helped. #2 - Don't penalize movement so heavily - it encouraged players and AI to stand in position to launch spells and missiles rather than closing to more interesting range. #3 - Rely less upon large swarms of monsters, instead emphasizing fewer, stronger monsters. This is a valuable thing to consider whenever doing a turn-based game. #4 - Have enemies attack in "waves" of more manageable numbers rather rather than as a monolithic massed army. Environment The world of Wizardy 8 may not be the most elaborate or well-thought-out world in the history of CRPGs, but it definitely has personality. Many of the locations were extremely distinctive, from the giant tree-city of Trynton to the underwater halls leading to the island of Bayjin, to the Umpani's mountain fortress and the maze-like castle of the Rapax. (Get it? Minotaurs? Mazes? It does make sense...) The game starts with a hunt for a long-dead hero named Marten. This was a very clever way to get the player interested in the back-story of the planet. I compare this to the Elder Scrolls games, which bombarded me with backstory which I really tried to be interested in, but it didn't work. But because the history is tied in with the current quest in Wizardry 8, all that fluff became USEFUL to me - and therefore interesting. Whether accidental or deliberate, I think it was a stroke of game designer genius. And it helped make the world come alive for me. Quests The quests in Wizardy 8, like most RPGs, ran the full range from the pedestrian and downright boring, to the outstanding and memorable. I also think it's sad that this is noteworthy. Not that this sort of thing is in notoriously short supply. I think it pretty much made Oblivion for me. But I think we've all played those games where objectives must be completed exactly as the designer intended - though sometime with one or two variants, sometimes... usually with lame "total jerk" and "neutral apathetic" options. I liked the inclusion of a variety of different styles of puzzles and quests - from logic puzzles, to riddles, to adventure-game style inventory puzzles. Sometimes they were infuriating, and I was glad to be living in the age of the Internet to look up the solutions to the ones that stumped me. Like how to get into the retro dungeon. And admittedly, having your own demonic daughter attack you near the end of the game was something of a first for any game I've ever played. Kudos to whomever came up with that optional plotline. And I hope said designer has since received psychiatric help. Characters Some of the characters in Wizardry 8 were better fleshed out than others. Vi Dominae, Z'Ant, Yamir, He'Li, Marten (now a ghost), Sparkle, and even the Dark Savant were pretty well done. The Dark Savant's voice acting sounded more like it was played for comedic effect than being an actual ultimate bad guy. Still, I thought it made him sound a bit more human, so I guess it worked for me. Another thing I liked was how the party members often had something to say during particular events. One thing I always disliked about older RPGs of this style was that your party members were pretty static collections of stats. It wasn't much, but giving them some amusing or at least interesting things to say really helped bring them to life. What worked for me, for the characters mentioned above, is that they all had some kind of "hook" that made them stand out and come alive for me. Probably because that stand-out feature encouraged my brain to attribute all kinds of stereotypical or archetypal features to them that weren't necessarily part of their script. This is more of an example of "engaging the player" and enlist their aid as a storyteller. A Belated Farewell to Wizardry! Wizardry 8 was, in effect, a swan song for an entire style or sub-genre of RPG - a style which Wizardry 1 was in many ways responsible for creating and popularizing. At least as far as mainstream games have gone. However, you don't have to look very far to see the influence the series (and it's descendants) have had on computer RPGs since then. And - yes, even console RPGs. The features of this sub-genre that stand out for me include the turn-based combat, the requirement to use teamwork and complimentary skills between multiple party members, the first-person perspective, and the "old-school" emphasis on puzzles and problem-solving rather than just hitting the required marks to complete a quest. I don't know if it was all good - there were definitely some moments in the game when I got stumped and frustrated. In the days before the World Wide Web, that might have been enough to make me quit. It was a more cerebral RPG than we usually get these days. And it definitely put the "hard" in "hardcore." The extendo-combats were definitely to its detriment from my perspective. Due to my schedule, I rarely had more than 20-30 minutes at a sitting to play games, which made me rule out a Wizardry 8 session on many occasions - especially over the holiday season. But overall - it was a great game. It is disappointing that the evolution of that style ended with Wizardy 8. I think there was a lot of room to grow and evolve from there. I guess my attitude is unsurprising, since I'm working on a game that's kinda-sorta in that sub-genre myself as an indie project. But I'm really I hunted this one down and played it. I think I paid more for it through E-Bay than I would have for a brand-new copy (with documentation!) when it was new. But you know what? It was totally worth it. Good and bad, it was a worthy and significant computer RPG. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 26 Feb 2009 12:31 PM PST This serial ran from January 15th to February 26th 2009, in six parts. Originally written as a throwaway Focus essay, it rapidly became apparent that it would work better as a serial. The purpose of the exercise was to identify specific stories that have been used to present various evolutionary theories in the popular media of the last 150 years. Most of these stories are metaphysical in nature, and for each such "myth", an alternative spin is offered to show that while science is in principle neutral, the way it is presented is rarely free of bias. Each of the parts ends with a link to the next one, so to read the entire serial, simply click on part one, below, and then follow the "next" links to read on. Here are the six parts:
This serial commemorates the bicentennial of Darwin's birth, and the 150 year anniversary of the publication of On the Origin of Species by Means of Natural Selection. It is dedicated to the memory of Stephen Jay Gould. |
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Myths of Evolution (6): Survival of the Fittest Posted: 26 Feb 2009 12:30 AM PST
All of the previous myths I have examined relate in some manner to this central myth of “survival of the fittest”: the idea that “only the strong survive” is directly related, erroneously equating 'strength' with 'fitness'. The ladder of progress (incorrectly) assumes the winnowing of the simpler forms on the mistaken belief that 'more advanced' equates to 'fitter'. The “selfish gene” applies the “survival of the fittest” myth to genetics, arguably obscuring what is valuable in the gene-centric view. Kin selection correctly observes that co-operation is an advantage, but tries to shoehorn this into the “survival of the fittest” paradigm, mangling its meaning. All these various myths can be arguably traced back to the application of Darwin's ideas to economics by Herbert Spencer, who first coined the phrase “survival of the fittest”, a view that had been distorted by his prior metaphysical belief in the primacy of progress. The myth “survival of the fittest” seems to say: survival is a game and it is won by those who are best at playing it (the “fittest”). But this is supposed to be a story which encapsulates what evolutionary theories teach us about natural history, and in this role it is remarkably ill chosen. Competition for resources and the struggle for survival are part of natural history, and one of the driving forces in natural selection, but theories of evolution demonstrate that competition for mates is just as important as competition for survival in driving the selection process (Shall we dub this “propagation of the sexiest”?). In many social animals the ability to co-operate to protect the young is more important than intra-species competition in terms of the continuation of the species - does “survival of the fittest” really encourage us to consider co-operative behaviours as advantageous? On a wider geological scale, punctuated equilibrium shows that when the conditions change what once was “fittest” becomes extinct - an aspect of lottery entirely elided in the idea of “survival of the fittest”. Except in the tautological sense that “fittest” means “best adapted” this myth is rather empty of applicable meaning. In recasting this core myth into a new form, we can draw upon the new stories I have been suggesting. The chain of inheritance (replacing the ladder of progress) stresses the idea that every living species is connected to the beginning of life by an imaginary tether along which various beneficial abilities are inherited, since advantages persist (replacing the selfish gene). Those animals which live today are here in part by luck (or fate, for those whose metaphysics lie in this direction), and in part because of highly adaptable ancestors that thrived when other species became extinct during times of extreme upheaval: this is the survival of the adaptable (replacing the idea that only the strong survive). Finally, for those many species fortunate enough to have inherited a trust mechanism from their ancestors – and this appears to be all mammals and birds, as well as many reptiles, fish and even (in a very different manner) some insects – future survival depends in part upon co-operation, since trust is an advantage (replacing kin selection). These new myths don't suggest a story
in which “survival of the fittest” would be the apposite adage.
They rather suggest that the history of life on our planet reflects a
refinement of possibilities. This is not to deny that competition for resources or the background struggle for survival are a key part of natural history, nor that natural selection can be a harsh process, but focussing solely on these aspects of the history of life risks radically curtailing the scope of our understanding – seeing only the warp of the tapestry of life, and missing the weft. The fox preys upon the rabbit, but in doing so the possibilities inherent in rabbits become refined – and in reacting to these refinements, the possibilities of the fox are also gradually refined. From the raw experiments born of the exuberance of life come new possibilities – such as the potential of the eurkaryotic cell created from the co-operation of single-celled bacteria (endosymbiotic theory) , or the dramatic potential of cell differentiation this created (the likely cause of the Cambrian explosion). Life has sprung into diverse existence, and been savagely curtailed by disasters and extinctions, but throughout the unfathomable duration of geological history it is clear that evolution has created new possibilities, new and amazing forms of life, as well as novel ways for these creatures to interact, such as the potential for co-operation on a cellular level (endosymbiosis) and a macroscopic level (trust). Seen through this lens, our evolutionary history tells the story of the gradual refinement of the possibilities of life – from which process emerges all the many living things of our planet, including you and I, and everything to follow. Alternative myth: Refinement of Possibilities A new serial begins in April. |
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Posted: 26 Feb 2009 12:45 AM PST 游戏玩家吴先生在《诛仙》游戏里注册了数百个账号,用于帮别人代练小号升级获利,但因账号有不正常资金流动而被完美时空公司封停。吴先生起诉该公司要求解封账号并赔偿损失(本报2月12曾报道)。近日,海淀法院判决解封吴先生账号,但驳回了他的索赔请求。
吴先生从2007年开始玩完美时空公司的《诛仙》游戏,在网站上注册了数百个账号,依靠帮别人代练小号生产高级游戏装备盈利。 庭审中,完美时空公司承认确实查封了吴先生的账号,“因为该账号有不正常资金流动,我们怀疑该账号被盗”。根据用户协议,他们有权封停该账号,而且正常玩家不可能拥有几百个账号,吴先生也没有证据证明其主张的损失。 法院审理认为,完美时空公司称封停原因是因该账号有不正常资金流动,怀疑该账号被盗,但却没有就此提供相应证据,因此封停账号缺乏事实与法律依据,理应予以解封。吴先生称自己通过代练小号获利的说法,也没有向法院提供相应证据,因此对账号封停给其带来的损失法院无法确认。吴先生要求完美时空公司赔偿经济损失1元的诉请缺乏事实及法律依据,法院不予支持。 封号损失无法预料 此案主审法官表示,由于该网络游戏账号为免费注册,玩家免费参与游戏,完美时空公司无法甄别玩家是否通过游戏获利,因此也无法预料封停玩家账号给玩家带来的损失。要求完美时空公司对代练小号的玩家的相关利润承担赔偿责任,会使商家在利润机会未增加的情况下无故增加运营风险,明显有违公平原则。 |
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Teaching Apocalyptic Survival Skills With Video Games Posted: 26 Feb 2009 01:30 AM PST The experts debate: Are Violent Video Games Adequately Preparing Children For The Apocalypse? I personally think that these experts are providing us with a disservice by not recommending a more well-rounded selection of games to educate the younger generation. The young gamer who confines himself to a single game genre may be cutting himself off from a broader understanding a multitude of valuable survival skills. For example, let's talk about the acquisition of water for a moment. Gamers specializing in particular genres or categories of games will exhibit the preferences to the following solutions: FPS Gamer: Kill everyone who might attack you. Storm their base. Take the water that they drop or that are found inside of crates which can be easily destroyed with a single crowbar hit. Real-Time Strategy Gamer: Zerg rush the enemy compound and seize control of their moisture collection factory. RPG Gamer: Kill all the mutants, take their gold or bottle-caps, and then use it to buy water at the conveniently located stores which have water in infinite supply and at a fixed price. Turn-Based Strategy Gamer: Assign X survivors the task of collecting water. Sell the excess to neighboring camps for money with which you can buy weapons to eventually conquer them. Casual Gamer: Find the hidden water bottles in rooms filled with cluttered junk and seahorses in the wallpaper. Adventure Gamer: Find a human skull lying nearly hidden amongst some rubble. Find a cracked vase. Find a stopper. Find some ceramic bond. Use the bond on the vase to repair the crack. Leave the skull in a specific place at night to collect the morning dew. Pour the dew into the vase. Stopper the vase with the stopper. Drink it the next time you are thirsty. Adventure gamers fortunately only have to do this once, after which they will never feel thirsty again. Rhythm Gamer: Dance and play air-guitar in the street until someone takes pity on you and gives you water. The MMORPG Gamer: Spend two hours each day looking for a water-collection group, until you say, "Screw it" and grind it out solo. The Sports Game Gamer:Manage a team of water collectors, but only one member of the team can really collect the water at a time. The Third-Person Action Gamer: Just run around the wasteland jumping from ruin to ruin and occasionally performing timed sequences of simple actions to have water magically appear in your inventory. Did I miss any? |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 25 Feb 2009 11:30 PM PST 与其説剩背景,不如説剩前景…… |
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Posted: 26 Feb 2009 12:40 AM PST 现在小学语文太难了,看他们的一道作业题: 要求:把以下四句话用关联词连接: 1.李姐姐瘫痪了; 2.李姐姐顽强地学习; 3.李姐姐学会了多门外语; 4.李姐姐学会了针灸。 (注:正确答案应该是:李姐姐虽然瘫痪了,但顽强地学习,不仅学会了多门外语,而且还学会了针灸。) 结果有一个孩子写:虽然李姐姐顽强地学会了针灸和多门外语,可她还是瘫痪了。 后来,发现更猛的孩子写道: 李姐姐不但学会了外语,还会了针灸,她那么顽强地学习,终于瘫痪了。 李姐姐之所以瘫痪了,是因为顽强地学习,非但学会了多门外语,甚至学会了针灸。 李姐姐是那么顽强的学习,不但学会了多门外语和针灸,最后还学会了瘫痪。 李姐姐学会了多门外语,学会了针灸,又在顽强的学习瘫痪。 李姐姐通过顽强的学习,学会了多门外语和针灸,结果照着一本外文版针灸书把自己扎瘫痪了 |
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Posted: 25 Feb 2009 11:57 PM PST [Prologue]
普及一下:一、我们上班不能玩游戏;二、我们中只有程序员才负责编程;三、大部分时候的大多数人都和创意这个概念扯不上任何关系。 当我第一次走进这家公司的时候,第一眼看到的就是一个外国女人。你知道外国人在很多时候会有许多奇妙的作用,在这种场合下,他们的出现让人觉得这是一家非常靠谱的公司。当然这是肯定的,这是一家欧洲数一数二的游戏发行公司,在上海所开设的工作室,也是当时全中国最大的家用机游戏制作公司。和那些连职能安排都一团混乱的网络游戏公司不一样,能够在这里供职,你才真正算得上能称自己是一个“做游戏的”。 假如你的志向止于此,那也到就罢了。但是人们一直以来都没有能够接受到全面清晰的认识,真正地了解制作游戏是一项怎样的工作。流于表面的看法让很多人认为,做游戏是一件非常爽的事情,上班本身就是在玩游戏,而且能够威风八面地做写程序这种一般人都干不了的工作,制作游戏的过程中思维和创造力天地大碰撞,脑子里火花四溅,华丽非常。难怪,这些都是最表面、最直接的信息——游戏都是要让人玩的,不玩游戏没法儿做游戏;游戏都是电脑里面的程序;游戏都有一些超越常人所想的奇妙点子。于是,游戏制作者们就是艺术家、程序员、骨灰级的高手玩家,集理性思维和感性心灵为一身的大人物了。 事实不是这样的。你所想象的这种人,即便是站立在人员结构最顶段的阶层中,也屈指可数。大多数人只是身居己职,干好自己的本分工作,并且尽可能超上层相应的方向发展而已。基本上,他们和一般的商业白领或是出卖体力活的实业务工人员没有什么两样。 [进项目] 但是那个我第一眼看见的外国女人令人印象实在太深了,直到现在回想起来,我当时那种惶恐的感觉记忆犹新:我就要进入游戏业了!我的角色将一瞬从受众变成施与主体,对那些游戏中的不满和自己的想法有了实现的可能……这些乱七八糟的想法在脑子里横冲直撞,对各种存在的可能性和新环境的忐忑感交织在一起,电流一般令人兴奋地发颤。然而,跻身到制作者的地位并不意味着你就能以自己的想法对手上的活计指手画脚,甚至对于最后的成品来说,你的影响也是有限的。我们被一再强调,这是一个十分注重团队合作的行业。它的意思是说,你需要很多人的帮助,也需要帮助很多人,才能完成自己的工作。另一方面,你在产业中的地位并不比玩家更权威,事实上大部分时间你还必须考虑到所有他们可能会去做的事情,并为其在游戏中提供允许实现的便利——无论这些事情有多么愚蠢。因此你可能会去做一些在你身为玩家时破口大骂的事情:比如说为了照顾不同层次人们的需要把提示做得十分明显,或是屈从于游戏设计师没什么挑战的游戏性以便在审核上有折中的余地。即便是做这些看起来不那么带劲的活,你也得先进了项目再说。 在开始工作的最初一段时间我曾经有幸获得一个竞争游戏设计师的机会。然而当我仔细地了解了这个工种的现实并对照我的个人能力后,我决定放弃。你会难以避免地面对这样一个死局:你需要项目经验以获取团队的信任,这意味着先得有项目可做,而想要进入项目,经验又是必不可少的……尤其是对偏向设计的工作来说,很难有一个标准的评判。当一切都还是在纸上阶段的时候,更是如此。你觉得十分有趣的点子,别人未必这么看。它需要一些更容易被人们感性接受的直观表达和演示。从广义上来看,关卡设计师基本上就是把它实现的人。虽然我们更习惯称自己为民工。因为这项工作没有什么太大的技术需求量,只要经过一定的培训,基本上就能顺利地从事。我们甚至有过一个连鼠标都不用会的关卡设计师。但另一方面,我们的工作至关重要,不但是连接多项环节的纽带,同时也大大地分担了其他部门的工作量,方便他们更加专注于自己的专业领域。只比测试人员地位稍稍高一些,是所有关卡设计师的共识。除了一些资深的关卡设计师外,每次项目对人员有需求时,都并不在乎他们的关卡设计部门都有谁,只要数量够了就行了。由于项目预算和人员分配的问题,人事部还会在其中横插一脚。虽然每个项目结束的时候,他们都会问你下一个项目意向,征询一下你的意见,尽量把你安排在你所希望参加的项目中去。但天遂人愿的好事并不是总有,你也有可能被分配到自己所不喜爱的项目中去,尤其是当公司手头没什么项目或项目周期遭遇断档,连关卡设计师和美工都要被派去做测试人员的活的时候。人们的选择往往从“我除了这个跨平台3A大作的项目以外,哪儿都不想去”,最后到了“总而言之能够让我进项目的话就是越快越好吧”的程度。活象一群等着别人挑中自己去干泥瓦活儿的墨西哥人。 至于那个外国女人,她是这里的一名游戏制作人。只是她负责的项目因缘际会,都很不走运地被取消了。这里没什么人能够高枕无忧。 [民工料理] 在市中心写字楼上班的缺点可能常人不是很好理解:没饭吃。从前我所供职的公司处于边缘地带,城乡结合部,有的是专门给那些上了一天苦工的精壮汉子吃饱的馆子。饭菜手艺自然过得去,味道倒也不错,最重要的是油水和份量都管够,偶尔也有一些出乎人意料之外的惊喜。但是在白领出没钢巢林立的商圈呢,商业常理好像被扭曲成了另外一种样子。普遍认为,这些衣着笔挺、光鲜靓丽的白领拿着一年超过十二个月的工资,见面互称英文名,几乎是这个城市的最上层建筑了,还掏不起饭钱?于是这里的馆子打着低价高、房租贵、地段好等诸多由头,开出歇斯底里的价钱来。民居改的小馆子一份炒鸡毛菜也得十多块,更不用说那些提供英文菜单的餐厅了——只要有洋人光顾,哪怕是卖手擀面的新疆饭馆,都能以十元为标准计价单位给你收费。谁都受不了给那些嗓子眼儿只有眼药水瓶大小的姑娘们预备的盘盘盏盏,于是大家不惜走两条街去吃湖南菜。 我想我有必要就这个解释一下。你真的不知道干我们这行的人有多懒。我们有专门的网络通讯软件,Office Cummunicator,字面上解释就是办公室沟通器——我是故意用这么一个直白得不能再直白的字眼了,因为我们之间实在不能称得上沟通。假设我要和我左手边的哥们儿交待句什么,我会用Office Cummunicator;要是我想和我右边的兄弟逗个咳嗽,我会用Office Cummunicator。咳,这么说吧,要是我要找的谁不在线,我会跑到他的座位上,找到他活生生的本人,告诉他,我在Office Cummunicator上找你呢,赶紧上线吧,然后接着回到我自己的座位上去,用那个该死的Office Cummunicator。我们也有较为正式的沟通手段,比如说在Outlook里发信什么的。除了中午吃饭和开会,这里的人能不当面交流,就绝不会和别人的两只眼睛一张嘴打交道。假如午饭时间有人提议来玩上一局——随便什么LAN游戏都行,这顿午饭多半就没了保障。他们爱自己的位置胜过食物、交际、生理上的健康乃至一切。这还不算什么,假如你想邀请同事一块儿下楼去买些零嘴或者饮料,得到的回答永远是“请帮我带一些回来”而不是“我早就受不了这个闷热干燥的办公室了,让我们出去透透气吧”。所以说,两条街是这些人的极限,再走哪怕一步,他们宁可饿死在自己的那一亩三分地里。 于是,我们这些鼓起勇气走两条街,令人肃然起敬的午餐行者们,在寻找和京东上的电脑一样拥有出色性价比的餐馆的征程中,创下了难以磨灭的丰功伟绩。技术总监总是提议去吃湖南菜,因为民工必须要吃辣的才能干体力活。对此我通常报有异议。因为这么火辣的食物无法在充饥上有所保证,通常我们都是被水、可乐灌饱的。即便腹中依然有些空洞,红肿的嘴唇也不允许更多的进食了。另一方面,委员会——他们有一个类似委员会的组织,专门负责否决去某个馆子吃饭,以及我必须点一到两道素菜的提议——阻止任何不够格的荤菜上桌,它们包括鱼虾、鸡蛋类,总比占不到百分之六十七的荤菜也不能算是一道正经的料理。所有这一切都是为了一个最高的标准:我们是民工,我们干的可是不折不扣的体力活,我们需要体力,尤其是在当我们出走两条街,把原本就弥足珍贵的体力消耗了一部分的时候。 我懂,我懂。我见过这种难以置信,“你在瞎掰吧?!”的眼神。统计数据认为写字楼里的办公室人群常年处于亚健康状态,基本上只是差最后一根稻草就大病不起的状态。而我们的工作环境的确不容乐观——听上去十分矛盾,还有比开着中央空调的写字楼更糟糕的工作环境?我们无法打开窗户,因此就没有新鲜空气供给;我们任务繁重,因此不得不常年共生在气压式升降椅上,无法过于频繁地出门换换空气;我们作业在两台超过20英寸的显示器前,视界里除了显示器就是显示器,高眼压和脑力运作都需要大量的氧气消耗——也许你碰巧还记得我说的第一条:我们不开窗,只靠中央空调,没什么新鲜空气……假如我们不是在电脑上工作,有时候你的确很难分清我们到底是不是潜艇兵。正是这样的环境成就了我们的性格,并不是那种思维严谨、一本正经、兢兢业业的开发人员,而是耳朵上夹根烟、水杯子里堆满了茶垢、玩起游戏来大呼小叫、工作上也爱偷点小懒扯些小皮的IT民工。毕竟我们不是那些总能去尼泊尔餐厅或者一百多块的红酒佐餐的洋人老爷们。 但是,你可能会问,假如有人不能吃辣,他到底该怎么办呢?事实上,我们曾经有过这么一位,他只是筷子粘到跺椒,这顿饭就算完了,只能灌一肚子水再去找肯德基爷爷。到后来,他辞职了。 [洋式生活] 老脑筋的人都是这么认为的:外国人整体素质比中国人要好,他们讲礼貌,遵守游戏规则,有完善的规章制度来约束个人行为,不会搞些小偷小摸的猫腻;尽管也有那么一两个害群之马,但总体而言其革命觉悟还是非常高的,而且最重要的一点,就是人傻多金。人傻多金不会放在台面上讲出来,通常都是这样被表达的:不能用国人的习惯来投入到和洋人的工作中去,我们要自我营销,要表达出自己的意见,具体来说就是你说你要加工资,洋人就给你加工资了。 洋人脑子都被门夹了呀? 首先很多人还没弄明白洋人为什么来到中国经营他们的事业,看到那些金发碧眼大鼻子就兴奋得不行,觉得自己凄惨的人生终于有了出路。在中国,很多事情没有规矩可言,环境相对而言恶劣,人员素质良莠不齐。对那些习惯了井井有条的社会、彬彬有礼的人际关系的外国人而言,不是没有一定的吸引力和原因,他们根本没有必要放弃星期五晚上捏着冰凉的啤酒杯子坐在酒吧里敲窗户外面的漂亮妞的生活。当他们憋着鼻音大喊“我爱中国!”的时候,一定是在长城、黄浦江畔或者中国姑娘的拥抱中,而不是拥挤的地铁、污水四溢的菜市场以及闯红灯的货运卡车前。中国无论在国际社会还是在国内行业的竞争力都来自于低廉的人工,这一点已经是不争的事实了。一家跨国企业有意向在诸如徐汇区这样的中心地段开设办事处乃至分公司,首先就会获得地区政府的免租优惠,比如说,五年左右。其次在税收上也会有相应的减免政策,加上采用本地人工,这些成本的节省将会给国外总部的财政带来极大的黑字。甚至有例,一家在二级城市开设工作室的跨国企业,受到了政府免租免税的优惠,然后大量采用当地大学刚刚毕业的实习生,仅仅用支付高级管理人员——通常都是外籍员工的工资,就获得了一支随时可以流水线化工作的庞大劳力。这些事实,当人们为日本动画代工公司辛苦打工的时候,就往往会挂在嘴边。而一旦进入欧美企业就患了一种态度,好像凡是说英文的就都变成了为国内游戏产业本土化不求回报胸怀无产阶级革命精神的白求恩了? 所以,明确地认识到这一点,摆正自己的心态,这才不至于在紧紧地抱住洋人毛茸茸的大腿时遭到别人的侧目。这种事情和如何使用引擎、怎样解决技术问题不同,是没有人教,没有相关培训可言的。外国人来到这里,很快也会闯红灯,也知道要和小贩讨价还价,也马上就找能够5块钱买一张DVD的奇妙小店,也知道管中国同事们把那些还没有在市面上发售的、不知为何就神奇地出现在这个神奇的国度的游戏和电影共享一下。你会发现腐朽的资本主义社会就是腐朽的资本主义社会,一旦脱离了社会规范和法律准绳就暴露出他们软弱的革命立场和低下的思想觉悟。他们会跑到酒吧去派遣身在异乡为异客的寂寞,喝高了和人打个狗血淋头,第二天吊着石膏膀子来公司做关卡地图;也有人会谎称私人有事在下午四点出门一去不返,把没过几天就要接受审查的活计统统交给这个组里仅有的两个人工之一,那个可怜的中国小伙儿,在后者加班到晚上九点多打车回家的时候于酒吧街和他不当心打个照面。但另一方面,洋人也有洋人可爱的地方。有些人深谙中国式的为人处世之道,只不过基于其热情奔放的欧美特性,把这事儿做得有点过火。我和我的同事们曾经在不是任何一个纪念日或节假日收到来自外国朋友的礼物:一本你正在追看的新番动画的原画册,一个他珍藏已久而你在市面上遍寻不着早已断货的玩具模型,一份数倍宽容于其他部门的考勤规定和满溢着近乎夸张的褒扬之辞的个人评价……他会明确地告诉你他将尽可能地为你谋取福利,相应地希望你能帮助他很好地完成这一份工作。我必须承认,这些看上去已经不能算小恩小惠的馈赠让我很乐意加班加点、开足马力,满足其任何工作质量上的任性要求。尤其是当我得知为了争取到这些他也遭受了来自更高层的压力和指责的时候,我为自己交到了这样一位比中国人还要讲情谊的朋友感到荣幸。 所以你瞧,在对待你的洋同事这件事上,最好还是要抱着客观端正的心态来看待。尽管我们的地位并不平等,但这并不意味着他们对你来说都是高高在上的,尤其是当你看见项目里胖得如同一座山一样的加拿大制作人也坐在路边小店油腻腻的凳子上吃着一碗河南拉面的时候,更是如此。 [方法论] 我们和他们有什么不同?你抓抓脑袋,觉得我们还是很棒的。有例为证:迪斯尼的动画也好、日本的动画也好,哪一个没有中国人的影子?Epic的游戏也罢、EA的游戏也罢,哪一个没有在中国做过资源外包?我们拥有实力,有时别人还要来请教我们技术问题,之所以没有像国外的流行娱乐产业那样朝气蓬勃、张牙舞爪,都怪我们的——体制不行/玩家太烂/观众素质差/不支持正版/商家没良心……请选一个。 都是在扯淡。 在多年前,我还没有开始游戏制作的时候,我觉得中国没有办法有像欧美国家甚至日本那样的游戏行业。逻辑上十分令人难以接受:假如光说是文化差异也就罢了,为什么同样是东方文化圈,连日本人那种小气的游戏我们都没有办法做出来?我们究竟哪一点比较差?时至今日,我依然持同样的观点。当然,我们已经拥有了自己的游戏产业,这一点是毫无疑问的。但至于这个产业是否健康,是否有持续发展性,是否能够对整个大环境产生正面的积极影响?我可没说。我只知道,大部分由国人涉及的欧美式游戏开发——姑且不论其国人参与成分的多少,也不管它是否由我们原创(通常这两者的答案都是否定的)——都是面向海外家用机或多平台市场的。而纯粹由中国本土制造的,往往无一例外,都是模式化的网络游戏。这是一个无奈的必然,就好像日本人没有办法制作出《战争机器》和《杀戮地带》这样的游戏,而欧美厂商也没有办法让《召唤之夜》和《女神异闻录》在大洋的彼岸形成系列,拥有固定的玩家群一样。 姑且不论形成这种现实的原因是什么,我们不妨来看看少年郎们所憧憬的游戏业都是怎样的工作流程和开发模式。国内网络游戏自主开发——多么响亮的名字——通常由策划所谓主打,他们构思出几乎游戏的一切:世界背景、人物关系、道具物品、游戏系统……做这个事情的人是一个团队,任务被细分到了每一个小弟身上。但总的来说,高级主策划在整个项目中占据很高的地位,高得以至于你多半不会和他打任何交道。随后,流水被交到了美工和程序这两个功能性工种部门。美工负责所有看得见的部分:场景、人物、光影、渲染、模型、动画……程序则负责所有看不见的部分:写代码、写代码、写代码,还有写代码和写代码以及,写代码。大多数都是为已经完成的资源编写能够被引擎接受的借口。当然这有一个大前提,那就是引擎不能太糟糕。假如这是一家有实力有资本的公司,那么他会用几个小项目的失败来换取这样一条经验:我想我们得换个好点儿的引擎了。于是他们出资购买诸如虚幻或者BigWorld什么的,然后看了看说,很好,我们就不要再添乱给里面多写些什么乱七八糟的代码了,我们将利用现有的功能做游戏,假如有什么特性引擎不支持的话,我们总可以把它们砍掉。于是程序们写了些很基本的自动模块,以便把美工做出来的场景、人物、光影、渲染、模型、动画……统统快捷简便地放到一起形成一个关卡。这团玩意儿接着会交给测试,而市场部则开始呜噜噜地吹法螺:“永久免费!”“万人在线!”“美女宝贝!”“狂抽猛送!”这其中的诀窍是多加利用感叹号和耸人听闻的字眼,它们的效果好得出奇。假如这个产品最后没能像预期的那样出色,人们也总会开个定例会什么的,好来互相推诿责任:美工部门太糟糕了,他们的低精模型简直就是惨不忍睹;程序的接口少得可怜,我们几乎没法儿在游戏里实现任何功能;市场的宣传完全不到位,能再低俗点儿么?而主策划说我精妙的构思你们给弄成了一堆大粪,大粪!你们都是猪!当然这并不打紧,因为一款网络游戏两三年就会断气,也没有人指望靠这样一款产品支撑起整个公司。正确的做法是利用相同的工作模板制作另外一款网络游戏。当然美工和策划上的内容都会重新来过,但大方向总体不变:系统还是那个系统、游戏模式还是那个游戏模式、职业换个名字、故事变个背景、界面做些整改,这就是响当当的另外一款游戏!他们迟早会这么干,因为如果第一款产品获得了成功,那就更没有理由不借鸡生蛋了。营销上的窍门是:失败了,去做更多同样的游戏,然后宣称我们的生产线和产品量的数量庞大,以证明我们的多产和制作实力;成功了,依然做更多同样的游戏,把成功的作品称之为拳头产品,无论下一款作品是否成功,我们都将会有一个拳头,而新作则会大上“拳头产品公司的全新力作!”别忘了那个神奇的感叹号。这样的工序已经被奉为圭臬,在整个中华大地的游戏业内广泛推广开来,成了一种行业上的共识。就好像注水肉和地沟油,已经不再是一道神奇的风景线,而是常识了。 洋人们则要蠢得多。他们会花上很多时间来立项:通常是一个季度到两年不等。有的公司专门设立一个叫做编采部门,他们的工作才是正儿八经的上班玩游戏呢。他们找出市场上受欢迎的游戏,把它们玩上一玩,摘选出游戏之所以热卖的原因所在,总结成要素和重点,下发给头头脑脑们。会议的结果是:这么说来今年的趋势是肩越视角射击、隐秘行动、军事题材和小分队战术。太棒了,让我们干翻《合金装备4》和《战争机器2》!经过打着官腔的会议和讨论,项目逐渐地得到了认可——我说逐渐地是因为这其中牵涉到人员、预算、工时预估和财年档期等多种问题。每一个问题都需要开一场首脑云集的会议,每一次会议都要有看上去复杂详细的PPT展示,每一次展示都要说服在场的大部分人,并且应对他们提出的任何问题和刁难。说实在的,这可比浑身上下就是一张嘴的游戏设计师要难摆平多了。说他们要舌灿生花可一点儿都不过分,把概念和意向描述得栩栩如生,有如唾手可得的美妙前景这种事情,可不是每个人都有能力做到的。 在此之后项目则要挑选出一个核心团队来。他们包括一个制作人,各个部门的技术指导和部门领导:游戏设计、关卡设计、美工、动画、模型、程序——我们称为数据组,然后是数据经理。这些人将负责一个原型,它未必会成为最终游戏中的一部分,但在设计前期中提到的所有游戏基本要素都必须囊括。这个过程往往十分操劳人,因为大家都必须不断地进行尝试和调整,以满足游戏设计师们纸面上的要求。相应地,设计师们会根据反馈来增加或删减游戏性的某些部分和内容,在保证最终产品不脱离原始初衷的前提下提交一个行之有效地方案,使的日后的产出过程能够最大限度的流水线作业。这中间会有无以计数的阶段目标需要核心团队进行冲刺,每个部门都有自己的审核会,而整个项目又有接受来自更高层的评审期限。加班加点是家常便饭,重复的返工更不用说,而与此同时,前一个项目的大部分同事们多半都在天蓝蓝海蓝蓝的海滨胜地度他们的项目休假。直到最终项目验收部门认为这个原型和他们所想象的差不多,至少最终的成品能够满足一定的市场预期之前,核心团队都要整天为了如何实现那些拍脑袋的念头绞尽脑汁。 事情离结束还早得很呢。等那些皮肤晒脱皮的混小子们乐够了回来后,面对他们的则是核心团队通宵达旦写出来的文档,上面详细地介绍了这是一个什么样的游戏,为什么要做这样的游戏以及如何做等内容。基于文档所能传达的信息往往只能被受众消化一半这个事实,还会有相应的动员会、说明会、教程会……不算上核对进度的例会,项目人员的一周中平均会有一到两个工作日都处在会议当中。不过一旦日程走上正轨,所有的部门像齿轮一样互相咬合,项目进程也就轰隆隆地运作起来,滚滚向前了。关卡设计和美工紧密联系,负责分配到的每一张地图;程序提供接口和游戏性实现的支持,应对游戏设计师那些合理和不合理的奇思妙想;动画和模型相对独立,他们担任数据资源的支持,而在他们与程序之间起桥梁作用的游戏性整合人员则充当来料加工的工作;最后音效介入,同时测试人员为了迎接阶段目标展开第一次阿尔法测试;制作人统筹各部门的合作,并对游戏的大方向把关,但并不会对细节问题说三道四,并且充分尊重相关人员在技术问题上的看法;数据经理确保版本和数据内容从一开始就至少有一个没有致命问题的版本,通常做法是在海量的硬盘上每隔几天甚至每天就做一个游戏版本,一直到项目结束。我所说的这几句话将持续半年到两年半的时间不等——当然前提是项目没有被取消的话。一切顺利——暂且刨去那些后期追踪和市场跟进的部分——数据组没心没肺的小子们有乐呵呵地踏上了另一个休假旅行的征程,直到下一个项目的召唤。 你瞧,这里面根本没有普罗大众所憧憬的“创意十足!”“脑力碰撞!”“构思绝妙!”——别忘了感叹号。脑子里迸发出惊天动地的好点子——假如你可以的话——并不意味着游戏就这么成了。你需要一个像我们这样毫无生气的团队,好像机械一样高效有力,然后给他们注入干劲,让他们觉得自己其实生气蓬勃,充满了对明天,至少是对项目休假的希望。这就是我们经过多年以来总结出的,有效而高产地开发成功商业游戏的方法论。 [Epologue] 最后我想要说的是,作为一份工作,它和所有这个薪资档的其它所有工作没有任何的不同。作为一个游戏行业从业人员,从今往后你所最喜欢的这种娱乐形式将会变成另外一种样子。你的视野产生了变化,你不自觉地关注技术上实现的手法和其在市场销售上的成功要素,而不再是单纯的好玩与否。我不能说这究竟是一种赋予还是失落,但有一点是可以肯定的,假如你正确地热爱着游戏和这个行业,并且听不进“千万别来自找苦吃”之类的行内忠告,不妨来这里尝试一下完全不同的生活。天堂和地狱的大门同时为你敞开。 |
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Posted: 25 Feb 2009 09:12 PM PST 原文:http://www.gamasutra.com/view/feature/3928/sponsored_feature_light_it_up_.php 翻译:Li Chong * 文中图片的大图,请访问原文观看 [光线追踪可以提供华丽的画面渲染效果,但通常都被认为对于实时渲染来说太耗计算。在这篇赞助的文章里,来自英特尔的光线追踪技术组的Daniel Pohl将讲述他的团队如何将以往的成功技术引入到Splash Damage公司的多人射击游戏ET:Quake Wars中]
图5,基于不同透明度产生的不同浓度的阴影
随机文章:人眼追踪技术 2008-12-19 Softimage关于MGS4图形部分的采访 2008-12-18 战争机器多人地图设计指导之doc版 2008-01-11 DM-UCMP4-Mania另一篇review 2007-06-14 正在制作中的新图 2006-09-11 收藏到:Del.icio.us |
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Posted: 25 Feb 2009 11:10 PM PST |
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Posted: 25 Feb 2009 10:03 PM PST 那天,阿丹问了我一个问题:活着的意义是什么?
以后嘛,有机会大家能在这里一起评论绘画吧。我喜欢带有想象力的东西…… |
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Everyone Remembers Their First [DM] Posted: 25 Feb 2009 06:06 PM PST
To set the scene, the early years of my gaming group was essentially made of two tiers. First, there were “Youngsters” like myself, The Game, Original Sultan, and The O. Secondly, there were “Elders” that ranged from three to six years older and had been friends and gaming buddies for a significant amount of time prior to knowing us. Amongst them, more often than not, it was Abe who was our Dungeon Master. This led to some interesting issues. The relative difference in ages and less access to D&D books made us more likely to simply accept unusual rules and unexpected story developments as unarguable truth, at least initially. Whereas “Elder” players could sometimes persuade Abe to change his mind, we stood no chance. Oftentimes, when things would turn rather grim, our issues would be taken up by someone older, but otherwise, our complaints had no recourse. That being said, there were some definite things that were awesome about our “Golden Age” of D&D. There was genuine excitement and wonder. We bought into the general system and the rules, and the DMs authority over them. What’s more, Abe managed to tell one hell of a story and keep things interesting. Our gaming group was enormous, and so no single character was ever particularly crucial to success. As such, our first games were highly fatal and chocked full of exceedingly difficult combats. Moreover, Abe was adamant about keeping that fantastic element alive. In one legendary combat (that I missed), some players were a bit too quick to instruct ignorant characters about how to finish off trolls. With a fiendish gleam in his eyes, as the players doused bodies in oil and flame, Abe had the trolls hacked off limbs begin to attack with minds of their own. What was supposed to be a relatively normal combat quickly became a bloodbath with the legendary “Abe Trolls.” Then there were the idiosyncratic elements of Abe gaming. Abe would inject elements of whatever fiction he was reading at the time into his games. We’d have mages with Venom Symbiotes, PC armies going up against Robotech Battle pods, characters shamelessly based on Paul Maud’Dib of Dune (me) or Rand al’Thor from Wheel of Time (me again), and Abe would never bat an eye when tying together the insanity. Critical hits and failures were particularly brutal in his games. +5 Scimitars would shatter on critically failed backstabs, magical Frostbrands would fly out of skilled warriors hands into pits of lava, and 30th level Liches would get turned on a critical success and end up as Henchmen to 8th Level PCs (seriously). As time passed, all his players would joke about the monumental swings of luck and fortune in his gaming sessions, but it did always manage to produce a kind of mixed excitement and paranoia about the ease of losing everything you worked so hard for. Fast forward to today. A lot of what I do parallels my Abe D&D experience. In 3E, I was famous for my extremely challenging “single fight” adventures. Rather than run through dungeons, most times my players would face something totally insane for their relative levels. And the thing of it was, the players always responded. I would eyeball a situation, decide it would probably kill them, then make it harder, and they’d figure out a way to win. Oftentimes, like in the days of my youth, PCs would bite the dust, but the group would emerge victorious. I always implement the “it gets bigger” rule in regards to monsters, which is a derivative of Abe’s notion on trolls: PCs that give away game text of monsters inevitably find their opponent growing in size and power, to better deter rules-mongering know-it-alls from spoiling it for everyone. That being said, I certainly don’t emulate everything. Having never been the best “rules person” in the group, I always let players point out the actual rules during a session and adhere to them based on good faith assurances as such. Whereas I used to suffer through rather impromptu adjudications that were only loosely based on actual rules, I make an attempt to follow them (even if I don’t always know them). That being said, a lot of times rather than trying to figure out something more obscure, I’ll just blow through the issue instead of letting the game drag. Moreover, the zany crossovers from other genres and the game-changing criticals never really clicked with me and I don’t use them. Moreso than any particular aspect from Abe’s legacy, I think the most interesting aspect of my first DM is how Abe was held as the barometer to be compared to. When The Game and I began to DM more, it was inevitable that our games would have more or less combat than Abe, or more play balance than Abe, or what have you. In my opinion, our concept of D&D was shaped by what Abe did or did not include and what we wanted more or less of. My question to my readers is, how much did your first DM influence you? |
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[Half Paper]GPU-Accelerated Point Cloud Interpolation Posted: 25 Feb 2009 07:08 PM PST 摘要: “Half Paper”意思指的是本人知道可以实现但是没有来得及做的小文章,不存在东拼西凑沽名钓誉,我没兴趣实现之并发表,但是如果你感兴趣我们可以探讨相关的主题。本文是来自于libMesh一篇有限元相关会议中的一篇论文和写Houdini节点导出流体点云的限制而思考出来的,目的是替代传统的三线性差值点云数据而可以差值出凸壳内任意一点的数据。 阅读全文 -------------------------- 新闻:微软将打击盗版Vista仅限英文版 |
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Posted: 25 Feb 2009 08:08 PM PST if you thought "Jizz In My Pants" and "Dick In A Box" were great, you simply must watch the video "I'm On A Boat" on YouTube - it's hilarious and awesome all at the same time. I'm not a fan of hip-hop at all but, boy, T-Pain does a really great job on the song and in the video. Now i have to check out his stuff.If you like all the SNL songs you should get the album Incredibad - they're all on there. Go to iTunes and grab it and you will get all the videos too. Great deal! |
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Posted: 25 Feb 2009 07:54 PM PST 增大肌肉块的14大秘诀:大重量、低次数、多组数、长位移、慢速度、高密度、念动一致、顶峰收缩、持续紧张、组间放松、多练大肌群、训练后进食蛋白质、休息48小时、宁轻勿假。 1. 大重量、低次数:健美理论中用RM表示某个负荷量能连续做的最高重复次数。比如,练习者对一个重量只能连续举起5次,则该重量就是5RM。研究表明:1-5RM的负荷训练能使肌肉增粗,发展力量和速度;6-10RM的负荷训练能使肌肉粗大,力量速度提高,但耐力增长不明显;10-15RM的负荷训练肌纤维增粗不明显,但力量、速度、耐力均有长进;30RM的负荷训练肌肉内毛细血管增多,耐久力提高,但力量、速度提高不明显。可见,5-10RM的负荷重量适用于增大肌肉体积的健美训练。 2. 多组数:什么时候想起来要锻炼了,就做上2~3组,这其实是浪费时间,根本不能长肌肉。必须专门抽出60~90分钟的时间集中锻炼某个部位,每个动作都做8~10组,才能充分刺激肌肉,同时肌肉需要的恢复时间越长。一直做到肌肉饱和为止,“饱和度”要自我感受,其适度的标准是:酸、胀、发麻、坚实、饱满、扩张,以及肌肉外形上的明显粗壮等。 3. 长位移:不管是划船、卧推、推举、弯举,都要首先把哑铃放得尽量低,以充分拉伸肌肉,再举得尽量高。这一条与“持续紧张”有时会矛盾,解决方法是快速地通过“锁定”状态。不过,我并不否认大重量的半程运动的作用。 4. 慢速度:慢慢地举起,在慢慢地放下,对肌肉的刺激更深。特别是,在放下哑铃时,要控制好速度,做退让性练习,能够充分刺激肌肉。很多人忽视了退让性练习,把哑铃举起来就算完成了任务,很快地放下,浪费了增大肌肉的大好时机。 5. 高密度:“密度”指的是两组之间的休息时间,只休息1分钟或更少时间称为高密度。要使肌肉块迅速增大,就要少休息,频繁地刺激肌肉。“多组数”也是建立在“高密度”的基础上的。锻炼时,要象打仗一样,全神贯注地投入训练,不去想别的事。 6. 念动一致:肌肉的工作是受神经支配的,注意力密度集中就能动员更多的肌纤维参加工作。练某一动作时,就应有意识地使意念和动作一致起来,即练什么就想什么肌肉工作。例如:练立式弯举,就要低头用双眼注视自己的双臂,看肱二头肌在慢慢地收缩。 7. 顶峰收缩:这是使肌肉线条练得十分明显的一项主要法则。它要求当某个动作做到肌肉收缩最紧张的位置时,保持一下这种收缩最紧张的状态,做静力性练习,然后慢慢回复到动作的开始位置。我的方法是感觉肌肉最紧张时,数1~6,再放下来。 8. 持续紧张:应在整个一组中保持肌肉持续紧张,不论在动作的开头还是结尾,都不要让它松弛(不处于“锁定”状态),总是达到彻底力竭。 9. 组间放松:每做完一组动作都要伸展放松。这样能增加肌肉的血流量,还有助于排除沉积在肌肉里的废物,加快肌肉的恢复,迅速补充营养。 10. 多练大肌群:多练胸、背、腰臀、腿部的大肌群,不仅能使身体强壮,还能够促进其他部位肌肉的生长。有的人为了把胳膊练粗,只练胳膊而不练其他部位,反而会使二头肌的生长十分缓慢。建议你安排一些使用大重量的大型复合动作练习,如大重量的深蹲练习,它们能促进所有其他部位肌肉的生长。这一点极其重要,可悲的是至少有90%的人都没有足够重视,以致不能达到期望的效果。因此,在训练计划里要多安排硬拉、深蹲、卧推、推举、引体向上这5个经典复合动作。 11. 训练后进食蛋白质:在训练后的30~90分钟里,蛋白质的需求达高峰期,此时补充蛋白质效果最佳。但不要训练完马上吃东西,至少要隔20分钟。 12. 休息48小时:局部肌肉训练一次后需要休息48~72小时才能进行第二次训练。如果进行高强度力量训练,则局部肌肉两次训练的间隔72小时也不够,尤其是大肌肉块。不过腹肌例外,腹肌不同于其他肌群,必须经常对其进行刺激,每星期至少要练4次,每次约15分钟;选三个对你最有效的练习,只做3组,每组20—25次,均做到力竭;每组间隔时间要短,不能超过1分钟。 13. 宁轻勿假:这是一个不是秘诀的秘诀。许多初学健美的人特别重视练习重量和动作次数,不太注意动作是否变形。健美训练的效果不仅仅取决于负重的重量和动作次数,而且还要看所练肌肉是否直接受力和受刺激的程度。如果动作变形或不到位,要练的肌肉没有或只是部分受力,训练效果就不大,甚至出偏差。事实上,在所有的法则中,动作的正确性永远是第一重要的。宁可用正确的动作举起比较轻的重量,也不要用不标准的动作举起更重的重量。不要与人攀比,也不要把健身房的嘲笑挂在心上。 |
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Posted: 25 Feb 2009 08:21 PM PST 在卓越数码面试时,和花魁在小办公室里,我花了半小时介绍了我的情况和作品后说:“我是来应聘文案策划的,我相信我会是中国游戏界第一文案策划。” 花魁看了我几秒,冷笑道:“不,你不适合当文案,你适合当管理。” 就这样,加入公司的第1天,我担任了当时公司第一个试点产品《重出江湖》的主策划,团队里程序美术加上我共7人。当时开玩笑地把工作室的名字定为江南七怪工作室。 《重出江湖》的本质,实际上很类似现在的WEB游戏。其设计理念是将旧有的指令众多,操作麻烦的MUD改成一鼠走天下的图形化游戏。而其战略目的,则是为公司的大项目《不灭传说》(圣战)的程序开发提供先期测试。以改进完善服务器端和引擎。
花魁其实是个很有先见之明的人,他敏锐地预感到白领游戏的市场,将重出江湖的定位定位为客户端小(图形版22M,文字版500K),要求可以上班偷偷玩。 在这个基础上,我们做了一些匪夷所思的设计,包括可以选择将客户端最小化之后,变成输入法的图标,老板来了也发现不了。 《重出江湖》本是个图形游戏,但是后来其纯文字版的测试客户端深受公司内同事欢迎,最后文字版也推出市面,以压倒性的优势,将图形版击败。虽然2版本并存,但图形客户端几乎无人使用,因为点地图跑路多麻烦,中国还是懒人多啊。 在那个时代,还没有现在论坛上喧哗的奉行“比操作”的言论,几乎所有网游(其实也没几个)都鼓吹“一鼠走天下”。谁的操作更简单,谁就能夺得天下。
除此以外这个产品由于客户端小,图形制作成本低,所以可以天马行空地想象和设计许多细节,例如游戏中的某邪派杀死对手后可以割对方的肉来烧烤。但由于该邪派习惯用毒,制作出来的烤大侠肉串有一定几率吃了会中毒。 这类细节,中国的设计师不是想不到,大多是因为成本问题而放弃。只有发了财的公司,才能像暴雪一样堆这种细节,堆到看起来很华丽的地步。 开发半年后,重出江湖被卖给深圳金智塔代理,获得了第一笔回笼资金,从而加强了投资商XX集团的投资信心。公司内顿时多开了几个项目。成为了一个200人以上的研发公司,花魁在和金山某老大对刷招聘启事时,傲然道:“我们公司员工所用的电脑,都是20G的大硬盘!显卡都是XXXX!” 回想起来,这是一个悲剧的开始。
不灭传说 不灭传说——若星汉天空下,是以今何在的某小说为招牌宣传的产品,也是当时公司中投资最大的产品。制作者和宣传者都雄心勃勃,要把这个产品打造成“中国的DND”。 OH,这是何等的师太啊。 (待续)
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gamerotica.com sex in videogames community launched Posted: 25 Feb 2009 06:52 PM PST
“Gamerotica takes sex in videogames to a whole new level . The addition of user generated content exponentially expands the amount of bonus material available for 3Dsexgames.com the most realistic 3D sex simulation video game ever.” says Brad Abram head of Business Development at thriXXX. Gamerotica’s advanced web 2.0 member s community management system allows users to upload and download and share unlimited softcore or hardcore porn video clips, TGP style galleries, high quality 3D models of girls and guys, 3D scenes, streaming video replay clips using the 3DSexVilla sex game from 3Dsexgames.com. In game content can be, remixed, reedited, reused and favourites stored and posted to the community. About thriXXX thriXXX software gmbh www.thrixxx.com provides the most advanced 3D adult animated virtual sex simulator videogames featuring fully customizable photo-realistic virtual girl and guy avatars. Sexy game characters can be customized by age and race, body shape, hairstyles, eye color, and make-up. Niche content settings includes ; Fetish, Bondage, Anal, Facials, Lingerie, Oral, Interracial, Insertion, Masturbation, Cum Shots, Squirting, Fucking Machines, Hand and Foot Jobs, Gay and Lesbian. |
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Posted: 25 Feb 2009 06:39 PM PST
-exploring thirteen full levels |
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Posted: 25 Feb 2009 11:30 AM PST Everyone has probably heard about this already via other sources, but here it is:
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Another silly game design meme Posted: 25 Feb 2009 11:19 AM PST This seemed amusing, especially since I am barely blogging and need content.
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How Long Will That Take? (How to Figure Out What Estimations Really Mean) Posted: 25 Feb 2009 10:05 AM PST One of the first elements I got really interested about project management and scheduling was estimations. I remember doing some university papers about estimations many, many years ago. For some reason I was really interested about(1) estimating how much time doing some stuff takes and (2) how much time it really took. (Writing that down makes me feel little stupid now that I think of this…) Anyway, estimations. I wrote earlier about using points in estimations, but points have a tiny flaw: developers might feel that they don’t know what a “point” really means. Because of that, it can be useful to use term “day” instead of a point. (Or a “development day”). Nothing changes, except you just call points as “day” (or “development days”) I know some “agile gurus” will argue that this is bad behavior, but what I like to do is to try things in practice and see what happens. With points, there’s also problems - and one problem is that it might be difficult to really understand points and their relative sizes. So, now we can use a “day” in our estimates. One team (of 8 guys) could have a following estimates:
Total of 43 days. Now, after one calendar month of work they end up finishing things in following times:
Total of 116 days spent in these, and they are finished. Team has used 160 days in this one month (after taking account all the breaks, sick days and so on), so their velocity (or “how much stuff they can do per month”) is 43 (development) days - the estimated work amount. The next month they finish stuff worth 51 (development) days, and 47 the month after that. Now, after a few months we can see this team of 8 guys (who work 160 days per month) can finish tasks worth close to 47 (development) days. We can also calculate that estimation of 1 day equals to 3.40 real days (taking into account everything extra goes to meetings, hiring, discussions, bug fixing and so on). I won’t go into detail about how the estimations could be done (that’s a topic for some other blog posts), and won’t go into detail about the possible problems of this style (and how they can be solved) in this blog post, but the basic idea is that you keep estimating tasks (and make sure that the relative sizes are proper: you want to make sure that your estimations are in line with each others) and then track the “total amount of days the team members have done”. From these numbers it gets easier to give estimates. From these figures you can see what estimations really mean in a long run. For this team, a 5 day task really means close to 17 days of work (taking into account everything) on average. |
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