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AGDC07: The Zen of Online Game Design

Posted: 06 Sep 2007 02:16 PM CDT

Another liveblog…

Damion Schubert, Bioware Austin (and his blog)

My title is at least as vague as Raph’s. I thought I would tell you up front what I am talking about so if it is not what you think you can leave now.

Three mental models for MMO design, and I thought I would make those public and you can tell me if they are useful, because I have not actually researched them. I will also throw out stray thoughts on MMO design as they come up, they will seem random, because I am a random guy. And I will also discuss the history of cupholders.

I worked on M59, UO2, Shadowbane, Bioware Austin. And I write on my blog. (I skip most of this because most readers here will know about Damion. I hope.)

Why Zen?

It was the only good domain available. But I also like what it has to say about design of industrial products and games. In a nuthsell, the philosophy is that enlightenment only comes from experience, meditation, and then understanding. A lot of times the discussion about MMO design is skewed in unhealthy ways — even some of my talks, talks here, and terraNova.

One way it is skewed is ant farming. Looking at it from an academic point of view. “Allowing people to set each other on fire will create interesting dynamics!” Not player centric.

Another way is beancounting. We see players as walking wallets. I am sure that we have been in several talks that made us feel dirty even as we took notes on RMT and how to get a 9 year old to tap her college fund to buy a virtual horse.

The third of course is the executioners, talks by people who have been done wrong by players and want revenge. “My job became easier once I realized I hate my customers!”

At the end of the day we are trying to sell fun, and we are competing with TV, with the Web and YouTube, movies, etc. Fundamentally, we have to provide a place to escape to, and must keep that in mind. The Zen of Design is always staying with how users are experiencing your product.

Naturally, this brings us to cupholders.

They are a recent invention, date from the 70s. Here’s the priginal design — clipped to the window. Open the door, the window, whatever, and you spill your drink. As our lives became more suburban this terrible design mattered more. Eventually we got cupholders in the center console. Auto designers now know that the cupholder is a key decision point in comparing automobiles, because customers have an hour a day in that car or more, and that cupholder is key. The first thing a customer does is sit in the car and see how it feels. HEadroom? Stereo in reach? And is the cupholder not in an asinine position ?

Some crappy cupholders I have seen:

  • The bottom holder, the one that is too shallow
  • The thin wire that can only hold a can
  • The gearshift jostler, which smashes the cup when you shift
  • The stereo blocker

Clearly not designed with the customer in mind — just with the checklist of “we need a cupholder.”

So I want to talk about long-term relationships. They want to stick with a car, and also with an MMO. They want it to be their corner bar. Tens or hundreds of hours, and that this is something that scares them, just like marrying.

This is very unlike the folks who make single player games, who make one night stands and Playboy bunnies. We make the girl next door you bring home to mom and then marry.

So what do you look for?

  • A bit of sizzle, sure
  • but also potential, the idea that there’s bigger and better things down the road
  • Flaws, because you know that if you find a flaw in the first few minutes, you extrapolate it through 500 hours.

So games that hide the cool endgame but don’t let you know it;s there early.

We still do stupid sloppy stuff. Like, what’s the first thing you do? Walk, then jump. And how many games have you played that have crappy walk and jump? It’s the first thing that people do. Do it badly, and players see it as a bad sign. Think about having this experience on a first date.

Another stray thought: don’t lose sight of how players view your potential.

Now, a visual model. I am a fan of visual models, you can waste a lot of time with designers sitting around and looking at one. Like, Bartle’s Four. I am lazier than Richard, so my model has just one line.

A player will keep playing until he quits. You can graph what they do and see the exit points.

  1. Initial credit card signup
  2. Every monthly billing
  3. Little Billy’s mom discovers the credit card  charge on her card
  4. Litle Billy discovers girls
  5. Guild kicks Billy for not contributing to the guild fund
  6. Billy finally hears the real life voice of that hot elf chick
  7. The brick wall in advancement
  8. Huge do-overs
  9. Gameplay ends because there’s nothing else to do
  10. The realization that the goal you pursue is meaningless

Never underestimate how scary guild drama is!

A designer’s job is to reduce exit points.

The three Rs:

  1. Recruitment (getting them to trial, converting them)
  2.  Retention
  3. Reduction of costs and services

Every service industry knows that retention is the most cost effective one to do

Let’s talk hardcore.

I personally believe that this word is overused, misused, and maligned. Most of the time it comes from producers.  It used to be a good thing, because that’s what you made EQ or Quake 2 for. Now it’s something producers say is bad, and bring the grandma test. “Why can’t my grandma play this?” “Boss, I don’t think my grandma will ever like a babylon 5 game.”

But hardcore is a relative and specific measurement. It is not about whether you are hardcore gamer, but whether you are hardcore to an idea before launch, how hardcor eyou are to a genre, and how hardcore you are to a game once it is live. One game’s hardcore market is not another game’s. There are hardcore Sims players. Hardcore Habbo Hotel players. It is a measure of investment.

When you think abou it that way, you have to think hardcore is goodm because investment is good. In factm we want to push people to be hardcore about our game.

Also, it’s not a binary thing. It’s not like one day you suddenly decide to be a hardcore Sims guy who is going to script objects. You move step by step.

So here is a second mental model.

  • Casual: char creation, newbie quests and areas
  • Interested: adventuring in low levels, chatting, bnlow battlegrounds
  • Committed: higher levels, crafting, gropuping
  • Devoted: running instances, 10 man raids, guilds
  • Hardcore : 25 man raids, rep grinding, Competitive PvP, modding

Also, the reward cycle gets long, from seconds, to minutes, hours, days, and weeks per tier.

This is something we can probably improve. Even if your game does not look like this, it’s important for game designers to fill out this table for their own game. What are people doing at different levels of investment? And how often are they rewarded? You want to ask yourself, are there any gaps? Any boxes that have nothing? You are asking people to make huge leap, like jumping from short reward cycles to long ones without indoctrinating them. You need to use a “boiling frog’ approach.

Make the movement up the investment ladder as seamless as you can.

We want people to stick because communities that are full are interestingm, and empty ones are boring.

Don’t ask your players to make a leap of faith over a stage of development.

Hardcore can also help with the other graph — the more hardcore, the more dramatic the exit point has to be. A casual player exits easily.

People are not as hardcore as they think. Everyone thought they were leet hardcore until they got to Shadowbane. Most of them realized they were actually there to die. And no one is hardcore on their first log in. Sure, we have all encountered fanboys who were there two years in advance, and so on. But until you touch it, you cannot truly be hardcore. They are just at the “interested” level at best.

Why are hardcore import? They are rockstars in the game. People knw who you are. These are cultural touchstones, provide aspiration for other players, provide a trajectory and horizon for people. Hopefully they evangelize. And this is really important. Blockbusters happen when the hardcore evangelize to the casual people they have as friends. (I hope everyone here has read The Tipping Point).

When you go to make a purchase decision, you go to the folks whom you think know the space. So when a hardcoreguy evangelizes, other people take notice.

But your game is too hardcore if:

  • if hardcore players are too ashamed to admit they play the game. I had a boss who played EQ obsessively — 5 accounts. I asked him, “How many times have you recommended EQ to your wife or your brother.” “No, I wouldn’t do that to them.” That’s a bad thing.
  • Your hardcore customers are exclusionary. We made this mistake on Shadowbane. Casual people wander intot he boards, express casual interest, get told “U suk, play2crush!” and they leave. Yes, it is possible to make a good martini bar, but they probably charge $15 per martini. Mass market is more like selling beer.

You must control your culture. You wanna know why more women aren’t playing? Because the game environment is often sexist. And never underestimate the damage that can be done by a charismatic idiot. You have to control the tone. People are deciding whether they want to live in your game.

People easily take cues for social behavior. Go read about the Stanford Prison Experiment.  On the flip side, last year Mike Steele talked about Burning Man, where there is a culture of 50,000 dirty screaming hippies who pick up trash and clean up after themselves. Control your culture, or it will get hijacked.

Another stray thought: matchmake. We really should see more experimentation on this — EQ2 does cool stuff here.

Have you ever heard a rock band talk after breaking up? “It was like being married to five people.” Well, being in a raiding guild is like being married to fifty people. Guild drama fucks you up. And we let guilds form ad hoc, and let people find them randomly. How much stickier would things be if we could actually put people in compatible groups and let adults find adults instead of finding people who spell dude with zeroes?

I didn’t have a good segue, so here’s a slide about hippos.

The great game/world debate. My third mental model.

For a very long time, people have argued about whether these thngs should be games or worlds. And honestly, it’s mostly been driven by the world guys because worlds sound important. I tend to be traditionalist and on the gamey side. But this is much more relevant than the academic debate makes it seem.

World guys tend to talk about freedom and realism and immersion and simulation. And games are about balance, limitations, powerups, and fun.

First observation, it’s a sliding scale. Almost no game is all the way to one or the other.

Second observation is that there is a third point, which is equally important, and that is community.  After all, the “multiplayer” part is a key unique element of “massively multiplayer.”

Th first time I talked about this, Bartle pointed out that if you added “Arena” you woul dbe at the Bartle Four, but I disagree. More on that soon.

Socialization has its own key elements too: socialization, cooperation, competition, interdependence, social rewards.

You can graph games on this triangle. Raph called it the Schubert Triangle, but I am not that egotistical, and now call it the activity landscape.

The sweet spot is in the middle. If you are not in the middle, your community will tend to push you there. When Quake launched, it was heavy on game, on world, and players added in the stuff that made community happen and pushed the game to the middle. Players invented Capture the Flag. UO started over closer to the world point, but players added in stuff — so they rerolled characters to add guild name tags to their name, or ran IRC tofix the lack of global chat. And on the game side, they created wrestling matches, etc.

If players are nudging it, that may be a sign you should push in that direction too.

My take is we need to build well-centered games. This is not a purely academic exercise, because it gave me the rule of three. And this is why I excluded the arena, which would make it the rule of four.

Systems should satisfy two of the three points. Try asking players to vote on a system.

Let’s say that you are considering adding permadeath (fire that guy). World says “yes! realistic!” Game says “No fun.” And community says “disappearing identities makes it harder for me to track my friends.” Permadeath out.

Voice chat: World says it breaks immersion, game and community people both like it, games because of the tactical benefit and social because of chatting.

Long travel times: world says it is realistic, but  it makes it longer to hit the fun, and makes community harder because it takes too long to find your friends.

Crafting: yes across the board. Shouldn’t even be a debate.

AGDC: Square's Real Money Lockdown

Posted: 06 Sep 2007 02:37 PM CDT

Dealing with real money transactions taking place in your MMO can be tricky. At the Austin Game Developers Conference, Square-Enix argues that there are three ways to approach the issue.

GCAC: Foreign companies can succeed in China

Posted: 06 Sep 2007 03:13 PM CDT

According to Virtuos boss Gilles Langourieux, having success in the notoriously difficult country of China is possible, as long as there's an understanding of how best to do business.

First Person Drama/Shooter by simbrono

Posted: 06 Sep 2007 01:04 PM CDT

Opening scene is a first person view of someone sitting down on their recliner and turning the tv on. Camera will cut to tv still in 1st person perspective and character will flip through channels while flipping through channels the station will immediately start flashing random almost hypnotic images. Character raises up walks to his top dresser drawer and pulls out a 9mm. He than murders his family one by one as the sleep. After his last family member is shot he blacks out and awakes in police custody in the back of a van. Confussed and with no memory of the event. The van wrecks and you spend the game running from the police and having small flash backs of what happend to your family. As you piece together the events you track down the source of the tv signal to extract revenge.

AGDC: Haro On Making Habbo A Success

Posted: 06 Sep 2007 09:36 AM CDT

Though it didn't attract the biggest crowd at the show, Sulka Haro's keynote speech on Habbo Hotel delivered a lot of wry commentary and useful information on the building of successful online worlds. Even though his world is mostly populated by 13-16 year olds - by his own admission - Sulake Labs' Haro noted there are lessons to be learned about broadening the appeal of products that touch on one or more of the tactics ...

Sebastian: THQ's Stuntman 'Slow Off The Blocks'

Posted: 06 Sep 2007 04:27 AM CDT

In a new investor note, Colin Sebastian of Lazard Capital Markets has been commenting on THQ's holiday season prospects, suggesting that THQ's Stuntman title is "a little slow off the blocks", according to an informal retailer survey, and suggesting "modest expectations" for THQ's September line-up. Sebastian explained, in his note: "Based on our channel checks with a cross-section of video game retailers, we believe that first-week sales of THQ title Stuntman are a little slower ...

AGDC: OGSi and BitTorrent Partner to Manage Gaming Content Delivery

Posted: 06 Sep 2007 09:29 PM CDT

Online Game Services and Internet file delivery service BitTorrent have announced at the Austin Game Developers Conference a partnership to develop a download solution for online gaming, augmenting OGSi's games hosting and transport offering with BitTorrent's peer-assisted content delivery service to enable game companies to handle traffic spikes. The OGSi download platform will be offered to all OGSi online game customers with game download and video streaming requirements, with the specific aim of reducing the ...

Austin GDC: Final Fantasy XI's global experience

Posted: 06 Sep 2007 01:53 PM CDT

Hiromichi Tanaka, an executive officer and producer for Square-Enix, spoke to an Austin Game Developers Convention audience about the challenges of designing global entertainment

AGDC07: Emerging Legal Issues in Online Games

Posted: 06 Sep 2007 11:59 AM CDT

Liveblog — forgive the typos.

Greg Boyd, general corporate attorney, at Paul Weiss.

I have given fifteen of these talks in the last three years. I promise this one is different. The goals of this talk:

  • Not to suck
  • Give concrete legal info about emerging and old issues for online games
  • Leave lots of time for questions

Roadmap (talk outline):

  • general IP
  • EULA/Privacy
  • Contests and sweepstakes
  • Startup to investment/sale

I have represented maybe 25 companies, from SOE, EA, Vivendi, to startups, for all sorts of things.

Patents

They protect inventions, are growing in importance, take 2-3 years thru USPTO, and cost around 12-22K to file for 80% of them. A bit ago there was an article in Gamasutra about how the toothbrush industry had an order of magnitude more patents filed than the game industry.

The patent fixes the date of your invention, so filing early means that it can block competitors.

The cost varies based on the complexity of the invention, and how much work you want to do.  The better the spec you send, and if there’s a few meetings, then the cost goes down. Send me a postcard, and it could cost up to $40k. It is hard to come in under $10k, but it is easy to get to $40k depending on what you want to do. Also, this is cost to file — not total cost. You could end up fighting a patent for 7 years or more to get it through. Every 6 months you get an office action from the PTO and have to make a business decision to keep going or not.

Also, beware the bargain basement patent attorney. It’s like the old Bill Cosby routine about buying tires. Getting them on the car is extra. Having them bounce is extra. Make sure you pick a firm that understands the tech.

The highest cost will be from general practice firms, and the boutiques will be cheaper. And firms on the coast will be a bit pricier.

Trademarks

Trademarks protect names and logos.  1-2 years in the US, longe rintenationally. They cost around 2-3k to file. They are potentially immortal.

Copyright

Protects expression in a fixed medium. It lasts nearly 100 years thanks to Mickey Mouse. (It’s actually a ridiculously complex chart… don’t try to wing it — 1923 is just a rule of thumb). Copyright is cheap to file, and costs maybe $45, and you don’t really need an attorney.

Copyright has big nasty teeth. The FBI can get involved and there’s jail time. You can get $150k in damages per instance. It’s the broadest protection for the game industry.  Keep in mind “fair use” is a defense, so you will still spend $100k just to get to the point where you get to use that defense.

This guy (shows pic) sold something called the Power Player, an unauthorized Nintendo player with some games. And since the Nintendo patents had expired, people thought it was OK for him to sell this in malls. But he got busted, and convicted for 40 counts, 5 years in prison, then deported. And he had to pay for ads in the gaming mags, full page ones, saying that he was guilty and not to do what he did.

Trade secrets

Protect any secret used to a business advantage. Possibly broader than copyright. It is free or cheap. You are not supposed to register it. But you do have to have things in place to demonstrate that you are protecting the secret. They are potentially immortal (patents are only 20 years).

What is IP good for?

“So I can sue my competitors!” Great, we can get 1/5th of the way there for $1m. “I’m going to license it to Google!” Easier said than done. People jump to the last reasons.

Really, it’s this order:

  1. Company valuation
  2. A symbol of sophistication
  3. Defense (which is working even when you don’t know it)
  4. Licensing
  5. Litigation as a last resort

On defense, when a competitor considers entering your market, the presence of your patent in a patent search can scare away competitors (or curtail their access to funding). It builds a moat around what you are doing.

EULA

This is your agreement with your customers about who has what rights and responsibilities. Absolutely necessary.

The privacy policy is a legal obligation — you have to have one, and have to follow certain rules.

Of course, these do vary from country to country.

“Can’t I just copy WoW’s?” No. if you read 300 EULAs you will notice subtle and important differences. If you are WoW and havea billion dollars, you will divide the rights and responsibilities differently than a new startup. It will pay off in the long term. Plus, WoW could actually sue you for copyright infringement!

  1. Arbitration or litigation? Arbitration is private dispute resolution. It keeps stuff outof the courts. The bad news is that it is cheap to get into — so it is easy for someone to file one against you. Whereas litigation has a higher barrier of entry for someone coming ater you. But it will cost you more in the long run, and it will be far more public. There is a new opinion in the Bragg case against Linden that moved something from arbitration to Federal court, so even then it’s possible for your arbitration clause to not be valid.
  2. Stuff varies state to state, especially in consumer protection and liability.
  3.  The more symbols of volition you can show, the more likely your agreement is to be enforced. This is why you have to scroll down to click OK, force people to click through the agreement every time.
  4. If you are taking info from children, there are a lot of strings because of COPPA and other factors. You have to know what the changes are in termsof EULA, privacy, etc.
  5. Selling your company. The privacy policy could prevent you from selling the userbase along with the company! (True story). So you need to make sure your privacy policy is right.

Virtual property

The tension in the Bragg v Linden case… we all know the old school customer service — mud style, Jessica Mulligan style. If you look at me funny, I ban you, I have the right. A grand old tradition, probably been going since Bartle. It’s worked great until recently. But it may not work too well going forward.

If you grant IP rights to other people, and they own copyright in it, and have stuff in that world, there’s a lot of legal obligations. Worse perhaps is that you deliberately acknowledge the monetary value of what they do, and you know that this room has $500 of stuff. What happens if you have an account with $500 of virtual stuff and this person does something that you would ban for? In the old school model you would, you’re the game god. But what about the taking of the $500?

It is creating a tension that the law may or may not tolerate. In some ways these people have an account with money in it. You may say in your EULA that you can do it, but you have to assess how strong the EULA is. You should run away from anyone who makes definite statements on this, because nobody has a real legal answer right now. If you turn off the game and there’s hundreds of millions of dollars of value in there, do you owe the money back to the users?

The answer is uncertain, we don;t know, and the one guarantee is full employment for a certain number of lawyers. The answer will probably vary by country.

Contests and sweepstakes

Growing in importance. A contest could be who is the 4 millionth visitor, who makes the best website — I haven’t seen the same contest twice. These are going to be nationally and state regulated. Plus the law is changing — like sweepstakes and gambling in Maryland and in Canada, changing now.

We tried making a chart of the rules, and it would have cost $100,000 and could only be guaranteed for one day. We had a sweepstakes that was valid on Monday in Canada and invalid by Wednesday. And if you screw this up, it could put you in jail, because of gambling.

Considerations:

  • Is it skill or chance? Chance is scarier than skill to most regulatory bodies. And skill has to be objective, with criteria. The highest score.
  • Is there a purchase? In some coutries, including a sub, or even an internet connection! Cost raises more eyebrows. A common way to get around this is to have a free mail-in entry.
  • Children. There are a lot of issues that arise here. I had a client where anyone could enter, and the prize was a 2 week trip for 1 to Seoul to visit a dev team for a week. What if your six year old wins? Think these things through with me, help us help you. Yes, it will hurt some feelings, but what is the purchasing power of a 9 year old?
  • Size of prize matters base don country. A car, an Alienware system — that can be tough in some countries. A signed $50 statuette with a lead designer autograph won’t, and your customers will still love it.

How does this work? Say you’re Blizzard and want to run a contest in 25 countries.

You need a coordinated counsel — one lead firm in the US who knows who to call in each country. You need to set up billing arrangements with all these other people. But you talk to one core firm.

I don ‘t mean to insult your intelligence, but this is a core point: Europe is not a country. There are some EU level directives, but these places have thousands of years of sovereignty and the EU is 20. Countries like France have resistance to doing what they are told. And you will probably have to translate your EULA to all the languages — if you want it enforceable, anyway.

So lots of risk, and also lots of possible profit. Pick territories one at a time, and work with local folks. If you don’t want to deal with it at all for a given territory, be sure to void the jurisdiction.

Question: what about void where prohibited?

It is commonly done, but it is not a substitute for voiding by territory. I have a high knowledge of this area, but I still call a guy who is more expert than I am, because this area is so complicated.

Start-up to investment or sale

Corporate form before all else. it is not that hard to get done, a small law firm can help you.

IP and NDA agreements is the second thing you should do. What if the founder leaves before beta? he can shut you down with the copyright case.

Get the deals in writing. Lots of handshake deals in the game business. But ideally, get it drafted by a lawyer. If it is anything more than emptying your trash… and there’s even janitorial contracts.

Also, don’t throw away the writings. I don’t make stuff up. Yes, it happens. If you hire a consultant and they help with a game design, and then give your design to a competitor, and you want to do something — you need to be able to find that writing. Scan them, have backups, do whatever you can.

A founder will leave. I cannot think of an example of a company started by 3 or more people where one didn’t leave within 3 years. Plan for it while you are all still friends.

It is cheaper to set up legal work than it is to clean it up. Everyone will sign an IP assignment in the beginning. After all, you’re in your mom’s garage. But once there is a $50m deal on the table, that’s when people start asking for more.

Litigation is a last resort — it is hugely expensive in money and resources. Even if you win, you rarely win. I used to do this a lot professionally, and now I don’t, because I saw so few people come out better.

Summary

Keep in mind that the contests and sweepstakes really are more complicated than you think — a blackjack tourney for 1 m people, some of whom are minors, with a prize of a trip to Bangkok!

Business & Legal Primer for Game Development Business & Legal Primer for Game Development

My favorite slide: I wrote a textbook on this. I make almost no money on it. But it covers lots of this.  My favorite chapter is the interview chapter “I Wish I Knew” where I interviewed all the game gods and asked what things they  had learned the hard way.

Questions

What could that Nintendo guy could have done?

Gotten a license. Make sure that those folks actually own the rights! What does it take to get sued?  Here’s what i say after ten gin and tonics. You have to do something bad. Second, the rights owners have to know you are doing a bad thing. At 200 players it’s unlikely. Third, people have to be really pissed off. Normally, you just get a letter asking you to desist. They have to be a million dollars of pissed. For most people there’s a high bar to get into litigation.

Does it matter the purpose of the purchase in a contest? For example, limiting a contest to subscribers, versus requiring a new purchase?

My experience is no. A $20 a month game and a contest for current subscribers, that’s “purchase required.” A free entry could help — depending on the nature of your contest.

What about self-regulated content among the community? User reporting, flagging, etc? Seems to be the way things are done, are we kidding ourselves?

I think we are kidding ourselves to some degree.  If YouTube has child porn on it, YouTube is in trouble. So it is a great idea, but it does not absolve you of all responsibility. A good DMCA ability will be great for copyright, truly consider yourself more of a carrier. But on the whole, it is not a cure-all. It is a risk you deliberately take. Depending on how well you design the processes up front, you can get a lot of shielding that way. In the YouTube case, they seem to have different standards based on what you are talking about. In the modern YouTube, can you find any true porn? No, so they had SOME sort of mechanism. And license holders with YouTube, they seemed to have protection. But people who wouldn’t pay, their stuff seemed to be showing up. At least that is a perception. Make sure you use the same level of screening for everyone. Certainly leverage user abilities when you can.

How do recent Supreme Court rulings affect patents? Like last Friday?

I don’t know about Friday, so I could need to see the specific case and charge you a comical amount of money… kidding, actually no, not kidding. :) On the whole, people are saying that  patents have gotten a little easier to break.

Patent law is one of the few things in law that has a subspecialty bar.  You need to find someone who is registered and passed that.

Are you able to assign IP rights to content created by kids?

Usually IP assignment has to be done by written assignment, and traditionally kids cannot even agree to your EULA. They can only enter ‘contracts of necessity” usually. It is a gray area right now because of the rise of user created content.

Terms and Conditions are different from EULA. Can putting the ban and confiscation thing in the TOC instead of the EULA and be covered better?

You just restated the tension: can we rely on the old school customer service model. It will not be settled in one case.

EULAs are  hot topic. How do we compromise between a EULA with teeth and violating user rights — thinking of stuff like Warden and Punkbuster.

On the whole, I think those things if fully disclosed, haven’t been tested as hard. The tension is there, but right now, I think those things are still safe.

AGDC: Checking Into the Habbo Hotel

Posted: 06 Sep 2007 12:37 PM CDT

There's something special about a game that lets you role play as a McDonald's clerk. Habbo Hotel's lead designer Sulka Haro talked about what has made the online social gaming site such a smash hit.

Austin GDC: Trust the users

Posted: 06 Sep 2007 01:05 PM CDT

In his keynote at the Austin Game Developers Conference, Sulka Haro urged developers to “give the users tools and the space, and something will happen.”

回合制战略游戏的AI算法设计

Posted: 06 Sep 2007 11:29 AM CDT

译自Ed Welch《Designing AI Algorithms For Turn-Based Strategy Games》

在动作游戏里由电脑控制的对手总是有着先天的优势:完美的命中率,快如闪电的反应,所以为这类游戏设计AI的挑战在于使其更“人性化”,可以被玩家打败。

在回合制战略游戏中,局面却正好相反。速度和命中率已经不再举足轻重了,人类玩家的敏锐和直觉可以轻易地战胜任何AI对手。事实上,要设计出可以打败一名有经验的玩家的AI几乎是不可能的,但毕竟那也不是我们想要的。

挑战在于让AI的攻防策略看上去是聪明的,经过考虑的,保持游戏中挑战的同时,让玩家取得最后的胜利。一旦玩家熟悉了AI的战术之后,游戏很快就会变得无聊起来,因此一定程度上的不可预见性[译注:随机因素]还是很必要的。

面临的挑战:一款典型的战略游戏分析
引用实际的例子是理解AI设计问题最容易的方法。在这里我们来看一款太空战题材的游戏。

我们的例子是一款俗称“4X”的游戏。[译注:4X游戏,战略游戏的一种,其主要的四个游戏目的分别是:eXplore(探索),eXpand(扩张),eXploit(掠夺),eXterminate(毁灭)]在这款游戏里,你必须扩张并征服整个星系。每个玩家都拥有战舰以及殖民舰,始于己方行星,能够殖民化适合居住的行星。



为其设计AI的最初尝试可能只是一个简单的算法,分派针对各资源(如行星,或舰队)的任务,从最重要的任务开始执行。守卫正在生产的行星具有最高的优先级,因为它们最有价值。

第二重要的是守卫没有生产任务的殖民地,接着是进攻敌人的主行星,之后是殖民能居住的行星,再是进攻敌人的舰队,然后修理受损的飞船,最后是探索尚未开垦的领域。总之,我们从最高优先级的任务做起,检查在离我们的行星附近是否有敌人舰队存在。

正如你在图片中所看到的,敌方护卫舰X,Y威胁到AI的基地和殖民地。于是,我们找到最近的驱逐舰,分配进攻任务。你可能已经留意到我们的算法在这里的漏洞。如果碰巧,护卫舰Y先行动,距离最近的是驱逐舰A,它会被分派去作攻击。而此时护卫舰X又行动了,剩下能进攻的只有驱逐舰B了,但它离得太远,已经来不及阻止敌方护卫舰X轰炸我们的家园了。很明显,对付护卫舰Y的应该是驱逐舰B,护卫舰X则该留给驱逐舰A。

此外,这个简单的算法还会引起其它的问题。来看一下一个更加复杂的场景:



在这个场景里,我们的驱逐舰A因为先前的战斗严重损坏。将其再次遣往战场只是徒劳。将其送回主星球修理才是明智之举。于是就只剩下了驱逐舰B和驱逐舰B来保卫殖民地。但驱逐舰C离(敌人)的护卫舰Y太远了,更好的做法是让它轰炸敌人的殖民地,因为距离上非常接近(更别提剩下的燃料消耗同样重要)。与此同时AI全副武装的殖民舰队也会因此从主要的殖民任务中被调回。

解决方案:资源分配算法

分配记分
为了解决以上这些具体的问题,首先我们要设计一个记分系统。每一项任务都会被分配到一个总体的优先级,如下:

保卫我们的殖民地:1
进攻地方的殖民地:2
殖民(其他)星球:3
进攻地方舰队:4
修理受损舰队:5
开拓未开垦的疆域:6

每一项任务还有一个优先级的加权值,比如防守任务的加权值基于殖民地的价值。(有着生产任务的殖民地有着极高的加权值。)相似地,修理任务会根据受损程度计算加权值,而殖民任务的加权值则来自于行星的适合居住程度。

终于我们要来考虑被舰队的距离了,如下:

当前目标:生成的任务
靠近殖民地的敌舰:保卫殖民地任务
敌舰:进攻敌舰任务
敌殖民地:进攻敌殖民地任务
可居住的行星:殖民化行星任务
受损舰队:修理舰队任务
未开垦的领域:开拓任务

分配得分 = (6 – 整体优先级 + 加权值) / 所分配舰队的距离

因此,在先前的场景中,尽管防守任务拥有较高的优先级,但驱逐舰C离敌方星球实在太近了,所以进攻敌方殖民地的任务得分会更高。

此外,因为驱逐舰A严重受损,所以驱逐舰A的修理任务的优先级加权值也会十分高。再加上它离修理站的距离很近,修理任务的得分就会高过防守任务。

算法概要
整体算法分为4个部分:



收集任务(Gathering Tasks)
AI有一张探测距离之内敌方舰队和行星,以及己方资源的列表。生成其需要完成的任务如下:

可能的分配(Possible Assignments)
问题的另一方面在于如果我们分配任务的次序出错的话,那么就无法做到对资源的最优利用。这可以通过分步分配任务来解决。我们使用两个特殊的类:PossibleAssignment(候选任务)和Task(任务)。PossibleAssignment通过一个任务和一个可能的“任务执行者”联系在一起,并记录“分配得分”。Task记录优先级,优先级加权值和任务。



让我们来快速地看下我们的类结构,把这些都搞清楚:

我们为每个“任务执行者”生成一个PossibleAssignment的组合对象。我们去掉不可能的任务组合。比如一艘未装备的飞船不能执行进攻任务,它如果没有燃料到达某个目的地,那么相应的任务也无法执行。代码是这样的:

// listAsset contains a list of all assets (for instance ships)
for (n = 0; n <>for (f = 0; f <>if (listAsset[f].isTaskSuitable(listTask[n]))
{
listPossAssignment.add(new PossibleAssignment(listTaskn]));
}
}
}

接下来我们计算每个候选任务的得分,并将列表排序,由高至低。最终,在最后一部,我们实际分配任务。因为列表经过了排序,所以最有效的任务排在首位。一旦任务被分配,便将“任务执行者”标记为“忙碌”,同时将任务标记为“分配”,以免重复分配。

这里是部分的代码:

for (n = 0; n <>public void PossibleAssignment::assign()
{
if (task.isAssigned()) return;
possibleTaskDoer.assign(this);
}

public void Ship::assign(PossibleAssignment possAssign)
{
if (task != null) return;
task = possAssign.getTask();
possAssign.getTask().assign(
this);
}

将算法重用于行星生产任务
在现有的飞船不足以打点好所有的任务时,AI应该生产更多的飞船。比如,如果我们发现了一艘敌人的飞船,手头却没有足够的舰队进行攻击,那么我们需要建造一艘新的攻击舰。类似地,如果当前有可以居住的行星,但手头没有殖民飞船,那么我们需要建造一艘新的。

实际上,生产建造的优先级和飞船任务的优先级是完全一样的。正如你在类的图标中所见的一样,飞船(Ship)和行星(Planet)都是继承自星际对象(SpaceObject),所以它们都可以被用在同样的算法中,只需要做很小的修改。这是一个在面向对象的设计中代码重用的很好的例子。

这些都展示在下面的图表中:



简单处事:扔掉旧的任务
因为这是一个回合制的游戏,在每个新的回合开始的时候,所有上个回合的任务都过期了。比如,你的驱逐舰要去攻击的敌护卫舰可能突然撤退,或者你可能——惊恐地——发现,你正要殖民的行星早已被敌人占据。

最简单的处理方法是扔掉所有的任务,在每个回合开始的时候重新调用分配程序。这看起来可能不那么有效率,因为并不是所有的任务都需要更新的,然而它确实可以使得AI代码大大地简单化,你不必在维护之前回合中的任务。

保持代码的简单,对于AI算法来说尤为重要,因为这些算法很容易瞬间就变得过分复杂,让除错和维护变得非常困难。再者,所有的优化都应该在最后阶段,算法全部完成之后来做,而且是在明显感受到是算法一开始就拖慢了游戏的时候才做。

回合中的措手不及
在我们的回合中,我们的一艘飞船可能发现了新的敌人殖民地,或者飞船。我们可以立即分配给这艘飞船新的任务,但这可能会有问题。因为这艘飞船可能已经有了一个非常重要的任务。同样地,自简单和“傻瓜”(fool-proof)的做法是再次调用分配程序,保证选择最优的分配。

结论:这个算法实际的作用如何?
这个AI算法是在一款4X战略游戏的开发过程中设计出来的。(你可能已经通过例子猜到这点了。)实际的情况是人们有一种感觉,似乎在这些敌人的舰队背后隐藏着一种真切的智慧。

飞船会出人意料地改变战术。如果敌方的飞船没有弹药了,它会突然中止战斗,返回基地进行补给。如果它没有足够的燃料回到基地,它会试着去探索未开垦的区域。(这是仅有的有效任务。)新的飞船从船坞中诞生后整个舰队的命令可能都会改变。一些飞船会返回进行修理,让新出炉的战舰展开进攻。

基本上这个算法有着上佳的“性价比”(“bang for buck”),是一个实现和出错都很轻松的,并不太复杂的算法,但仍然造就了具有挑战性的AI对手。

即便这个算法是为某种类型的游戏专门设计的,它还是可以简单移植到其他类型的战略游戏中。

New Emergent Platform Aims to Lower Costs

Posted: 06 Sep 2007 11:37 AM CDT

Emergent, the firm behind the Gamebryo game engine, has unveiled the beta for Emergent Platform, which promises to reduce development costs for online games.

头大如斗

Posted: 06 Sep 2007 10:21 AM CDT

 

最近一直都在写与制作相关的方法文档。可能是因为这个缘故,状态一直都不太好。

 

闺蜜说,不要想太多了,想得太多头会变大的。

头大如斗,大致上就是现在自己的状态。

 

糟糕的是,我正在对很多事情开始失去热情和感觉。比如说玩游戏,现在我玩游戏变成了“获取用户体验”,整个过程都在不断的假设和思考。是,这是一种积累,但是游戏本身对于我来说却没有了乐趣可言。这是一种很久以前我就能遇见到的危险倾向。

 

玩MP3C,在一个流程分支里面卡死了(前路不通,后路已断,游戏中又没有提供任何的提示),这显然的流程分支设计不良问题。我第一个反应是,TMD Mario Club都干什么去了,顺手一关机,不玩了。想想也觉得滑稽,现在自己脾气那么大,明明玩的还是盗版。

玩游戏玩不去进去,看书也看不进去,写东西没了以往的激情。好像自己的精神已经到了极限了。

 

这点上闺蜜比我强:她更容易比我达到极限,但是她总是能找到让自己复原的办法。旅游、回家,最后总能像没事的人一样回来。换了我就不行——回家?太累;旅游?太贵。有那个时间、那个钱,我能干很多事情了。越活越没生气,那也是不言而喻的事情了。

 

朋友跟我说,你做人底线太多,看着都觉得累。

 

我觉得所言极是。不过能撑多久就撑多久吧。

各位介绍些MOD玩吧

Posted: 06 Sep 2007 09:05 AM CDT

我喜欢虐BOT 或者被BOT虐 最好是异型什么的:devil] 恐怖类型 啥都可以 可以联机就更好; :disdain]

好久没写了

Posted: 06 Sep 2007 06:51 AM CDT

一忙起来就不想写.最近开始看UE3的使用,有些心得.最近会写写

好久没写了

Posted: 06 Sep 2007 06:50 AM CDT

一忙起来就不想写.最近开始看UE3的使用,有些心得.最近会写写

10tacle Continues Asian Push with MTV Deal

Posted: 06 Sep 2007 10:37 AM CDT

10tacle Asia and MTV Networks Asia have signed an agreement to roll-out an Asian cross-platform entertainment channel offering online gaming, a 3D virtual world, social networking and digital content.

头大如斗

Posted: 06 Sep 2007 10:21 AM CDT

 

最近一直都在写与制作相关的方法文档。可能是因为这个缘故,状态一直都不太好。

 

闺蜜说,不要想太多了,想得太多头会变大的。

头大如斗,大致上就是现在自己的状态。

 

糟糕的是,我正在对很多事情开始失去热情和感觉。比如说玩游戏,现在我玩游戏变成了“获取用户体验”,整个过程都在不断的假设和思考。是,这是一种积累,但是游戏本身对于我来说却没有了乐趣可言。这是一种很久以前我就能遇见到的危险倾向。

 

玩MP3C,在一个流程分支里面卡死了(前路不通,后路已断,游戏中又没有提供任何的提示),这显然的流程分支设计不良问题。我第一个反应是,TMD Mario Club都干什么去了,顺手一关机,不玩了。想想也觉得滑稽,现在自己脾气那么大,明明玩的还是盗版。

玩游戏玩不去进去,看书也看不进去,写东西没了以往的激情。好像自己的精神已经到了极限了。

 

这点上闺蜜比我强:她更容易比我达到极限,但是她总是能找到让自己复原的办法。旅游、回家,最后总能像没事的人一样回来。换了我就不行——回家?太累;旅游?太贵。有那个时间、那个钱,我能干很多事情了。越活越没生气,那也是不言而喻的事情了。

 

朋友跟我说,你做人底线太多,看着都觉得累。

 

我觉得所言极是。不过能撑多久就撑多久吧。

Frayed Knights: Talk Ain't Cheap

Posted: 06 Sep 2007 10:05 AM CDT

More on the continuing saga of the indie RPG Frayed Knights - the comedic role-playing game in development here in the dungeons of Rampant Games. "Dungeons" meaning my little basement office.

Conversations
Many early RPGs had you killing every other creature in the game. Most modern ones try to add variety to the game by having you talk to some creatures instead of killing them. Tricksy designers, huh? As it turns out, its usually easier to just kill them.

I, too, have been working on conversations with NPCs (non-player characters). My goal has been to create something that's a little deeper and more interesting than the usual NPC conversations found in other RPGs - where they are little more than quest-and-information dispensers.

I started with the idea of bringing back some old-school Ultima-style (Ultima 7, to be specific) keyword-based conversations, to allow a more organic (if disjointed) flow of conversation. As you talk, keywords become available to trigger dialogs, and disappear once they are "used up." This has an advantage of allowing player-initiated topics of conversation. If the player is on a quest to find the Purple Velvet Jacket, it could be inserted into any conversation menu for any NPC that actually had something to say about the PVJ quest. So the player wouldn't have to go repeat through endless conversation loops and branches just to see if any NPC might mention the PVJ somewhere in their canned dialogs.

I also added a "knowledge / conversation inheritance" system. This way there could be a hierarchy of knowledge in, say, the village. Let's say we have a villager, Ol' Cletus. Now by default, Cletus would already have the conversation options of all villagers. And he's also a member of the Fraternal Order of the Moose. So he inherits all of their common conversation options as well. He's also a regular Bar Patron, and inherits the Bar Patron conversations. So if the Fraternal Order of the Moose is in any way involved with the PVJ quest, Ol' Cletus or any other FOM member may have something to say on the matter.

Then he's got his own, unique conversation options. Because he's Ol' Cletus.

Suddenly Ol' Cletus is a very talkative character. His conversation "tree" is very, very broad. Only a little bit of it is exposed immediately, but through chatting with Ol' Cletus, making him like you or trust you, or satisfying other conditions in the game, new keyword options can be exposed. And old ones disappear as the conversation moves on to new topics, though a skilled conversationalist can bring them back around again. Before Ol' Cletus gets impatient and decides he needs to quit talking and go about his business...

Where It's Going... Or Not...
That stuff is all working. Mostly. But the results were... less than satisfying. Which is my way of saying "it sucks," without damaging my own fragile ego.

Now, I'm not done yet with the additional stuff I intend to add to conversations to make them more interesting still... like borrowing some actions from people-sims (like... uh, The Sims) as actions to try and adjust the NPC's mood, patience, respect, trust, or relationship with the PC's.

Which - all combined - would probably makes it a slightly more elaborate cousin to the conversation system in Morrowind. Which I don't actually remember being all that exciting. It makes me wonder if I shouldn't have gone with the plain ol' boring conversation-tree system that everyone else uses.

After all, the game's supposed to be about silliness and comedy, right? Witty banter, sharp repartee, verbal sparring, amusing commentary, goofy misunderstandings, and comical asides. That stuff doesn't just HAPPEN. That has to be tightly scripted to make it work. Why am I shooting myself in the foot like that? While there is a lot of neat stuff to be done in this area, is it the right thing for Frayed Knights?

WWSD?
So I'm left a little in a quandry right now about what to do next. Part of me wants to keep plowing ahead with these really nifty ideas to see how it looks once its all put together. Maybe it'll get better. And another part of me is saying, "That's just putting lipstick on the pig?"

So I think to myself, "WWSD?". "What would Shigeru do?" And then I think, "Well, I don't have his finances, his experience, his talent, or his platform. So I can't do any of that. So what the freak will I do?" And with that, I beat a hasty retreat from the subject altogether, to come back and revisit it later.

Yeah. A bold visionary game designer, that's me.

Actually, I do have some ideas of how to get the best of both worlds. Well, maybe not the best, but hopefully less of the stuff that sucks from both worlds. I'm going to give it a rest for a week or two, while writing up some new "paper prototypes."

What's Next On Deck?
The task I'm really dreading working on (because it's also HARD, like the conversation system) is the trap / lock system. Because after I made that big ol' huge deal about making a rogue-friendly RPG, I need to put my money where my mouth is. Unfortunately, some of the details were a little sketchy on this BEFORE I did away with the skill system. Now they are downright fuzzy.

(Vaguely) Related Frustration
* RPG Conversation Redesign
* Making a Rogue-Friendly RPG
* The Non-Combat RPG: A Fool's Errand?
* Frayed Knights Dev Diary: Orange
* Frayed Knights: Emergency Redesign


Oh, look! A Forum Post Where You Can Mock Me!

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Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

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AGDC07: audio of Designing for Everywhere

Posted: 07 Sep 2007 11:39 AM CDT

CMP is moving fast this year, and is already posting audio of the first day of sessions (for a fee, of course). The audio for my lecture is posted here.

Currently in Nicole Lazzaro’s excellent talk, but it’s too visual to liveblog… :) Basically, she’s arguing for broadening our definition of games a lot, based on her emotion research.

AGDC: Austin GDC Audio Recordings Available

Posted: 07 Sep 2007 04:49 AM CDT

The organizers of the Austin Game Developers Conference have announced that it has made audio proceedings from AGDC's first day available for individual purchase via the GDC Radio service. As well as the individual MP3 download versions, which are priced at $7.95 per lecture and available via GDC Radio, full audio DVD-ROMs are also now ready for pre-order, with the full conference audio available for $249, and individual conference tracks for $129. Some notable sessions ...

GCG Feature: 'From Tech Jobs to Games: How Gareth Griffiths Broke Into the Industry'

Posted: 07 Sep 2007 08:00 AM CDT

Gareth Griffiths had a "soul-sapping" job making banking applications. He was unsatisfied at work -- despondent, even, and a new job as a usability expert in the game industry proved to be the sort of revitalization he was looking for. In this interview on sister site GameCareerGuide.com, Griffiths shares how it all happened, marking a path that other professional job jumpers might learn from. In this excerpt, Griffiths summarizes how he made the switch: GCG: ...

Austin GDC: Microtransactions are viable in the US

Posted: 07 Sep 2007 12:00 PM CDT

In his keynote at the Austin Game Developers Conference, Nexon director of game operations Minho Kim detailed his company’s experience bringing MapleStory to the North American market

Depths of Peril Now Available!

Posted: 07 Sep 2007 09:39 AM CDT

Soldak Entertainment has announced that their new indie RPG, "Depths of Peril," is now available for Windows PCs. If you have played and enjoyed the demo (as I have), you can buy the full game here:

Depths of Peril Purchase Page

Depths of Peril is a single player action role-playing game (RPG) with strong strategy elements. You play as a faction leader protecting the barbarian city, Jorvik, by destroying threatening monsters and completing quests. At the same time, you compete with rival factions to see who will rule the city. Barbarians choose their leaders by fighting to the death!

As a faction leader, you must deal with rival factions through diplomacy, trade, and in time, war. Between battles and raids against other barbarian factions, you build the most powerful faction possible, to withstand your enemies. Building the power of a faction involves exploring a fantasy world, slaying dangerous monsters, solving quests for the city, avoiding deadly traps, and plundering loot to share within your faction.

But in this world, actions actually have consequences, so take care. Annoying the powerful and aggressive Legion of Fear faction will cause them to declare war and destroy you. Ignored orc uprisings in the Black Forest might lead to attacks on the town or even more trouble. Protect ally covenants that are being raided, because friends are hard to come by.


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Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

Take-Two sells Joytech to Mad Catz

Posted: 07 Sep 2007 10:49 AM CDT

Take-Two has announced that is has sold its game accessories business Joytech to rival peripheral manufacturer Mad Catz.

大师美术作品

Posted: 07 Sep 2007 02:55 AM CDT

惊为天人....
我如果能画成这样....
那肯定是下辈子
 
 

INTERVIEW: A Year in PlayStation PR

Posted: 07 Sep 2007 09:37 AM CDT

PR boss Dave Karraker officially leaves SCEA today after a year with the firm. Next-Gen asks about handling the PS3’s rocky launch, “blackballing” websites and whether game journos are too buddy-buddy with game makers.

AGDC: Koster, James, Ybarra Reveal Startup Lessons

Posted: 07 Sep 2007 05:15 AM CDT

This rather fascinating Austin GDC panel put together several heads of important startups to discuss the trials and tribulations of forging out on one's own. Three Rings CEO Daniel James was the moderator, fresh in from the Burning Man festival, along with panelists Joe Ybarra, employee number 5 at EA and new founder of Cheyenne Mountain Entertainment, which owns the Stargate license; Anthony Castoro, founder and president of Heatwave Interactive; serial startup-ist Nabeel Hyatt, founder ...

Saling The World: From Bon Voyage To Airborne, Via Bioshock

Posted: 07 Sep 2007 05:09 AM CDT

Gamasutra's weekly column, "Saling The World", covers the top five sellers for every available platform in the United States, Japan, and Europe, providing an important update of sales patterns worldwide. This week's charts, with data taken from September 6th, 2007, feature a pair of sales successes for Electronic Arts with The Sims 2: Bon Voyage and Medal of Honor: Airborne, which take a one-two in PC software sales in the United States and the UK. ...

Take-Two Sells Joytech Division To Mad Catz

Posted: 07 Sep 2007 05:02 AM CDT

Officials from Take-Two Interactive have announced that the company has sold all of its assets in video game peripheral making subsidiary Joytech. The sale was made to rival accessory maker Mad Catz Interactive. The move is described as being part of Take-Two's previously announced plans to divest its non-core businesses, following a management takeover. "The sale of the Joytech assets is consistent with one of the key goals we established in our 100 Day Plan: ...

Square Enix's Wada Calls for New PS3 Marketing Approach

Posted: 07 Sep 2007 04:26 AM CDT

Yoichi Wada, president of Japanese publisher and developer Square Enix, has called for Sony to establish "an unwavering marketing strategy" for the PlayStation 3 with a series of implicit criticisms of the company's marketing efforts to date. As reported by the Reuters news agency, Wada told reporters that: "Sony first unveiled the PS3 as a mighty home electronics product. Then, after some badgering from game companies, it shifted the position of the console closer to ...

Nintendo Hardware Continues Fall In Japanese Charts

Posted: 07 Sep 2007 02:14 AM CDT

Market research firm Media Create has revealed data for weekly hardware sales in Japan for the week ending September 2nd, following details of the software top thirty. Mirroring a slow week of sales in the software charts, hardware sales in Japan have continued to record a seasonal low. Nintendo DS sales fell below 100,000 for the first time this year, down by over 6,000 units to 94,339 in total. Though the two Nintendo hardware platforms ...

Xbox 360 Price Cut Boosts UK Sales

Posted: 07 Sep 2007 12:32 AM CDT

Officials from regular UK chart compilers Chart-Track have revealed, via British trade paper MCV, that Xbox 360 sales increased by 260 percent in the week following the recent price cut and introduction of the Xbox 360 Elite, with sales dropping by only 20 percent from there the following week. The price of the Premium Xbox 360 bundle was lowered by £30 ($60) to 249.99 ($497) on August 24th, with the Core bundle dropping by £20 ...

Gamasutra's Austin GDC Coverage: The Highlights

Posted: 07 Sep 2007 08:01 AM CDT

Gamasutra has debuted a dedicated landing page for Austin GDC 2007, with full coverage of keynotes, sessions, roundtables, and associated breaking news from the CMP Game Group's first Austin-based conference. Thus far, the page includes the following major stories from the AGDC 2007 conference: - AGDC: The Warren Spector Interview Disney and Warren Spector's recently acquired Junction Point studio a match made in cartoon heaven? Probably more than you might think, and in this exclusive ...

AGDC: CCP, Codemasters, Icarus and Cheyenne Turn To IBM Servers

Posted: 07 Sep 2007 09:45 AM CDT

IBM has announced that MMO game companies CCP Games (Eve Online), Codemasters (Colin McRae Rally series), Icarus Studios (Fallen Earth) and Cheyenne Mountain Studios (Stargate Worlds) have chosen IBM's BladeCenter and System x servers for their online games. In particular, CCP Games has deployed a cluster of more than 420 CPU cores housed in IBM System x and BladeCenter servers, helping it to scale for rapid growth - since its 2003 launch, EVE Online's subscriber ...

ps3/xbox360《真三国无双5》发售日

Posted: 07 Sep 2007 05:47 AM CDT

日本购物网站确认了ps3/xbox360版《真三国无双5》的发售日:11月22日,正值2007年底附近,看来将成为日本年末商战的2员猛将了。该游戏的定价也已经公布:普通版7560日元,附带特典的“TREASURE BOX”则是13440日元。
 
 
本作的人物造型较前4作都有一定的调整,也算是带来了新意,不过有些人物看起来已经不太符合系列的习惯了,比如关羽的发型(……),当然,如果还是和前几作差不多那也是偷懒的一种表现,还是要改一改的,反正“无双”fans应该都能接受。
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000d79
ps3/xbox360《真三国无双5》宣传视频
http://blog.sina.com.cn/u/4938f71b01000cut
ps3《真三国无双5》官网开设
http://blog.sina.com.cn/u/4938f71b01000cso
ps3《真三国无双5》首次公布

9月6日新游戏销售情况速报:ACE3

Posted: 07 Sep 2007 05:41 AM CDT

ps2《ACE3》
首日销量:约12万

 

ps2《GTA自由城故事》
首日销量:约1万

 

nds《機動劇団はろ一座 ガンダム麻雀+Z さらにできるようになったな!》
首日销量:约5000

 

psp《REZEL CROSS》
首日销量:约2000

 

nds《theta》
首日销量:约1000

请各位高手传授我一些布光的经验吧

Posted: 07 Sep 2007 07:30 AM CDT

感觉自己布出来的光特别“硬”,阴影也“硬”,一点都不柔和,请各位高手传授一些自己布光的经验吧,谢谢!

Take-Two Sells Joytech Subsidiary to Mad Catz

Posted: 07 Sep 2007 08:37 AM CDT

Take-Two has announced that it has sold all of the assets of its Joytech video game accessories subsidiary to games controller and peripherals firm Mad Catz.

"game" via 柠檬杀手 in Google Reader

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请教MOD的几个小问题

Posted: 08 Sep 2007 06:31 AM CDT

请问KILLING FLOOR我下载好了 我下的2.0的 和2.0升2.1的补丁 怎么还是只有4张图呢 是不是要和KILLING FLOOR1.0也要装了呢:mellow] 另外请大家多推荐几个生化类型的MOD吧:kitty] 再提个无理的要求顺便提供下下载地址吧:blush]

现在状态

Posted: 08 Sep 2007 02:12 AM CDT

每天恢复练习一小时,现在的状态。3个普通godlike,shock点射基本40%以上,LG 60%左右。要是换了xan 跟malcom shock就到不了40%了,它们太变态了。 手感还是没有完全调整好,每次重新进游戏都要先适应几分种才能稳定下来。

马里奥的年末商战

Posted: 07 Sep 2007 11:45 PM CDT

来自日本流通商的两张宣传海报,一个是Wii《马里奥银河》,一个是nds《马里奥聚会DS》,虽然图片小了点,还是将就看一下吧:
 
 
Wii《马里奥银河》预定11月1日在日本发售,nds《马里奥聚会DS》预定11月8日在日本发售——都是冲着年末商战去的。
 
Wii《马里奥银河》是“马里奥”系列的正统续作,有nds的《新超级马里奥兄弟》在日本超级大卖为正统系列拉回了人气,自然备受瞩目;而nds《马里奥聚会DS》虽然不是“马里奥聚会”系列首次登陆掌机(之前已经有gba的《马里奥聚会advance》了),但鉴于nds在日本的普及率惊人,如果加上富有乐趣的联机功能,当有不亚于家用机版“马里奥聚会”系列的表现。
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000dux
Wii《马里奥银河》、《大乱斗X》美版封面

有感于今天看的对李连杰的采访

Posted: 08 Sep 2007 02:37 AM CDT

终于能看到一个不太涉及经济社会政治官官而谈的明星采访了,至少涉及到的也只是他的基金会 调皮 

以前对李连杰的印象就是大明星,武星.致力宣传中国武术和电影.今天发现理解错了,他是一特有思想的人,特有思想的人首先自己肯定是坚信自己的理念滴,李的目的是推崇反暴力的思维理念."中国最厉害的武功是什么,是微笑.武术最高的境界是什么,是爱,爱自己,爱家人,爱生活,爱你的敌人"

李对采访的回答:

--举个例子来说,你给我一碗鸡翅,一碗速食面,那我肯定会端起鸡翅,干了.因为好吃嘛.

但是,第二天你放一碗速食,没了鸡翅,那我也会端起速食吃了.哎你不能说,哦,今天没鸡翅了,这变化太大了,这我受不了.

--做什么事不要问你有什么目的,我做这个事没有设置什么目的,只要做好就是了,我只是希望通个这个事能召集更多的人来帮助生活在一个家的人.

--昨天以前的李连杰已经像一场梦过去了,现在大家谈论的都是那时候梦里头的李连杰,你自己如果也当真,那就掺了.

Are Game Portals Evil?

Posted: 08 Sep 2007 04:55 AM CDT

Portals (the downloadable games part) business model in a nutshell goes something like this:

Step #1: Pour lots of money marketing the game portal and attract developers to sell games via the system.
Step #2: Take 50-70% cut from sales and go to step #1.

That’s a “little” simplified model, but that’s the basic core. Of course one must add lots of elements such as hiring and firing people, customer support, developer relations, game wrapping, the many elements in marketing and promoting games and so on. In the end the profit making (for downloadable games) still often boils down to those 2 steps: get lots of games to lots of people and take a decent cut.

The good thing portals have is that they fund sometimes game development and naturally can reach wide audiences (that would be otherwise very difficult for starting indies), but on the other hand they also take a neat piece of the profits - too much for some people.

What’s your take on this? Are game portals evil? Or perhaps the “necessary evil”?

Or are they perhaps helping expanding the game markets and bring profits (and fun) to mass markets? What do you think? Would the game world be better or worse without portals?

If you liked this entry, feel free to visit GameProducer.net to read more similar articles.

<b>XNA</b>教程

Posted: 07 Sep 2007 09:37 PM CDT

虽然我们将会由浅入深,逐步学习XNA,但在开始之前,你最好具备以下知识:熟悉C#, 有基本的程序设计经验,一定的图形学知识,包括3D、2D坐标变换,纹理,光照等等,当然,如果你看过我原来翻译的managed dirctx kick start或者本来就熟悉MDX,那么学起来将 ...

“清廉战士”生存20天前后

Posted: 08 Sep 2007 02:08 AM CDT

  核心提示

  宁波市海曙区纪委等部门推出的以反腐倡廉为主题的网络游戏 《清廉战士》,从一开始的好评如潮,到后来的质疑、批评,还有人认为这是当地纪委拿着纳税人的钱在“作秀”……8月14日,游戏在生存了20天后悄然关闭。

  有人认为,“游戏设置初衷很好,但却忽略了正确惩治贪官的方式,为什么不能在游戏中按照举报、控告、申诉、接受司法机关审判的程序一步步进行?”如果按照游戏中使用“武器、法术、酷刑”等解决方式,最终只能是“腐败反不了,又出新问题”。

  对于以反腐倡廉为主题的网络游戏《清廉战士》来说,8月14日是它生命的最后一天,也是它的主创、编程人员华彤心情最复杂的一天。在《清廉战士》被关闭后,他选择了以沉默来应对外界的各种猜测和说法。也许在华彤的内心里,他至今也想不明白游戏为什么只仅仅生存了20天。

  昨天上午,在华彤的办公室里,这位看上去有点内向的社区党支部书记虽然谢绝了记者的采访,但他承认游戏目前还在进一步完善中。“他是一个很干练的人,做事很认真,但这次事情对他的伤害很大!”当地一位媒体工作者这样介绍她印象中的《清廉战士》的主创人华彤。网络游戏《清廉战士》也让宁波市海曙区纪委等三家主事单位显得有点尴尬,本来好心做的一件事情,怎么突然会遭遇这样的结果呢?

  从高调发布到悄然退场,这20天中,《清廉战士》所经历的也正是它的主创人员华彤和宁波市海曙区纪委等部门所经历的。

  -33岁社区党支书研发反腐游戏

  今年7月21日前后,宁波市的新闻单位和杭州驻宁波的记者站都收到了一份来自当地海曙区纪委等三家单位的函,邀请他们参加26日上午在宁波富邦大酒店举行的“网络游戏《清廉战士》上线新闻发布会”。

  杭州驻站媒体记者小宋当时认为可能是一种商业行为,所以未去参加,结果他为自己的判断失误而后悔到现在。

  在当天的新闻发布会上,主办方郑重宣布国内第一个以廉政文化建设为主题的网络游戏网站在宁波开通。游戏的版权拥有方为宁波市海曙区纪委和海曙区西门街道办事处。会上,与会者每人还得到一张《清廉战士》光盘……“我们当时只是感觉到这个活动很新鲜、很新奇,特有创意!回去就按正常程序发稿了,当时谁也没有意识到事情会发展到举国争议……”《现代今报》的一名记者事后向本报说。

  游戏的主创人员华彤在8月底向媒体介绍,由于最初只考虑到游戏只是在当地运行,所以最初的技术设计只能容纳500人同时在线。但让他没有想到的是,7月26日公开测试第一天,注册人数就达到了300人。“华彤当时对这个成绩和结果很高兴,毕竟这说明他的成功得到了公认和肯定啊!”华彤的朋友章先生回忆说。

  据章先生介绍,今年33岁的华彤5年前开始在海曙区西门街道党工委下属的龙柏社区担任党支部书记。由于自己本身是位游戏爱好者,所以业余时间他就自学了如何编程制作电脑游戏。

  2003年“非典”期间,为了方便小区居民间相互沟通,龙柏社区开通了“西门龙柏网”。由于网站一度非常热闹,华彤开始尝试着把一些益智类游戏放在网上供居民玩,没想到大受欢迎,这让他开始萌生了自己制作游戏的想法。后来一个偶然的机会,龙柏社区举办的电脑游戏《廉侠除贪记》大赛引起了区上有关领导的兴趣,他们对这种寓教于乐的方式给予了充分肯定。

  2005年年初,全国各地掀起廉政文化的建设热潮。龙柏社区的廉政小游戏,如《清官连连看》、《廉政象棋》等开始在当地小范围内推广。这时,海曙区纪委和海曙区西门街道党工委有关领导突然有了一个想法,能否研发一款以“反腐倡廉”为主题的网络游戏,从而让廉正文化建设工程不只是停留在口头上。这样不仅可以全民参与,而且可以影响和教育游戏的主要受众青少年。

  几经讨论后,由海曙区纪委出资,海曙区西门街道党工委出人,团海曙区委把关的一项大型网络游戏研发工程启动了,游戏最终命名为《清廉战士》。共产党员、游戏爱好者华彤初任研发小组主要成员。

  据章先生介绍,6名电脑游戏爱好者经过2年多的摸索和制作,终于使《清廉战士》这款以廉政文化为主题的网络游戏在今年6月份完成。经过修改、调试等阶段后,游戏最终决定7月26日正式对外开通。“我们纪委把这款游戏一直当作是一项廉政文化建设工作来抓,因为大家认为这种方式更适合普及和推广!”海曙区纪委的工作人员解释。海曙区西门街道办的李姓工作人员称,为了避免社会的误会,游戏方从一开始就声明,《清廉战士》是一款纯公益游戏,永不收费,也不会靠卖装备赚钱。“我们当时最担心的就是怕别人说这其中掺杂有商业行为……”另外为了防止孩子过度沉迷于其中,设计者还设置了时间控制,两小时后自动断网。

  -虚拟反腐引发现实争议

  《清廉战士》让华彤开始焦虑是在7月28日以后。因为此前浙江省内媒体的广泛报道,新华社也向全国播发了消息。7月29日晚,同事告诉华彤说,游戏注册人数已突破7000人,许多未能注册的网民开始在网站留言发牢骚……听到这一消息的华彤又急又兴奋。急的是服务器的容量太小了,兴奋的是没有想到《清廉战士》如此受宠。

  当天晚上,他打电话给有关领导和一些朋友,征求咨询扩容事宜。

  扩容事宜尚未最终敲定,新的风波又开始了。网上、媒体上有人撰文开始批评游戏的粗制滥造,有人开始评议说《清廉战士》之幼稚简直就是游戏版的“芙蓉姐姐”,还有人质疑海曙区纪委花10万元开发的这个游戏到底有多大的现实意义……如果说前面这些争议和批评的声音稍微还算温柔的话,那么后面开始出现的声音,让华彤和当地有关部门就有些坐不住了。7月底,有评论认为《清廉战士》是海曙区纪委拿着纳税人的钱在“作秀”……

  章先生说,华彤对这个说法很震惊,也很气愤。但这个时候已经没有人能奈何得了铺天盖地的舆论了。

  一方面是各种质疑、批评,甚至带有攻击味道的声音一齐瞄准《清廉战士》,而另一方面,奇怪的是《清廉战士》的注册人数居高不下,仅在新浪等国内门户网站上,该游戏的下载次数已超过10多万人次……华彤真的有点闹不明白了,如此饱受攻击的游戏点击率为何又如此高呢?

  和华彤一起不明白的还有宁波市海曙区纪委、西门街道办的有关领导。“明明刚一开始都叫好的东西为什么突然就变味了?”

  服务器早已不堪重负的《清廉战士》,终于在7月31日宣布停运升级。随后,当“停运升级”结束没几天,又悄然关停。在宁波市从事网络游戏推广的杨先生对本报记者说,他从来没有见过一部网络游戏像《清廉战士》这样受到媒体和公众的关注,“可能这和它的主题有关吧”。

  在8月初的网络里,对《清廉战士》的各种评论在网络里超过23万条之多。批评的声音主要认为游戏的技术含量太低,认为游戏中原创的东西太少,如上海一位资深游戏设计评价《清廉战士》是“东抓一块,西拉一块,整个游戏画面粗糙而且风格混乱,甚至惨不忍睹”。

  有玩家还指责该游戏制作粗糙、涉及版权等问题,剧情的幼稚也被网民所诟病。

  玩家认为其内容基本的任务就是去杀贪官,涉嫌在虚拟世界宣扬暴力,还有的就是游戏里身穿比基尼的贪官情妇、卫兵对玩家的围攻,也让玩家们很是“失望”……还有人批评认为,反腐败需要“动真刀真枪”才行,而绝对不是“玩游戏”……

  这种观点强调:“游戏设置初衷很好,但却忽略了正确惩治贪官的方式,为什么不能在游戏中按照举报、控告、申诉、接受司法机关审判的程序,一步步进行,按照举报一次多少分、控告一次多少分步步深入,最后把贪官惩处的方式来玩?”如果按照游戏中使用“武器、法术、酷刑”等解决方式,最终造成的只能是“腐败反不了,而又出了新问题”。

  对于来自各界的批评,华彤一直没有在媒体面前解释。但他的朋友章先生却为华彤深感委屈和不平,他认为华彤只不过是一个业余游戏爱好者,他和他的研发小组的主要任务并不是去研发“技术含量很高”的游戏,他认为《清廉战士》反腐主题的意义,远远大于游戏本身技术上存在的瑕疵。“10万元开发一部游戏,这对于专业游戏研发者来说简直就是笑话,华彤不是科技工作者,他是一名公职人员,是一名党员”。

  -有反对者认为游戏在影射宁波

  到底是怎样的一款游戏引发了网络暴力,并最终因不堪暴力的压力而自我消亡了呢?如今虽然承载游戏的网站“中国廉政文化游戏网”已经关闭,但留存在当地的光盘让我们还是可以看到这部网络游戏的美好初衷。

  本报记者所看到的光盘版《清廉战士》,采用了风格细腻的2D画面,共设置了357个场景,全部以宁波现实地址和历史遗迹为范本制作。包括从绿树成荫的亭阁到喧闹繁华的街道,从庄严肃静的天童古寺到令人心醉的钱湖风景,从邪恶的阴暗地域到正义的光明仙境,玩家置身于虚幻与现实的交错之中,充分领略宁波古城的魅力。

  惟一不同的是,游戏中的城市更名为了“波宁城”。《清廉战士》片头的解释文字更是惊心动魄:“我们从来没有停止过对清廉世界的追求,贪欲无时无刻不在诱惑着人们……众多贪官群集波宁城,黑暗之潮横扫大地,雷电满怀骄傲地邀请您体验这段冒险……”

  游戏中的165个人物原型均来自历史记载的人物,除了一直被民间传颂的海瑞、包拯等,还有从秦朝到清朝60余个贪官污吏——他们被按“贪欲指数”设定着装和攻克难度,软硬兼施地阻挠“清廉战士”前进,整个游戏充满冒险和惊奇。游戏中的401个道具和55种法术融入了诗词、饮食特产等多种具有宁波传统文化特色的元素,形象逼真。豆酥糖、“缸鸭狗”汤团、慈城年糕等耳熟能详的当地土特产作为道具被赋予了新的战斗功能。

  尽管如此,这款游戏还是受到了前所未有的关注,包括指责和攻击。

  实际上,最终导致《清廉战士》死亡的主要声音是舆论“作秀”的指责和当地一些人的微词。

  在7月底游戏一开通后,国内就有报纸评论认为当地有关部门是在通过《清廉战士》作秀。这个说法让海曙区纪委等有关部门领导很是诧异,“游戏的目的主要是想寓教于乐,让青少年学习清正之风。也是廉正文化建设的一部分,怎么就说成是作秀了呢?”海曙区纪委宣教室的工作人员委屈地说。

  如果说外界关于游戏粗糙、作秀的说法让游戏的承办方开始产生动摇的话,那么来自本地的声音则彻底让《清廉战士》的几家牵头制作单位开始考虑游戏还有无生存下去的必要。因为谁也不想把更多的精力花费到这样无休止的争论和纠缠中去。

  宁波当地对游戏的反对者颇有些“对号入座”的意思。他们认为,《清廉战士》如今在国内受到的批评声音大于赞扬,而游戏里的许多地名、场景几乎都说的就是现实中的宁波,所以这种观点认为,《清廉战士》给宁波带来了负面影响,让外界的人感到宁波是一个“贪官横行”的城市,似乎在影射什么……“日湖、月湖、天一阁、白云山庄、海曙楼、东钱湖等游戏场景都能在现实中的宁波城找到地址和历史遗迹。”

  这个观点大大超出华彤的意料,因为华彤从一开始是抱着宣传宁波的想法来设计该游戏的……他没想到,虚拟的网络游戏会引发人们如此丰富的联想。

  8月14日,《清廉战士》悄然关闭。从高调公布到悄然谢幕,《清廉战士》仅仅存在了20天。

  -《清廉战士》命运未卜

  “《清廉战士》成也反腐,败也反腐!”9月5日上午,宁波市海曙区纪委一名部门负责人私下对记者感叹。

  在当地有关部门都回避关于《清廉战士》话题的情况下,这位工作人员向记者说,《清廉战士》之所以关闭,主要是受到社会各界的质疑声太多,尤其是网络的声音。在互联网越来越受到重视的今天,来自这方面的声音每一个职能部门都不可能不重视。“这些质疑声相当大的部分来自网络报章!这是我们谁也没有想到的!当时开新闻发布会时,只是想着这是一件有积极意义的好事情,怎么也没有想到会让全国争议,有些质疑我们无法接受,比如有声音认为我们在作秀……”

  浙江大学副教授江海渔认为,《清廉战士》游戏本身没有问题。即便是其在技术上存在一些硬伤,这也可以理解,因为它毕竟是非专业人士开发的、主要用于寓教于乐的公益性游戏。“网络和媒体对它过多地批判,我认为属于一种求全责备!对新生事物,全社会都应该持一种宽容的态度……”

  宁波市政府的一名汪姓官员认为,是网民、社会对“反腐”的情绪化害了《清廉战士》。《清廉战士》关闭后,宁波海曙区纪委等部门又被纠缠了好一段时间。“为什么关闭了?”的问题让纪委的工作人员也不知道该如何回答,各方才能满意。而主创人员华彤,则更是采取了谢绝任何媒体采访的态度。

  虽然网站关闭了,游戏已无法正常运行,但国内关注《清廉战士》的声音依然存在。经常有人打电话到海曙区纪委、西门街道办等单位,询问游戏有无可能重新开始。对此,这些部门都含糊地答复说,目前正在完善、改进有关技术工作,下一步还有可能重新开通。而在浙江的新闻圈里,当问及《清廉战士》时,许多记者都表示一直在暗地里关注着,看能否真的“起死回生”。《清廉战士》的版权拥有方之一、宁波市海曙区纪委的许姓工作人员说,游戏目前正在进一步紧张完善和改版,后面有可能会在合适的时间重新推出。具体时间要等有关方面通知。当记者提出想联系采访游戏的主创人华彤时,这位工作人员答复说华彤最近很忙,在和技术人员共同为游戏改版而工作,可能没有时间。《清廉战士》能否“起死回生”?能否得到社会更宽容一些的接纳和看法,这都需要假以时日。

  -相关链接

  网络评议摘编

  -游戏的设计者让贪官的二奶身穿比基尼满大街地晃荡,说明了设计者的审美趣味并不怎么高雅,无论是古代还是当今,有几个二奶会穿着这样暴露无遗的服装满街上瞎逛荡的。哪一个二奶不是以假乱真的淑女?

  游戏玩家可以杀死贪官的子女和二奶这一项,赤裸裸地暴露了游戏设计者们的法律观念淡薄和无知。须知这款游戏是在宁波海曙区纪委的支持下开发的。

  在一个法治社会,每个公民都享有绝对的人身权利,而这款游戏里居然出现了渗透反文明和侵犯人权的 “酷刑”。与其说是在教育青少年反对腐败,还不如说是诱唆他们崇尚暴力。(网友cruisehit)

  -每一款成功的网络游戏,都有其独特的文化背景。既然《清廉战士》是一款反腐为主的教育意义的网络游戏,就更应该注重反腐的文化气息。而不是“杀贪官、杀二奶、杀其亲属”,充斥着血腥与暴力。

  一款缺乏娱乐因素的网游,不会有市场;一款文化底蕴单薄的游戏,难以吸引人。我们完全肯定《清廉战士》出发点是好的,关键是没有把握好这类题材的尺度。网络游戏,并不都是打打杀杀,反腐也不可能靠一款游戏来改变大局。如何把严肃的廉政建设和娱乐性为主的网络游戏结合,关键就在于反腐文化与网游的可玩性该如何更好地结合。否则,请不要拿纳税人的钱不当钞票。 (网友匿名者)

  -笑死我了,二奶成群结队上街,还会偷东西,错别字连篇;网游中贪官好像永远杀不完,所以这个游戏其实想表达的是贪官杀不完,政治永远无法清明。 (网友ugmbbc)

出处:华商报

谜题

Posted: 08 Sep 2007 02:01 AM CDT

女人是上帝留在这个世界上最大最具有诱惑力的谜题。

男人对女人产生好奇感,于是男人就会爱上女人。

其实女人只不过是一个谜题(而男人只不过是一把解开谜底的钥匙)。

男人知道了谜底,自然就会离开。

女人要学会守护自己的秘密,即便是男人千方百计想要索取谜底,女人也应该学会去保护它。

因为一旦谜底“完全”被揭晓,男人就会走开。

尽管爱情十分强大,但这爱也因谜题所生,谜底一旦被揭晓,爱情就会逐渐步入死亡。

女人要记住,记住守护好自己的财产。

男人要保持,保持女人的那一点神秘。

艾泽拉斯之梦

Posted: 08 Sep 2007 01:23 AM CDT

花了好一阵子工夫,才将自己从艾泽拉斯的梦境中拉回来,也不知道是游戏本身对我造成的影响,还是那几本魔兽系列小说的后遗症。

这个魔幻题材的背景故事已经深深的对我造成了影响。守护巨龙、泰坦的传说以及那些英雄们值得传承的过去,跨越时间回到过去的红发法师罗宁,还有那个克拉苏斯以及最后的守护者麦迪文,这个游戏带来的传奇世界已经烙印在我的心里了。

我在读小说的同时,大脑里也会开始去想象游戏中所描叙的情节,小说对细节的描叙相当之多,很容易让人得到身临其境的感觉。

常常在读完小说之后,还会在心里回荡品味那激荡起伏的虚幻事迹。

 

黄金分割

Posted: 08 Sep 2007 01:37 AM CDT

把一条线段分割为两部分,使其中一部分与全长之比等于另一部分与这部分之比。其比值是一个无理数,取其前三位数字的近似值是0.618。由于按此比例设计的造型十分美丽,因此称为黄金分割,也称为中外比。这是一个十分有趣的数字,我们以0.618来近似,通过简单的计算就可以发现:

1/0.618=1.618

(1-0.618)/0.618=0.618

这个数值的作用不仅仅体现在诸如绘画、雕塑、音乐、建筑等艺术领域,而且在管理、工程设计等方面也有着不可忽视的作用。

让我们首先从一个数列开始,它的前面几个数是:1、1、2、3、5、8、13、21、34、55、89、144…..这个数列的名字叫做"菲波那契数列",这些数被称为"菲波那契数"。特点是即除前两个数(数值为1)之外,每个数都是它前面两个数之和。

菲波那契数列与黄金分割有什么关系呢?经研究发现,相邻两个菲波那契数的比值是随序号的增加而逐渐趋于黄金分割比的。即f(n)/f(n-1)-→0.618…。由于菲波那契数都是整数,两个整数相除之商是有理数,所以只是逐渐逼近黄金分割比这个无理数。但是当我们继续计算出后面更大的菲波那契数时,就会发现相邻两数之比确实是非常接近黄金分割比的。

一个很能说明问题的例子是五角星/正五边形。五角星是非常美丽的,我国的国旗上就有五颗,还有不少国家的国旗也用五角星,这是为什么?因为在五角星中可以找到的所有线段之间的长度关系都是符合黄金分割比的。正五边形对角线连满后出现的所有三角形,都是黄金分割三角形。

由于五角星的顶角是36度,这样也可以得出黄金分割的数值为2Sin18 。

黄金分割点约等于0.618:1

是指分一线段为两部分,使得原来线段的长跟较长的那部分的比为黄金分割的点。线段上有两个这样的点。

利用线段上的两黄金分割点,可作出正五角星,正五边形。

2000多年前,古希腊雅典学派的第三大算学家欧道克萨斯首先提出黄金分割。所谓黄金分割,指的是把长为L的线段分为两部分,使其中一部分对于全部之比,等于另一部分对于该部分之比。而计算黄金分割最简单的方法,是计算斐波契数列1,1,2,3,5,8,13,21,...后二数之比2/3,3/5,4/8,8/13,13/21,...近似值的。

黄金分割在文艺复兴前后,经过阿拉伯人传入欧洲,受到了欧洲人的欢迎,他们称之为"金法",17世纪欧洲的一位数学家,甚至称它为"各种算法中最可宝贵的算法"。这种算法在印度称之为"三率法"或"三数法则",也就是我们现在常说的比例方法。

其实有关"黄金分割",我国也有记载。虽然没有古希腊的早,但它是我国古代数学家独立创造的,后来传入了印度。经考证。欧洲的比例算法是源于我国而经过印度由阿拉伯传入欧洲的,而不是直接从古希腊传入的。

因为它在造型艺术中具有美学价值,在工艺美术和日用品的长宽设计中,采用这一比值能够引起人们的美感,在实际生活中的应用也非常广泛,建筑物中某些线段的比就科学采用了黄金分割,舞台上的报幕员并不是站在舞台的正中央,而是偏在台上一侧,以站在舞台长度的黄金分割点的位置最美观,声音传播的最好。就连植物界也有采用黄金分割的地方,如果从一棵嫩枝的顶端向下看,就会看到叶子是按照黄金分割的规律排列着的。在很多科学实验中,选取方案常用一种0.618法,即优选法,它可以使我们合理地安排较少的试验次数找到合理的西方和合适的工艺条件。正因为它在建筑、文艺、工农业生产和科学实验中有着广泛而重要的应用,所以人们才珍贵地称它为"黄金分割"。

黄金分割〔Golden Section〕是一种数学上的比例关系。黄金分割具有严格的比例性、艺术性、和谐性,蕴藏着丰富的美学价值。应用时一般取0.618 ,就像圆周率在应用时取3.14一样。

黄金矩形(Golden Rectangle)的长宽之比为黄金分割率,换言之,矩形的长边为短边 1.618倍.黄金分割率和黄金矩形能够给画面带来美感,令人愉悦.在很多艺术品以及大自然中都能找到它.希腊雅典的帕撒神农庙就是一个很好的例子,他的&lt;维特鲁威人&gt;符合黄金矩形.&lt;蒙娜丽莎&gt;的脸也符合黄金矩形,&lt;最后的晚餐&gt;同样也应用了该比例布局.

发现历史

由于公元前6世纪古希腊的毕达哥拉斯学派研究过正五边形和正十边形的作图,因此现代数学家们推断当时毕达哥拉斯学派已经触及甚至掌握了黄金分割。

公元前4世纪,古希腊数学家欧多克索斯第一个系统研究了这一问题,并建立起比例理论。

公元前300年前后欧几里得撰写《几何原本》时吸收了欧多克索斯的研究成果,进一步系统论述了黄金分割,成为最早的有关黄金分割的论著。

中世纪后,黄金分割被披上神秘的外衣,意大利数家帕乔利称中末比为神圣比例,并专门为此著书立说。德国天文学家开普勒称黄金分割为神圣分割。

到19世纪黄金分割这一名称才逐渐通行。黄金分割数有许多有趣的性质,人类对它的实际应用也很广泛。最著名的例子是优选学中的黄金分割法或0.618法,是由美国数学家基弗于1953年首先提出的,70年代在中国推广。

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 +-------------+--------+ - 
 |......b......|..a-b...|

通常用希腊字母 表示这个值。

黄金分割奇妙之处,在于其比例与其倒数是一样的。例如:1.618的倒数是0.618,而1.618:1与1:0.618是一样的。

确切值为(√5-1)/2

黄金分割数是无理数,前面的1024位为:

0.6180339887 4989484820 4586834365 6381177203 0917980576

2862135448 6227052604 6281890244 9707207204 1893911374

8475408807 5386891752 1266338622 2353693179 3180060766

7263544333 8908659593 9582905638 3226613199 2829026788

0675208766 8925017116 9620703222 1043216269 5486262963

1361443814 9758701220 3408058879 5445474924 6185695364

8644492410 4432077134 4947049565 8467885098 7433944221

2544877066 4780915884 6074998871 2400765217 0575179788

3416625624 9407589069 7040002812 1042762177 1117778053

1531714101 1704666599 1466979873 1761356006 7087480710

1317952368 9427521948 4353056783 0022878569 9782977834

7845878228 9110976250 0302696156 1700250464 3382437764

8610283831 2683303724 2926752631 1653392473 1671112115

8818638513 3162038400 5222165791 2866752946 5490681131

7159934323 5973494985 0904094762 1322298101 7261070596

1164562990 9816290555 2085247903 5240602017 2799747175

3427775927 7862561943 2082750513 1218156285 5122248093

9471234145 1702237358 0577278616 0086883829 5230459264

7878017889 9219902707 7690389532 1968198615 1437803149

9741106926 0886742962 2675756052 3172777520 3536139362

1076738937 6455606060 5922...

生活应用

有趣的是,这个数字在自然界和人们生活中到处可见:人们的肚脐是人体总长的黄金分割点,人的膝盖是肚脐到脚跟的黄金分割点。大多数门窗的宽长之比也是0.618…;有些植茎上,两张相邻叶柄的夹角是137度28',这恰好是把圆周分成1:0.618……的两条半径的夹角。据研究发现,这种角度对植物通风和采光效果最佳。

建筑师们对数学0.168…特别偏爱,无论是古埃及的金字塔,还是巴黎的圣母院,或者是近世纪的法国埃菲尔铁塔,都有与0.168…有关的数据。人们还发现,一些名画、雕塑、摄影作品的主题,大多在画面的0.168…处。艺术家们认为弦乐器的琴马放在琴弦的0.168…处,能使琴声更加柔和甜美。

数字0.168…更为数学家所关注,它的出现,不仅解决了许多数学难题(如:十等分、五等分圆周;求18度、36度角的正弦、余弦值等),而且还使优选法成为可能。优选法是一种求最优化问题的方法。如在炼钢时需要加入某种化学元素来增加钢材的强度,假设已知在每吨钢中需加某化学元素的量在1000—2000克之间,为了求得最恰当的加入量,需要在1000克与2000克这个区间中进行试验。通常是取区间的中点(即1500克)作试验。然后将试验结果分别与1000克和2000克时的实验结果作比较,从中选取强度较高的两点作为新的区间,再取新区间的中点做试验,再比较端点,依次下去,直到取得最理想的结果。这种实验法称为对分法。但这种方法并不是最快的实验方法,如果将实验点取在区间的0.618处,那么实验的次数将大大减少。这种取区间的0.618处作为试验点的方法就是一维的优选法,也称0.618法。实践证明,对于一个因素的问题,用“0.618法”做16次试验就可以完成“对分法”做2500次试验所达到的效果。因此大画家达·芬奇把0.618…称为黄金数。 

0.618与战争

拿破仑大帝败于黄金分割线?

0.618,一个极为迷人而神秘的数字,而且它还有着一个很动听的名字——黄金分割律,它是古希腊著名哲学家、数学家毕达哥拉斯于2500多年前发现的。古往今来,这个数字一直被后人奉为科学和美学的金科玉律。在艺术史上,几乎所有的杰出作品都不谋而合地验证了这一著名的黄金分割律,无论是古希腊帕特农神庙,还是中国古代的兵马俑,它们的垂直线与水平线之间竟然完全符合1比0.618的比例。

也许,0.618在科学艺术上的表现我们已了解了很多,但是,你有没有听说过,0.618还与炮火连天、硝烟弥漫、血肉横飞的惨烈、残酷的战场也有着不解之缘,在军事上也显示出它巨大而神秘的力量?

0.618与武器装备

在冷兵器时代,虽然人们还根本不知道黄金分割率这个概念,但人们在制造宝剑、大刀、长矛等武器时,黄金分割率的法则也早已处处体现了出来,因为按这样的比例制造出来的兵器,用起来会更加得心应手。

当发射子弹的步枪刚刚制造出来的时候,它的枪把和枪身的长度比例很不科学合理,很不方便于抓握和瞄准。到了1918年,一个名叫阿尔文·约克的美远征军下士,对这种步枪进行了改造,改进后的枪型枪身和枪把的比例恰恰符合0.618的比例。

实际上,从锋利的马刀刃口的弧度,到子弹、炮弹、弹道导弹沿弹道飞行的顶点;从飞机进入俯冲轰炸状态的最佳投弹高度和角度,到坦克外壳设计时的最佳避弹坡度,我们也都能很容易地发现黄金分割率无处不在。

在大炮射击中,如果某种间瞄火炮的最大射程为12公里,最小射程为4公里,则其最佳射击距离在9公里左右,为最大射程的2/3,与0.618十分接近。在进行战斗部署时,如果是进攻战斗,大炮阵地的配置位置一般距离己方前沿为1/3倍最大射程处,如果是防御战斗,则大炮阵地应配置距己方前沿2/3倍最大射程处。

0.618与战术布阵

在我国历史上很早发生的一些战争中,就无不遵循着0.618的规律。春秋战国时期,晋厉公率军伐郑,与援郑之楚军决战于鄢陵。厉公听从楚叛臣苗贲皇的建议,把楚之右军作为主攻点,因此以中军之一部进攻楚军之左军;以另一部进攻楚军之中军,集上军、下军、新军及公族之卒,攻击楚之右军。其主要攻击点的选择,恰在黄金分割点上。

把黄金分割律在战争中体现得最为出色的军事行动,还应首推成吉思汗所指挥的一系列战事。数百年来,人们对成吉思汗的蒙古骑兵,为什么能像飓风扫落叶般地席卷欧亚大陆颇感费解,因为仅用游牧民族的彪悍勇猛、残忍诡谲、善于骑射以及骑兵的机动性这些理由,都还不足以对此做出令人完全信服的解释。或许还有别的更为重要的原因?仔细研究之下,果然又从中发现了黄金分割律的伟大作用。蒙古骑兵的战斗队形与西方传统的方阵大不相同,在它的5排制阵形中,人盔马甲的重骑兵和快捷灵动轻骑兵的比例为2:3,这又是一个黄金分割!你不能不佩服那位马背军事家的天才妙悟,被这样的天才统帅统领的大军,不纵横四海、所向披靡,那才怪呢。

马其顿与波斯的阿贝拉之战,是欧洲人将0.618用于战争中的一个比较成功的范例。在这次战役中,马其顿的亚历山大大帝把他的军队的攻击点,选在了波斯大流士国王的军队的左翼和中央结合部。巧的是,这个部位正好也是整个战线的“黄金点”,所以尽管波斯大军多于亚历山大的兵马数十倍,但凭借自己的战略智慧,亚历山大把波斯大军打得溃不成军。这一战争的深刻影响直到今天仍清晰可见, 在海湾战争中,多国部队就是采用了类似的布阵法打败了伊拉克军队。

两支部队交战,如果其中之一的兵力、兵器损失了1/3以上,就难以再同对方交战下去。正因为如此,在现代高技术战争中,有高技术武器装备的军事大国都采取长时间空中打击的办法,先彻底摧毁对方1/3以上的兵力、武器,尔后再展开地面进攻。让我们以海湾战争为例。战前,据军事专家估计,如果共和国卫队的装备和人员,经空中轰炸损失达到或超过30%,就将基本丧失战斗力。为了使伊军的损耗达到这个临界点,美英联军一再延长轰炸时间,持续38天,直到摧毁了伊拉克在战区内428辆坦克中的38%、2280辆装甲车中的32%、3100门火炮中的47%,这时伊军实力下降至60%左右,这正是军队丧失战斗力的临界点。也就是将伊拉克军事力量削弱到黄金分割点上后,美英联军才抽出“沙漠军刀”砍向萨达姆,在地面作战只用了100个小时就达到了战争目的。在这场被誉为“沙漠风暴”的战争中,创造了一场大战仅阵亡百余人奇迹的施瓦茨科普夫将军,算不上是大师级人物,但他的运气却几乎和所有的军事艺术大师一样好。其实真正重要的并不是运气,而是这位率领一支现代大军的统帅,在进行战争的运筹帷幄中,有意无意地涉及了0.618,也就是说,他多多少少托了黄金分割律的福。

此外,在现代战争中,许多国家的军队在实施具体的进攻任务时,往往是分梯队进行的,第一梯队的兵力约占总兵力的2/3,第二梯队约占1/3。在第一梯队中,主攻方向所投入的兵力通常为第一梯队总兵力的2/3,助攻方向则为1/3。防御战斗中,第一道防线的兵力通常为总数的2/3,第二道防线的兵力兵器通常为总数的1/3。

0.618与战略战役

0.618不仅在武器和一时一地的战场布阵上体现出来,而且在区域广阔、时间跨度长的宏观的战争中,也无不得到充分地展现。

一代枭雄的的拿破仑大帝可能怎么也不会想到,他的命运会与0.618紧紧地联系在一起。1812年6月,正是莫斯科一年中气候最为凉爽宜人的夏季,在未能消灭俄军有生力量的博罗金诺战役后,拿破仑于此时率领着他的大军进入了莫斯科。这时的他可是踌躇满志、不可一世。他并未意识到,天才和运气此时也正从他身上一点点地消失,他一生事业的顶峰和转折点正在同时到来。后来,法军便在大雪纷扬、寒风呼啸中灰溜溜地撤离了莫斯科。三个月的胜利进军加上两个月的盛极而衰,从时间轴上看,法兰西皇帝透过熊熊烈焰俯瞰莫斯科城时,脚下正好就踩着黄金分割线。

1941年6月22日,纳粹德国启动了针对苏联的“巴巴罗萨”计划,实行闪电战,在极短的时间里,就迅速占领了的苏联广袤的领土,并继续向该国的纵深推进。在长达两年多的时间里,德军一直保持着进攻的势头,直到1943年8月,“巴巴罗萨”行动结束,德军从此转入守势,再也没能力对苏军发起一次可以称之为战役行动的进攻。被所有战争史学家公认为苏联卫国战争转折点的斯大林格勒战役,就发生在战争爆发后的第17个月,正是德军由盛而衰的26个月时间轴线的黄金分割点。

我们常常听说有“黄金分割”这个词,“黄金分割”当然不是指的怎样分割黄金,这是一个比喻的说法,就是说分割的比例像黄金一样珍贵。那么这个比例是多少呢?是0.618。人们把这个比例的分割点,叫做黄金分割点,把0.618叫做黄金数。并且人们认为如果符合这一比例的话,就会显得更美、更好看、更协调。在生活中,对“黄金分割”有着很多的应用。

最完美的人体:肚脐到脚底的距离/头顶到脚底的距离=0.618

最漂亮的脸庞:眉毛到脖子的距离/头顶到脖子的距离=0.618

证明方法

设一条线段AB的长度为a,C点在靠近B点的黄金分割点上且AC为b

AC/AB=BC/AC

b^2=a*(a-b)

b^2=a^2-ab

a^-ab+(1/4)b^2=(5/4)*b^2

(a-b/2)^2=(5/4)b^2

a-b/2=(根号5/2)*b

a-b/2=(根号5)b/2

a=b/2+(根号5)b/2

a=b(根号5+1)/2

a/b=(根号5+1)/2

Gish 2 Development Begins

Posted: 08 Sep 2007 01:28 AM CDT

The development blog over at Cryptic Sea has a tantalizing new video of Gish 2’s development, just two weeks into the project: “Here’s a video showing some of the early progress of Gish 2, this is not a trailer, just some graphics tests we’ve been working on.” Follow Edmund and Alex’s progress over at the Cryptic Sea [...]

Death To Spies, and RACE 07 Demos

Posted: 07 Sep 2007 01:08 PM CDT

Russian developers Haggard Games have just released a nice demo for their upcoming counter espionage title, Death to Spies, set to feature 3rd person action as part of the SMERSH counter-intelligence unit. Available to download from our friends at...

Continue.

PS3感恩节前降价?

Posted: 08 Sep 2007 12:23 AM CDT

Wedbush Morgn分析师Michel Patchter(是不是游戏行业就这一个分析师?)又对NPD即将公布的8月北美市场游戏软硬件销售数字做出了预测。(上次不准,再来!)

Patcher预计8月的销售总额将为4亿4500万美元,比去年同期的3亿9900万美元成长12%。游戏软件方面,Madden NFL‘08(艺电),Metriod Prime 3:Corruption(任天堂),BioShock(Take-Two)和Activision的吉他英雄等将在销售榜上名列前茅。硬件方面的具体数字如下:

Wii: 420,000
PS3: 150,000
Xbox 360: 240,000
PS2: 225,000
PSP: 210,000
DS: 400,000
GBA: 75,000

七月以来索尼和微软出台了一系列降价动作(任天堂犯不着这么做)后,Patcher认为60GB版PS3很快会卖光,80GB版也会在感恩节前降价到499美元。

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超市夜未眠

Posted: 08 Sep 2007 12:29 AM CDT

    爱情和理想都是人不可或缺的,但是爱情可遇不可求,于是理想在生活中就显的更加珍贵。理想不需要冠冕堂皇的口号,只属于真正的自我。理想可以是让人羡慕的成就,也可以是个人古怪的爱好,属于自己与人无碍就好。
 
    我可能比不上别人,但至少我会为自己的目标而努力。
 
    本片是导演西恩·埃利斯 Sean Ellis根据自己04年的同名短片发展来的。短片曾获奥斯卡的最佳真人短片奖提名。导演把短片的内容几乎毫无更改的放到了现在的这部长片中,就是在超市中相当异想天开相当有趣的那一段。扩展成长片后,精髓得以保留,而故事和主题都更加完整和丰富,成了一部相当成功电影。
 
    我也希望我能有那样的想象力,让时间停止。最好是真停住,感觉很不错。
    -_-

"网商"时代

Posted: 07 Sep 2007 11:57 PM CDT

互联网的价值, 在于什么?  归根结底, 在于信息获取和信息传递的便利性.

那, 互联网未来的方向在哪里?  难道只是QQ, 只是网游?

我坚信, 任何一件东西, 它本身具有价值, 是因为它能够创造价值, 能够对社会生产力有所推动. 从QQ和网游里, 我看不出来这种价值所在.

马云说: 互联网更为重要的作用, 应该是对生产力产生直接的推动作用, 而不仅仅是作为一项休闲娱乐的工具. 可能很多人都是这样想的, 也有很多人在试着这样去作, 但真正作成的, 是马云.

"网商"时代, 改变的是生意人与生意人之间作生意的方式, 通过减少中间环节, 最大限度的提高企业利润. 但, 如果从一个商品的整个生产过程来看, 淘宝和阿里巴巴, 也只是作了其中很小的一部分工作, 还有更多的中间内容可供介入, 但介入的成本通常比较大.

拿淘宝网而言, 在上面买双鞋子, 如果卖家没有实体店, 只能提供寄送方式拿货, 不能当面试穿, 当面验货, 那如果鞋子大小不合适, 就需要在买家与卖家之间来回倒腾好几次, 这样下来, 势必影响交易成功率以及之后的交易欲望.

隐约记得, 阿里似乎提出过一个阿里商城的计划, 这样就可以把这些需要当面验货的商品放在这个商城里供买家挑选, 但, 如果租了一个商铺来作这个事, 这样又与其它实体店铺有什么本质上的不同呢? 我想, 最大的不同是不是就在于, 这个商城里的所有店铺, 都共同享有一个响亮的品牌: 阿里巴巴.

当然, 商业模式的创新, 是随着商业活动的发展而不断发现和总结的. 无论如何, "网商"概念的提出, 虽然具有一点点理想主义的色彩, 但也因确实具有相当的可操作性和可实现性而令人振奋, 这一点, 我有深刻感受, 我曾亲听一个小企业是如何利用阿里巴巴找客户的, 对于这个小企业而言, 阿里巴巴就是它的救星.

当一个企业所创造的价值被逐步公认之后, 它的赢利和发展空间便是自然而然的事.


"网商"时代

Posted: 07 Sep 2007 11:50 PM CDT

互联网的价值, 在于什么?  归根结底, 在于信息获取和信息传递的便利性.

那, 互联网未来的方向在哪里?  难道只是QQ, 只是网游?

我坚信, 任何一件东西, 它本身具有价值, 是因为它能够创造价值, 能够对社会生产力有所推动. 从QQ和网游里, 我看不出来这种价值所在.

马云说: 互联网更为重要的作用, 应该是对生产力产生直接的推动作用, 而不仅仅是作为一项休闲娱乐的工具. 可能很多人都是这样想的, 也有很多人在试着这样去作, 但真正作成的, 是马云.

"网商"时代, 改变的是生意人与生意人之间作生意的方式, 通过减少中间环节, 最大限度的提高企业利润. 但, 如果从一个商品的整个生产过程来看, 淘宝和阿里巴巴, 也只是作了其中很小的一部分工作, 还有更多的中间内容可供介入, 但介入的成本通常比较大.

拿淘宝网而言, 在上面买双鞋子, 如果卖家没有实体店, 只能提供寄送方式拿货, 不能当面试穿, 当面验货, 那如果鞋子大小不合适, 就需要在买家与卖家之间来回倒腾好几次, 这样下来, 势必影响交易成功率以及之后的交易欲望.

隐约记得, 阿里似乎提出过一个阿里商城的计划, 这样就可以把这些需要当面验货的商品放在这个商城里供买家挑选, 但, 如果租了一个商铺来作这个事, 这样又与其它实体店铺有什么本质上的不同呢? 我想, 最大的不同是不是就在于, 这个商城里的所有店铺, 都共同享有一个响亮的品牌: 阿里巴巴.

当然, 商业模式的创新, 是随着商业活动的发展而不断发现和总结的. 无论如何, "网商"概念的提出, 虽然具有一点点理想主义的色彩, 但也因确实具有相当的可操作性和可实现性而令人振奋, 这一点, 我有深刻感受, 我曾亲听一个小企业是如何利用阿里巴巴找客户的, 对于这个小企业而言, 阿里巴巴就是它的救星.

当一个企业所创造的价值被逐步公认之后, 它的赢利和发展空间便是自然而然的事.


"网商"时代

Posted: 07 Sep 2007 11:48 PM CDT

互联网的价值, 在于什么?  归根结底, 在于信息获取和信息传递的便利性.

那, 互联网未来的方向在哪里?  难道只是QQ, 只是网游?

我坚信, 任何一件东西, 它本身具有价值, 是因为它能够创造价值, 能够对社会生产力有所推动. 从QQ和网游里, 我看不出来这种价值所在.

马云说: 互联网更为重要的作用, 应该是对生产力产生直接的推动作用, 而不仅仅是作为一项休闲娱乐的工具. 可能很多人都是这样想的, 也有很多人在试着这样去作, 但真正作成的, 是马云.

"网商"时代, 改变的是生意人与生意人之间作生意的方式, 通过减少中间环节, 最大限度的提高企业利润. 但, 如果从一个商品的整个生产过程来看, 淘宝和阿里巴巴, 也只是作了其中很小的一部分工作, 还有更多的中间内容可供介入, 但介入的成本通常比较大.

拿淘宝网而言, 在上面买双鞋子, 如果卖家没有实体店, 只能提供寄送方式拿货, 不能当面试穿, 当面验货, 那如果鞋子大小不合适, 就需要在买家与卖家之间来回倒腾好几次, 这样下来, 势必影响交易成功率以及之后的交易欲望.

隐约记得, 阿里似乎提出过一个阿里商城的计划, 这样就可以把这些需要当面验货的商品放在这个商城里供买家挑选, 但, 如果租了一个商铺来作这个事, 这样又与其它实体店铺有什么本质上的不同呢? 我想, 最大的不同是不是就在于, 这个商城里的所有店铺, 都共同享有一个响亮的品牌: 阿里巴巴.

当然, 商业模式的创新, 是随着商业活动的发展而不断发现和总结的. 无论如何, "网商"概念的提出, 虽然具有一点点理想主义的色彩, 但也因确实具有相当的可操作性和可实现性而令人振奋, 这一点, 我有深刻感受, 我曾亲听一个小企业是如何利用阿里巴巴找客户的, 对于这个小企业而言, 阿里巴巴就是它的救星.

当一个企业所创造的价值被逐步公认之后, 它的赢利和发展空间便是自然而然的事.


zt:美国游戏产业十大丑闻公开

Posted: 17 Jul 2007 06:37 AM CDT

尤其是当这款独立游戏被圣丹斯独立游戏竞赛逐出比赛单元之后更成为了一时的轰动新闻。 ·《暗夜陷阱》(1993)——以CD为载体的血腥实拍世嘉游戏,讲述了由真人女演员Dana Plato扮演的女孩在小镇里被杀的故事。这一游戏也因为真实的暴力表现惊动了美国的参议院 ...

昨天外包公司派来一位美工

Posted: 08 Sep 2007 08:00 AM CDT

昨天外包公司从南京派一位美工到我们这里出差,是个个子较高的小伙子。第一眼给我的印象是跟我在以往在杂志或电视上见到的美工形象差不多,头发比一般人长,人比较安静,话不多。一边的郭同学悄悄对我说这哥们头发很酷啊,我说这是艺术。

问题总结

这次要把他的工作集成进来,以前沟通比较少,自然这次少不了遇到问题。一些问题以前我向他们反应过,一些则是新发现的。鉴于这件事了了之后,实在没什么兴致做这个了,就总结一下。
这些天来的问题主要有:
1,建模时,就基本几何单位来说,3DSMax这类的CAD软件,模型可以由三角形和四边形组成,基于方便性考虑,一般大部分会是四边形,但是图形硬件处理的是三角形。这个不同点,非常简单但是有时会带来很大麻烦。因为一旦建模完成绑定到骨骼后,再把四边形三角形化这类对模型的改动,会导致先前的绑定信息丢失,必须重新来过。
2,我们使用的Exporter只能处理单个类型是可编辑网格的模型。这自然需要建模工作多一些工作量。虽然前阵子用脚本专门写了个能将多个模型集成一个模型导出的Exporter,但是还没有经过周密的测试,不想拿出来惹出问题。
3,双面贴图的问题。对Max了解有限,里面貌似有这个概念。我猜本质上可能就是绘制时把BFC关掉吧。发现他们都喜欢用这个,但是导出器无法辨认这个,再说目前的引擎以单个模型对象为单位组织三角形送给硬件渲染,除非整个对象都使用双面贴图,不然一个模型有些部分是双面贴图,有些部分是普通的单面贴图,没办法处理。
4,三角形方向、法向的问题。貌似这次和以前Team美工使用的三角形方向正好相反,自然绘制出来只能见到背面的三角形。问题虽然解决了,到底是谁的习惯“不对”还待调查。
5,建模时尺寸、位置的准确性。放到D3D里来说,模型导入游戏,就有个模型坐标到世界坐标的转换,就有移位、旋转和伸缩。这个问题美工似乎不是很注意,但是Max里看上去很美的东西,放到游戏里都要有个准确的位置和大小,不能含糊,否则就影响效果。例如,如果尺寸不对,到游戏里就要缩放,这样问题就来了,如果XYZ方向的缩放比例不一致,贴图后就很Ugly了。再例如,一个对称物体要严格对称,不然游戏里一放大,很小的误差就被放大了。
6,尽量减小三角形特别是冗余三角形的数量。
7,保证ImageQuality的前提下尽量减小贴图的大小。昨晚发现在板子上跑起来后模型的贴图有错误,整个人物死活一块白,今天看了一下,原来是贴图太大的缘故,哥们用的是1.8KX1.8K的,够大!!!要知道就算是PC显卡,使用过大的纹理时许多都有些或大或小的问题的。只是纳闷,咱的硬件是咋实现的,怎么不是一块黑而是一块白涅……
8,……
想了一下,这些问题的出现可归结于美工大多是以Max这类的CAD软件为起点接触3D,并不了解(大多数时候也无需了解)底层硬件的工作方式,从Highlevel的建模手段到底层硬件工作方式的映射由CAD软件在CPU上完成了。那么,当美工初次遇到程序的“无理要求”时,他们心里可能会想:你丫的要求真高啊,很简单的问题你搞的那么复杂干什么呢。这个时候,到底谁把问题搞复杂了,谁知道呢?呵呵。

追求“极致”

既然问题存在就需要改正,这位哥们儿就用我的笔记本就地开工。我特意坐在旁边观摩。想起以前在学校喜欢看高手玩游戏,能学到许多东西。大凡星际高手,鼠标点击率都达到一个很高的数字,而同一画面的平均停留时间也就降低到一个很低的数字。这次,我留意他移动点击鼠标和键盘的速度,以此来判断他的思考速度和操作熟练程度。结果发现他老是一边工作一遍叹息。我以为是他嫌鼠标用起来不顺手,要知道大赛上的星际高手都是自备鼠标跟顶级球员自带球拍一样。于是就问,有什么问题吗?他说,机子速度太慢了。我说,哦,是的,不好意思,笔记本上,早知道就准备台式机了。忘了IBM的笔记本也是笔记本哦,呵呵。虽然我是外行,但觉得他对Max的掌握是相当纯熟的,有一个模型需要按照另一种方法重做,他几乎没有停下来思考或停顿,我也不停地提意见要他修改,他也几乎不假思索,只是我的本本太不争气,虽然不卡,但是转动视角速度不快。
后来我想,像Max之类CAD软件虽然给艺术家们提供了一个很方便易用的工具,但是真正的创造力还得靠艺术家们自己。对于所有的工具,工具与人的关系都是这样。
因此熟练掌握工具是非常重要的。因为人的大脑反速度非常快,比电脑的计算能力还快。将人脑的思维转化到电脑的计算要靠人机交互。这样,人的操作能力很容易就被推到工作瓶颈的位置上,这是一道闸门,直接影响到生产效率。而一旦熟练掌握工具,把闸门开到极限,人脑的思维力就能和电脑的计算力尽可能的对接(尽可能接近却无法达到一致),这个时候留给创造力发挥的空间才会多,才能淡化劳动密集型的色彩。呵呵,难道武侠小说里的“人即是剑,剑即是人,人剑合一”说的就是这层道理?
所以,要用快的电脑(硬件),功能强方便使用的工具(软件),十分纯熟的操作能力(操作),然后就是创造力(创新)。发现看高手的游戏竞技,硬件软件一样,除了拼运气,好像就是在拼这后两点吧。

抱怨一把

明天去出差,开始把烂事了断。
我想,参与此事的人大概都会认同这一点,至少PRC这边做不了细致活儿。
~!@#¥%……为免除流毒,此处特略去500字。

明天去出差,开始把烂事了断。

《孤岛惊魂》(FarCry) 硬盘版

Posted: 07 Sep 2007 05:20 PM CDT

《孤岛惊魂》(FarCry) 硬盘版
制作公司:Crytek
发行公司:UBISOFT
发行版本:英文版
发行日期:2004年6月10日
游戏类型:第一人称射击类
7:00~23:00在DS2做源
版本说明:
1、V1.4 英文版
2、可以打开HDR
3、保留全部音乐
4、删除全部动画
5、附带通关存档
安装说明:
1、RAR解压至3G剩余空间分区内,最好放在根目录下
3、双击setup.bat开始安装
3、运行FarCry.exe进游戏
病毒扫描:
卡巴斯基V7检测无毒,其他杀毒软件概不负责
提示:瑞星扫描会报告病毒,使用瑞星的朋友请慎重下载
官方的建议配置是
Recommended
Supported OS: Windows 98SE/2000/XP (only)
Processor: AMD Athlon 2400-3000+ or Pentium 4 2-3 GHz
RAM: 512-1024 MB
Video Card: 128 MB GeForce 4 128 MB to GeForce FX 5950; ATI Radeon 9500-9800 XT
Sound Card: Sound Blaster&reg; Audigy&reg; series
DirectX Version: DirectX 9.0b (included on disc)
DVD-ROM: 8x-16x DVD
Hard Drive Space: 4 GB
Multiplayer: Broadband with 64 Kbps upstream to play (512 Kbps upstream to host 8 players)

最低配置是:
Supported OS: Windows&reg; 98SE/2000/XP (only)
Processor: 1 GHz
RAM: 256 MB
Video Card: 64 MB DirectX&reg; 9.0b-compatible graphics card
Sound Card: DirectX&reg; 9.0b-compatible PCI card
DirectX Version: DirectX 9.0b (included on disc)
DVD-ROM: 4x DVD
Hard Drive Space: 4 GB
Multiplayer: Broadband with 64 Kbps upstream to play (512 Kbps upstream to host 8 players)

【游戏简介】
《孤岛惊魂》(Far Cry)的故事发生在南太平洋一座美丽的世外孤岛“Cabatu”上。玩家所扮演的主角“Jack”是一名拥有神秘背景及不为人知过去的战士,为了逃避过往而选择在南太平洋群岛经营出租快艇的生意。没想到天算不如人算,在他答应受雇于一名女记者接送她到海上孤岛“Cabatu”时,却突然发现原来岛上已被一群来历不明的军人当成秘密基地,接着女记者不幸被俘,自己的快艇更被炸毁,已经退无可退的“Jack”只好选择搏命一战。
  先进3D引擎
  《孤岛惊魂》最大的特点是3D引擎‘CryEngine’,多边形贴图(POLYBUMP)比凹凸贴图(Bump Mapping)更先进,在平滑的3D模型上贴上多边形贴图,除了会有凹凸质感外,更具备了多边形顶点位移的运算效果,但却不会增加多边形数目。
  在输入物体预设重量、材质、当时地形坡度等参数后,电脑会依据参数进行真实的物理碰撞运算效果,还会针对受力面积、方向、力道进行碰撞运算,呈现最真实的物理效果。
  此外包括超越DirectX 9的设计、即时阴影投射、智慧型减边运算、动态关节处理、机械齿轮运转效果、布质飘动效果、水波物理运算、自动植物产生效果及杜比5.1声道支援等众多新功能。
  快节奏的作战感受
  《孤岛惊魂》的节奏更是与众不同。玩家在这座满布翠绿植物、雪白沙滩、蔚蓝海水的小岛上,随时都可能遭遇出乎意料的攻击,可能是从树林中冲出来的吉普车,或是从嶕岩后急速逼近的机枪快艇。面对这些多变的突袭,玩家必须随时步步为营,特别是当你走在树林里时,更要小心突如其来的一把刺刀。
  不过玩家当然能以牙还牙,抢夺敌人的吉普车、快艇、滑翔翼等交通工具,从陆海空三处杀它个措手不及。此外,游戏并没有固定路线,在偌大的小岛上,玩家可以自行选择要从三步一岗、五步一哨的沙滩发动攻击,也可以潜水绕过敌人注意,更可以从树林直接杀进小岛中央,这一切都全部决定于玩家自己。
  先进战术AI
  《孤岛惊魂》为了挑战其它FPS,特别在敌人的AI上着墨颇深,玩家会发现在游戏中树林里的许多高低树木不再只是装饰用,聪明的敌人们不但懂得如何善用这些树木作为掩护,如果敌人发现他们的数量远胜于你,更会自动朝你的左右方四散展开包围网。
  更有甚者,这些敌人还会求援,一但战事拖久了,你也许会发现空中突然出现了直升机,海上靠过来几艘快艇,背后吉普车的声音也愈来愈近。《孤岛惊魂》不但有白天晚上之分,更有气候晴雨之别,搭配许多声光特效以及光影效果,绝对会让不少玩家大呼过瘾。
  《孤岛惊魂》不但有超过15种武器,更有5种以上的交通工具以及10多种不同特色的敌人,游戏更提供了自制地图功能,让玩家发挥创意自行设计单人及多人对战关卡。当然也支援多人连线功能,让玩家和来自世界各地的高手们一决高下

【游戏截图】


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我心中的敏捷(2)

Posted: 09 Sep 2007 01:28 AM CDT

敏捷开发, 最最主要的, 是要理解敏捷的本质是什么?  在我看来, 敏捷的本质, 很简单: 如何快速出东西, 快速的出质量高的东西.

由此, 我认为开发过程中的所有东西, 都应该围绕着这两个主题展开: 快速, 质量.

写程序写了这么多年, 我们大家可能都有点感受: 写得越来越没感觉了, 写得越来越麻木了. 因为, 随着自身的成长和成熟, 很多开发过程中会出现的常规难题, 被我们一一攻破, 似乎在我们眼前的路, 已经没有了太多的挑战, 技术难度的挑战.

为什么会有这种感觉? 在这里, 我要毫不客气的指出: 那是因为你把自己仅仅当成了一个有任务就作, 无任务就闲的技术人员, 而非产品人员. 当你把自己定位成一个产品人员之后, 你才会知道用户需求是如此多而复杂, 我们还有如此多的事要作, 要去作得更好.

什么是技术人员? 什么是产品人员?

我给一个狭隘的解释:
技术人员, 就是只泡在技术的单纯世界里, 而不太注重用户感受以及用户体验的人, 他们把攻克一个技术难题当作是对自己能力最大的肯定;
产品人员, 是指从产品出生到投放, 都一直能为用户考虑, 为用户着想, 在每一个细节上让用户爽而不是让开发者自己爽, 他们把用户口碑当作是对自己能力最大的肯定.

那么, 我们要作什么样的人? 要作什么样的技术人?

对于一个研究院所, 他可以选择成为一个单纯的技术人员. 但是, 如果放在绝大多数直接面对市场的大中小企业里, 他就必须选择成为一个从产品角度考虑的技术人员, 要让自己成为产品人员.

我坚持认为, 技术有没有价值, 不是靠别人推荐, 不是靠专家认证, 也不是靠发了多少研究论文, 而是技术本身有没有在创造价值, 有没有很好的在创造价值. 我是一个彻头彻尾的实用主义者, 我鄙视所有的学院派.

马云说: 找人, 首先, 要找价值观相似的人. 而什么样的价值观才是相似的?

马云, 从一个企业管理者的角度, 认为跟他价值观相似的应该是这种人: 进入阿里, 就要想着长期耐得住寂寞的作下去, 作对社会有推动的有价值的事, 不要只想着钱, 不要只想着干几个月就走人.

而我, 除了认同他的这些观点之外, 想在招技术人员方面额外加一点: 我们不要学院派. 我把这一点同样视为价值观是否相似的一个基本考核点, 单纯的学院派, 不适合来我们团队.

在网易, 我们的团队, 是一个狼性文化十足的团队, 这在现今的网易, 可能是一个非常独特的特例. 但是, 我们正用自己的成绩, 效率和质量来证明着自己. 没有狼性文化的团队, 注定无法成长; 而没有狼性文化的公司, 也注定无法壮大.

我先介绍一下我们的作法. 在我们这整个项目中, 配备了接近10名程序, 5位QC(质量测试), 近10位策划. 根据项目内容, 分成了五个小组: A, B, C, D, E. 平时的工作, 是将整个项目内容拆解, 各个小组平行推进. 这是我们总体的人员分配.

我所在的组, 是D组, 我们的程序有两位, 一个客户端, 一个服务端, 其他人员: 一个QC, 一个策划. 我们组共计四人. 我们小组, 从7月份开始, 接手作游戏内的一个比较大的群体系统: 势力系统. 这是比公会系统更为庞大和繁杂的系统, 是将来带动玩家互动的主要系统之一. 在接手这个新系统时, 我就在尝试一种新的开发方式.

原来的开发方式是:
策划人员出策划案, 程序将策划案实现, QC对已经实现的系统进行测试.

我们现在的方式是:
策划人员出策划案, 所有人员对策划案进行流程模拟, 找问题, 程序开始带着QC一起设计, 程序将系统进行实现, QC对系统可行测试.

而更具体的步骤是:

1. 策划出案子;

2. 所有人员(程序,QC)通读案子, 各自模拟流程进行推导, 看有没有破绽及断层之处, 提交策划人员进行修正; 修正完后, QC开始进行测试用例设计.

3. 程序制定数据包协议, 对协议进行走读: 向其他程序, QC以及策划讲解这个数据包过来之后会如何进行处理,包括要进行的判断, 要作的逻辑, 以及广播包要发的玩家对象范围. 这一步, 最大的好处, 是让每个参与者都明白我们的逻辑底层到底是如何走的.

4. 程序设计关键数据结构, 这一步, 是带着QC一起作. 一个程序功能, 就两点: 数据结构+算法. 而首先, 最主要的是决定采取什么样的数据结构, 数据结构进一步决定了采取什么样的算法. 这个数据结构, 其意义已经超出程序代码本身, 这个数据结构会牵涉到QC, 牵涉到策划. 在我们这个项目中, 数据结构最主要的内容就是各种各样的配置表, 这个表的内容应该含有哪些内容, 这些内容应该如何组织和约定, 就成为提高程序,QC和策划工作效率的一个重要环节.

5. 程序对功能进行逐块实现. 但在这里的实现, 也会有多种不同的方式. 我们的作法是: 先实现最基本的功能, 让客户端和服务器端能尽快联调起来, 然后各自发布一个基本流程版本给对方: 客户端给服务器端发布一个可用的客户端, 服务器端发布一个可用的服务器给客户端, 两个人分别用这个可用的版本进行各自的细节完善.

6. 程序实现功能后, 按照QC之前设计的测试用例对自己作的程序进行自测. 由于时间及专业有限, 这种自测, 主要是测关键逻辑及易错部分, 全面的覆盖性测试还需要依赖QC人员自己完成.

7. 程序自测完成后,  带QC及策划人员进行代码走读, 将产品正式交付QC进行测试. 之所以在这个环节加入代码走读这一项, 其目的也只有一个: 让项目的每一个参与者, 都能非常清楚程序底层到底是如何实现的. 这一点, 对QC进行全面测试非常非常重要, QC在进行代码走读之后, 可能会对当初的测试用例进行修正. 当然, 这里的代码走读, 还是具有一定技巧的, 因为QC和策划毕竟不是专业的技术人员, 对于算法和太深层次的技术细节可能并不容易理解, 所以, 这里的走读, 要作到既能让他们能理解关键逻辑, 也要让他们不要因为无法理解众多技术细节而出现过多的懊恼情绪, 这也会影响工作效率.

8. QC第一轮测试完成后, 策划人员对已经实现的功能进行游戏体验, 提出修正和完善意见.

以上, 就是我们在实际开发中所采用的一套完整的方式. 其核心思想有几点:

1. 让项目的每一个参与者, 都成为项目本身的主人. 这种主人翁思想的植入, 是通过让他们每个人都参与到项目的各个环节中, 让他们每一个人都仔细了解项目的每一处细节实现来体现.

2. 将QC的优势发挥在开发设计期, 而不是后面的交付期. 因为到了交付期, 其实, 产品已经出来了, 如果到那时发现问题要进行修改, 其带来的代价将远远大于开发期的修改. QC的测试用例, 以及"测试式思维", 是对程序人员固有思维方式的一个非常有利的促进和监督.

我们的开发方式还在不断的总结和完善中, 还有很多很多我认为非常有效的方法和感悟想和大家分享, 在下篇文章中再接着谈.

《劲爆拉力赛:极限版》(Xpand Rally Xtreme) 硬盘版

Posted: 08 Sep 2007 06:13 PM CDT

《劲爆拉力赛:极限版》(Xpand Rally Xtreme) 硬盘版
游戏名称:劲爆拉力赛:极限版
英文名称:Xpand Rally Xtreme
游戏制作:Techland
游戏发行:Deep Silver
游戏语种:英文
游戏平台:PC
游戏类型:Simulation / 模拟类赛车
官方网址:http://www.xpandrally.com/xrx/
8:00~23:00在DS2做源
版本说明:
只删除了英文以外的多国语言,其他内容完整无缺
安装方法:
1、解压至1.5G剩余空间的分区内,推荐放到分区根目录下
2、运行setup.bat开始安装
3、结束后运行XRX.exe进入游戏
4、特别提示:若出现贴图错误,请在显卡调试工具或显卡驱动程序中关闭自适应抗拒齿即可解决
病毒扫描:
卡巴斯基V7检测无毒、瑞星检测无毒,其他杀毒软件的扫描结果概不负责
游戏录像:
http://www.maidee.com/program/395960
http://www.maidee.com/program/395953
http://www.maidee.com/program/395524
最低配置:
P41GHz, 256MB内存, DirectX 7.0显卡GeForce2MX
【游戏简介】
《劲爆拉力赛:极限版》(Xpand Rally Xtreme)是2004年上市的《劲爆拉力赛》的极限版,包含全部《劲爆拉力赛》的内容,同时加入了一些新的元素。在游戏中,除了已知的那些拉力赛车之外,玩家们还可以发现无比快速的GT赛车、DTR赛车、四驱越野赛车和怪物卡车等等。
  就像初代《劲爆拉力赛》一样,《极限版》也包含职业模式、单人模式和多人模式。《极限版》采用原创的Chrome引擎开发,玩家利用ChromEd编辑器可以创造赛道和甚至创造更多的游戏模式。
游戏中将包括超过位于欧洲森林和非洲沙漠等5个地区的60个不同赛道,每个场景都有8个不同的地表类型,这意味着玩家必须意识到要在恰当的时间切换档位和轮胎等。游戏还提供长直道赛,考验玩家换档时机,转弯赛则是考验玩家对赛车的掌控能力。游戏中所有的关卡都会依赖于一天里的时间变化,游戏的一些模式可以让玩家不受任何限制区自由探索场景的各个区域。

【游戏截图】


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

What Are Your Game’s System Requirements? Look At These Stats

Posted: 09 Sep 2007 07:37 AM CDT

Valve has published survey results where over million respondents informed detailed statistics about their gaming computer system. While English (60%), German (12%) and French (10%) languages dominated there were many other reported languages (For example Italian, Finnish, Spanish, Korean among others). The survey began on May 30th, 2007 and the last stats update - at the time of writing this blog entry - was done on August 21, 2007.

Bear in mind that these stats come from Valve’s Steam - where players range from casual to hardcore gamers.

DirectX stats
I found it quite interesting that 2.31% percent had DirectX10 as their default, 53% DirectX 9 (with Shader 3), 24% DirectX 9 (with Shader 2), 15% DirectX 8 and 5% DirectX 7. Basically you can get from these stats that those developers who are making games for DirectX9 or higher will miss 20% of the players.

DirectX9 was first introduced five years ago (and DirectX 9.0c about three years ago). If it took about half a decade for DX9 to become popular (80%), one can wonder when DX10 will be used by majority of the gamers. While Vista will perhaps make it easier for DX10 to penetrate, it will still take some time (as for the record: 8% of respondents reported having Windows Vista)

Screen resolution stats
2% reported 800 x 600 resolution and the rest were mainly 1024×768 (37%), 1280×800 (41%) or higher. It’s good to remember that these stats come from certain type of gamers, but still it gives some idea about the system requirements.

For comparison, 4% of GameProducer.net visitors have 800×600 resolution, 32% 1024×768, 30% 1280×1024 and 8% have 1280×800 resolution. (From about 300,000 unique visits).

Internet connection stats
18% didn’t specify their connection speed, but roughly 80% of users had connection speed 256.0 Kbps or higher. This says something about the people who gave answers, since there are many countries where Internet connection speeds are not as high as these.

More stats
The survey contains lots of other information about computer speeds, system memory, video card drivers, hard drive space and many other factors which might be useful for you when you determine your target audience. Check out the full survey report here.

If you liked this entry, feel free to visit GameProducer.net to read more similar articles.

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Posted: 09 Sep 2007 06:47 AM CDT

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《Mass Effect》最新报道

Posted: 09 Sep 2007 04:28 AM CDT

游戏名称:《Mass Effect》(中文名称暂译《大规模效应》)
制作商:BioWare
发行商:Microsoft
上市日期:2007年11月20号
11
BioWare的最新作《mass effect》即将在欧洲以及北美上市,可惜只有xbox360版本,pc版本最早可能要更晚才能上市(这无疑是微软的一种市场策略)。在等待之余,还是先让我们看看这款史诗级大作为我们玩家带来了什么新鲜的元素把。

《Mass Effect》的故事发生在200年后的未来,玩家在游戏中将会扮演Spectre精英探员中唯一的一个人类,Shepard。他发现银河系面临着重大的危机,全银河系的生命都可能因此而灭亡。但人类并不被其他种族信任,因此Shepard需要做的就是博得其他种族的信任并且化解这次危机(又是一个英雄拯救…宇宙的故事,老外似乎很崇拜个人英雄主义)。

玩家可以建立自己的人物进行游戏,其中包括设定人物的性别,能力和长相。性别的区别在于npc对主角的反应会有所不同。能力将会涉及到主角的战斗能力,交际能力等多方面内容。至于人物的长相,玩家可以像《模拟人生2》一样建立自己的个性化人物,其中包括肤色,脸型,眼睛等等(如果你愿意,你可以建立一个乔治布什进行游戏)。

这款游戏最大的亮点莫过于即时的影响力系统,玩家可以在与队友或其他npc的谈话中任意时间打断或者做出动作影响npc。例如,你的队友开始自作主张的在那里发表言论,玩家可以不做出任何反应让他把话说完,也可以在他滔滔不绝的谈话中一把抓住他的衣领并且怒吼“我才是这里的队长,这里我说的算”。

游戏的自由度很开放,玩家可以用武力解决问题,也可以通过口才说服对方,例如:Shepard想要从一个酒保口中打探一个重要npc的去向,但是酒保似乎不愿意告诉Shepard。这时候,玩家可以选择用枪威胁酒保,或者给钱买通他。(在这一点上,《Mass Effect》带有着浓厚的《辐射》味)

至于游戏的战斗部分也同样十分精彩。游戏战斗部分采用的是类似《生化危机4》的第三人称跟踪视角射击形式,但其中融入了rpg元素,使得战斗充满了策略性。例如,在战斗中,玩家可以暂停游戏,安排你的队友的站位以及任务(例如掩护,偷袭等)。玩家可以通过升级武器装备,学习新的技能来提高主角的能力。(这让我想到了《辐射战略版》的战斗设定)

《Mass Effect》作为BioWare史诗3部曲中的首部曲,格外引人注目。游戏丰富迷人的场景,人物栩栩如生的面孔以及细腻逼真的动作,先进的对话系统,都十分完美地呈现在玩家面前。让我们一起期待这款大作的到来吧。

更换新服务器

Posted: 07 Sep 2007 10:42 AM CDT

MT本次主要的几个变动
1. 首页和论坛转移到了一台新服务器,有问题或发现错误请去论坛的错误报告班回报错误

http://bbs.ntrpg.org/forumdisplay.php?f=21

2. 由于更换了论坛系统,转移前论坛注册过的用户需要使用密码激活功能来激活新的vbb系统密码,如果忘记密码但是email是有效的话,可以使用忘记密码功能来寻回密码,如果连email都忘记的,可以发email (jay [at] ntrpg.org)给我来重置密码(请附一些资料来确认你的身份)

3. 原先首页注册的用户资料并没有保存,请见谅,新闻发布会员可以找陈灼或者Jay来重置新密码.

4. 目前支持ssl链接了

https://ntrpg.org
https://bbs.ntrpg.org

订阅地址已更换

Posted: 03 Sep 2007 10:11 AM CDT

FEEDBURNER由于众所周知的原因(虽然没人知道这个原因的原因),ntrpg首页的订阅地址更换到feedsky门下,由于启用了feedsky新的域名绑定功能,所以请大家使用这个地址来订阅:

http://feed.ntrpg.org/

基本上算是永久URL了……(9月8日更新:因为刚换服务器,dns解析还有问题,此地址可能无效。)

原先的feedburner订阅地址仍然是有效的,网通用户似乎还能正常访问,实际上,只有当你使用国内的rss阅读工具(比如抓虾)或是本地的离线阅读软件,才会受到影响,如果你平时都用google reader,这几天就几乎感觉不到异常……

无冬之夜2:背叛者的面具

Posted: 31 Aug 2007 10:51 PM CDT

1.jpg

平心而论,无冬之夜2的剧情并不是很精彩,这也许因为我们太陶醉于博德之门史诗般的剧情。但无论如何,Obsidian还是为玩家们带来了无冬之夜2的第一部资料片——背叛者的面具(以下简称背叛者的面具)。下面是有关本作的最新报道。

游戏名称:无冬之夜2:背叛者的面具
制作商:Obsidian Entertainment
发行商:Atari
上市日期:2007年10月12号

《背叛者的面具》延续了《无冬之夜2》所讲述的故事——说白了,就是一个英雄拯救世界的老套剧情。在前一个战役里的最终战结束之后,英雄在一个神秘的“灵魂监狱”里苏醒。 这是一个名为塞恩的地下洞穴,是一个由红袍法师控制的被遗忘国度的一个魔法圣地。英雄身体里的银剑碎片已经不见了,留下的只有一道伤口,玩家的任务就是找出到底发生了什么事情。这不禁让我们想起了博德之门2的经典开局。

游戏将会带给玩家20到30小时的游戏体验,等级上限提高到30级(很遗憾,还没有达到神的级别,恐怕要等到第二部资料片出来才能体验了),并会在最终揭示主人公的真实命运——难道又是一个神的孩子?玩家可以选择继承前作的人物资料或者建立新的人物进行游戏。而继承的人物等级将会被自动调整以适应新的游戏。

游戏中加入了新的种族——Ginosi人,这是一种半元素半人类的种族,Water Ginosi人有着闪亮而潮湿的皮肤,触须般的头发。至于Fire Ginosi人则具有木炭色的皮肤和火焰般的头发。同时,游戏中也加入了一些新的职业,这包括Favored Soul 和Spirit Shaman他们都拥有魔法的力量,魔法的释放方式类似于术士。Favored Soul拥有者类似于牧师的神圣力量,而Spirit Shaman拥有转化不死怪物,或者把自己变成不死怪物的能力。

单人战役里的一个重要的新元素在于《无冬之夜2》的开发团队真心聆听玩家的反馈。新战役在技术和剧情层面都有了一些改进。现在,游戏有了“开启/关闭 AI”的功能以及不少的界面控制设计,让玩家能够更方便地控制团队行动——关于这一方面,也令人想起了博德之门的AI系统。

《无冬之夜2》原版的队友影响力系统是相当有趣的一个设定,但是到了游戏的后半期,与npc队友之间的对话越来越少。《无冬之夜2》的开发团队似乎察觉到了这一点,并在资料片中作了一些改进,例如减少npc队友的数量,增加对话选项,使得队友更加的人性化等等。但从目前的资料来看,《无冬之夜2》原版的队友可能不会带到资料片当中,也或者到游戏后期让玩家在老队友和新队友之间择出选择,这一切还需要资料片上市后才能知晓。

资料片的上市日期定在2007年10月12号(北美地区),让我们拭目以待吧。

从“恺撒大帝”到“模拟城市”

Posted: 28 Aug 2007 10:19 PM CDT

告诉你一个真实的《模拟城市:社会》

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有谁跟我一样,同时喜欢这两个系列呢?第一次接触Impressions的城市建设游戏是在一年的暑假,第三波出了中文的《恺撒大帝3》,那时我还是刚玩游戏不久的NEWBIE,压根不知这个/类游戏应该怎么玩。在或轰然倒塌或化为灰烬的房屋中,慢慢摸索出了这个游戏的玩法,后来就成为这系列(包括宙斯,法老等)的忠实FAN啦。玩《模拟城市3000》也是一年的暑假,记忆中初期最困难的是铺设水管,通过反复尝试才找到了有效的连接方式,嘿嘿,现在好像看到了当初那个刚入门不得其法又不服输,埋着头在游戏中一玩就是一整天的傻丫头。后来花了一整个暑期的时间建了一座富得流油的花园城市,不得不说,玩这类游戏就是有成就感呀。还好,学生的时间多,而现在——我在“恺撒4”里的第一张地图还没建好1/3呢……

我从来没想过这两大系列会以这么一种古怪的方式走到一起去,虽然都是城市建设类,但,一个重现了古文明城市的风土人情,另一个见证了小型高科技数码城市的发展;一个注重人民的微观生活,另一个强调城市的宏观建设;一个传说中的诸神满城跑,另一个是现代都市的真实写照……我不知道新的《模拟城市:社会》想要讨好哪部分玩家,至少原“模拟城市”FANS很多都是不买账的(在国内外专题论坛上是这样),或许能如EA所愿吸引些LU吧。不过那又何必叫“模拟城市:社会”(我承认这是明知顾问……)?我觉得“模拟乐园”之类的更合适呀。

——–以上是废话,以下是正文 ——–

Impressions说,让我们建造一个更好的罗马吧!

说到“古文明城市建设”游戏,纵观游戏业内,只有Impressions Games一家独大,或者说,独此一家。从以古罗马帝国为背景的《恺撒大帝》伊始,Impressions就显示了其对此类游戏的特殊爱好及驾驭能力,在其后的《法老》、《宙斯》以及《皇帝》中,分别再现了古埃及、古希腊及古代中国的风土人情,并培养了一批“每作必玩”的忠实FANS。

由于这些游戏上手难、受众少,再加上Impressions“换汤不换药”的作风,使得工作室的前景并不那么乐观,终于在2004年4月总公司Vivendi Universal的大裁员中被强行关闭。Impressions的成员们并没有因这次风波中而放弃制作此类游戏的决心,他们中的一部分中投靠了以策略游戏见长的Firefly Studios(主要作品为“要塞”系列)后,制作了一款与“恺撒大帝”系列十分相似的《文明城市:罗马》;另一部分人,包括Impressions的首席设计师Chris Beatrice与商务经理Peter Haffenreffer,则组建了一个全新的制作组——Tilted Mill(倾斜的风车,灵感来源于疯颠的骑士堂吉诃德及他那著名的假想敌人——风车),他们的新作是《不朽之都——尼罗河之子》和《恺撒大帝4》,同样都以古文明城市建设为主题,只不过引擎随大流地换成了3D而已。

一帮拥有坚定决心和相同爱好的人,仍然在一起为自己的理想奋斗着,这听起来很完美。作为玩家我们也希望“古文明城市建设”游戏能够延续,不管是以什么方式,直到……

Maxis说,让我们建造一个真实的城市吧!

如果说Impressions是“古文明城市建设”游戏的唯一代言人,那么Maxis就是“现代数码城市建设”游戏的奠基人。与前者不同的是,以模拟现代都市为主题的建设游戏屡见不鲜,如《城市大亨:纽约》和《城市生活》等等,但只有Maxis的“模拟城市”系列才是此类游戏的典范,成为一个后人无法企及的高峰。

说到Maxis,就不能不提它的创始人Will Wright。这个永远戴着一副不起眼的黑边眼镜和一块有计算器功能的手表的家伙,是一位将创造性与传统技术完美结合的一流游戏设计师。“真实与创造”是其永恒不变的设计理念,从《模拟城市》到《模拟地球》再到《模拟人生》,你往往能在一个个看似平淡却拥有无与伦比的游戏性的模拟游戏中,体验他那源源不断的创作灵感。正是秉着一如既往的创新精神,Will Wright并没有在《模拟城市》和《模拟人生》的巨大成功中坐享其成,他把全部精力投入到模拟物种进化全过程的新作——《孢子》的制作之中。他甚至没有参加《模拟城市4》的开发工作,在《模拟人生2》中也仅仅只是充当了一下顾问,这些续作的开发工作交给了Maxis来完成。

由于巨大商业利益的驱使,史上最畅销的电脑游戏——“模拟人生”系列的资料
片也以一个让人目不接暇的速度发售,一代大概有六、七个?二代到目前有多少个?天啊,我真的记不大清也数不过来了。曾经以创意著称的Maxis现在成为“模拟人生”的专门制作组。哦,你还在期待《模拟城市5》吗?

EA说,帮我们做一款“模拟城市”吧!

作为Maxis的东家,EA绝不会将“模拟城市”这块叫好又叫座的金字招牌束之高阁。可无论是Maxis还是Will Wright都无法分身再为这个系列尽一份力了。怎么办呢?灵机一动下,EA的副总裁Rod Humble先生邀请Tilted Mill为他们制作下一代“模拟城市”——虽说“模拟城市”和“恺撒大帝”系列无论是从风格、背景还是实际游戏过程来看,两者都相差甚远,但好歹都属于“城市建设”类游戏的大范筹,找有点基础的Tilted Mill来做应该错不了吧?此外,还不忘叮嘱他们:上手要容易,系统要简化,要能吸引普通玩家,不要再像以前那样搞什么学院派,那样的游戏不好卖……于是,一个没有分区,没有复杂的交通网络和水电铺设系统的《模拟城市:社会》即将诞生了。

玩家说,那我们还有什么?

就是这事儿,在国内外各大“模拟城市”论坛上吵翻了天。大多数Fans都是持“我们要血统纯正的《模拟城市》,不要没了这少了那的简化版”的一边倒的意见。对于系列的死忠玩家来说,那些复杂的立体交通网络和水电铺设系统正是他们玩此游戏的动力及乐趣之一,因为它们几乎与真实生活中的城市无异——真实,才是“模拟城市”系列的纯正本色。不然,系列的缔造者Will Wright也不会因此研读了20多本关于城市规划理论的书籍,并花大量时间询问城市规划专家、公安部门管理员和公共建设工程人员的相关意见。如果缺少了这些,那还是“模拟城市”吗?

Tilted Mill说,我们能给玩家什么?

社会能量:这是一个你在以往的“模拟城市”游戏中都闻所未闻的新玩意,它分为财富、工业、知识、虔诚、创造和秩序这六种。它们将影响房屋的外观与城市整体风格。例如,当你在城市中放置过多的工业建筑,就会发现城市正在向工业贫民窟的方向发展,它看起来就像是上世纪20年代的芝加哥:锈迹斑驳的墙壁,街头来来往往的老爷车,以及随处可见的招贴画。如果任其发展,城市甚至会沦为一片工业废墟,整个城市的气氛也会随之改变。它的天空会因为污染变成黄色,背景音乐也会变化,甚至公路和街灯也会变成另一个样子。

风格化:“本作的出发点,是想要让玩家的创意可以随意在游戏中发挥。”Tilted Mill的Jeff Fiske如是说。所以在游戏中玩家要做的,是掌控整个城市发展的方向。《模拟城市:社会》中提供了350种独特的建筑,建筑的风格也是丰富多样的,从现实到空想童话、从乡村田园到城市都会、从工业到未来派,应有尽有。当你用鼠标点选建筑的时候,还会有独特的小动作表演。只要你愿意,完全可以建造一座充满摩天轮、姜饼屋和巧克力工厂的欢乐城市;或者是一座由南瓜灯笼、墓碑和阴森的房屋组成的万圣节鬼城。这在原来的“模拟城市”游戏中是无法想象的。

新的挑战:城市要发展,就需要消耗社会能量。不同风格的城市所面临的事件与挑战也不尽相同。比如建造一个纽约风格的大都市,就需要大量的摩天大楼来支撑。这可是要花费不少金钱和“财富”社会能量(游戏中的财富能量代表对物质享受的追求)。要积累财富能量,玩家需要先建造一些能产生财富能量的设施,还要为追求财富的市民提供住家的地方。市民要是情绪低落还会罢工,所以还需要周边有足够的娱乐设施,如酒吧,舞厅等等。

笔者说:让我们接受事实吧!

不论你高不高兴,乐不乐意,“模拟城市”的新作交给Tilted Mill制作,并改变了游戏原貌已是木已成舟的事实。距游戏发售只有不到两月的时间,就在这时还有一些不死心的玩家联名上书——恳请让“模拟城市”回到原样,无论是开发组还是游戏方式。诚心可嘉,可结果……恐怕是没有结果了。

既然这样,我们不如将目光转向新作中有可能引起我们兴趣甚至认可的地方,比如可以随心所欲地建造各种风格的城市。这让我想到在前作中,不少玩家会乐衷于修建只有低密度住宅区的田园式小镇,而在本作中,这种静谧安逸的田园小镇正是其众多城市风格中的一种,游戏也提供了大量的建筑和装饰道具让玩家去实现这一可能。听起来还是很吸引人的不是吗?

城市的真实建造及模拟系统被简化了?那也让我们放宽心去面对它。就当《模拟城市:社会》是一款“外传”,其作用是来调节我们在前作中那高度运转的神经——毕竟交通堵塞和空气污染问题也让我们这些“准市长”头痛了好多年,何不借这个时候好好放松一下呢?市长也是有假期的。而我们这次的度期地点,就让我们自己通过全新的“模拟城市”来创造吧。

F&F桌面游戏吧奇幻桌游活动

Posted: 26 Aug 2007 10:48 AM CDT

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为了满足广大奇幻爱好者的需求,上海F&F桌面游戏吧将定期组织奇幻背景桌游活动

目前已有游戏包括:
A Game of Thrones(冰与火之歌:权利游戏);
Shadows over Camelot(卡美洛阴影);
World of WarCraft(魔兽世界)

活动方式: 任一游戏报名人满(游戏上限人数)后通知玩家,定下时间后按时开始
游戏地点: 上海F&F桌面游戏吧(杨浦区国定路506号,复旦、财大附近)
游戏时间: 周一到周四 13:30-23:00 均可,最终根据报名人员协调决定
每次费用: 20 元/人 (场地费用、时间不计;免费提供饮品)

报名贴

(陈灼:翔毅的店我前不久去过一次,环境雅致,地方宽敞整洁,陈琳和翔毅对待客人和前来玩游戏的朋友们,非常客气热情,在介绍游戏方面,也有独到的一面,能在很短时间内把复杂的规则教会大家。各位如果平日下午和晚上有空,过去方便的话,我想,是不会让你失望的。)

报名注意事项:
1.报名贴需填写以下项:
姓名、联系方式(QQ、MSN、邮箱、手机)、选择游戏、希望参与时间、可参与时间
(如不愿公开个人信息可email至nkxi...@yahoo.com.cn报名)
2.如采用email报名也需回复本报名贴说明,便于人数较多时根据报名顺序决定参与人员
3.活动确定后需保证按时参加,无故不到将被取消以后参与本活动的权利。
如有其他问题,可致电55660135,13611881937询问;QQ:35432705
MSN:nkxi...@yahoo.com.cn

FF桌面游戏吧玩家群:35051905,欢迎加入

游戏介绍
A Game of Thrones(冰与火之歌:权利游戏)
玩家数量: 3-5
游戏时间: 2-3 h

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喜欢奇幻小说的人一定对这个名字很熟悉,对,它就是基于长篇奇幻小说《冰与火之歌》
第一卷《权力游戏》改编而来的桌面游戏。在权力游戏中,整个故事在维斯特洛大陆上发生,
无论是疆场厮杀,还是游历冒险,这款游戏将小说《冰与火之歌》之《权力游戏》的精髓发挥
得巧妙而不失趣味。

在游戏中,你将领导维斯特洛大陆上有名的家族,并为这个家族的生存进行统筹、规划,当
然,也避免不了征服和战斗,最后,当你成长为维斯特洛大陆上最优秀的家族时,胜利离你还
会远么?

然而,有权力斗争,就存在权力联合,不仅仅有暂时的同盟,也会有所有家族抛弃前嫌、
团结一致对付外来侵略的时候,如何获得盟友,将决定你的发展之路。

无论如何要明白,权力只是一场游戏。

Shadows over Camelot(卡美洛阴影)
玩家数量: 3-7人
游戏时间: 60-80 mins

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“黑暗时代”的欧洲亦不乏英雄的横空出世,当亚瑟王高举着宝剑,领导着圆桌武士们纵横
沙场、征战四方时,我们无不倾倒在他耀眼的光辉之下。而现在,《卡米洛的阴影》所描述的却
是当骑士们收起他们的长剑和盔甲,准备建设家园卡米洛时,以往的敌人们纷纷出现,无论是黑
骑士、恶龙的挑战,还是萨克逊人、皮克特人的入侵,都让卡米洛陷入了一片阴影当中….骑士们
面对困境,该当如何?

游戏中,真心保卫卡米洛的骑士们,必须在精神上团结一致,分赴各地处理不同的危机,无
论是寻回圣杯、获取圣剑、击倒兰斯洛、打败黑骑士、或者是抵抗皮克特人和撒克逊人的入侵。
而可能存在的背叛者则需装模作样,不尽全力之余还需落井下石,仅仅为了自己不可告人的目的。

游戏期间,卡米洛的形势不断恶化。骑士们在稳定卡米洛的形势之余,还要分出人手完成各
个任务。否则卡米洛一旦沦陷,或者任务失败得过多,骑士们将面临悲惨的结局,而背叛者将踏
上骑士们的骸骨宣称属于他的胜利。若卡米洛幸存下来,并且骑士们寻回的剑中包含七把白剑,
则骑士们的英勇获得了回报,他们一起保卫住了家园,入侵者和叛徒都可耻的失败料~~

游戏中,信任和团结成为获胜的法宝,然而,当明确知道队伍中可能存在一个叛徒时,信任
和团结便变得不再简单,背叛者的加入让整个游戏趣味横生~~。

四版来临,网团革命

Posted: 18 Aug 2007 09:49 AM CDT

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昨天,WotC在GenCon上正式公布了龙与地下城第四版(D&D4E),这是继1974年的原始版,1977年的AD&D第一版,1989年的AD&D第二版,2000年的D&D第三版和2003年的D&D3.5版后,龙与地下城三十四年的历史上第五次重大更新。正如官方视频中所说的那样:“本次更新将在各个方面给玩家带来难以想象的新体验。”其中最重要的一点,就是YY在昨天的更新中所提到的“龙与地下城Insider”,这个计划和工程,作为三宝书的扩展,将数百万D&D玩家带入一个新的交互世界。将玩家和玩家之间,玩家和设计者之间的连接更加紧密起来。

更为值得欣慰的是,《巨龙志》和《地下城》这两本权威杂志,也将在新的计划中重焕青春。让人尤其兴奋的是,在《地下城》中的各种冒险模组,都将以数字化的形式,在WotC为龙与地下城打造的全新平台:Digital Gametable中重现。下面是观看了有关这个数字桌面游戏平台的Youtube视频后,我的一些报道和评论。大家如果有兴趣的话,欢迎来论坛里和各位资深D&D玩家,城主讨论。

在视频中,我们能看到,地下城主可以非常方便的组建一个跑团地图,并且确定玩家可视的范围,光照范围(嗯,有点类似关卡设计引擎的感觉。)玩家和DM可以在这个平台上移动各自的角色和NPC角色。和PC游戏不一样的是,当你遇到战斗的时候,要选择相应的骰子来掷。

对于DM来说,最烦心的事情莫过于,要给那些PC描述一些本应该这些废柴“看到”的东西了,比如一副该死的赝品,一个奇怪的符号。这个系统里可以内嵌一些这样的“物品”,比如墙上的一副招募勇士送死的告示。

虽然Digital Gametable没有《无冬之夜2》和《龙与地下城Online》那些游戏的惊人特效(实际上也不必要有),但是不亚于现实中DDM(龙与地下城微模型)精细程度的3D模型,和一些恰到好处的特效(比如眼魔的射线……)还是应有尽有。人物创建系统,嗯,好吧,这就是一个寻常PC RPG游戏中的纸娃娃系统。

借用kingmagic老爷的说法,这就是网团革命。

龙与地下城第4版,终于来了……

Posted: 17 Aug 2007 12:14 AM CDT

dndlogo4e.jpgWOTC的网站在消息发布时被挤爆,至今未有恢复……我来给同学们传达一下谕旨:

龙与地下城第4版会在2008年5月正式发布,之前会释出一些预览:1月是种族和职业,4月会发布一个新手模组,战役设定里最先升级的是FR,8月发布新的frcs。

龙与地下城战棋(Miniatures)则会在4月更新,旧的模型仍然可以使用,但必须升级数据卡。

4版三宝书的发售时间是:玩家手册 5月,怪物图鉴 6月,城主指南 7月。仍然会采用D20系统和OGL授权,wotc的游戏设计师表示4e是原有系统的进化,而不是革命。

4e规则将会让DM可以更轻易更快捷的裁定游戏,获得新的构建遭遇的方法。PHB会增加至少2个新的基础职业,所有职业都会在冒险队伍中扮演一个更清晰的,独一无二的角色。人物成长的过程会更加平衡。

核心规则的等级上限将会提高到30级,其中包括三个阶段:1-10为heroic级别,11-20为paragon级别,21-30为epic等级,我觉得可能会相当于把原来的epic系统整合纳入核心规则……

伴随4e而来的还有wotc的online战略,包括一个完整的网络服务:Dungeons & Dragons Insider,目前是免费的BETA版,在4e公布之后,它会转入订阅模式,直到新的玩家手册发布。费用是每月9.95刀,可以获得在线版的杂志,在线的游戏工具(包括人物创建器和构建地图,遭遇,模组工具),而D&D Anytime则是一个在线游戏系统(除了你知道肯定会有的那些功能之外,还可以语音聊天)。而wotc的社区也会更web2.0化-____-b,玩家可以创建个性化的“我的人物”,“我的战役”页面(最好能提供一个嵌入到其他页面的widget代码,像豆瓣那样),还有blog……

更新:Arcanum大人找来的官方视频:

最后要说的是,我校对3.5e玩家手册的稿费……看来是拿不到了……盛大去死罢!

Tales of Torment-Part 2

Posted: 16 Aug 2007 01:07 AM CDT

RPGWatch放出Tales of Torment访谈的第二部分,以下是偷懒的摘译:

RPGWatch:你们当时为啥会有这么一个点子来设计这个游戏呢。

Chris Avellone:当我第一次去Interplay面试的时候,TSR部门主管问我如果设计一个PlaneScape游戏会怎么开始,我的回答就是从死亡开始,然后主角从太平间走出来,然后像玩智力拼图游戏一样把发生的事情弄清楚。而我得到了这份工作,说明这个想法还不错。此外,我们还决定把一些游戏中传统的东西倒过来,比如说:

老鼠是你遇到的最危险的怪物之一
亡灵一般来说比人更有人性
混乱位面其实很有序
恶魔都非常诚实而天使则正好相反

RPGWatch:你们能不能详细说说无名氏的死亡,凡人性和三个化身的关系

Chris Avellone:……(看不太懂。因为我没有玩到那里。。Orz,召唤灼灼) 在整个游戏开始前的岁月里,无名氏每次死亡,都将会完全抹除他的人格。这就是夜巫Ravel对无名氏所施的不朽魔法所带来的副作用,因为,Ravel的一切所作所为,都有残酷的缺憾,这种缺憾,最终将她所有无私的努力化为泡影。她为了“测试”自己的工作成果,于是杀死了玩家,也就是无名氏,但是很快发现,他丧失了记忆,他认不得她了,他甚至忘了自己为什么一开始要她把自己变成不朽。就这样,无名氏在时间的洪流里冲刷,反复的再生了几百次。

尽管如此,在游戏一开始,Ravel的“祝福”已经开始失效,无名氏本人也因此而慢慢回忆起自己的前身,记忆慢慢溯及到游戏开始。讽刺得很,与记忆力逐渐回复相对应的是,他的精神力量正在逐步减弱。死亡和重生之间的间隔时间越长,他就越向一头行尸走肉靠拢,自然,也是无法杀死的僵尸。一旦他失去自己的意志,他就将堕入万劫不复的深渊,不但无法拯救自己,甚至无法查明,到底是谁让自己陷入这种境地。游戏中的重重事件,正是无名氏“一生”中的最后一次机会,来把一切事情搞定。

在游戏结尾处,玩家所遇到的三个化身,分别是(1)实用主义化身,正是他发现有人要杀死玩家,他也因此做了很多孽来加以反击(领导要塞中的袭击,组织Deionarra,Dak’kon,Xachariah和Morte,为死对头建造了一个陷进,在玩家的背上留下纹身,用莫须有的Circle of Zerthimon欺骗达肯,也就是Jay。(2)癫狂化身,正是他制造了历史上的各种大破坏,并且试图拆除和毁坏实用主义者所做的一切努力(在游戏结尾的地方,这两个家伙显然彼此痛恨——妄想狂化身制作了十二面体陷阱,被痛苦女士所囚禁,杀死了语言学家Fin,并且扼死了印记城里一大票人)。(3)表面上的善良化身,当他还是个杂碎时,正是他开始了这一切,但是他很快发现,事情完全失去了控制,自己的命运也被彻底改变。

必须指出,尽管这么说,善良化身,也是原始化身从内心深处是真诚的对自己所做的一切感到忏悔,他也力图要把一切事情摆平——唯一的问题就是,在第一次死亡之后,他忘掉了自己最重要的目的,并且接二连三的经历了成百上千次可怕的不朽“生涯”。我一直认为,这种方法最合适不过,因为我一直一来都觉得,“用不休来摆平事情”是他试图想达到的最快也是最佳办法。然而,事实上,他首先应该把最初的债还掉。

RPGWatch:给我们介绍下莫特吧,你们从那儿来的灵感

Chris Avellone:……(继续召唤灼灼)

RPGWatch:在PST设定中,派别占有很大一部分,那么你们有没有想过多添加一些派别导游中呢。
Chris Avellone:事实上我们想把所有的派别都加入!但是由于时间、金钱等等关系只好作罢。混乱者我觉得很容易加入这么一个角色,所以我这么做了,但是,当我考虑到Vhailor而想把末日卫士团加入的时候却不得不放弃,当然,还是因为我们资源不够。
Colin McComb :我最扩充登神者的戏份,因为我觉得我没有把他们做的很有趣,同时我觉得和谐会塑造的不错,最后,末日卫士团和神明非神会是我想加入游戏的派别。

RPGWatch:为啥你们把印记城 当作游戏的主要场景,而限制了别的位面呢
Chris Avellone:你说的对,我们确实对别的位面做的不够,但是印记城啊,它就是多元宇宙的标志亚。
Colin McComb:无错,印记城是多元宇宙的代表,游戏一开始,你就直接了当的知道自己在多元宇宙了,我们没必要给一个下层位面给你开始,然后还要给你一堆说明。

RPGWatch:有没有什么地方你们想加入导游戏中去
Chris:我们考虑过混沌海(我们以另一种方式实现了,不知道算不算),另外所有上层位面的想法都被否决了
Colin:我想搞点天堂山以及巴托

RPG Watch:你们有没有违背多元宇宙的设定?
Chris:你应该注意到游戏里没有牧师,神力在游戏中基本上被忽视了,有时候我们不得不背离一些设定,这是没有办法的事情,我们要专注于剧情,而且其他方面我们做的不错。
Colin:是的,我们做的很棒,我们没有把所有的东西都包括进去,但是相信你也认为我们做的不错。

RPGWatch:制作游戏的时候,规则方面你们有没有遇到任何技术上的困难?
Chris:想不起来了,我必须指出,能用bmp来做地图实在很棒,让我们实现很多在3d中很难实现的东西。

RPGWatch:你们觉得给PST做个续集怎样?如果是的话,你们有啥好点子吗,如果不是的话,那么你们觉得用异域的背景做个啥的别的游戏?
Chris:很久很久以前,我确实否决了2个续集的建议,其中之一是“失落的灵魂”(lost souls),讲述Torment的那些事情,但是Nameless One不在里面,主要讲述Deionarra以及Nameless One最初遇到的那些人Xachariah、all-From-Grace、Ravel、Trias等等人的故事,从他们的角度来观察多元宇宙,不过我从来没有认真考虑过这个想法。
另外一个我考虑的多一点的是“Planescape: Pariah”,主角是dakkon,游戏的目标是使吉斯洋基人和吉斯泽莱人统一,不过它仍然只停留在想象状态。
我之所以把以上2个都否决,是因为我觉得任何直接的续集都是错误的,因为PST已经是个独立完整的游戏,我不想画蛇添足的给它加个续集。
Colin:我对于这一点,怎么说呢,Chris对异域的工作无疑是伟大的,尤其是对于结尾,基本是完美的,但是有一点就是他没有把所有的npc都杀死,他们经历了那么多重大的事情,不可能想当然的认为,当游戏结束时他们都认为自己的一生已经够丰富多彩,可以颐养天年了。我特别想在dakkon身上再挖掘一些东西,当然还有Morte,Annah以及…
对于我来说,一个直接的续集没啥必要,我想看到一个别的基于异域的游戏,在里面我们可以看到一些老面孔,但是并不以他们为中心。

RPGWatch:就上面说到的,你们会希望参与到这个游戏吗?你们认为这游戏有可能诞生吗?
Chirs :是的,是的。但是要加一些话,很难,而且必须是独立制作,还需要免费发布,最后,还要有一个编剧。
Colin:我很想参与到这么一个游戏中去,如果能把当时开发PST的队伍重新拉过来开发这个,那就是最好的了。说到这个游戏能否面世,我觉得可以,只是我们需要找一伙通情达理的投资商,不太在乎因为游戏质量而跳票。你看看暴雪和Valve,你记得他们有哪个游戏是不跳票的,你记得他们那个游戏是不好的游戏吗?

关于对话,有用的就是,Chris说,游戏以对话为主,其他所有元素为辅是游戏设计的时候就确定好的,Chris决定的。

RPGWatch:PST游戏越到后面,尤其是监狱位面,就感到越匆忙,那时候你们制作游戏有多匆忙,那时候你怎么取舍。
Chris:游戏制作后期,我们遇到了紧急情况,Curst需要重新制作,所以你们在游戏中看到的Curst实际上是第二版。
此外,我对于Fortress of Regrets也有点不满,尤其是刚进去的遭遇战。但是对于后面的脚本工作以及结局很满意。
在被删除的内容中,我最难过的是有个事件本来预计在Modron Cube里发生,失宠或者安娜中的一个会被一个邪恶巫师绑架。这是一个模仿英雄拯救公主的故事,非常有趣,而更有趣的是失宠会很高兴,因为这是她第一次被绑架。

RPGWatch:What can change the nature of a man?
Chris:whatever you believe can make you change can do so。
Colin:Anything that can reach your soul, touch your heart, or broaden your mind.
Chenzhuo:Nothing , nothing can change the nature of a man.
El:这个问题太傻了。
Jedi:what is the nature of a man?

………………持续增加中.

Fable 2访谈

Posted: 12 Aug 2007 09:03 AM CDT

这个游戏其实没什么好谈的,最大看点是彼得慕尼丽丝先生在采访中突然发飙了,把角色扮演游戏贬得一文不值,招惹众多玩家纷纷讨伐,RPG Codex的新闻评论也罕见的达到3位数,果然战争是流量的最大推动力啊。

战场在这里:Completely fucking nuts: a Molyneux article。这个人要么是彻底疯了,要么是在很有娱乐精神的给Fable 2死打广告。曾经是牛蛙和地城的铁杆,默哀……

摘抄几句神的伟大言论:

“大部分角色扮演游戏都是狗屎!”

“现在的游戏都很机械化,很复杂,难度很大。”

“Oblivion是个好游戏,但是战斗系统太垃圾了。我们大部分时间都在讨论它有多垃圾。”

“不管你是否喜欢,角色扮演体验的一半时间都花在战斗上,甚至70%还要多。”

“Halo 3和Call of Duty会吓跑小白玩家。”

“现在的核心玩家太苛刻了,一面要方便入手一面又要深度,这完全是南辕北辙,怎么可能做得到?”

“大部分游戏要用手柄的四个按钮战斗,悄悄告诉你们,我的Fable 2只用一个键!一个键喔!”

“(接上句)这个想法以前有人试过,但是结果很Suck,我会努力让它变得不那么Suck。”

“电脑游戏的死亡画面是:你死了,屏幕变黑,你被送回到上一个记忆点,经历同一段剧情,杀死同样的敌人和BOSS。这太垃圾了,让我觉得很无聊和乏味。我们正在想办法让战斗变得更有意义,BOSS战更有紧张感,更有挫折感。”

“当玩家角色死亡之后并不会被送回记忆点,而是停留在原地,坏人们会继续围上来——踢你,锤你,用剑刺你。看着许多人围着你的尸体鞭尸是件很有情绪的事。

“死亡的真正意思是会给你的角色留下永久性的伤疤,死得越多,伤疤越多,变得越来越难看。”

“如果你愿意付出500EXP代价,就可以马上原地复活,而且没有疤痕。你在地上躺的越久,付出的EXP就越少。”

“这样做很有用,让战斗更加有效率,因为死亡惩罚不再乏味,损失的是角色的花容月貌。”

PS:附一张图表,来自Bioware。

bioware 2

Music of Games

Posted: 08 Aug 2007 07:08 PM CDT

下载链接已更正,点击下载:)

看到大家很喜欢上次的Music of RPGs,我真的好高兴呀。于是便有了这次的Music of Games,是除RPG外,其它一些动听或有特色的游戏配乐。和上次一样,很多都是主题乐,因为它更具代表性也更能勾起大家的回忆嘛。最后也放上三首BonusTracks(之所是三首,是因为第一首好像不能算,嘿嘿),很好玩的东西,听听看吧。另外加了一点个人的废话,主观性较强,不妥和错误之处还请见谅。下次准备作Music of RPGs VOL2……把大家在回复里点播的音乐收录进去……嘿嘿。转载请注明作者和出处,谢谢。下载地址待更正,SORRY

01_Final Fantasy IV Celtic Moon - The prelude
FF的御用作曲家植松伸夫为系列作的一张风格别具的专辑,从FFIV中精选的15首原创音乐,用Celtic的形式再现,全程都在爱尔兰制作完成。这里同样用“The prelude”作为我们的序曲的吧。以竖琴和风笛演绎大家再熟悉不过的FF系列主旋律,闭上双眼,我似乎看到在微波荡漾的海洋上空,五彩斑斓的飞空艇从蔚蓝的天际徐徐驶来,新的幻想即将拉开序幕……

02_Zanzarah - Title Theme
今天下午,我和往常一样,放学回家,扔下书包,懒懒地躺在客厅的沙发上。日复一日的公式化生活让我有点心烦意乱……等等,是什么声音?好像是从阁楼传来的。“谁在那里?”我问道。没有人回答,可声音没有停止。我蹑手蹑脚地来到阁楼,小心翼翼地朝里面望了一眼——没人,可声音依然没有停止。我不禁抬头看了一眼,一个混身散发着五彩缤纷的光芒,并长着一对蝴蝶翅膀的小精灵向我眨了眨眼——Come with me……我的平淡生活从此而改变……直到小精灵将我引至那童话般的王国我才知道,“原来小精灵是说法语的耶~~”

03_1503AD - Menu
和游戏本身一样,很清新,很田园,很平淡……很适合这种中世纪背景的小制作策略游戏。

04_Legends of Might & Magic - Legends
不知道有谁会和我一样喜欢这款由MM衍生出来的中世纪CS?至少当初是玩得如痴如醉的。反而对新出的“大颗米塞牙”没什么感觉,虽然“动作游戏饭”某人同学很赞这个游戏,但我觉得场景太闷,动作也很单调,我也看不出哪里有“MM特色”了。LOMM的这首主题曲很有气势,描绘出善恶双方对持的局面,还有种悠远而神秘的感觉,其它的几首THEMES就很一般了。

05_Civilization 3 - Theme
“文明”系列,灼灼和HMY喜欢的东西。特别是HMY,好似没玩过“文明”就会死人。我呀,我就没正儿八经地玩过这个系列,怎么了,来打我呀……喜欢3代的Theme,在打击乐器循序渐进地交融下,给人一种“进化”的感觉,很符合游戏的主题。

06_Prince of Persia - Time Only Knows
浓郁的异国情调,耐人寻味。二代的配乐完全快餐化了,不知道是想讨好谁呢?三代?不好意思,没玩过……

07_The Curse Of The Monkey Island - Main Theme
心爱的伊莲被老查克抓走了,漂浮在一块木板上的小盖独立无缓,周围是一望无际的海洋。天生乐观的小盖在这生死攸关的时刻写起了日记:……我又渴又饿……我想吃一块奶油蛋糕(一块蛋糕漂过去了,专心写日记的小盖没看到)……哪怕只是一根香蕉也好呀(一根香蕉漂过去了,专心写日记的小盖没看到)……我多么想再见伊莲一面啊……耳边响起了炮声和那熟悉的音乐——咦,那不是伊莲吗?(这次终于看到了)

08_Escape from Monkey Island  - Scumm Sleeper
“猴岛”采用的是其引以为傲的Scumm引擎。在四代一开始的岛上,就有一个叫“Scumm Bar”的酒吧。无所事事的哥俩,旅行到此的船长,都大口大口地喝着酒,享受着这比神仙还逍遥的闲暇时光,就连酒吧里放的音乐都这么让人昏昏欲睡。这时你一定想干点什么刺激一下他们的神经吧,比如玩一下射汽球的游戏啦,比比手劲斗斗嘴之类的,嘿。

09_Grim Fandango - Manny & Meche
关于这个“LUCAS最佳冒险游戏”(个人观点)的配乐,“中国冒险游戏论坛”的“silverblue”玩友,对其有更深刻的注解。详见“http://www.chinaavg.com/read.php?tid=239&fpage=2

10_Parasite Eve - Animal Eyes
一代开头动画里的背景音乐,想必大家都还记忆犹新吧。如暴雨般倾泻而下的钢琴声与激烈的鼓点交织,结合动画中不断转换的镜头,急切地想要压迫你的神经,将游戏的紧张气氛表现得淋漓尽致。

11_Tomb Raider 3 - Theme
所以要坚决抵制硬盘版的古墓……

12_God Of War - The Splendor Of Athens
气势,是“战神”中的所有元素力图表达的主题,大气磅礴的配乐亦是如此。至于其中哪些是真实演奏哪些是电子合成,已然不重要了呀……

13_Metal Gear Solid 2 - End
从剧情到配乐,都秉承了系列引以为傲的电影FEEL。

14_FAKK2 - Theme
和游戏本身一样,很重金属,很暴力,很女权……

15_No One Lives Forever - Theme
很有邦德的感觉吧……

16_Return to Castle Wolfenstein - Theme
纯粹怀旧……

17_Medal of Honor - Mus berlin
二战游戏和爵士乐。

18_Max Payne - Theme
哎,一听就知道是个悲剧。

19_Silent Hill - Tears Of…
一代的配乐从开头到结尾都让人窒息,好多曲目除了音效什么也没有,真的是很“Silent”。这首Tears Of…在游戏结束时出现,仿佛在无尽的黑暗中终于看到一丝曙光,是一种很沉重却又很美好的感觉。

20_Silent Hill 2 - Theme of Laura
曲调并不压抑,却给人满腹的悲伤。不知道是电吉它+小提琴组合的功效,还是真相大白,如梦初醒时的副作用。

21_Need For Speed 3 - Whacked
《极品飞车3》我认为是系列中最好的一作,包括音乐。音乐是完全独创的,绝对地HIFI,是“需要速度”的最完美的演绎,不像后面几部东摘西抄几首经典的摇滚乐了事。

22_FIFA98 - Theme
这首歌曲来自BLUR的SONG 2,足球游戏选用英伦乐队的歌曲作主题曲不知道是不是属于传统。可惜这首SONG 2是BLUR转型后的作品,一点也不brit,倒是很符合美国人的口味吧?

23_Myth 3 - Theme
如此激昂的Celtic,来自Myth 3。

24_American McGee’s Alice - Castle Keep
这个游戏从制作人到剧情到画面到关卡设计到音乐,等等等等,都怪诞而杰出。

25_Myst 3 - Theme
强烈的宗教色彩,庄严的合唱,漂渺的童声,波澜壮阔的交响乐,让你迫不及待地想要探索游戏的世界。

26_Rome Total War - Forever
游戏本身我没怎么玩,倒是这首“Credits”给我留下很深的印象。表达了战争所带来的残酷与荣誉感,以及处于乱世中的一个平凡女性等待丈夫归来的坚定信心,刚柔相济。演唱者Angela是作曲者Jeff van Dyck的老婆,不管你们怎么想,我觉得有几个地方还是能听出来她是个amateur,不过不影响整体感觉就是了。

27_World of  WarCraft - Legends Of Azeroth
我们都爱山口山…………………………………………

BonusTrack01
这个……

BonusTrack02
这个…………

BonusTrack03
这个………………

也谈谈Overlord

Posted: 05 Aug 2007 10:25 PM CDT

我没有信仰,我只有手中的利刃和身后的哥布林军团,我就是“霸王”。

overlord_halflingd_front_minions720p.jpg

优点:新颖的游戏方式,诙谐的对白,亮丽的画风。
缺点:缺乏地图和详细任务提示,糟糕的视角,影响游戏进行的BUG。

和多数奇幻小说中描绘的一样,你的冒险始于一个静逸的小村庄。这儿阳光和煦,人民安居乐业,羊儿快乐地吃着草——直到一个年迈的哥布林头目复活了若干年前被七英雄打败并封印的霸王——这听起来和普通奇幻小说也没什么不同——但这次你的任务并不是去消灭他拯救世界——事实上,这位扮相酷似《魔戒》中的索伦,并领着一帮“咕噜姆”的Overlord,就是你自己。重生后的你,是继续无恶不作,再次掀起一番腥风血雨,还是洗心革面,解救处于危难之中的人们,就是大家在这款动作游戏中所要做的事情。

没有小鬼的霸王,会怎样?
虽说这次的主角是玩家所扮演的霸王,但从游戏开头的LOGO一直到最终的BOSS战,你的风头全被那些张牙五爪的小鬼们给抢了去。战斗时你需要小鬼。在游戏的初始你的战斗力低得可怜,不从深渊里把他们召唤出来替你卖命,你甚至连一两个半身人也对付不了。而当你振臂一挥,将小鬼们悉数派往战斗前线,情况就大不一样了。只见他们气势汹汹地冲向敌营,口里还喊着:“冲呀!”“为了主人!”等激昂的口号,根本不知恐惧为何物。他们所到之处寸草不生,尸横遍野,让你这位曾经的霸王相形见拙。更令人感动的是,小鬼们忠心耿耿,不但愿意为你赴汤蹈火,而且从不私吞战利品。他们会捧起一堆堆金币屁颠屁颠地跑到你跟前,乐滋滋地跟你说:“主人,给你,全给你。”只有你看不上眼的南瓜、厨师帽等物,他们才会捡起来并扣在头上充当装备,有了装备后的小鬼的战斗力也会随之提升,更要命的是他们跟找着宝贝一样又唱又跳的模样,叫你没法不爱他们。

解谜时你需要小鬼。游戏中共有红蓝黄绿四种颜色的小鬼,分别拥有不同的能力。在冒险的旅程中,你往往需要绿色的小鬼穿越有毒的花园,红色的小鬼移除燃烧的障碍物,蓝色的小鬼过河去开机关才能继续前进。总的来说,游戏的谜题仍然是以“找机关开门”为主,此外还有像差使小鬼去搬蜘蛛蛋,吸引自爆蜘蛛炸开路障这样的谜题,但只要花点耐心都不是很难。游戏最难的地方其实是“找路”。你无法想象一款任务导向的迷宫式动作游戏没有地图,甚至没有详细一点的任务提示,于是玩家的时间大部分都花在毫无头绪地满世界乱窜上了。卡关的情况不是因为某个BOSS打不过,而是因为根本找不着他的人。这也是这款原创作品中最大的败笔,望续作中能予改进。

打造装备时你需要小鬼。如果你想提升自身的战斗力,最有效的办法就是寻回遗失在世界各处的三个熔炉,然后你的小鬼们会奋不顾身甚至是乐不思蜀地跳入熔浆之中,附了魔的武器与铠甲就这样炼成了,例如以红色小鬼铸造的武器会附加火属性攻击,而用绿色小鬼铸造的铠甲会带有回血属性。第三级的武器威力惊人,游戏末期的杂兵都吃不住你两斧头。那时小鬼的作用更多的是对付特殊的怪物,例如在面对眼魔时,唯一消灭它们的方法是让绿色或红色小鬼站在高处,等眼魔接近时趁机跳到它们头上猛攻;最终BOSS也只能借助变换不同颜色的小鬼才能将其打败,任凭你的武器再厉害也无法对他造成半分伤害——这时你也许明白为什么那些小家伙们能够得意地站在“Loading”字样上Rock & Roll了。

笑啊,霸王!
一语不发的霸王、喋喋不休的小鬼、咩咩直叫的山羊、头脑简单的农民、失魂落魄的英雄,这些本身就充满讽刺与滑稽意味的元素被恶搞的制作者们统统塞到了这个游戏里,于是你看到的是一幅表面波澜不惊却时常让你会心一笑的黑色幽默风情画卷。
场景1:
在晨曦的阳光中,蒲公英随风飞扬,漂亮的牧羊女有点懊恼地对你说:“我的羊实在太多了我都数不过来,你帮我杀点吧?”于是小鬼们快乐地冲向羊群,骑在羊儿的头上一顿猛敲。羊儿的命运果然就像另一个农民所说的“它们除了吃草,就等着被杀。”
场景2:
你接受村民的委托,前去挑战第一个BOSS——一个吃成气球状的半身人,他指使手下偷走了村民们的粮食。当你打败他并将粮食归还时,村民感激涕零,一脸虔诚地说:“我决定以你的名字为我的南瓜取名!”甚至有人对你的小鬼头们也产生好感,问你是否能卖几个给他。
场景3:
你也许对帮助村民找回晚餐这种锁事不屑一顾,反而热衷于打家劫舍,强抢民女之类的勾当。你的小鬼将村庄洗劫一空,砸锅摔碗的,声音甚是清脆。看到谁家的媳妇长得标志便掳回去当女仆,面对这样的Overlord村民们无可奈何地哭诉:“你把我的老婆掳走我没意见,可你不能把我的羊也抢走啊。”

从杀掉第一只咩咩羊开始,你的脸上就会开始情不自禁的挂上微笑,这个实在很叫人喜欢,因为现在很多幻想体裁的游戏都过于严肃了。我们需要这样反传统的作品来调剂我们的神经,在绵羊的惨叫与小鬼的吹呼声中体验“It’s good to be evil”的真谛。

霸王?你以为你是谁?
本来以为这个游戏的剧情只不过是为了反传统而已,但反得如此彻底实在是令人实料未及,起初你以为你便是那恶事作尽的Overlord,直到游戏最后你才明白,原来你还是一个英雄,至少曾经是。当初你和其他六个英雄打败真正的Overlord之后,你不慎落入了魔王的塔底,你的朋友们——那些所谓的“英雄”们弃你而去。之后,借助巫师之躯得以重生的Overlord派手下去救了你,并利用你这颗棋子陆续铲除了其余的英雄。剧情本身与游戏的善恶路线选择的设计结合得天衣无缝:选择善良路线是由于你的那颗英雄之心仍未泯灭,反之意味着你也像其他英雄一样,受了Overlord的蛊惑而迈向罪恶的深渊。这显然比现在某些刻意为之的“善恶选择多结局”游戏要高明,也让人容易接受得多。

昔日的英雄现在如何了?制作者悉数将他们嘲讽了一番,让七英雄成为七宗罪的代名词:Melvin是半身人的领导者,暴饮暴食的他长得比普通人类还要高一大截,宽度更是不用说,他代表着“饕餮”;Oberon与沙翁名剧《仲夏夜之梦》中的精灵王同名,他在战胜后就开始长眠,任凭精灵王国的子民在自己的恶梦之中受尽磨难,他代表着“懒惰”;矮人国王Goldo对财富有着不懈地追求,坐拥堆积如山的金子,还妄图抢走纯金的女神像,他代表着“贪婪”;Sir William曾是拥有坚定信仰的圣骑士,却抵挡不住原Overlord之女——女王样Velvet的诱惑,成天沉迷于女色与狂欢派对,他代表着“淫欲”;几乎拥有一切的Jewel永远不会满足,她以偷取别人的东西为乐,他代表着“ 嫉妒”;深爱着Jewel的Kahn是一个巨人,粗暴易怒的本性在Jewel被玩家抓走后发挥得淋漓尽致——当你和他战斗时就会明白了,他代表着“暴怒”;最后,我们的主角,作为Overlord不可一世,后来才发现其实自己只不过是别人的一颗棋子,代表着“傲慢”。最终BOSS战时,原Overlord将众英雄的罪行一一数落,仿佛都是其咎由自取,新老两代Overlord的小鬼混战一团,游戏的主题曲也随之响起,一切都如水到渠成般自然,剧情的感染力由此而升华。

《霸王》是一款以创意取胜的原创作品,虽然关于小鬼的设计借鉴了NGC游戏“皮克敏”系列的成功要素,但两者在整体风格上可以说是截然不同。前者充满戏谑意味和黑色幽默的剧情、善恶分明的游戏路线让其面向的玩家群更加成人化,利用小鬼来炼装备这种古怪又残忍的事情估计也只有Overlord做得出来。游戏的场景也是典型的西式奇幻风格,例如神秘幽静的精灵森林、中世纪风情的小镇、错综复杂的矮人矿井等,如果你玩过制作组Triumph Studios之前的作品“奇迹时代”系列,你就能充分理解这些人的奇幻情结。另外,游戏对Jester这个地位低下、胆小如鼠,除了拍主人马屁什么事也不会干的小丑刻画也很具有戏剧性,这样不起眼的角色往往会在重要关头给你致命的一击。BOSS战之前Jester理所当然地背叛了你,将他那些谄媚奉承的言语转献给了那个看起来更强大的Overlord,在后者被消灭后,他似乎有成为新一代Overlord的潜力……究竟如何,待续作中再见分晓吧。

Tales of Torment

Posted: 30 Jul 2007 01:24 PM CDT

pst

游戏名称:Planescape Torment
开发商:Black Isle
发行商:Interplay
发行日期:1999-12-10

《异域镇魂曲》还有一个更加诗意的名字叫做《失落的永恒》。
回忆这个游戏本身就是一件很痛苦的事情,正好切合游戏的副标题:Torment
光怪陆离的世界观,那些过目难忘的人物,加上满塞的哲学理论,千言万语汇聚成这样一个困扰玩家许多年的问题:What can change the nature of a man?在我的心目中,它就是有史以来最伟大的CRPG,没有之一。

网站RPG Watch怀旧情绪发作,采访了现任黑曜石创意总监的Chris Avellone和当年PST团队的设计师Chris McComb,一同回顾这件他们心目中共同的珍宝。今天放出的只是这段采访的上半部分,一些有关游戏背景,团队和技术性的杂谈。而探讨剧情,人物和设定等等更有料的部分被留在了下集。

原文链接在这里,以下是偷懒的摘译:

RPGWatch:《异域镇魂曲》一直没能畅销。开发过程中有多少来自公司高层的参与或干涉?

Chris Avellone: 关于这个问题,我想所有人都希望《异域镇魂曲》能卖得更好(它确实盈利了,但并不醒目,完全无法与《柏德之门》的销售记录相比。)

不过从长远来看,我认为这里还有一些因素造成了负面影响。

-艰深难懂的设定。这并不是一个能让玩家轻松上手的奇幻世界,我们也没有花费精力让它变得更加平易近人(举个例子,这里面没有矮人,精灵,或者半身人。)

-注重情节但用错了方式。游戏有个缓慢的开局,当进入闹市区,玩家的动力刚刚燃起面对的是铺天盖地的对话。人们更愿意享受游戏的乐趣而不是买一本书回来读。

-行销手段。另类风格的游戏封面等于在说:“嘿,瞧瞧我们有多么特立独行。”如果用醒目的方式标明这是一只使用《柏德之门》引擎制作的角色扮演游戏,在游戏市场上也许会更受欢迎。

至于公司高层干涉,我们可能还期望得到更多呢——像辐射一样,《异域镇魂曲》有一段时间几乎处于无人关注的状态,在开发周期内制作人的人选也几经更迭。Brian Fargo大部分时间无为而治,除了帮助修订文本,和给我做过一次关于本土化开销的措辞严厉的训诫。Feargus也时常关注开发过程中的游戏成本问题,而那些话题都很无趣。

Colin McComb:据我所知,团队从高层得到的开发经费少得可怜。我们不得不经常给游戏杂志,投资人做些类似宠物表演的秀场介绍。以我的观点来看,行政主管对PST的开发过程并不热心,他们所关注的是位于公司大楼另一侧的开发团队,像《辐射2》,《魔石堡2》这样能赚大钱的项目。Chris可能有别的看法,毕竟他的职位更高,而且他也非常尽力的保护自己的设计师们尽量免受来自高层的干涉,我的确从未受到过来自这方面的影响和压迫。

魔都卡坦王争霸赛NTRPG记者前方报道

Posted: 28 Jul 2007 10:58 AM CDT

上周末,小古和吴大(Ta-Te Wu)等人在台北成功举办了第二届桌游/战棋聚会,名为Audria.Con 2007(冠名和吴大的新生小公主有关,嘻嘻)。事后还制作了有趣的视频,人数虽然没法跟那些大型的比赛和聚会相提并论,但是两百多人在一起玩各种有趣的桌面游戏,卡牌游戏,战棋游戏,也是相当壮观了。当时,在上海的石脑大大也打算组织大家举行一个小规模的桌游聚会和比赛,以和台北的聚会遥相呼应(此外还有北京君子不器组织的卡卡颂比赛),不过因为准备不足,成为了一场大乱乐,没办成预计中的预赛。上周,又进行了事先报名等组织活动,总算在今天下午把预赛和决赛一起解决了。

今天的比赛,NTRPG的蒋大人和F&F的翔毅担任裁判,共进行了由20个人参加的五个小组赛。NT的Alexzx,冷云,杀兔刀,刀疤晶,学徒,Luna等人都参加了比赛,可惜一个也没有进入决赛。除了蒋大/NT团组织选手参赛之外,上海的斯巴达团,湖南团(好吧,最后我们才知道,原来他们的真正代号是卡坦团-_-),温州团,F&F团,以及伊肯等个人选手。风云际会,请看详细的图文报道(图片仍有缺漏,稍后补上)。论坛讨论

如果看不到,请向下滚动滚动再滚动

比赛前,温州来的豪快朋友RK和老杜,Luna以及崔茜同玩谍中谍,结果RK和崔茜胜利

工作人员和部分选手在比赛正式开始前,来了一局五人富饶之城,最后中途结束,Alex·章占优,不过最后一轮的时候还是给学徒拆了一个城……值得注意的是,蒋大人/大树/团长,自始至终都站着

OK,下午两点半,比赛正式开始,第一组,全男生,水平很高,被称为死亡之组,最后冠军由个人(不代表团体比赛)的陆人吉夺得,NT/蒋大团代表,种子选手枫雪惜败亚

看来升级大房子,就是容易被人惦记!这一局,铁矿成为众人心头中的大恨。

第一组选手合影。场上比赛第一,场下友谊第二,一局卡坦虽然只有一个小时,却因此认识了几个朋友,不亦快哉。

第二组,又是全男生,斯巴达团代表,Alex再上,以及温州团代表RK,FF团代表王剑和Roland,最后冠军是王剑。

Alex和王剑,同桌异梦啊啊

从FF店里远道赶来的翔毅,不但带了很多朋友,选手一起来捧场,自己还主持了三场比赛的裁判,非常辛苦……下回要有专门的美女组给裁判倒水解渴……这一次就有我代劳了

店长石脑为了照顾选手家眷和其他群众的娱乐活动,还专门把对门的手工艺品教室借了下来,给大家欢乐,这是拉密桌。不过,随着形势的发展……很快我们将发现,女生中原来也有卡坦豪杰。什么,原来她们在养精蓄锐,等一会都要参加比赛?!

马尼拉开场了,不需用RMB押注!

又是碟中谍,冷峻的眼光扫向对方,到底,是敌,还是友?

第三组,女士专场,个人选手石头,woody(湖南)团代表鲁剑,蒋大团代表杀兔刀,NT团代表冷云上阵。这一场比赛速度很快,半个小时就搞定了,因为……鲁剑实在是很强,拿机会分,拿最大军队,升级大房子,超出第二名不少,率先赢得胜利 - -

第三组,蒋大团代表学徒,NT团代表Luna,FF团代表某美女,独立参赛选手伊肯。这一局非常激烈,居然出现了所有机会卡全部抽光的情况,平均人手四张士兵卡,最后伊肯胜出。

因为现场还有很多人希望能参加比赛,所以石脑决定临时加一场选拔赛,这场比赛包括蒋大团代表刀疤晶,woody团代表woody夫人,已经另外两位选手名字我不清楚亚,然后woody团代表再次胜出,不愧是号称卡坦团的强团。这样,在决赛中,两名woody团派出的女选手代表就将会师了。

崔茜等人在场外玩卡坦,注意,他们玩的是日版卡坦,画风极Q

枫雪教学波多黎各,后来又教学了炼金术士,嗯,当然,都是他赢了 *_*

手工艺品教室也快爆店了呀,咦,那位间谍兄为何知道我在偷拍?

几位工作人员忙里偷闲玩了一把杀兔刀新买的Dragonland,这个游戏的目的在于得分(好吧,每个游戏都是这样),方法是收集宝石,但是宝石分为蓝绿红三种颜色,以及一种白色,地图上的每个火山口都有不同数量的龙蛋和不同颜色的宝石,你必须用你手里相对应颜色的小人,才能收集到相关的宝石。但是必须等你的小人头上戴了一个天使项圈之后,最后这些宝石在计分的时候才算数。还可以乘龙飞来飞去,骰塔华丽的要死。杀兔刀眼光真好。
然后,我的相机没有电了。

接下来的事情是这样的,由于增赛一场,就无法用石脑华丽的,全球限量两百套的3D卡坦进行比赛了,只好把我的卡坦基本版和他的扩展版糅合下,好举行五人比赛。比赛前,选手之外的所有人都对自己信任的选手投上了神圣一票,当然,目的是为了拿最后抽奖的奖品(吴大的浑水摸鱼,技嘉的闪存,追迹者游戏等等)。
决赛时间果然很长……于是大家四散逃窜,我和雪伦,老杜,杀兔刀玩卡卡松,结果场面完全被雪伦控制,只见她“劝完这家劝那家,你的道路该摆哪,你的城堡别帮她,你的农民废柴啦”,搅得我等头昏脑涨,最后只得了60多分。学徒刀疤晶Luna三人,开始了达芬奇的猜数字游戏之旅。石脑店长忙了一下午,终于有时间坐下来玩游戏了,是一个骑骆驼,抢商路的游戏,看上去真不错,该死的相机,它没有电了亚。

正当大家欢乐游戏的时候,比赛的场地里传来冠军诞生的欢呼声。于是首届魔都卡坦王比赛的冠军诞生了,她就是woody团的鲁剑!!押鲁剑胜利的十三名群众顿时发出狂笑。首先由鲁剑抽奖,把奖品发给了欢天喜地的群众……照片照片

然后颁发了卡坦到比赛的冠亚季军奖,照片照片呀呀呀呀,不过,因为富饶之城中文版还没有到,所以获奖选手只能先拿着奖杯当白条,以后有空再来店里取了。

接着,所有到比赛结束时候还在店里的女生,都获得了石脑赠送的一套有趣的,可爱的,水果风格的拼图游戏……Luna的那套我们在晚饭时候玩了一下,感觉很不错。

最后大家又进行了奇怪的,混乱的,不知道焦点在哪里的大合影,因为有三个摄像师摄像阿……照片照片啊啊啊。

最后最后,还有不少人想继续玩,老板一声“防沉迷”,才将诸人赶走,只见世贸大楼外,天色已暗。

两个人,三个拥抱

Posted: 25 Jul 2007 10:46 AM CDT

话说每年的E3大展都像是饕餮大餐,什么热炒冷盆酸菜蜗牛罗宋汤玉米饼辣子鸡丁海陆杂烩都会向味蕾胃肠发起总攻。为了让游戏界保持良好的品味,为了让宅男们的血拼购物单能控制在不被老婆追打的范围内,每年都有一群看似慈眉善目,实则口味刁钻的主编老爷们,在餐后票选出今年的游戏味觉走向。

这就是所谓的“E3媒体评论大奖”(Game Critics Awards)。是的,如果读者是皇帝,那这些Editor-in-Chief和膳前太监其实也差不多……

今年的提名已经揭晓(英文原版|中文整理版)。有趣的是曾经属于黑岛的Fallout 3和BioWare的Mass Effect双双获得三大提名。

Fallout 3 获得提名
- Best of Show 展会最佳
- Best Role Playing Game 最佳角色扮演游戏
- Best PC Game 最佳PC游戏

Mass Effect 获得提名
- Best of Show 展会最佳
- Best Role Playing Game 最佳角色扮演游戏
- Best Console Game 最佳主机游戏

两位似曾相识的老朋友可谓旗鼓相当,尤其是两个夺人眼球的Best of Show。Bethesda vs BioWare,Fo3 vs ME的王者之争莫非要提前上演?……
最后获奖名单将在7月31日公布,嗯。

《魔兽世界》漫画预览

Posted: 20 Jul 2007 12:03 AM CDT

01.jpg


pusher老爷放出两张杂志扫描画,内容为即将在11月问世的《魔兽世界》漫画作者Waiter Simonson和画家Ludo Laullabi的访谈文章。其中有不少有趣的插图,以及两位创作者的背景,以及有关《魔兽世界》漫画故事剧情的来源。

具体内容,请看论坛

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网游就像坐牢

Posted: 10 Sep 2007 07:10 AM CDT

        坦白讲有点标题党。

        昨晚无聊,再一次重温了《肖恩克的救赎》,从积极的角度来说,这就是一部从绝望人生中走出希望,并夹着一些生活价值思考的电影——不过我要说的不是这些。

        当坐了50年牢的图书馆管理员老布假释出狱后,不久就上吊自杀了,因为他没办法重新融进社会。瑞德跟几位狱友坐在一起读老布的信,然后说:“老布在狱里有几个朋友,有一定的社会地位,大家都认识他,他能找到自己的位置。但他坐了50年牢,已经不能再适应现在的社会了,出了监狱他就像个婴儿。监狱就是这样,一开始你厌恶他,然后你害怕他,最后你依赖他,离不开他……”

        从这个角度来讲,沉浸在网游里的人,跟坐牢的这种感觉多多少少有些相似。为什么沉迷于网游,特别是MMORPG的人,有很多不愿意跟周围人说话,却飞惯在网上聊天,饭也不吃觉也不睡地玩,逃课的玩。他跟同学、亲人没什么话讲,没什么共同语言,但是跟游戏中的人却能找到共同的话题。如果一个没玩过游戏的人跟他聊天,索然无味,因为他在游戏中的一些成就、开心和不开心,都没有办法,找不到途径去跟其它人,其它游戏外的人分享,他只能跟游戏里的人分享,久而久之就渐渐依赖游戏了。游戏就像一个监狱,沉浸在游戏中的人,跟其它玩家、就像狱友一样,大家有共同的话题,共有的爱好,你做的事可以很快的得到承认或不承认——你打赌打赢了,狱友输两只烟,多开心吖,游戏里打了极品装备,大家羡慕,多开心吖——如果跟爸妈说“我太爽了,打了件无级别光武”……我想这对父母产生不了任何影响,因为他们不是“圈内人”。

       再说广一点,任何一个可以称为“圈”的人群,都形成了一个一个的监狱,在监狱里面,大家都臭味相投,能相互理解,但一但走出高墙,就觉得外面的社会索然无味,因为自己在圈内的价值没有得到任何承认。

       周六下午,表哥打电话过来,绕了半天,才说他打成了一个五技全红的吸血鬼,问我如何加点——这本来不是什么大事,但是我知道这样的一个结果代表什么,因为我也是玩这样网游的“圈里人”,如果表哥跟他老婆说这事儿,得到的只能是一个答案“别玩了快去带孩子”。一个圈里,一个圈外,不可能有共同语言。

       想想这些年,向家里打电话是越来越少了,为什么?因为……没有什么话好说,说工作?不可能说到具体什么事,只能泛泛而谈,因为父母是圈外人,我自己工作怎样,如何处理难题,只能找我的狱友来解决。所以什么都只是泛泛,泛泛而谈就越找不到话题。想想,所谓“代沟”也是这样,老一辈跟新一辈都不是同一个“圈”里的人了,都是独立的监狱,当80后,90后说一些新词、明星、电影电视,老一辈无法理解时,代沟怎么可能不出现呢?

       回头再来看网游,是不是可以得出结论,如果在游戏中获得的认同越多,越大,那么人就越离不开游戏了?

       现在游戏里的孩子还有五天就要成年了,这样的欣喜,也只有狱友可以分享一下,对于其它高墙外的人,岂不真的是“何足道也”?

simExchange: DS, Madden 360 To Top August Sales

Posted: 10 Sep 2007 08:10 AM CDT

Ahead of the release of NPD's August hardware and game sales report due September 13th, fantasy video game prediction market simExchange has released its user analysis, calling for Nintendo DS to outsell all other hardware, and Madden to top the software charts, outpacing Bioshock on Xbox 360 by roughly 2:1. Across all platforms, simExchange users have predicted Nintendo DS will top the hardware charts at 441,000 units, followed closely by the Wii at 436,000 units. ...

Q& A: Hothead's Evenson Details Penny Arcade Adventures

Posted: 10 Sep 2007 05:07 AM CDT

At this year's PAX festival in Seattle, Hothead Games announced that Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, a downloadable episodic adventure game series based on the popular web-comic, will debut on Xbox Live in early 2008. On the Rain-Slick Precipice of Darkness: Episode One is the first title in the planned series announced last year initially for Windows, Mac OS X and Linux. Gamasutra spoke with Hothead's Darren Evenson, lead designer of ...

AGDC: SOE Talks Cross-Platform MMO Possibilities

Posted: 10 Sep 2007 05:06 AM CDT

At their Austin GDC lecture on Friday, Sony Online creative directors Chris Cao and Jens Andersen talked creative considerations when creating multiplatform MMOs, building the framework for a PSP/PC Spy Vs. Spy in the process. Cao, formerly lead designer on Everquest II and here representing a veteran of PC MMOs, and Andersen, a ten year console vet on games like Battlezone and Clone Wars, kicked off the session with a specific claim that MMOs weren't ...

Game Developer Announces Front Line Awards Call For Submissions

Posted: 10 Sep 2007 05:06 AM CDT

The editors of Game Developer magazine have announced that nominations for the historic 10th Annual Front Line Awards, continuing the magazine's tradition of honoring excellence and innovation in tools for game development, are now open. Game Developer magazine accepts nominations from the game development community for its annual Front Line Awards during a fixed nomination period. The Front Line Awards, highly regarded in the industry, are the only major awards to honor the year's best ...

Release This: Heavenly Sword Arrives, Europe Welcomes Tingle

Posted: 10 Sep 2007 05:44 AM CDT

Gamasutra's regular round-up of worldwide video game releases, "Release This!", takes a look at every game title we know to be shipping to stores this week, in an exclusively compiled list. Heavenly Sword ignites interest in the PlayStation 3 in North America this week, while an exclusive English translation of Freshly Picked: Tingle's Rosy Rupeeland gives UK gamers something to brag about. In Japan, Nintendo DS owners will soon enjoy two new entries in the ...

Microsoft In Talks For BBC TV Content On XBL Marketplace

Posted: 10 Sep 2007 04:28 AM CDT

Officials from Microsoft have confirmed that the company is in talks with the BBC to provide content for Xbox Live Marketplace in Europe - though the console-based 'on demand' television and video service has yet to be launched in the territory. Microsoft already has licensing deals with companies such as Warner Bros., Paramount, CBS, TBS, MTV, UFC and NBS in the U.S., for a range of television and movie titles. However, new territory specific deals ...

USC Announces Business Of Gaming Conference

Posted: 10 Sep 2007 07:00 AM CDT

The University of Southern California has announced it is launching a video game industry conference focused on business: The Business of Gaming Conference. The content for the half-day long event will focus on marketing, finance, licensing, and entrepreneurship in the industry; the event will also feature a job fair. Panelists and speakers include executives from Shiny Entertainment, Naughty Dog, High Moon, Insomniac Games, and other game industry companies. USC has a long-standing reputation in the ...

Faramix Enterprises Licenses Unreal Engine 3

Posted: 10 Sep 2007 05:45 AM CDT

Recently-founded developer Faramix Enterprises has announced that it has entered into a licensing agreement with Epic Games to use Unreal Engine 3 technology in the development of its first next-generation first-person shooter. Faramix says it's working on finding a studio, initial talks with publishers, and completing a playable demo of its first yet-undetailed title called End, which it has slated for release in 2009. "We're eager to show the world our next generation FPS, and ...

Majesco Announces Eco Creatures: Save The Forest For DS

Posted: 10 Sep 2007 02:20 AM CDT

Majesco Entertainment (Cooking Mama, Zoo Hospital) has announced Eco Creatures: Save the Forest, a real-time strategy game based on ecological themes like deforestation, pollution, global warming and industrialization, slated for an early 2008 release on Nintendo DS. Co-developed by Lightweight Co. Ltd. and Headlock Corporation, Eco Creatures tasks players with defending the Mana Woods against environmental perils; Majesco says the game aims to promote awareness of environmental issues. Players use the touch screen to control ...

Games Convention Asia Confirms 2008 Event

Posted: 10 Sep 2007 04:56 AM CDT

Organizers of the first Games Convention Asia Conference (GCAC) have confirmed a second annual Singapore-based event, to be held in October 2008, also announcing over 300 international attendees for the inaugural event, which concluded last week. Specifically, with the conference having ended on Friday, September 7th, organizers saw 300 international attendees at the two-day conference in Singapore. Those involved came from over twenty different nations, although most from the Asia-Pacific region. Sixty-five speakers were also ...

[游戏力量] 数值十例1/10——需求

Posted: 09 Sep 2007 06:12 AM CDT

需求分两种,设定需求和数值需求

一,设定需求

设定需求的意思,就是一个设定,需要怎样的数值,或者,怎样的数值才是符合设定,达到设定的目的;

[举例]设定收费道具“双倍药”的价格。

[分析]你需要考虑一些因素,在符合游戏大前提的基础上,通过计算就可以得到。符合游戏环境就是需求,较为隐性。

[解答]首先需要确定哪些因素会影响:

1、普通状态下单位时间内的收益S1,以经验为例
2、使用双倍药之后,单位时间内的收益,简单一点,以2倍于普通状态下考虑S2=2S1
3、同等收益在普通状态下引起的消耗,主要考虑游戏币消耗(M,每1点经验对应的消耗)
4、游戏币与现实货币的兑换比例(N,1RMB对应的游戏币)
5、调整参数a,主要受影响于该道具的定位。消耗品,一般a<1;一次性用品a>1

那么,价格P=a * (S2-S1) * M / N

注:游戏币与现实货币的兑换比例是一个相对难定的值,牵涉到游戏经济的控制。由此可以看出,经济稳定的游戏,对收费道具的销售有重大影响。

二、数值需求

这种需求一般出现在纯数值需求的设定中。

[举例]设定升级经验。

[分析]这个问题解决的前提条件,是你要能对以下内容做出预期:
1、总需时预期;S;如2年;
2、单位时间经验获得值;E
3、玩家预期每天在线时间;多采用8小时;t

如何制定?这就是一个项目的定位问题,一般由主策给出。

[解答]考虑到所有因素:

1、总需时预期;S
2、各级需时预期;s
3、单位时间经验获得值;E
4、玩家预期每天在线时间;多采用8小时;t
5、游戏设定中,获得经验时间占在线时间的比例。泡菜为1;多线发展游戏,如梦幻、问道为0.6左右;
6、游戏寿命预期Y;该项不参与直接计算,但会影响总需时预期S。例如果设定寿命为2年,那么S就是2年~3年。

那么,升级总经验T = t * E * S

看起来有点太简单了,不过这只是第一步。

现在要做的是每级所需经验。一般来说,每级升级所需 = s * E。

各级所需时间s常规的模式就是2次、3次、4次曲线,如:f(x)=ax^2+bx+c。a,b,c是系数。

显然,所有等级的经验就是∑(s*E)。

但是,经常会遇到一个问题,就是∑(s*E) != T,中间会有偏差。

因为∑(s*E)是以f(x)值为数列的和。那么,∑(s*E)的导数必然也是N次幂曲线。故,通过调整参数a,b,c即可达到消除偏差的目的。

 

文章来源于mervin;在此感谢。

[游戏力量]抛砖引玉之数值规划

Posted: 05 Sep 2007 10:23 AM CDT

大家好,最近大家都很忙;游戏力量一直没有新的文章。
今天放一份数值规划吧。

背景介绍:
1、这份数值规划是针对之前自己手上一个项目做的。
2、该项目已经太监了。
3、数值规划只完成了数值分列和大方向的设定。
4、可根据此规划,定义每一段时间设定数值的具体工作。

http://bbs.gameres.com/upload/sf_20079523233.doc

Future’s FileRadar Blips into View

Posted: 10 Sep 2007 11:40 AM CDT

Future’s FileRadar gaming download destination takes cues from Digg for a more community-centric experience.

Environmental Artist (3D Modeler) Wanted For Edoiki

Posted: 10 Sep 2007 11:11 AM CDT

Our 3D artist Michael is leaving our “band” (because “life happened to him”) and while this was bit sad news to us (he was doing some awesome work) there’s no other thing to do than to move on. The biggest lesson so far in game projects is that people are the biggest factor. In the end, it boils down to having a great team that sticks together.

Edoiki game is coming along nicely and now we are after an environmental artist who is willing to work for royalties (up to 20%).

Requirements
You need to be capable of doing Japanese/Chinese style quality buildings, foliage and props like in the picture below (For another example image, please click here - you should be able to create buildings and items like in the picture.)

You don’t have too be a pro or dedicate most of your hours in this project, but you need to do some hours and meet the following requirements:
- Modeling skills (3D Studio Max will do fine - as long as you can get us .3ds files everything is fine)
- Texturing skills (you need to be able to texture the models - with similar style as presented in the above images)

Your job
You would be responsible for creating outdoor objects (such as buildings, trees, rocks etc.) and naturally helping with the game design and testing as much as you want.

Brief project description
Edoiki is a Japanese themed single-player & multi-player game. The core idea lies in a tactical samurai game, where disguises and sneaking plays important role.

Contact me
If you got interested (or know somebody who could work with us), please contact me and please put links to your work samples or portfolio.

If you liked this entry, feel free to visit GameProducer.net to read more similar articles.

Persuasive Games: The Reverence Of Resistance

Posted: 10 Sep 2007 11:00 AM CDT

In his regular Gamasutra column, writer, game designer, and Colbert Report guest Ian Bogost examines the recent controversy over Resistance: Fall Of Man's use of Manchester Cathedral, suggesting Insomniac's PS3 game is actually "steeped in reverence for the cathedral and the church, rather than desecration."

日本:任天堂硬件下滑

Posted: 10 Sep 2007 10:07 AM CDT

上周在日本市场上,任天堂DS销售为94399台,首次达不到10万台,不过仍处于掌上机市场领先地位(PSP太弱了)。

Wii共售出39371台,也有所下滑;索尼PS3是唯一销售上升的主机,成绩为18068台。Koei的PS3游戏Bladestorm在同周上架,销量为58996,被认为给了PS3一臂之力。

No Tags

关于给UT3作MAP的问题

Posted: 10 Sep 2007 08:33 AM CDT

看了UT3的视频,感觉里面的地图制作的号复杂啊,请问到了UT3里象我等这些非美工人员是否还能制作的了UT3的MAP,我已经对我自己没有信心了。。。。。。 Rainbow Six: Vegas地图制作的好棒

South Park Warcraft Bags Emmy

Posted: 10 Sep 2007 09:40 AM CDT

BLOG – “How do you kill that which has no life?” - Try wrapping your brain around that one…

Sony on How to Review Lair

Posted: 10 Sep 2007 09:40 AM CDT

BLOG - Last week Sony told Next-Gen that critics’ Lair reviews weren’t as important as those given by gamers themselves. Then why did Sony send the likes of IGN a 21-page guide on how to review the game?

"game" via 柠檬杀手 in Google Reader

unread,
Sep 11, 2007, 1:56:55 PM9/11/07
to cngame...@googlegroups.com

暴雪总裁演讲总结游戏十条经验

Posted: 11 Sep 2007 11:24 AM GMT-06:00

暴雪创办人兼总裁Michael Morhaime在GDC Austin上发表了演讲,谈论他从《魔兽世界》和其他暴雪游戏中总结出来的十条经验。

1·游戏性第一。如果你了解暴雪,那你知道他们在游戏平衡性上力尽完美,或者说比任何人做的都好。暴雪哲学好懂但难掌握。他们希望你入门容易而维持长时间的兴趣,用同一款产品同时吸引休闲和核心玩家。

2·打造并保护品牌。暴雪的目标是要消费者进入商店,看到暴雪的商标就知道那是好东西。但个人认为暴雪这方面做的不好,为何?他们欺负了可怜的BNetD(战网私服)人员,控告一群没有反抗能力的开发者。暴雪真坏。

3·抗拒提早上市的诱惑。这一点很多人都做不到。游戏是要在完成之后再推出,而不是当日历上某个时候到来。如果照着日历办事,那你的结果就是创世纪9,更糟糕的,就是多bug的微软恶梦般的操作系统。

Michael指出,公司应该用长远的目光去看,而不是考虑短期。短期考虑通常不会有好结果。《暗黑破坏神》错过了圣诞假期,在12月31日推出。你会觉得暗黑是个错过了圣诞的游戏,还是个卖了几百万的游戏?《燃烧远征》也错过了圣诞假期,但在第一天就卖出了240万份。

4·不要所有东西都同时做。知道自己能做什么,然后把它做好。《魔兽世界》并不是他们第一款在线游戏,《魔兽3》就有大量在线内容,《暗黑2》也是。从它们之中吸取经验,WOW就诞生了。

5·暴雪是一个全球性的企业。它曾经只是美国的公司。东西先做好英文的再去做其它地区的。游戏先在北美发售,然后到欧洲,然后到其它地方。这种做法有好些弊端。

星际争霸,韩国的国家级游戏,显示的却不是本地语言。唯一有本地语言的是日本版,但这个版本又与其它的冲突,韩国人玩的是英文版。而北美和欧洲的灰色市场意味着当游戏在美国发售,那在欧洲发售日期之前人们就能拿到它,而当游戏正式在欧洲发售的时候,人们已经买到了,销售自然不好,零售商也不高兴。

解决方法就是平等的对待所有玩家。进行全球范围的同步发售。这需要更多时间,但绝对值得。《暗黑2》便是全球同时发售,而结果也相当好。

6·地区性口味的神话。暴雪不相信有地区性口味这玩意儿,全球兴趣都是一样的,只是人数不同。如果你制作一款适合所有人口味得游戏,那你就不用针对每个市场各做一个版本了。

有一件事还是得注意,就是文化问题,比如魔兽3里的熊猫。游戏里的熊猫穿着日本服装拿着日本武器。中国玩家对此颇有怨言。因此它后来就改穿了中式服装和中式武器,问题就解决了。

7·运营网络游戏不属于游戏开发。你在三个大陆上24小时不停得运行着数千台服务器。你还需要管理一群活跃但虚拟的社区。

举个例子,你的开发小组在为游戏增加内容,但如果小组需要修正服务器的问题,他们就不能继续开发那些内容,哪个更重要?暴雪特别成立了一个小组专门应付游戏里的问题,这样开发小组就可以专注于他们的工作了。

8·交流。内部交流、外部交流。如果你有社区,跟他们交谈,经常的,清楚的。如果有个大bug,或者服务器挂了,工作人员马上就开始工作,他们不会到论坛里解释问题,时间就这样浪费了。

因为这样,内部无关人员不知道发生了什么事,外面的人也不知道发生了什么事,然后人们开始抓狂,在论坛上疯狂发贴然后论坛就挂了。

为了解决这个问题,暴雪建立了一个正式的邮件系统。开发小组可以与内部人员交流,消息可以有秩序的传播开去。

9·避免涉及金钱。只要你在WOW里显露出一点商机,人们就会滥用它。如果你把它隐藏,问题就变小了。如果坏人不能赚钱,淘金、窃取帐号、伪造信用卡等等这些问题就不再存在了。

10·持续测试游戏,不要相信Ver.1.0。你测试的越多就越好,但很少人能做到。在暴雪,每时每刻每人都在测试。先有封测,然后公测,然后发售,希望游戏到了发售日的时候能有平衡性、流畅、无bug。

暴雪在燃烧远征的发售上相当接近这个目标。服务器的结构升级以减少网络延迟,并提升了容量。他们补充了很多的内容,最后把发售日期推迟到完成的那一天。

最后,他们在当地时间凌晨发售了。一天卖掉了240万份,这是很好的成绩。有管理员表示当他看着服务器的灯一个接一个亮起来的时候他感到非常欣慰。

暴雪奋斗了16年,现在有数百万玩家在线游戏,他们做出了不错的成绩。任何技术都会出现问题,但暴雪总能把它们减轻。希望日后的网络游戏可以从他们的错误和成功中学到一些经验。

Epic Still Plans for Unreal November

Posted: 11 Sep 2007 11:41 AM GMT-06:00

Despite recent speculation otherwise, Epic Games VP Mark Rein tells Next-Gen that currently, nothing has changed regarding an expected November release for Unreal Tournament 3.

坐火车去黄山

Posted: 11 Sep 2007 09:10 AM GMT-06:00

部门组织去黄山旅游,明天出发,周日才回来,这段时间要暂别家人、暂别工作、暂别blog、暂别大家了。
 
这次去黄山来回都是坐火车,深圳到黄山的火车单程好像有19个小时的路程吧,也挺漫长的。公司规定部门活动不能坐飞机,倒也不是为了节省经费,而是为了避免风险,毕竟是整个部门(笑)。
 
其实,好久没有坐过火车了,借这次机会得以重温一下倒也是个难得的体验。路程虽然不短,但路上一大帮人不愁没事干,在火车上打打牌或者玩“杀人”都不错,就算这些都玩腻了,我还带了书和idsl,正好可以用来消磨时间,实在不行,睡觉也不错。
 
一直过着一成不变的日子,有时候换换环境,好好放松一下,也是人生一大乐事。blog就只好等我回来再更新了,再见!
 

nds《ASH》封面

Posted: 11 Sep 2007 04:32 AM GMT-06:00

预定10月4日在日本发售的nds战棋游戏《ASH》封面:
 
 
任天堂在推出该作的同时还会推出新颜色ndsl( http://blog.sina.com.cn/u/4938f71b01000duk ),算是比较重视了。
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000d97
《ASH》清晰图片
http://blog.sina.com.cn/u/4938f71b01000d5t
《ASH》对《FFTA2》
http://blog.sina.com.cn/u/4938f71b01000cu4
nds《ASH》新情报

上世纪80后在网吧“沉迷”的十大游戏

Posted: 11 Sep 2007 08:46 AM GMT-06:00

 10:大航海时代

 

  这是一款在PC游戏上市之前就已经火得一塌糊涂的游戏,这是一款无与伦比的冒险类游戏,它没有残杀,没有可怕的野兽,也没有令人心惊胆战的血腥。它所有的东西,都在于智慧和冒险的精神。如果你没有玩过大航海,那么你就永远不要对别人说自己是个资深的玩家。大航海在当年的网吧当中绝对不是一款最火爆的游戏,但是今天当它站在这个名单上面,就已经说明它的份量。我有一个梦想就是周游全世界,我还有一个梦想就是做一个冒险家。

 

9:英雄无敌

 

  根据欧美神话改编的游戏,其实在中国一般都不会非常畅销,尤其又是一个相对比较复杂的游戏。但是英雄无敌是少数的几个能够改变这种局面的游戏。当年网吧风起云涌,要按照当年的盛况来说,英雄无敌绝对可以排到这个位置,只要是当年天天耗在网吧的人,都应该知道它的火爆程度了。

 

8:FIFA


 


 

  世界杯始终是中国人的一个最大的遗憾,还好FIFA系列帮助我们把这个心结彻底解去。很久以前,经常在FIFA98(Road To World Cup)里带着中国队冲进世界杯决赛圈,然后拿了冠军,对大家说,中国队又拿冠军了。至于用别的国家队虽然夺取冠军显得比较容易,但是实际上带着中国队拿冠军还是一个最大的成就感。很久以前有一个笑话说,有人问佛祖:日本队什么时候能拿冠军?佛祖说:100年。那个人又问:韩国队什么时候能拿世界杯冠军?佛祖说:50年。那个人接着问:中国队什么时候能拿冠军?佛祖哭了……。我现在想说:佛祖,你不用哭了,中国队天天都拿冠军。

 

7:帝国时代

 

  还记得当年红色警报走向末路的时候,帝国时代异军突起,接替了整个网吧的游戏,当年做为一个真正的网吧最应该有的三款游戏是:红色警报,帝国时代,星际争霸。如果你少了这当中任何一款游戏,那你还叫网吧么?遗憾的是这款游戏最终还是没有进入WCG的比赛。有一点做为中国的玩家不应该忘记的时候,当我们阅读各种帝国历史的时候,当我们阅读各种战争史的时候,我们有没有想到,其实帝国时代已经告诉我们了,做为一个帝国应该具备的素质,做为一个伟大的国家,应该有的一切。

 

6:三国志英杰传


 


  又是一款光荣公司的作品,不需要说明什么了,做为一个资深玩家,如果连三国志英杰传都没有玩过,真是妄称了资深玩家这个称号了。但是需要说明的是,在九十年代的时候三国志英杰传在网吧并没有特别的体现出来,因为三国志系列始终压制着它的发展以及市场。当然这并不是它不能成为经典的理由。它的理由就是,经典还需要理由吗?

 

5:大富翁


 


  消失了很多年之后的强手棋显身在这个经典的游戏上,至于为什么当年会有那么多人玩这个款游戏,那你应该看看为什么当年那么多人玩强手棋这种棋类游戏。曾经有人一直认为强手棋是一个赌博类游戏,反正天天就是看不惯我们玩的东西。不过,看不惯是他的问题,我们玩我们自己的,从来没有觉得强手棋跟赌博有什么关系,多年以后大富翁的诞生,让已经消失的强手棋再次回到了我们的身边。有一天强手棋不再回来的时候,有一天我们已经淡忘了那个强手棋的时候,我们难道连大富翁也淡忘了吗?

 

4:三国志


 


  光荣公司的大作,发扬了日本PC游戏厂商一贯的强项就是,战棋类游戏。光荣历来可以将战棋类游戏的特点以及优点发挥的淋漓尽致,从三国志I一直到三国志XI,几乎是只有进步,没有退步。当年经常为了得到一个武将,大动干戈,掀起很多战争。尤其是三国志八,它的想象以及制度几乎到了完善的地步。在那个游戏的平台还不是很完善的年代,终于有了一款游戏,可以勾起美好的梦想,做英雄的梦想。终于有一天,我可以和赵云、吕布等人一起作战,我们为他们安排,我们让他们团结。

 

3:仙剑奇侠传


 


  中国大陆风靡一时的武侠小说以及电影,在90年代又被搬到了游戏的界面上。但是我们已经没有当时那种盛况的照片,历史的原因带给了我们太多的遗憾,所以我们已经无法用图片说明当年的盛况了。我们只能用文字来完成我们对武侠一代的缅怀。金庸已经成为经典,不需要再去怀念;古龙已经逝世了,也不需要再去缅怀;真正留在我们内心当中的是永远不变的仙剑奇侠传。

 

2:星际争霸

 

  你知道经典两个字怎么写吗?如果不知道,那我来告诉你吧!“经典”是这样写的:星际争霸!它至今仍然是最为经典的游戏,别跟大家说什么红色警报,红色警报已经堕落了,在那个坦克大战的年代,终于有了一部靠着诸兵种配合的游戏,还需要我说经典的理由吗?至于现在的职业联赛排名来看,暴雪公司对该游戏的改动实在太大,但是总体说来,一个十几年的游戏依然畅销,一个仍然能够在WCG上面屹立不动的游戏,这些足以说明星级争霸就是经典了。再说一次,经典是这样写的:星际争霸。

 

1:红警



 


  睡觉说梦话都是满嘴的“YES,SIR!”,满脑袋都是坦克、重坦、萨姆车等等吧,反正一睡觉就是这些东西。别跟我说它不是九十年代的经典游戏,九十年代能在网吧当中所有机器都有的游戏,请问是什么呢?这难道不是一个经典的游戏应该具备的素质吗?

 

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

其实一直想写我们自己那个年代在网吧玩的十大游戏,今天不小心看到了。于是就放弃了自己写了一半的稿子,其中有些确实是我自己在网吧经常玩的作品。不过有些还是不敢苟同——既然不重新写,还是说下自己的意见吧!

《英雄无敌》是应该放的

《盟军敢死队》支持的人应该也不少

PC版的《KOF97》不放也是过不去的

……

其实在那个年代,玩单机还是很值得回忆的~而且也很少有人打竞技类的游戏,而是盯着一台电脑在上面反复做着仅仅属于自己的记录……

单纯 快乐 很省钱的游戏年代啊!

MMORPG里为什么要出现任务?

Posted: 11 Sep 2007 10:34 AM GMT-06:00

这是个原始的问题,凡是要有个善始善终。

首先,很抱歉的是,我无法将现有游戏中的任务进行分类,因为这种分类在游戏设计概念上毫无意义。我们为什么要把这么多活灵活现的任务归类呢?尽管制作时需要分类,但我们闲谈时完全没必要去将他们分类!

我们可以把所有任务的组合看作成一个巨大的任务,小的任务就是这个大任务的完成目标,完成目标有可选的也有必须完成的。这个大的任务是各个玩家的职业角色的成长导向,也是剧情和游戏世界的导向,同时也是乐趣的导向以及乐趣的选择的导向。

这里我为什么将任务说成是游戏的导向,是因为任务本身是和玩家在MMORPG中交互最多的内容,也是关卡设计需要首要讨论和实现的目标。

也许你可以大叫着说,传奇就没多少任务啊!他一样吸引了不少玩家。但是我不得不去拿着菜刀砍向你。如果你觉得现在的MMORPG没有大量的任务的话,玩家还会玩么?时代不同了,而且这也是现阶段MMORPG设计的一种趋势。我们无法逃避这点,也许我们还有很多其他的自认为有趣的千奇百怪的想法。

游戏的意义,需要任务去展现。因此设计任务也是一个相当大的工程。

在设计大量的任务之初,我们首先要考虑的是,我们为什么要设计这么多的任务?

因为我们需要玩家知道他是谁,他在哪,他处在什么样的环境之中,将来要做什么,现在要做什么,以及他以前做过什么。让玩家觉得,他是真正的生活在一活深深的世界里。总有新的,有挑战性的,能激发出他激情的任务在等待着它。

按照上面所说的,我们就可以分出很多杂乱的类别:

  • 让游戏更有游戏性。增加有趣的各种各样的任务给予玩家去选择毫无疑问可以增强这点。
  • 让玩家知道他扮演的是谁。通过任务,玩家很容易就知道他是谁,让他去杀个好人,他觉得不会认为自己是个好人,让他去杀个臭名昭著的坏人,他也许会觉得自己象个英雄。
  • 让玩家知道他处于什么年代。玩家很快能在任务中清楚的知道他所扮演的角色正处于哪个年代,或什么样的游戏背景之中。当玩家杀的全是机器人时,他很难相信自己正处于蛮荒的古代。如果你的游戏即有飞机大炮和机器人,又有侠客和野蛮人,那我只能说你的游戏不伦不类。除非你能给玩家一个让人信服的理由。
  • 让玩家知道他周围的环境是什么样的,或告诉他当前的游戏气氛。任务总是能达到这种效果,你可以告诉玩家,地图的东部发生战乱了,那么他马上就明白了,哦,这里处于战乱时期。我觉得每张地图上都应该有主题的思想,即围绕着这个主题思想所设计的任务。类似战乱的地图,可以在任务中多讲讲战乱时期的故事。
  • 让玩家知道他当前该去做什么;曾经做过什么;未来将要去做什么。
  • 让玩家有成长的动力和导向。任务去指导杀怪比没有任务杀怪要有意义的多。没有任务就没有目标,现在的玩家并不喜欢毫无理由的杀怪,而任务的就是去做这件无聊事情的一个充满说服力理由。
  • 让玩家能在游戏中能呆更长的时间。这个是我认为最傻的想法,尽管很傻,但我们常常还会往这方面去想。
  • 其他的原因,例如因为某些细微的功能或指导需要:玩家需要学习一个新的法术,为此他要完成一项艰巨的任务。

这些都是我们去设计任务的原因和目标。我们可以给玩家无数个富利堂皇的理由让他们在游戏中互动。

随便谈谈MMORPG的随机任务生成系统

Posted: 11 Sep 2007 10:17 AM GMT-06:00

任务系统的确是个无底洞,以后再抓精华来着重谈谈吧。最近连自己的策划方案都没什么精力去写,因为一方面要调数值平衡,一方面还要写系统文档,另一方面还要和其他人沟通,基本上空不出多少时间做别的。不过现在倒是对写邪门歪道更有兴趣了。

暂时打住(尾巴处省略了几千字废话 委屈 ……):

随便谈谈MMORPG的随机任务生成系统

前言

由于是饭后闲谈,因此所涉及的层面并不算很深,只是提供一些构想,如果你对这个系统感兴趣,还是三思而后行,因为这套系统目前还没有一家游戏公司的设计师或程序能够熟练掌握。

另外,需要说明的是,我并不赞同用这个任务系统去取代往常的固定预设任务。这个任务系统可以作为一项繁多任务中的点缀。也可以先不去打破沙锅,而是去摸索浅浅的表面现象和原理。

关于任务系统

任务系统毫无疑问是网络游戏最难把控的一个环节。几乎大部分的网络游戏内容都可以系统化,惟独任务系统很难系统化。即便任务被系统化了,最终达到的效果也并不太好。

注意:这里并不是说任务系统有多难去设计,而是说,任务系统的可变性十分大,如果将这样一个原本多姿多彩的美女装到一个钢铁笼子里,谁都不会愿意。也许有时候我们是被逼无奈吧!无奈的时候我们自由无奈的做法,当然,这个做法我们现在没必要去提了。

如果你要去分析和划分好MMORPG的任务系统,那么你不得不将任务和其他的游戏系统联系起来,因为任务所牵扯的面十分的广阔。下到AI系统、怪物刷新、物品掉落,上到游戏界面、文字描叙、故事背景等等。如果你想去设计一个千奇百怪又不乏乐趣的任务系统的话,那么就得付出点时间和精力了!我当然相信大家都有这个能力将这套系统设计出来,但可扩展性就是另一码事了。

关于随机任务生成系统

随机任务生成系统的大概流程:

从各种类型的任务流程模板中获取一种模板->随机选取触发点(NPC或区域等等,如果是物品的话,还得随机将这个随机的任务触发物品赋予给随机的NPC去掉落)->随机任务达成条件,根据任务主题随机生成->随机任务提交对象(一般为NPC)。

这样就可以生成一个随机性质的任务,如果我们的任务模板够多的话,那么可扩展性就会越强。

实际上随即任务的生成系统所带来的最大的好处就是多种多样的不会重复的任务。当然了,还也可以节省很多的策划烦琐工作。但这个系统的缺点也并不是没有:

  • 缺乏一定的说服力:首先,说服你的头头去做这个,已经是件很难的事情了,不过这是做事的基础。因为首先,我们要确定去做这个。
  • 很难和剧情相贴切:这是一方面。因为你无法预估你的任务将会随机生成什么样,因此你也无法去预先设计好这个任务的剧情背景,尽管你可以预先设计好成百上千的剧情对话以及背景联系,那么我觉得这也失去了随机性的概念了。
  • 设计和制作的难度:这是另一方面了。这个系统离完成之前可能会出现很大的程序运作风险。因为到目前为止还没有几家游戏公司去制作过这类系统,尽管有过这方面的设想。

据说《大话西游》有这种任务系统,但我并不太清楚效果如何,因为我没有玩过《大话西游》。尽管很遗憾没有玩过这个国内网络游戏经典之作,但这并不阻碍我们来谈任务系统,来谈随机任务生成系统。

随机任务生成系统,实际只是一个纯粹的系统框架,依据其他游戏数据和系统,例如物品、NPC类型等等,来自动随机性产生任务给玩家去做的一整套系统。这套系统需要事先设置一些参数,但不需要去详细的设计它。

“It’s like… has anyone seen that movie Tron?”

Posted: 11 Sep 2007 10:12 AM GMT-06:00

Tron Dude

I’m not sure what else I can say about this, other than at least it’s not a remake. Maybe they’ll get the cast of Babylon 5 in it again!

Analysts Doubt Take-Two Guidance

Posted: 11 Sep 2007 10:41 AM GMT-06:00

Shares of Take-Two rose in midday trading a day after the firm announced promising fiscal 2008 guidance, but analysts are wary of the outlook, with one surmising that much of Take-Two’s business is a “black hole.”

Fireglow to digitally distribute 1C UK games

Posted: 11 Sep 2007 11:16 AM GMT-06:00

Fireglow Games has announced an agreement with 1C UK to digitally distribute seven of 1C's full-scale PC games

Capcom stock reaches five-year high

Posted: 11 Sep 2007 10:51 AM GMT-06:00

Capcom's stock has risen to a five-year high on the Tokyo Stock Exchange, largely on expectations that sales of its games for the Nintendo Wii will boost earnings

Awards And Innovations: AIAS' Olin Speaks On Gaming Today

Posted: 11 Sep 2007 10:00 AM GMT-06:00

Joseph Olin, formerly an exec at Eidos and Microprose, runs the Academy of Interactive Arts and Sciences, operators of the DICE Summit in Las Vegas and the AIAS Awards, and Gamasutra caught up with him to discuss the Awards, Nintendo's 'Wiisearch' advantage, and much more.

终于发现原来我是穷人。。。

Posted: 11 Sep 2007 09:28 AM GMT-06:00

今天随同家人(包括BF在内的)到海南岛找姐姐和姐夫,本来就听说姐夫很有钱(开饭店+投资公司,传说中的年轻有为?),今天终于见识到了。。。

刚下飞机姐夫就开车来接我们去他的饭店,姐夫就和我看到的结婚录像上的一样,而且脸部“受灾面积”比BF还严重-v-)|||。在饭店看到姐姐-v-)/,先抱一下~~~发现姐姐结婚以后更漂亮了,生活一定过得很好啊。。。接着就见到了姐夫的老爸(这个应该怎么称呼呢。。。?),然后大家互相“吹牛”了一场,就准备到他们家去住~~~

回家的路上逛了海口市一圈,从姐夫那里了解到:海

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Indie RPGs: Just Not Worth It?

Posted: 11 Sep 2007 10:05 AM GMT-06:00

Now-former indie game developer David Moffat has just announced that he has shut down his studio, Australian Game Developers, and has removed his Fallout-inspired indie RPG of aliens and government conspiracy, The Omega Syndrome, from sale. As he states on his soon-to-disappear site:
"I don't know if I will have the high motivation that is required to make another computer RPG. Why? Fan expectations are high, the potential audience is small and fractured and the amount of work that is required to create even a low quality computer RPG, far exceeds that of any other type of game. So in short I no longer believe they can be successful financially or otherwise, unless they are properly funded and have the very best people working in each area."
Not exactly inspiring words for would-be indie RPG developers.

When you talk indie RPGs, it seems that those few enlightened souls who know might have an inkling of what you are talking about seem to conjure up thoughts of one of three things: Spiderweb Software's long (and successful) line of RPGs, the new-fiesty-surprise hit "casual" RPGs Aveyond and Cute Knight (plus maybe hybrids like Empires & Dungeons), or the freeware RPG scene (principally composed of demos and incomplete, abandoned projects, unfortunately) like the RPGMaker community.

As a fan of computer role-playing games from --- well, not the earliest days, but definitely a long time --- I am concerned about this on several levels.

RPGs used to be a staple of maintream gaming. From a gamers' perspective, I suppose they still are, but Moffat's statement could be applied to developing mainstream retail RPGs as well. It has become such an expensive genre to create that few developers or publishers are willing to tackle it. For the price of an RPG, you could create two FPS games of the same quality. The same rule applies to indie RPGs. Traditionally, the content requirements alone for an RPG - with a focus on exploration-based gameplay - put it far ahead of other genres in terms of development cost.

From a pure "return on investment" perspective, this would still be worthwhile if RPGs sold as much (or more) than their cheaper-to-produce counterparts. But while RPG fans are legion, I don't think this is the case. RPG development is a tough, hard slog, and a labor of love that I don't think gets much appreciation by its audience. The mainstream RPG player, at least, has expectations set very high for their favorite genre. Just look at the wish-lists and manifestos posted on forums and websites by fans for RPGs, and see what sort of "reasonable" demands players make of their beloved genre. For that matter, you don't need go much further than this blog. I go off as much as the next fan for how RPGs "ought" to be made.

I believe indie RPGs have a lot to offer. I think RPGs and adventure games lend themselves extremely well to storytelling - more so than most genres - and thus are fertile media for individual designers and small teams to offer something unique: Their own voice. I'm not talking voice-overs, I'm talking authorship and storytelling. Personality. Innovation.

But without an audience, it is nothing.

So where does this leave the newly-released Depths of Peril, a highly professional indie RPG with production values far beyond that of most indie fare? What about Minions of Mirth, an indie-developed "hardcore" fantasy MMORPG? What about several "major" indie RPGs deep in development, including Eschelon: Book 1, The Broken Hourglass, and Age of Decadence? What about the large number of RPGs in development in the "Dream Game Competition"?

Are we all pretty much doomed? Do the expectations and size of the RPG audience make it pretty much impossible for an "indie RPG" niche of the industry to survive, let alone thrive?


(Vaguely) related bellyaching:
* Where Is Indie Innovation?
* Why Do RPGs Suck Now?
* Yes, Virginia, There Is Money In Indie Games
* How To Get Me To Buy Your Indie RPG
* Interview With Amanda Fitch, Indie RPG and Casual Game Designer
* Indie RPG Roundtable

* Jeff Vogel Gives Innovation Another Chance

Feel Like Chatting About It In The Forums?

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Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

有些人在努力

Posted: 11 Sep 2007 09:09 AM GMT-06:00

今天偶然打开了兔斯基作者的博客,发现他的博客游览量已经达到几百万了。兔斯基这个可爱的卡通角色在半年内就风靡了全世界,简直难以想象。

不过这也证实了,网络社会正在一点点的进步,有些人可以借助网络一夜成名,这种事例已经屡见不鲜了。

今天惊讶于兔斯基作者的迅猛发展。在前两个月前,我曾经游览过其个人网站,那时,还是个人小工作室,而两个月后,他的设计作品就促成了一家新的公司。尽管不清楚这家公司现在的情况如何,但发展前景的确很不错。相信依靠这样一个响亮的品牌,未来的前途绝不会黑暗。

兔斯基服装、兔斯基娃娃……

想想平时QQ、MSN使用的兔斯基吧,这个可爱的小兔子的设计者实在太有才了。

所以啊。那些努力的人,有才干的人其实离我们并不远,当网络缩短了你我间的距离时,这些人就在你眼前!

Guitar Hero II Downloads Go Multi-Platinum

Posted: 11 Sep 2007 09:41 AM GMT-06:00

Downloadable content is validated once again as Guitar Hero II song packs for Xbox 360 surpass 650,000 downloads in less than five months, generating millions of dollars.

Custom List: 日常

Posted: 11 Sep 2007 08:36 AM GMT-06:00

Episodic GTA IV content expected late 2008 - analyst

Posted: 11 Sep 2007 10:05 AM GMT-06:00

While Take Two has remained quiet on the release of exclusive episodic content for Grand Theft Auto IV, Wedbush Morgan analyst Michael Pachter believes it won't appear on the Xbox 360 until at least the fourth quarter of 2008.

游戏业的原子弹!

Posted: 11 Sep 2007 02:44 AM GMT-06:00

   “吹泡泡”作为《春秋Q传》的首颗原子弹,一经炸响便震惊整个行业,而雷军所称的更大威力的原子弹究竟为何物,而金山手中还有多少秘密武器,值得我们大家的期待!
 
    这是刚才看到新闻里面说的话,前文是宣扬了之前我在BLOG里面写过的雷军说的向任天堂学习,改进游戏,于是乎玩家可以拿着MIC吹,然后游戏里面会显示彩色泡泡。
    这便是原子弹啊,好大的泡泡!
 
我在KUSO,谢谢……

在北京吃家乡菜

Posted: 09 Sep 2007 03:09 AM GMT-06:00

来北京后,正经吃饭倒是很少,总是累了一天之后,饿得烧心烧肺,囫囵吞了也就不管什么口味了。
之前有做过水煮鱼回锅肉,最近几天开始想念外公还在时,家里常常熬的猪蹄子汤,那股子香劲儿实在让我眼泪都快掉下来了,再加上用辣椒煸香的土豆烧排骨,真是在北京吃不着的美味呀……
废话不多说了,直接上成品图!
 
 
 
 
 
 
 
目前土豆烧排骨已经被干完了,实在是很好吃呀很好吃!我做了那么大一盆呢,都被干完了……
 
话说海带汤我倒是真的做得不咋地,猪脚真不好做,大概是我拿沙锅做的原因吧,只啃了两只猪脚,下一顿前再熬熬,会更烂点吧。
 
哎,到了北京才发现,自己做饭最好吃,哇哈哈~

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Tide of Dark Side

Posted: 12 Sep 2007 12:47 PM CDT

近60个小时内,只睡了1个小时。昨天晚上生了比去年所有还多的气,喝了本科毕业以来最多的酒。目前心率是正常水平的115% 。
公司要做一个很酷的Demo,老板画了一个很大的大饼,一旦完成能够拿到一个老大的budget。然而随着组内人员的流失,落在特效组的压力也越来越大,幸亏我是压力越大干得越好。
一周内将particle系统的基础重写了一遍,希望以此为出发点作出一个真正牛拜的东东。毕竟徐大要求的电影级效果不是那么容易搞的,希望那帮家伙不是要求houdini或者scanline的效果。毕竟谁也不想demo是以1fps运行的。
 
中央11又在放大明宫词不过看来我这辈子是没指望把这部电视看全了。
 
思绪有点乱,仍然睡不着,希望做出了正确的决定。希望力的黑暗面不再逆袭。
 
 
 

緩慢進行中の祭……orz

Posted: 12 Sep 2007 11:58 AM CDT

115.2:800:600:250:187:2007-09-13-00.jpg:left:0:0::
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白天上課一整天,TNND學校那叫一個“不主動,不拒絶,不負責!”,直逼RZ階級。
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那些假深&#27785;真裝X的孩子們,難道&#20320;們認為閉嘴裝X就能做出什&#20040;東西&#20040;?
人在工作的時候要時刻保持思維活躍,一味緊繃神經會適得其反的。

好了,不罵人了,17big期間要和諧,和諧〜!

發現fripSide的歌很有愛,狂收中!
片戀いの月的in和ed好聽的不得了〜主唱還是17才的小MM&#21834;……話説吾輩那個年齡好像還在看漫畫……各種漫畫。
C72音樂資源差不多了,本子沒收多少好的殘念,C姐,美里之類沒見到,TONY的收了和諧本……
喜歡上了love solfege的&#22307;堂音樂,英文vocal贊到爆!東方&#21966;……合胃口的真的不多,難道整體水平日以提升的代價就是拔不出尖&#20040;,況且&#21557;雜和尖&#37555;基本成了東方量&#29986;誤區………………
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這張盈月紀年2中“神曲”很多,那首vocal廳濕了多少人&#21834;〜〜〜
天朝萬歳!!!和諧萬歳!!!

Microsoft Dismisses Wii Sentiment

Posted: 12 Sep 2007 01:00 PM CDT

A study released Wednesday said the Nintendo Wii has the highest consumer sentiment of all new consoles, but Microsoft tells Next-Gen that it still wouldn't trade places with anyone.

快讯:9游已经和T3达成协议《劲舞团》续签至2010年

Posted: 12 Sep 2007 11:07 AM CDT

刚刚得到消息久游已经和T3公司达成妥协,《劲舞团》将续签至2010年。

这个也意味着久游与T3的官司将告一段落,而久游在日本上市的计划将重新进行,由此利好消息的带动,久游的股东中华英科股票今日大涨!

Worms Open Warfare 2 Goes Back To Basics

Posted: 12 Sep 2007 12:11 PM CDT

The popular Worms franchise, which has been around since way back in the 90s, never quite made the jump to next generation consoles. There was something simple and great about the game in its 2D incarnations that never quite translated...

Continue.

PS3 Home-y on Adults-Only Areas

Posted: 12 Sep 2007 12:00 PM CDT

BLOG - The semi-official PS3 blog ThreeSpeech reveals that PlayStation Home has potential to host some more adult-oriented. No word on virtual male revues...

我的心依旧这么容易颤抖不已

Posted: 12 Sep 2007 11:20 AM CDT

岁月一晃而过,尽管经历了很多的事情,但我的心依旧这么容易颤抖不已。也许我本命如此。

爱情以及事业,我的追求,我的过往,那些激情燃烧的岁月,我的冲动,我的不眠之夜。

尽管如此,我现在依旧是一事无成,我的内心深处一直以来都不明白什么才叫事业有成,这个现实而庸俗的世界告诉我,除非你很有钱很有钱,而且得有地位和权势,否则你永远不算有成,永远都是无成。

我心想,这对于我来说还是一个长远的目标,也许我该把这个目标定的短点,那样的话我的进步就会更快点。事实来说这是错的,该走过的路还是得走,捷径只是为了机遇才诞生的。而机遇本身就象是中奖……

我的路轮到我自己走,我的梦想和我的事业,都在向前推进。

Halo 3 UK TV ad detailed

Posted: 12 Sep 2007 12:13 PM CDT

Microsoft has announced details on the television ad that will begin showing in the UK from September 18 in order to promote the sale of Halo 3.

The Academics Speak: Is There Life After World Of Warcraft?

Posted: 12 Sep 2007 11:00 AM CDT

Are MMO populations 'tribal', and if so, what's the next tribal shift after World of Warcraft? In this exclusive Gamasutra feature, academics including MIT's Henry Jenkins and Ludium's Edward Castronova discuss the fascinating future of online worlds.

Emergent Announces Wii Support For Gamebryo

Posted: 12 Sep 2007 07:00 AM CDT

Emergent Game Technologies has announced that its games engine, Gamebryo, now supports the Nintendo Wii, enabling the development of titles for that console by implementing and integrating numerous development kits into their SDK. Emergent also recently unveiled an upgrade to its Gamebryo engine focused on performance and feature enhancements for next-generation platforms. The latest release aims to enable dramatic rendering results while attempting to significantly reduce development resources required for production. Gamebryo is a part ...

Pachter: 'Aroma Of Majesco Growth Whetting Our Appetite'

Posted: 12 Sep 2007 07:30 AM CDT

Despite the lowered guidance in Majesco's Q3 earnings report, Wedbush Morgan's Michael Pachter remains guardedly optimistic on the publisher's story, saying its move away from AAA titles to a handheld niche is a good move both in seeking profitability and in the long term. "While the reduced guidance for the fourth quarter was a disappointment," said Pachter, "we believe the company's turnaround is progressing. Sales strength from Cooking Mama continues, and the company disclosed that ...

BrandIntel Study Finds Highest, Broadest Appeal For The Wii

Posted: 12 Sep 2007 06:09 AM CDT

A new report from BrandIntel analyzing consumer sentiment and discussion share around next-generation gaming consoles states that while the Xbox 360 "currently holds the top spot with hard-core gamers," it's the Nintendo Wii, with the highest "intent to purchase" scores and broader consumer appeal, that is positioned to lead the next-gen console market. Additionally, the Wii "appeals to the widely untapped casual gaming audience," says the report, titled "Top Video Game Console Report: Consumer Insight ...

AGDC: Bateman Reveals The 'Temperament Theory'

Posted: 12 Sep 2007 05:09 AM CDT

At last week's Austin Game Developers Conference, veteran designer Chris Bateman spoke in the Writing Track on improving the player experience through story, citing games from Metroid Prime through Discworld Noir. Though International Hobo's Bateman used his own-designed Discworld Noir for much of his talk, a Terry Pratchett-adapted adventure title that is somewhat obscure to North American audiences, his advice on improving player guidance through writing was clear and salient. Looking at disparate, popular games ...

Microsoft Unveils Ninja Gaiden II, Rez HD In Japan

Posted: 12 Sep 2007 05:08 AM CDT

Microsoft has hosted a pre-Tokyo Game Show press conference in Japan in which it has confirmed Ninja Gaiden II as an Xbox 360 exclusive and announced a number of cult Japanese and indie titles for Xbox Live Arcade, including Rez HD, Ikaruga and Number None's Braid. Although Ninja Gaiden II was technically the only newly announced game at the media briefing (despite accidently being revealed on the Japanese Microsoft website a day earlier), Microsoft was ...

GameStop Increases Support For Casual Gamers

Posted: 12 Sep 2007 05:48 AM CDT

GameStop vice chairman and CEO Daniel A. DeMatteo has made a rare statement on the current state of the games industry, saying that new customers are more important than ever to the company's business and will dictate a number of changes to marketing and store layouts. With new and casual gamers often far less aware of new titles than traditional players, DeMatteo has indicated that GameStop will set up two new sections in each of ...

Critical Reception: Sony/Ninja Theory's Heavenly Sword

Posted: 12 Sep 2007 05:44 AM CDT

This week's edition of the regular Critical Reception column examines online reaction to Heavenly Sword, an anticipated PlayStation 3 release that critics say is "an impressive, epic hackandslash adventure" that "may not realize its full potential." Billed as an action title that combines gameplay elements from the God of War and Dynasty Warriors series, PS3 owners and critics alike pinned high hopes on Heavenly Sword. Its success seems especially important for the PlayStation 3 at ...

Q& A: SDI Games Talks The Localization Process

Posted: 12 Sep 2007 05:47 AM CDT

SDI Games became a separate division from localization group SDI Media in 2005, and now translate and localize titles for over 20 clients, including Ubisoft, THQ, Sega and Microsoft. The company is currently working on titles such as the upcoming Silent Hill titles, with a focus on translating and localizing titles in Portuguese Brazilian, Arabic and Flemish, amongst a number of other generally under serviced languages. We recently spoke with Scott Womer, who works with ...

NCsoft's Robert Garriott Details New Sony Partnership

Posted: 12 Sep 2007 06:10 AM CDT

In a statement on the official NCsoft website, CEO Robert Garriott offered details about the company's recently-announced new relationship with Sony, describing the deal as one which "gives us an unprecedented opportunity to bring our online portfolio of games to a suite of highly popular console gaming systems, including the PlayStation 3." Acknowledging that many in the industry and the press have asked for further articulation on the partnership and for information on the direction ...

European Commission Offers New Games Development Grants

Posted: 12 Sep 2007 05:22 AM CDT

Officials from the European Commission have announced a new funding mechanism specifically aimed at supporting video game projects, with grants of up to € 60,000 ($83,000) available for companies working on console, PC and mobile phone prototypes. The total budget for the incentive is put at € 1.5 million, with the commission offering to cover all aspects of production, including initial concept work, attracting business partners, acquisition of licensing rights, design, programming and marketing. The ...

Is There Hope For Indie Computer RPGs?

Posted: 12 Sep 2007 10:49 AM CDT

Yesterday's post prompted a ton of awesome discussion, and was mostly sans the flames I was half expecting.

Since I've been skewing Rampant Games and Tales of the Rampant Coyote towards the indie Computer Role-Playing Game (CRPG) niche a little bit, if I really felt that indie RPGs were doomed I'd be packing it up and call it quits. I'm not doing that. Not by a longshot. I really do feel there is hope for indie RPGs yet. In fact, not just hope, but potential for an extremely bright future. Call me naive or whatnot, but that's my story and I'm sticking to it.

To start it off, I'm going to point at some previous articles as a starting point:

How to Avoid Making Money Making Indie Games
Is There A Magic Formula For Succes?
Now, I'm not on expert on the indie RPG market, though I've been trying to feel for its pulse a little bit lately. The good news is that there does seem to be one. I know three authors who HAVE had some success in this arena, and they are the ones who could really address the problem: Jeff Vogel, Amanda Fitch, and Georgina Bensley. They are currently the best "success stories" the indie RPG field has to offer. I'm sure they are probably tired of hearing their names invoked for this reason, but I'll go ahead and quote Georgina, author of Cute Knight, from a recent post on indiegamer.com:
"...If there's one thing I know, it's that there ain't one true way. :)

I'm not going to give them any sort of step-by-step because there are no (or few) strict steps and if I made some up they'd probably come back to haunt me when someone tried them and they didn't work. I can tell people what worked for me and I can suggest when I think they're pretty clearly going down a 'bad' path, but I can't tell them how to Make It Big.

If there is a 'typical' indie experience, I am not it. "
Everything I've read (by successful developers), everything I've experienced in over seven years of mainstream(ish) game development and four years of indie game development and sales indicates that Georgina is probably more typical than she knows. In any hit-driven business, success is like catching lighting in a bottle. There's no magic formula for success (though if there is one, Blizzard probably has it and guards it ferociously). But there are some classic mistakes that get made over and over again that screw up chances for success.

I don't want to criticize Dave Moffat, the creator of The Omega Syndrome. I dig what he's done, I share his pain, and I think he brings up some really good points. My hat is off to anyone and everyone who manages to complete an RPG (even if I hate the game). And I know he worked his butt off making The Omega Syndrome something that not only he himself is proud of, but something his customers could be satisfied with. It was a huge task.

But here are a few things to consider.

It Takes Years To Become An Overnight Success
Aveyond was Amaranth Games' third (I think) publicly-released title. Jeff Vogel has made HOW MANY RPGs now? Something like fifteen, with a sixteenth on the way? And Cute Knight was only one of many "girl-friendly" anime-style games created by Hanako Games - and not her first to incorporate RPG elements, either.

It's not just a case of trying, trying again until you succeed. The cost of getting a "new" customer (in terms of advertising and marketing effort) is several times higher than that of retaining an existing customer. While Aveyond really "broke out" through casual games channels, its initial success and sales surge came from - as I have understand it - sales to existing fans of Ahriman's Prophecy, her free "prequel" RPG. I don't know how many Geneforge 4 customers are playing Spiderweb RPGs for the first time, but I expect the majority have played the previous games in the series. These developers aren't just making a game. They are creating a brand, a flavor, a style that players enjoy and want to keep returning to. Just as readers may have favorite novelists.

I have heard a few musicians note that their "overnight success" came only after years of hard work. And I have yet to hear of a best-selling writer who couldn't wallpaper their house with rejection notices from earlier in their career. This sounds like an accurate depiction of indie RPG world, as well.

The Old School Is No Longer In Session
I remember what it was like in the late 80's and early 90's. We had so many kick-butt RPGs back then, and it seemed like a new "must-have" RPG was coming out every single month. And many gamers have fond memories of those awesome 16-bit console RPGs for the SNES and Sega. It's tempting to focus on that audience of yesteryear and say, "I am writing for these guys."

But "those guys" aren't around anymore as an audience. Oh, sure, we're still alive and kicking, posting on forums and blogs about the "good ol' days" when we had to hike uphill both ways in the snow and all that, and why they don't make games like they used to. And that niche is still there. But a lot of those fans have moved on. They are playing new, different games now like Final Fantasy XII and Oblivion and in a couple of months maybe Hellgate: London. Or maybe they got sucked into MMOs and are spending 50 hours a week raiding to get new gear for their third level 70 and increase their DPS by 0.1%. Or maybe they quit gaming altogether, using their computer mainly to watch YouTube videos.

But in the three "success" stories above, I think all three have reached out to new audiences. Cute Knight and Aveyond found their big success in the casual market, and I remember reading an interview with Jeff Vogel where he said many of his customers are new to RPGs with his games. It makes sense on many levels. Now where are we gonna get them from? That I don't know. That may differ from game to game. Maybe a game just for those guys who post inane comments on YouTube? Who knows.

Which brings me to a third point:

If You Build It, They Will NOT Come
This is true of all games. I try - with what limited time I can muster - to keep an ear to the ground on the developments in the indie RPG world. And I am still constantly uncovering games I have never even heard of. The indie RPG community seems to be masterful at hiding their work from the prying eyes of the public. Several people have commented about the Omega Syndrome's pull from sale that they had never even heard of the game before.

This is hardly a problem of just the indie RPG developers, of course. We indies in general need to get a lot smarter about how we handle marketing. It seems like we figure that if we can't beat the mainstream publishers' incredible marketing budgets, we just ought to not even try and just see what happens.

We can't find our audience if we don't spend as much effort trying to get the message to them as we do making these games. That's maybe not what people want to hear, but that seems to be a truth that cuts across all media and industries.

We Need To Change The Rules
Gareth Fouche commented in the forum on yesterday's topic:
"the industry is rife with 'working harder not smarter'. People are constantly recreating the wheel. I'm not surprised RPGs take so long to make. People seem to have forgotten the lesson learned with the Infinity engine. Ie that you can milk these suckers for a long time/many games. RPGers aren't as fussy as the mainstream crowd, despite Oblivion. Quite frankly I am dying for a new RPG right now. And I'm sure I'm not the only RPG fan that feels that way."
We have come to regard the "exploration" system of roleplaying as one of the defining elements of the genre, in which the player consumes content at a voracious rate - which means a ton of development work. Are there better ways of dealing with this problem? One thing we've learned from games like Nethack and other Roguelikes is that a really detailed, interesting rule-system can be just as engrossing (if not more so) than the most lifelike graphics. Warren Spector has mentioned his desire to someday create an RPG that takes place entirely within a city block. There are lots of places we can take the genre without getting into an arms-race with games like Oblivion - or even Neverwinter Nights.

We Need Personality, Style, and Brand
While there are many authors that may emulate or imitate Stephen King's style, there's only one Stephen King, and his readers know this. Ditto for Tolkien, Hemmingway, Grisham, Dickens, Clancy, Evanovich, Chandler, Card, and Jordan. They have their own style, personality, voice... and brand. That's something no amount of development budget can touch.

And that's something a very small team of developers can pull off in RPGs, perhaps better than a big-budget studio.

And More?
What's your take? Is there hope? Can indies pick up the torch? What can we do - not only as developers but as fans of the genre who'd like to see more quality RPGs land on our systems?

Note - Images taken from Cute Knight, Aveyond, Scars of War, and The Broken Hourglass.

(Vaguely) related indie RPG evangelizing:
* 20 Ways To Make Money Making Indie Games
* The Key To Small Business Success: Don't Die
* Interview With Amanda Fitch, Indie RPG and Casual Game Developer
* Interview With Georgina Bensley, Creator of Cute Knight
* Beyond the Gate: Jason Compton on the Making of "The Broken Hourglass"


Read Or Post Comments On The Forum

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Wing Commander CIC - John Watson Memorial

Posted: 13 Sep 2007 12:07 PM CDT

A few days ago, I got word that a colleague from Origin days had passed away. Old-school Ultima players probably remember his name, as he played key roles on the later Ultima titles. We intersected only briefly at Origin, as he worked for a little bit on a conversation system for UO. I lost track of him after he left Origin…

A whole bunch of memorials can be found here:

Wing Commander CIC - John Watson Memorial

Note:this is NOT the John Watson whom you see in the SWG credits; that John is alive and well, and enjoying recent fatherhood.

Jeff Strain on MMOs

Posted: 13 Sep 2007 01:06 PM CDT

Jeff Strain, co-founder of ArenaNet, gave a very interesting speech on the challenges of creating a successful MMO. Here's an important point:

Before you start building the ultimate MMO, you should accept that "MMO" is a technology, not a game design. It still feels like many MMOs are trying to build on the fundamental designs established by UO and EQ in the late '90s. In the heyday of Doom and Quake we all eventually realized that "3D" was a technology, distinct from the "FPS," which was a game design. It's time we accepted that for MMOs as well. We are finding ways to overcome many of the limitations of the technology that dictated the early MMO design, such as Internet latency and limited global scalability. These improvements can enable a new class of online games that break out of the traditional MMO mold and explore new territory. It can be a daunting proposition to willfully walk away from what seems to be a "sure thing" in game design, but lack of differentiation is probably the number one reason that MMOs fail, so we all need to leave the comfort zone and start innovating, or risk creating yet another "me too" MMO.

Also, similar to Civ4's development, they started an external alpha test years before release:

It's crucial to get feedback from outside the development team at a very early stage. We started alpha testing over three years before Guild Wars was released. To say that the game was crude at that point is a bit of an understatement – I think we're still tracking down screenshots from that period and trying to get them burned. It was a very controversial decision at the time, and generated a lot of heated debate within the development team, because it flew in the face of the traditional wisdom that you should never show anyone outside the company what you are working on until it is perfect. I wish I could tell you that every tester we brought into the alpha test was honest, abided by the NDA, and gave the development team carefully-considered and high-quality feedback after each of the tri-weekly play sessions, but that would not be the truth. There were several times after we launched the program that we revisited the notion and discussed whether the good outweighed the bad. But we kept at it, and by the time Guild Wars shipped in April, 2005 it was clear that the game had benefited from the alpha test program, and today we consider it an essential component of the development process.

One Sweet Halo 3 NASCAR

Posted: 13 Sep 2007 12:00 PM CDT

BLOG - NASCAR's Dover 400 will play host to a Halo 3-themed car--rated M for mature.

Analyst expects Halo 3 to quickly reach $200 million

Posted: 13 Sep 2007 12:12 PM CDT

Lazard Capital Markets analyst Colin Sebastian is predicting that sales of Halo 3 could reach USD 200 million in "one of the largest and most successful product launches in digital entertainment."

Lazard: Halo 3 To Quickly Push $200m In Sales

Posted: 13 Sep 2007 06:00 AM CDT

Following a meeting with Microsoft Xbox execs, Lazard analyst Colin Sebastian has estimated Halo 3 sales could quickly reach $200 million in "one of the largest and most successful product launches in digital entertainment." Sebastian says the launch prediction is "based on our conversations with Xbox management as well as our own industry checks," with "significant preorders and broad consumer anticipation" of the Xbox 360 title. "In addition," he said, "we expect Halo 3 to ...

Exclusive: Inside GameStop Expo, The Trade Show You Never Knew

Posted: 13 Sep 2007 05:27 AM CDT

This week's GameStop Expo is one of the most relevant events on the gaming calendar -- but few know much about it. Held annually, this year at Mandalay Bay casino/hotel in Las Vegas, the show is an opportunity for store managers from its around 5,000 stores to be presented publishers' holiday line-ups in a trade show environment. In 2007, for one of the first times, GameStop invited select outlets, including Gamasutra, into the show to ...

Nintendo To Debut Silver DS Lite In Europe

Posted: 13 Sep 2007 06:00 AM CDT

Nintendo has announced that, in addition to the black, white and pink DS Lites already available, it will offer a silver DS to the European market starting on October 12, 2007 for an estimated retail price of £99 ($200). The company, which recently announced a crimson DS bundle with Brain Age 2 exclusively for the North American market, has sold over 14 million DS Lite units to date in Europe, according to an official statement. ...

GDC China Reveals Attendance Numbers, 2008 Plans

Posted: 13 Sep 2007 05:00 AM CDT

The 1st annual Game Developers Conference (GDC) China has revealed that more than 700 game professionals attended the initial event, held in Shanghai in late August and covered in some detail by Gamasutra. According to the organizers, the majority of these attendees, 70%, were from the local Chinese game industry. In addition, nearly 2,000 attendees visited the Tools Display Expo and Career Fair held in conjunction with the conference. The inaugural event was hosted by ...

More Game Scores For AFM Under New Agreement

Posted: 13 Sep 2007 06:07 AM CDT

The American Federation of Musicians of the United States and Canada's International Executive Board is aiming for a greater share of the market for video game scores; in that vein, it says it has authorized its officers to enter into a series of "one-off" agreements with terms that are consistent with current industry practice. The AFM is comprised of more than 90,000 members in the United States and Canada representing the interests of musicians; the ...

CCP, Transgaming Partner For Mac, Linux EVE Online

Posted: 13 Sep 2007 08:09 AM CDT

CCP Games has announced a partnership with TransGaming Inc, developer of software portability products for the electronic entertainment industry, to enable CCP to deliver its sci-fi MMO EVE Online to Linux and Mac platforms later this year. TransGaming provides technology and expertise to deploy games across a range of platforms without the need for redevelopment. As a result of this partnership, CCP will be able to expand the reach of EVE Online to new groups ...

The Top 10 Myths of Video Game Optimization

Posted: 13 Sep 2007 11:00 AM CDT

Game industry veteran Preisz takes a close look at "the most popular myths that I’ve heard over the past 7 years of optimizing games", covering vital programming topics such as multi-threading, assembly, and the eternal 'premature optimization' question.

[游戏力量]经验值设定?

Posted: 13 Sep 2007 09:45 AM CDT

MUDOS 17:27:52
男秘,请教一个数值的问题啊

 [闭关•练]男秘 17:28:03
问哦

MUDOS 17:28:26
这个文章里面提到设定经验的问题

 [闭关•练]男秘 17:29:40

MUDOS 17:29:40
但我一直有个问题存在的,就是随着人物等级的提升,单位时间经验的获得值肯定是不一样的,这个是怎么处理的

MUDOS 17:32:01
这个E是变化的,应该怎样用公式去体现出来?

skywolf找工作` 17:32:23
这种简单就是所谓的抽象化,不经过抽象是不可能有模型的

[闭关•练]男秘 17:32:26
试具体功能而定,在如下情况下单位时间的经验收益会变:
1、新的怪物给的经验多了,杀一个怪的时间不变。
2、越级打怪会怎么样?
3、降级打怪会怎么样?
4、调整打怪使用的技能、装备会怎么样?
5、和人组队会怎么样?

[闭关•练]男秘 17:33:05
你需要计算的是两个数值 一个是极限速度。一个是平均速度。

MUDOS 17:33:21
是啊,所以我就觉得这个E真的很复杂,每次想去深点的研究都在开始放弃掉了

[闭关•练]男秘 17:33:38
那个是一个省略所有功能的范例啦
不是偶写的 旦我想他是这样考虑的

ΤιΚιε9 17:34:14
 一个游戏 获得经验的最快途径 是谁决定的`?

MUDOS 17:34:44
数值真的很复杂,我又不大喜欢动脑筋,郁闷死

MUDOS 17:35:42
我数学成绩不错的,不过现在比较不喜欢太复杂的思考东西了

skywolf找工作` 17:35:51
我数学也挺好```

[闭关•练]男秘 17:35:58
设定这个数值 你考虑如下几种可能性就好了。
1、各职业获得经验的差值在多少范围内,用户能忍受。
2、各种方法(比如:组队和不组队比较)下,用户的经验差值在多少范围内,用户能忍受。
3、用户在每个阶段花费多少时间,用户能忍受?
以上三个问题都是解决因为设计缺陷,造成的用户流失。

炮灰向前冲 17:36:01
作数值有数值的乐趣……

 [闭关•练]男秘 17:36:12
就是我说的 执行策划的工作
执行策划做的是根据设计实现细节,尽量减少目标用户因为挫折而从游戏中流失

 ΤιΚιε9 17:37:24
   其实 经验获得`, 任务 部分大家都是一样的, 主要就是 打怪的经验。。。

MUDOS 17:37:26
游戏中一般设定的单位时间经验获得值是不是根据级别按比例提升的?

 [闭关•练]男秘 17:39:18
这个是符合用户从生活中学习到的知识。
1、我的面越广,我接受的知识越快。(提升级别后获得单位经验增多)
2、我深入一个方面越深,我遇到的障碍越大。(提升级别后需要的总经验越多)

MUDOS 17:39:20
这个单位时间经验获得值(极限情况下)应该是在游戏开发初期就已经有一个大概的设定的吧
 [闭关•练]男秘 17:39:34

 ΤιΚιε9 17:39:46
 开发初期应该是初步的设定。`

MUDOS 17:39:49
恩,谢谢

 ΤιΚιε9 17:39:57
  根据个人公司的经验来决定吧`

 

Indie RPG News, September 13th

Posted: 13 Sep 2007 10:34 AM CDT

It looks like several indie RPGs are finally releasing or entering the final stages of development. I'm going to have to assemble a whole new list of usual suspects! Please drop me a line on new developments I may have missed!

There's not a ton to report on this week, but I thought I'd share what I've got:

The Broken Hourglass

The latest serial story set in the world of The Broken Hourglass, entitled Fetish, comes to a conclusion this month. Anikka struggles with her past as well as with her conscience.

Aveyond II: Ean's Quest
Amanda is reporting that quest programming is 50% completed, and that she believes they are on track to begin beta testing next month.

Depths of Peril
It's out, it's for sale, and it's got me hooked. I spent too much time playing it this last week. I'll have to post something of a review on it in a few days. There's also a new short story entitled "Assassin," taking place in the game world.

Eschalon: Book 1
I've learned that Eschalon: Book 1 has gone into internal beta. Hopefully this means it won't be long now. (Hat tip to RPGWatch for this one).

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Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

急,为什么我的地图不发送SLF信息?

Posted: 13 Sep 2007 09:36 AM CDT

我用UNREALED编辑了DOM地图,可是地图SYN只发送NAV,却没有SLF,求达人指教. 我的邮箱 ,谢谢谢谢谢

EA Tiburon’s Pranksters

Posted: 13 Sep 2007 10:00 AM CDT

BLOG – The Orlando Sentinel documents how Florida Madden developer EA Tiburon employees play some pretty impressive pranks on co-workers.

Current Japanese Best Sellers

Posted: 13 Sep 2007 10:00 AM CDT

New PS2 releases are the highlight of a successful week for Sony-platform software in the latest Japanese chart.

Analyst: Initial Halo 3 Sales to Push $200 mln

Posted: 13 Sep 2007 10:00 AM CDT

An analyst with Lazard Capital Markets is convinced that Halo 3 will be a commercial landmark for digital entertainment.

Wii Zapper Coming Soon

Posted: 13 Sep 2007 10:26 AM CDT

The latest peripheral to join the ranks of the Wii line up is to be the Wii Zapper, a great controller for those first person shooter titles increasingly find their way to the Wii. The great news is that not...

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Victorious Boxers Site Live

Posted: 13 Sep 2007 10:10 AM CDT

Victorious Boxers: Revolution now has a live European site, and it looks great. Combining first-person boxing with a Rocky-like story line and mangaesque presentation style, this is sure to take things a few steps further than the fun, but rather...

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Raving Rabbids Back For More On The Wii

Posted: 13 Sep 2007 09:31 AM CDT

The original Rayman Raving Rabbids title brought great mini-games together with some grotesquely amusing characters in the form of the Rabbids. The game had us swingin the Wii nunchuk overhead to see how far we could hurl cows, and using...

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GamerDad needs help

Posted: 14 Sep 2007 11:16 AM GMT-06:00

GamerDad has had a heart attack, and his wife is asking for donations.

For those who don’t know the site, it is a great blog looking videogames from the perspective of a parent. Andrew Bub pretty much gave up his previous writing career for this, and it’s worthy of support.

Jon Blow’s Braid on XBLA

Posted: 14 Sep 2007 11:03 AM GMT-06:00

Another demonstration of XBLA’s interest in indie gaming!

GameSetWatch - IGF Winner Braid Confirmed For Xbox Live Arcade

Game Connection Launches Indie Assistance Contest

Posted: 14 Sep 2007 06:53 AM GMT-06:00

Industry business convention Game Connection has announced the launch of Level Up, a new program designed to promote the success of new developers and service providers with small budgets. Through the program, five companies will be selected to attend the conference at no cost. In addition to the waiver of the € 3,000 ($4170) conference fee, the selected developers will receive the opportunity to present their game or service at the conference to buyers like ...

Blitz Chooses Kynapse For Upcoming 360/PS3 Project

Posted: 14 Sep 2007 06:00 AM GMT-06:00

UK-based independent developer Blitz Games has announced that it is using Kynapse, Kynogon's AI middleware solution, for an unannounced next-generation title currently in development. Blitz says the project is one of the largest it has ever undertaken, and that the game will be released on both Xbox360 and PlayStation 3. Previously, the company designed Burger King advergames for Xbox and Xbox 360, Kynogon markets AI software for real-time behavior simulation, and claims EA Activision, Atari, ...

Reloaded Chooses CryEngine2 For Forthcoming MMO

Posted: 14 Sep 2007 06:30 AM GMT-06:00

Reloaded Studios, a recently-formed Korean game development company, have announced that they have entered into a licensing agreement with German Crysis developers Crytek for use of the award winning CryEngine 2 middleware to develop their new action-strategy MMORPG. Reloaded CEO Ki-Yong Cho says the studio is aiming to make its MMORPG stand out in a very competitive market, and decided to rely on CryEngine 2's support for an ambitious vision of "massive" landscapes and dynamic ...

EA and ITV Bosses Scrap over Violent Games

Posted: 14 Sep 2007 10:00 AM GMT-06:00

Electronic Arts CEO John Riccitiello has clashed with Michael Grade, the executive chairman of UK broadcasting network ITV, over videogame violence.

More Korean MMO Love for CryEngine 2

Posted: 14 Sep 2007 10:00 AM GMT-06:00

Another Korean MMO developer has chosen to use Crytek's CryEngine 2, the same engine used for Crysis.

Game Connection announces Level Up

Posted: 14 Sep 2007 10:52 AM GMT-06:00

Game Connection has announced a new program to help developers and service providers get to the next level in the game business

荣誉勋章之空降那个神兵

Posted: 14 Sep 2007 08:04 AM GMT-06:00

我有一个学弟,他号称玩过很多游戏,别人在谈论起他的时候,都会说,这个人玩过的游戏不计其数。可以我接触下来,却发现这是一个经常跟风随流,找来游戏一会儿就想要放弃,很随便地就能说出“这个游戏是屎“,”我再也不会玩这个游戏了”或者“我已经删了”这样的话来。于是我反推:假如学弟真的玩过很多游戏,那么他一定已经形成了比较成熟的判断力,应该不会多次地去玩到那么多他所不喜欢的游戏(我们俗称的踩雷)才对,那么这样推断来,学弟其实并没有玩过很多游戏,这一点从他动不动就放弃也能论证,至少他没有能够真正好好地玩过一些游戏。的确,如今的很多作品不是架构陈腐,就是内容乏味,真正能够算上好游戏的并不多;与此同时又有坊间的一帮闲杂人等,总是喜欢叫嚷神作!井喷!动辄把一款作品抬到无以复加的高度,造成群众们的审美疲劳。所以最后的结果是,我们玩游戏越来越提不起兴趣,亦或是缺乏一定的自我认知能力,对游戏的优劣评判总是跟着别人的步伐。

其实这种事情你要用客观的眼光冷静地去看,所谓一款好游戏,首先是能够吸引住你的——无论是从主观判断还是从客观的论知上,然后这种吸引力能够一直持续到……嗯,起码是在第一个瓶颈处吧。简单来说,稍许优秀的作品既便是在你无论如何也玩不过去的卡壳处,也不会让你轻言放弃,发而是要无论如何都得想办法玩过去的那种,即便它可能会有这样那样的问题。我要说,最近我在玩的《荣誉勋章——空降神兵》差不多就是这个样子。

你看,我就属于那种对《荣誉勋章》系列从来不抱任何不切实际的吹捧幻想的。事实上我只玩过这个系列的一两作,在自以为是的很多人眼里根本没有发言权才对。但是语质词俚,老妪能解,并不是说要精于此道才有资格评头论足的。《空降神兵》在设计理念上试图打破传统二战第一人称射击游戏的窠臼,以一个不同的角度来进行游戏——毕竟我们都知道这样的作品已经有太多太多雷同的了——比如说,从空降开始。这是一个非常别致的点子,因为空降这件事本身就能给游戏带来很大的变化。制作方的想法是:当玩家从空中俯瞰整个地图场景的时候,他们会对战场局势有一个了解——大致的了解,然后他们可以选择在哪块区域开始作战。当然这不是说你面前有一张地图,然后你所要做的就是点击鼠标随心所欲地选择最为安全的位置……就像《战地1942》系列那样。不。对空降兵来说除了很多其他的客观因素以外,影响着陆点的还有个人技术。对游戏的玩家来说也是这样。事实上你很可能并不能清楚地了解到战场的具体形势:有时候夜袭环境视线黑漆抹乌看不清楚,有时候着陆信号烟的粒子太浓挡住了视*,有时候因为far clip的关系等你清楚地看到了下面有敌人的时候伞势却已经无法挽回……但关键的是,你可以在任何地点开始游戏。是的,任何地点。当然这只是一种绝对意义上的说辞,只就字面意思而已。任何地点意味着你有可能占据优势地在高塔上,手里正好有一把春田狙击步枪,但与此同时开阔四周让你毫无掩体可寻;你也有可能刚好降落在一堆敌人中间,碰巧又是个拙劣的“屁股着地”,再爬起来之前就被冲上来的德军用枪托砸了个瓢儿开;又或者在着地之前就被反坦克火箭筒打了个正着……“这正是二战伞兵的真实写照”,游戏的介绍这样写道。与之相对应的解决之道,就是你可以重复重复再重复地从天而降,之前已经完成的任务则业已完成,但是之前杀掉的敌人却大部分会重新配置在spawn点上。好像一个伞兵之后又有一个伞兵的支援那样延绵连续,只是很奇怪地他们都叫做一等大兵Boyd Travers。

这样做有什么好处么?很难说。大部分时间我会对我不得不又沿着同样的路线去干掉同样配置的敌人而恼火,尤其是这一次任务目标将要比上一次更加远——因为所有的存盘都在你完成一个任务之后,因此假如说我们在沿着一条20英里的进程上完成了A、B、C、D四个任务,最后一次存盘在D处距离起点的16英里处,然后你被一个嚣张的国防军拿K98打成了二郎神,那么下一次我们下来喝茶的时候,就又要走这条条16英里,又要和这个拿着K98的家伙来上两下,未免又会被打得面目黑白,这挺挠人的。久而久之,我发现我找到了一种任天堂FC时代背版面的莫名怀旧感。结合雷达,你知道什么地方会有敌人,他会以大概什么样的姿势冲什么地方窥视,你大可以摸清情况之后摁住shift一阵猛跑冲到敌后,拿着小手枪打他们的屁股蛋子……我觉得在游戏中期的过场里,他们就因为这个而不无道理地给我的Travers升了下士。当你打起来像斯皮尔中尉,跑起来像斯皮尔中尉,动起来也像斯皮尔中尉,嘿,你猜怎么着,你就是《兄弟连》里那个只身冲到敌炮营打探消息然后又冲回来的斯皮尔中尉啦!

然而就我私人来讲,这些都不是能够让我一如既往地在最高难度下一直通关,甚至还打算再玩一遍的动力。和其他所有二战FPS不同的是,《空降神兵》大胆地把升级的要素引进来用以提升游戏性。你当然不可能越打越勇,攻高血长,顺便学了些特技什么的。但是作为一个用起武器来越来越得心应手的老兵,你总该对自己手里的这些家伙事儿有那么点驾轻就熟的心得吧?尤其是在经历那么多阵仗后或运气或实力——或S/L地还喘着气的时候。EA的制作组给出了一个两全其美的方案。你杀敌越多,杀得越顺畅,你对自己的武器就越熟练,于是就可以运用一些附件,或者从技巧上提升武器性能:最为显著的莫过于提升射击精度、因为射击准头变好而造成更大的伤害,或者是熟练上弹,使用瞄准镜或枪榴弹乃至刺刀。每种武器都会被赋予**提升,我是说每种:甚至包括手枪、手雷和火箭筒。你要怎么才能频繁地使用手雷和火箭筒干掉敌人以至于它们都能够升到**?好一阵子我都拿反坦克火箭当步枪使。一如英国坦克兵遭遇平射的88高炮时带着哭腔的抱怨那样:“你们怎么能用打飞机的东西来打坦克呢?”被火箭弹闷中脸盘,也是一样的心情。更别提那些收集要素了:技术降落点、关卡星级评价。日式游戏的重复可玩性在于它强迫你一遍遍地重新打,否则就无法获得全部的游戏乐趣;而美国人的游戏假如让你觉得想再玩一遍,那就是它真的让你想要再去玩一遍。

至于坊间那些诟病,游戏当然存在。区别在于我喜欢善意地看待这些缺陷,而不是以偏概全地谩骂。整个游戏的关卡设计其实坚持一种简单但有效的准则:cover。地图本质上是各种各样的cover构成的:箱子、被摧毁的车辆、楼梯扶手、家具、断壁残垣、水泥台……你在cover后面伺机射击,而敌人则在cover后面干掉你和你的NPC。但是这样的关卡逻辑也有它照顾不到的地方,一旦你打起来像斯皮尔中尉,跑起来像斯皮尔中尉,动起来也像斯皮尔中尉,嘿,你猜怎么着,你就能逮住这些AI控制的敌人刚从重生点spawn出来还没有跑到位的时候。那时他们的第一要务是在既定cover后面就位——也就是正对你脚力没那么好的队友而背对着你的位置。自然,他们的AI逻辑会因为你的存在而打断,从而去跑另一个对你而言有遮蔽的掩护,不过这一过程需要它个两三秒,而你的手里有一把好枪……我就这么说吧,这是一款很难的游戏,你举步维艰、屡战屡败、死得不其所,然而摸透了敌人的脾性后,未尝没有一种抓着窍门的乐趣。敌人们跑来跑去,寻找掩护,甚至在你瞄准他们的时候会缩到掩护后面去,时不时地来一两下子盲射,让你绕到侧翼甚至身后一不当心撞个满怀时还会失心疯地冲上前来肉搏,AI看起来真像那么回事。这种感性理解总比那些字面上的“无与伦比的寻路!”“难以置信的AI!”要具体得多。我倒是不介意里面出现诸如人狼这样的敌人。没事就戴防毒面具的确不合理,单兵持MG42的确不合理,身中数枪屹然不倒的确不合理……但是!这可是元首的部队!这可是能够造出鼠式和铁道大炮的元首的部队!他们既迷信又科学,集合了矛盾和荒诞,简直就是不可多得的娱乐大戏。所以你看,那种高耸入云,内部置有强力有效的送弹机构,驻扎无数精锐乃至人狼,毫无道理地在顶部配置反坦克部队,却只为用以死守土崩瓦解的第三帝国区区一块领空之用,这样大而无当的高射堡塔是不是很有元首风?尤其是当它的弱点陈词滥调地,也是一个区区下水道的时候。要说真对这个令人眼前一亮的作品有什么不满的,我想六关战役稍嫌不足以外,也真没什么可说的了。

E for All Still Plans Game Tourney

Posted: 14 Sep 2007 09:00 AM GMT-06:00

E for All organizer IDG World Expo tells Next-Gen that it still hopes to have a videogame tournament at the consumer show despite the closure of the World Series of Video Games.

Sony could cut prices at TGS as Halo 3 spoiler - analyst

Posted: 14 Sep 2007 09:43 AM GMT-06:00

Wedbush Morgan analyst Michael Pachter believes Sony couldn't pick a better time or place to announce further price cuts for the PS3 and PS2 than next week's Tokyo Game Show.

Feeling The Elite Beat: Keiichi Yano On Crossing Over

Posted: 14 Sep 2007 10:00 AM GMT-06:00

In this in-depth interview, iNiS co-founder Keiichi Yano (Elite Beat Agents) sat down with Gamasutra to talk about his work with Nintendo, the sudden rise of the rhythm game genre, and most vitally, how Japanese and American developers and technologies interact.

Pachter: Halo To Sell 3 Million In 12 Days, $99 PS2?

Posted: 14 Sep 2007 05:17 AM GMT-06:00

Following the release of August's NPD numbers, Wedbush Morgan analyst Michael Pachter stated that he anticipates September's top release will be Halo 3, which he expects to sell over 3 million units in its first 12 days. Pachter also said the game is expected to drive console sales, and predicts that unit sales for Xbox 360 could exceed 400,000 in September in its highest figures of any non-holiday month since launch. Other highlights include his ...

Harrison Confirms Nintendo Exit

Posted: 14 Sep 2007 04:13 AM GMT-06:00

Nintendo of America's senior vice president of marketing and corporate communications George Harrison has confirmed that he will be leaving the company before 2008, after the reported departure of other top marketing executives with the company's partial Bay Area relocation. A relocation of Nintendo of America's sales and marketing staff from their current Redmond, Washington offices to Redwood City in the San Francisco Bay area was confirmed in July, along with the reported departure (not ...

iNiS' Yano Confirms Xbox 360 Project, Engine Development

Posted: 14 Sep 2007 04:07 AM GMT-06:00

As part of an in-depth interview published today on Gamasutra, iNiS co-founder Keiichi Yano (Elite Beat Agents) has confirmed that the company is working on an unspecified project for the Xbox 360. Though best known for its rhythm games such as Gitarooman for PlayStation 2 and the Elite Beat Agents/Ouendan series for Nintendo DS, Tokyo-based developer Yano attended Microsoft's recent developer-centric GameFest event in Seattle, where Gamasutra quizzed him. When asked why he was at ...

European Virtual Console Gets Previously Foreign-Only Releases

Posted: 14 Sep 2007 04:07 AM GMT-06:00

Officials from Nintendo of Europe have confirmed that the Wii's Virtual Console will begin to feature titles that were previously not released in Europe, but only in either North America or Japan. In previous generations of consoles a great many titles never saw release in European countries -- particularly role-playing games, but also any other title which was deemed unlikely to be cost effective in terms of translation and adaptation for PAL television standards. The ...

Japanese Weekly Hardware Sales Continue Freefall

Posted: 14 Sep 2007 04:06 AM GMT-06:00

Market research firm Media Create has revealed data for weekly hardware sales in Japan for the week ending September 9th, following details of the software top thirty. Sales have fallen even further this week, with most major formats recording their worst figures for the entire year and in many cases beyond. With overall market activity at a seasonal low, the extremely low software sales of this week have had a predictable effect on hardware. Nintendo ...

The China Angle: 9you, T3 Make Up, Kick Out Homewrecker

Posted: 14 Sep 2007 04:40 AM GMT-06:00

Nineyou (9you) is back! Three months after the Chinese online game operator suspended its initial public offering in Japan due to a licensing dispute over its bread and butter game Audition, 9you announced that it has finalized an agreement with Korean game companies T3 Entertainment and Yedang on September 13 to extend 9You's license for Audition from its previous expiration date of July 2008 to August 2010. 9you agreed to pay T3 an additional US$ ...

Saling The World: Pokemon, FFVII Take Over Japanese Charts

Posted: 14 Sep 2007 04:50 AM GMT-06:00

Gamasutra's weekly column, "Saling The World", covers the top five sellers for every available platform in the United States, Japan, and Europe, providing an important update of sales patterns worldwide. This week's charts, with data taken from September 13th, 2007, feature cross-platform sales leadership for the just-released Crisis Core: Final Fantasy VII and two new editions of Pokemon Fushigi no Dungeon in Japan. Data for "Saling The World" comes courtesy of the public sales information ...

Q& A: Play N Trade CEO Smhul Talks Retail Experience

Posted: 14 Sep 2007 04:33 AM GMT-06:00

Video game retail franchise Play N Trade recently announced the opening of its 50th store across the U.S., Guam, Puerto Rico and Canada in two years. Additionally, the company has sold the rights to 250 stores, a rate of growth that CEO Yuvi Shmul notes is "equal to or exceeds that of much larger franchise operations" and has seen it ranked recently as one of the Top 50 New Franchises for 2007 by Entrepreneur magazine. ...

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Video games train new miners in Peru | CNET News.com

Posted: 15 Sep 2007 11:49 AM CDT

Games continue to creep into the oddest places. :) I suspect that one of the major applications is going to be something we really didn’t suspect at all, like telephone sanitizing.

Video games train new miners in Peru | CNET News.com

This, of course, actually sounds like fun. Check out the way Reuters talks about it:

The simulators require drivers to pass through timed obstacle courses in simulated mining pits, being careful to avoid wrecking multimillion-dollar rigs and causing the games to crash.

The driver’s cabin in the dump truck bounces over the rough road of mines, and some players enjoyed backing the truck up to a ravine and pulling a lever to dump the dirt load.

A little more breathlessness and you could see this selling on a console.

自学

Posted: 15 Sep 2007 10:53 AM CDT

自信人生二百年,会当水击三千里。
 
上大学后至今,我涉猎过很多领域,游戏开发成了我现在的职业,记者编辑曾是我过去的行业,世界上古史差点成了我终身的事业,生物工程本专业我放弃的那么轻易,英语翻译仍有待更多的机会加以精进……但是有一个领域,也是我妈妈上一个自学成才的领域,却先后趟过两次水,两次放弃。
 
第一次趟的时候,是大一,课程不紧,妈妈那时候还在本科段,让我跟她一起考,结果我修的第一门就没考好,后来借口大学活动多,忙,就跑掉了。
第二次趟的时候,是大三,我要谈恋爱,找妈妈帮忙(好吧,这就注定了这事情要败),她的条件就是让我再入此门,于是考了三门,过了,再考两门,一门都没过,马上就放弃了,当然,因为恋爱失败了,也就不怕妈妈讨债了……
 
现在想起来,真是觉得过去的七八年里,荒废的时间远远大于真正在学习的时间。而我妈,同样在这七八年里,却已经突破这个领域,完全另起炉灶开始了另外一个领域,并且逐渐将这两个领域打通。而这一切背后,都是她不断努力学习,和实践的结果。当我今天在想,自己平日里的空闲时间,为什么不可以多学一些东西的时候,第一个想起来的就是我妈,第一个想重新捡起来的书本就是这个领域的知识。对于年轻人,没有任何社会经验,学这门东西,或许确实有点难度,但我思前想后,这个领域的知识应用的那么广泛和重要,所以学好了,只有好处没有坏处。
 
这个世界上最难的莫过于自学,而这个世界上任何值得尊敬的人,都经历过自学。

13 Witty Ways to Make $100 Online

Posted: 15 Sep 2007 08:53 AM CDT

As I’ve browsed around various discussion forums, I’ve seen people asking how much money can games make (check out games sales stats for answers to that question), how easy it is to earn money online, how good incomes can people generate from ads and so on. I’ve written this practical guide on how to make $100 online. As you can see, there are various ways to make income - and some require more effort than others. And some are much more fun than others.

#1 - Develop a game and sell 5 copies online

Assuming you’ve priced your game around $20, you can make $100 online. Naturally developing the game might take awful lot of time, so for only $100 this might not be the most optimal way - if you are just motivated by the money (and not the journey you take to develop your game).

#2 - Don’t develop a game and sell about 15 copies of a game by somebody else

Game portals such as Reflexive and Big Fish Games (I’m using the latter) provide solutions where basically anybody can start selling games. For example, I can put here a link to a recently published Forgotten Riddles - The Mayan Princess video game, and if somebody gets that game through this site - I make a few bucks.

As you can see pretty easily, developing a game and then selling it requires a bit more effort (at least before the game is out) than selling somebody’s games…

#3 - Write stuff that comes to your mind until you have a good site and then let people buy reviews

Writing one review can actually make you more than $100 (the reviews I’m giving cost $300 currently), but it might take couple of years to establish your site (unless of course you don’t happen to be John Carmack - or other famous person - when starting your blog. But then you probably wouldn’t care about reviews anyway…). Establishing the site might take awhile, so earning $100 doesn’t come overnight if built from scratch.

#3 - Google AdSense ads

Google AdSense is a program that can make you $100 in many ways. The most common way to use it is to display ads. The ads can pay anything from $0.01 to $1.00 (and more) clicks. If your site clicks pay you $0.30 each, then you would need 333 clicks to earn $100. (And to get 333 clicks you’d need to several thousands of visits depending on your site). If you happen to have a site with audience that could be interested in AdSense, it can help you make that $100.

#4 - Google AdSense referrals

You may use Google AdSense also for referrals. If you get 100 people to download Firefox, you can earn $100 (Google pays you $1 for every person who downloads the Firefox with Google Toolbar). Google also has a referral program: if you refer a person who joins the AdSense program (and that person makes at least $100 within about half a year) - you earn $100. First you need to have a site that gets decent amount of traffic before you’ll see that $100.

#5 - Refer people to become TLA

TLA is a system that let’s you sell links from your site, but also to refer people to become publishers or their clients. After you’ve signed up, you can refer people to become publishers or clients. TLA pays you $25 per referred publisher/client, so you need to get 4 people to sign-up to make $100. Depending on your site audience it can be anything from “pretty easy” to “freaking hard” to get people interested.

#6 - Put your skills in use and make paid work

You can find paid work from different discussion forums (Indiegamer, Digitalpoint and of course from the Game Producer Forums). At Indiegamer for example you can find programming or modeling jobs. From Digitalpoint you can get anything from paid posting, article writing to PHP programming and more. Making $100 shouldn’t be a problem if you have skills and focus on making a good deal for parties involved.

You might also want to check out sites such as Rentacoder and GetaFreelancer for paid work.

#7 - Ask your contacts if they could offer paid work

Email everybody you know (yes… everybody, even aunts and grannies, business clients and partners) and ask if they know somebody who could offer work for you. Tell them briefly what you can do (like “Java programming” or “Website design”) and email them. If you ask 30 contacts and 1 of them offers you some hours of paid work you should be doing $100 in no time.

#8 - Create an art content pack and sell some copies online

Frogames is a great example about a guy who makes bucks selling art content packs online. Recently he launched a content pack that costs $150. Sure, it must have taken a lot of time to create the pack - but after he finished the pack, he doesn’t need to work on it anymore.

#9 - Create a programming framework and sell a few copies

Gray Alien Games Framework is a perfect example of this. Jake has created a nice tool (for Blitz programmers) and sells it for a price of around $60. He just needs to sell two copies to make hundred bucks. Again of course there’s time involved in creating the tool - and updating it.

#10 - Create a game engine and sell one copy online

The net is filled with game engines (check out devmaster.net for a big list) and many of them sell for $100. Anybody with good programming skills could create a gaming engine and sell it for profit. If somebody would make a proper DX10 engine in a year or two, I’m pretty sure he will make $100 (and more) online. Naturally making the engine takes time, so this isn’t exactly the fastest way to make $100 online.

#11 - Create an ebook and sell it for $25

If you have special knowledge about something - which I’m sure you have since you even bothered to read this far - then you could make a short ebook and sell it for $25. Naturally you need to find out who could buy your ebook, but announcing at relevant forums (where you’ve participated for long!) for example can be a fine way to promote it. If you already have 1000 posts at some discussion forum, then creating a book and sticking a link to your signature shouldn’t be much of a problem. With price $25 you would only need to sell 4 copies to make $100.

#12 - Sell your signature

There are places where you can sell your signature (like 4 slots) for anything like $5 to $15 per month depending your forums activity. If you sell 4 signature links ($10 each), then it would take 2 and a half months to make $100. Have you posted and been active on some forums? Then simply go to Digitalpoint (Buy/Sell/Trade sections) and tell that you are interested in selling your signature links on the site where you are active. Anybody can do this if they want.

A word of warning though: make sure to read the forum rules before proceeding with sales - some forums don’t allow paid signature links.

#13 - Write a list of 13 ways to make $100 online and promote it

Writing lists are great way to get people’s attention. Everybody and all of his friends love lists. If you create a list like this, you can put referral links and generate ad revenue from the post. Whether you use ads or referrals, it’s possible to generate $100 (if things go right). When creating a list, you can come up with different topics. You might want to use such headlines as “101 top ways to [insert something here]”, “7 great ideas for [something witty here]”, “21 secrets about [making something mysterious]”.

If you liked this entry, feel free to visit GameProducer.net to read more similar articles.

再品《盛唐夜唱》

Posted: 15 Sep 2007 07:54 AM CDT

今天又听了一次《盛唐夜唱》……
其实每次得闲听歌,列表里都会有这首……

不知道是Ediq出神入化的词吸引了我,
还是对那个朝代的向往吸引了我……

总之,那是一个多么令人神往的时代。

大家加虚幻群吧,现在有21个人

Posted: 15 Sep 2007 03:53 AM CDT

高手、新手都来啊~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 39715818

半天的"巨人"体验

Posted: 15 Sep 2007 05:54 AM CDT

18:10分, 巨人维护, 下了线. 是从今天下午开始玩的, 重新建了个角色, 选的是"狙击手".

呃, 整体来说, 我觉得, "巨人"是必成功的, 而能成多大的功, 现在我也说不上来.

肤浅的几点感受如下:

1. 游戏世界观和游戏元素比较现代, 很迎合年轻人的口味;

2. 众多的小白化设计, 让新人的上手难度几乎为零, 基本上只要按照任务提示一步步作下去就行了: 自动引路, 自动打怪, 自动任务指引等等;

3. 从目前我的体验来看, 游戏内容还是比较完善的, 基本达到了作为一个"游戏商品"应该有的品质, 结合他们的开发速度来看, 我不得不佩服;

4. 一如征途一样, 巨人里充斥了大量的大胆设计, 虽然这些设计追根寻底可能并不是巨人首创, 但在这样的一个"会讲故事"的人的手里, 这游戏可能越玩越有意思了;

5. 如果你仍然以道德的高度来评判一个产品, 那我不得不再次提醒你: 这个产品与脑白金一样, 同样也会充满了道德层面的争论, 也许现在暴露的还比较少, 但基于现在的游戏架构来看, 以后会暴露的越来越多, 可能会让你觉得越来越恶心. 所以, 奉劝心灵纯洁的人士还是不要来凑热闹了, 热闹就留给我等"外痞内不痞"的人吧.

"新手带入的难度几乎为零, 对玩家的体贴无微不至", 这是我这半天来最大的感受. 我只用了小半天的时间, 目前到了二等民兵.

《LocoRoco》概念设计和设定

Posted: 15 Sep 2007 03:06 AM CDT

有段时间没发些关于游戏设计相关的东东了,有些对不住我所从事的职业。哈哈!这周末在网上搜到的好东东,也许有些朋友看过了,没看的朋友看看吧。
 

乐克乐克(LocoRoco)是 PSP 上的一款极具创意的游戏(2006.09)

故事是叙述在宇宙的某颗行星上,有种如同果冻般柔软有弹性、会合体分裂的奇妙生物“乐克乐克(LocoRoco)”快乐栖息著。有一天毛杂军团从宇宙侵袭而来,为了保护乐克乐克们不遭受毛杂军团的侵略,于是要使用 L 钮和 R 钮来拯救乐克乐克,让玩家以简单的操作方式享受温馨热闹的游戏乐趣。

该游戏的一些概念设计和设定,这是演示PPT的一部分。

 

怀念我的个人网站!

Posted: 15 Sep 2007 02:11 AM CDT

整理资料的时候,不经意找到了自己几年前设计的个人主页。那时候还比较流行创建自己的个人主页和空间,于是赶潮流也作了几个。后来由于工作的关系,暂时就放下了。等过些日子忙完手头的项目,决定还是好好的设计一个新的。哈哈,到时朋友们多多捧场呀!
 
 
还是03年的作品了,现在看有些不时尚不够设计水准了。
 
 
呵呵,这个小雕像我还保留着,这可是从众多玩偶中找出最与我相近的了。
其实,原形人家是徐志摩的卡通形象。

How Much Internet Connection Downtime Costs You?

Posted: 15 Sep 2007 03:25 AM CDT

My Internet connection died yesterday (which means I couldn’t update my blog until now), and luckily I had just (like 2 minutes before downtime occured) finished uploading tiny changes to the this site. If the connection would have died when I was processing the updates, the site might not have functioned at all. It could have just given PHP error to readers.

Luckily that didn’t occur, but I still couldn’t publish a post (which means I’ll publish two entries today) and it also meant some (small) revenue losses to me. Nothing earthshaking, but something anyway. This isn’t the first time the connection has died (within couple of months) and I’ve seriously started to think switching to a better connection. I’m not 100% sure that I can get the connection I want, but at least I can ask.

It boils down to this: if you need to stay online most of the time (everybody can survive 2 hours without Internet connection every other month or so…), then calculate how much it costs you if the connection is not alive. If you know that you need to have virtual team meetings, handle customer support emails or anything similar then you can draw rough figures about the costs. If your Internet connection costs $25 per month (and you experience several hours downtime per month), would it make sense to use ISP that charges you $35 per month (and has close to 100% uptime?).

Same goes with webhosting. If your cheap webhosting system doesn’t have a proper uptime, would it make sense to put little “extra” to it? Not choosing the cheapest option might actually prove out to be a solution that saves you money.

Have you calculated how much downtime costs to you? Would it make sense to do something about it?

If you liked this entry, feel free to visit GameProducer.net to read more similar articles.

20年的游戏感悟:四

Posted: 15 Sep 2007 02:01 AM CDT

20年的游戏感悟:四

——那眩目诧异的街机厅

 

在小学二年级的时候,在一位“师兄”的带领下,我第一次在没有家长的陪同下离开了离家最远的地方——和我家邻接着的一条平行的路上的一家街机厅。

这是我第一次进街机厅。

就在那只有十来二十平方的小房子里,两排的大机器旁坐满了人。看着那屏幕上的精彩的游戏画面,那真的是眩目诧异啊。那天我第一次受到了款待,拿着师兄给我的一个硬币,开始了我的第一个街机游戏——那盲拳能打死老师傅的“街头霸王”。

直到今天想起那些硬币真是难忘啊……

 

自从那一次“远离”家里的闯荡以后,小四开始我就不时会陪朋友去到附近小巷的街机厅里流连——我是一个乖乖仔,通常只是扮演看的角色,实在到了朋友忍不住手的时候,就会给我一两个币来陪他玩。

那时候玩过的街机游戏真是多啊,印象深的多是那些横版和跳台类的游戏,比如说《名将》、《恐龙快打》、《三国志》、《圆桌骑士》、《制裁者》等等等等。

当然,像《街霸2》、《豪血寺》、《侍魂》这样的一些格斗游戏和《雷电》、《1945》等飞行游戏,也是大大吸引我的眼球的。

 

随着学校的投诉、街机厅的凌乱和城市的管制,附近的街机厅也开始渐渐地跑开了,而我们也随着他们跑远的距离继续追逐着,越追越远。那种距离已经不是区区离了一条街那么远了,而是离了几条路甚至是一个区。

五六年级开始我慢慢地少去街机厅了,而到了升上初中的时候,更加是基本上没去了

——因为在这两段时期,我的游戏生涯发生了更大的转变。

Where Are We Going, And Why Are We In This Handbasket?

Posted: 15 Sep 2007 03:15 AM CDT

I'm looking into some ways of overhauling the main Rampant Games website. One thing I really need is an easier way to add new games, and other new content. Right now it's a handful of scripts and straightforward HTML.

Anyway, I thought I'd go ahead and poll you to find out what you'd like, to make the site more useful to you, personally. Here on this blog, and at the main website.

What are you looking for?

What kind of blog posts do you like the best?

Why do you visit?

What brought you here in the first place?

What sort of things could I provide on the main website to bring you back?

How could I improve things?

What frustrates you about how things are set up?

If you could change one thing about www.rampantgames.com, what would it be?

If you could change one thing about Tales of the Rampant Coyote, what would it be?

I know these kinds of questions can cause something of a deer-in-the-headlights effect in me, so I apologize. Hopefully I can use your answers to these questions to create some more specific, multiple-choice-ish questions in the future. I'd just really like to steer the site in a direction that would be more useful to people.

Also, I have a little poll for forum members to try and find out more about what you all are into. Unfortunately, you have to sign up onto the forums in order to post anything, which I admit sucks. That's one thing I'm looking into with the upgrade... trying to integrate all these elements together.

Anyway the poll is here. Don't be afraid to post more information in a reply! I know a one-choice poll is weak, but it's a start.

Thanks everyone!

Did you enjoy this article? Be sure and check out past articles and the comments HERE.

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

科幻-我的异度空间_感觉艺术的创造--心灵感应机的设想

Posted: 15 Sep 2007 02:04 AM CDT

 记得访问我的百度空间 流暮似水`饮歌 http://hi.baidu.com/yzpf/blog
 

前记:昨日出门的时候带了两张纸,本是想记录一些求职电话信息的,走着走着又陷入思考,电话无心打,又被锁着外面,便想想立身本领的事儿,要么打工要么创业,太阳一懒下来便也写满了整整两张纸,头脑一热想冷清一下看会报纸,贫啊,一块五的报纸都买不了。在外难,身边的一事一物都珍贵得赛过一切。

 

在我思考人生存所必需学会的思想表现形式时,从感觉出发,眼睛告诉我美术是最为直接的表现艺术。人有五感,视、听、嗅、味和触觉,接受这些感觉的器官分别是眼耳鼻舌和皮肤,人们所说的第六感即是通灵。

 

随着技术的进步,科学家已经试着开发一些工具来研究人类感觉与世间万物关系,在人类器官不及绝对优化的前提下,人类发展出了多种多种的感觉艺术形式以享受生活。我们开始了美术、音乐、香艺、厨艺与材质环境技术的人类探索研究历史,这些似乎告诉我们可感觉元素都是可以编辑的,并且多样的电子器官代替了人类器官用以记录调节生活生产工作。但世界毕竟是人类的社会,还没真正进入智能机器人的时代,所以诸多的研究工作最终还须回归至肉身肉体的人类本身。

 

有人说,亿万年后的人类会像我们现在看见的外星人一样,也有人说以后的我们会装备上不同功能的义体(肢),人类机体的改进即使同类间的竞争需要也是适应未来生存环境所必须做出的改变,当然也包含与智能机器竞争的需要。也许多年以后,地球环境恶劣了,人类须要戴上口罩才能呼吸、人类须要安上假鳍才能在水中城市下正常走动……走题了,回到感觉这个话题。

 

段意号为“`”,用来隔开意群,本篇首次使用。

 

人类所能试着尝试的或要适应的感觉`需要延伸或遭遇挑战的时候,我们借用了工具。感觉创造是利用自然界的智慧开拓自然界的边疆,对于未可视、未可嗅。。。等未可感觉的东西,我们可以做第二或第三感觉者。假设有一种物质的存在不是现有仪器所能感知的,但其却真实存在,知识和实验将会告诉我们有相关物质会帮我们照顾这些神仙的。

 

感觉艺术,是将我们的感觉意象作为艺术的形式展现的,程序有感觉意象的编辑、传感(移感或移觉)、感觉语言化和欣赏的艺术。打个比方,我们向盲人解释空间美,我们有声音语言,盲文,触感模拟屏,或者是未来的味觉嗅觉语言,当然还有一个更为直接的过程,就是将空间美的意象通过脑电波直接递给盲人。

 

           (感觉的传递=传感器,移感

           直接的电波传递,有机器智能预处理。。)未可明语句

 

最后一个问题,关于心灵感应,一般来说可以理解为第六感、预感,但明了就是第五感以外人类对其它事物的知觉,心灵感应的交流有俗语叫做腹语交流。初步分析:

       感觉-感应信息素的运动(流或者飞或者……)-某种解码过程-感觉

 

人们习惯于传说心灵感应的神奇故事,也不时对心灵感应的发生条件作一些研究,什么母子间的亲情可能会因其一方的某重大变故而诱发心灵感应,什么姐妹之间的抚养深情使得姐妹间心心相应(双胞胎间的传奇更多),或者是注定的恋人之间也有心灵感应等等。暂且不说血缘基因导致空间某物质的共振而传递了心语(如果我们能够对发生过心灵感应的人做一些实验的话……),维系心灵感应的替代物质可以找到的话,这比无线电更适合人类正常的机体感应处理(不管是化学的还是物理的)。当然兼于现在的技术我们可以做一个设想。

 

就如动画片里常看到的大脑植入芯片,然后生化人可以和任何人沉默交流,芯片可以流畅地监视大脑活动并发布不经过自身器官的命令信息。记得有部小说提到过一个只通过心灵感应交流的社会会是什么样子,但不久的将来这种感应交流会真现在生活当中。我们在身体内植入心灵感应机,就是一部不会掉的手机一样,一个人对应着一部手机一个号码。

 

    感应信息-机处理-应答解码-感应信息……人类间的近距离交流如果无声的话虽然近乎理想,但谁又能保证新的社会问题不随之而来呢。

 

写得乱了,将就看吧。这个博客很久没更新了,放两篇文章上来好看点。

《丧尸围城》即将登陆PC

Posted: 14 Sep 2007 10:48 PM CDT

 =http://www.pconline.com.cn/images/html/viewpic_pcgames.htm?&namecode=pcgames&subnamecode=pcgamefirstpage][/url]
  《丧尸围城》(Dead Rising)是Xbox 360上的一知名惊悚生存游戏,玩家将扮演一名自由撰稿的摄影记者Frank West,他要在一个僵尸出没的小镇寻找接头人。在斯堪的纳维亚的发行商Pan Vision的网站上出现了《丧尸围城》了资料页,上面预订发售日期是9月28日,但后来发行商删除了这个日期,改成未确认,但依然可以确认本作将于今年年底前上市。

[url=http://www.pconline.com.cn/images/html/viewpic_pcgames.htm?Click here to open new window CTRL+Mouse wheel to zoom in/out&namecode=pcgames&subnamecode=pcgamefirstpage]

===============

太激动了!!!!!相信我的C4 2.4G    A卡9550双128 256M DDR内存可以跑得动,毕竟这是一个类似GTA一样的游戏!!!看过一些通关录像,同屏的敌人并不是很多,所以我的JJ有希望,大不了我把内存加到1G嘛!

《暴怒之壳》(1914 Shells of Fury)[Bin]

Posted: 15 Sep 2007 01:21 AM CDT

《暴怒之壳》(1914 Shells of Fury)[Bin]
转自TLF
游戏名称:暴怒之壳
英文名称:1914 Shells of Fury
游戏制作:Rondomedia
游戏发行:Strategy First
游戏语种:英文
游戏类型:Simulation(模拟游戏)
游戏平台:PC
游戏容量:1CD
官方网址:http://www.shells-of-fury.de/
游戏安装指南及版本说明:
* 解压缩RAR文件到硬盘,并安装;
* 使用序列号:AJX8X-ZZVZ7-XHYKE;
* 使用桌面的快捷方式开始游戏。
配置要求:
最低配置:
操作系统:Windows XP/Vista
CPU:Athlon XP 2000+ or Pentium 2GHz
内存:512 MB RAM
显卡:支持PixelShader 2.0、显存至少128MB的3D显卡
推荐配置:
操作系统:Windows XP/Vista
CPU:Athlon XP 2600+ or Pentium 2.4GHz
内存:1024 MB RAM
显卡:支持PixelShader 2.0、显存256MB的3D显卡
【游戏简介】
游戏背景设定在第一次世界大战,“暴怒之壳”中,您扮演的角色是模拟第一次世界大战中的一艘潜艇,玩家可操纵4种德国潜艇进行早期的海狼作战。玩家们来自德国皇家舰队指挥他们自己的一战潜水艇。准备参加来自一战的水下任务玩家们可以发出不同的指令去控制自己的潜水艇来执行任务。当你在海中漫游的时候,玩家如果要想活着结束任务,就必须得使用战术技能在你的对手结束你之前先将它结束。本作将以真是的模拟和作战环境来营造出真实的游戏氛围,本作将定于2007年9月份正式上市。
【游戏截图】



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  暴雪创办人兼总裁Michael Morhaime在GDC Austin上发表了演讲,谈论他从《魔兽世界》和其他暴雪游戏中总结出来的十条经验。

  1·游戏性第一。如果你了解暴雪,那你知道他们在游戏平衡性上力尽完美,或者说比任何人做的都好。暴雪哲学好懂但难掌握。他们
希望你入门容易而维持长时间的兴趣,用同一款产品同时吸引休闲和核心玩家。

  2·打造并保护品牌。暴雪的目标是要消费者进入商店,看到暴雪的商标就知道那是好东西。但个人认为暴雪这方面做的不好,为何?他们欺负了可怜的BNetD(战网私服)人员,控告一群没有反抗能力的开发者。暴雪真坏。

  3·抗拒提早上市的诱惑。这一点很多人都做不到。游戏是要在完成之后再推出,而不是当日历上某个时候到来。如果照着日历办事,那你的结果就是创世纪9,更糟糕的,就是多bug的
微软恶梦般的操作系统。

  Michael指出,公司应该用长远的目光去看,而不是考虑短期。短期考虑通常不会有好结果。《暗黑破坏神》错过了圣诞假期,在12月31日推出。你会觉得暗黑是个错过了圣诞的游戏,还是个卖了几百万的游戏?《燃烧远征》也错过了圣诞假期,但在
第一天就卖出了240万份。

  4·不要所有东西都同时做。知道自己能做什么,然后把它做好。《魔兽世界》并不是他们第一款在线游戏,《魔兽3》就有大量在线内容,《暗黑2》也是。从它们之中吸取经验,WOW就诞生了。

  5·暴雪是一个全球性的企业。它曾经只是美国的公司。东西先做好英文的再去做其它地区的。游戏先在北美发售,然后到欧洲,然后到其它地方。这种做法有好些弊端。

  
星际争霸,韩国的国家级游戏,显示的却不是本地语言。唯一有本地语言的是日本版,但这个版本又与其它的冲突,韩国人玩的是英文版。而北美和欧洲的灰色市场意味着当游戏在美国发售,那在欧洲发售日期之前人们就能拿到它,而当游戏正式在欧洲发售的时候,人们已经买到了,销售自然不好,零售商也不高兴。

  解决方法就是平等的对待所有玩家。进行全球范围的同步发售。这需要更多时间,但绝对值得。《暗黑2》便是全球同时发售,而结果也相当好。

  6·地区性口味的
神话。暴雪不相信有地区性口味这玩意儿,全球兴趣都是一样的,只是人数不同。如果你制作一款适合所有人口味得游戏,那你就不用针对每个市场各做一个版本了。

  有一件事还是得注意,就是文化问题,比如魔兽3里的熊猫。游戏里的熊猫穿着日本服装拿着日本武器。中国玩家对此颇有怨言。因此它
后来就改穿了中式服装和中式武器,问题就解决了。

  7·运营
网络游戏不属于游戏开发。你在三个大陆上24小时不停得运行着数千台服务器。你还需要管理一群活跃但虚拟的社区。

  举个例子,你的开发小组在为游戏增加内容,但如果小组需要修正服务器的问题,他们就不能继续开发那些内容,哪个更重要?暴雪特别成立了一个小组专门应付游戏里的问题,这样开发小组就可以专注于他们的工作了。

  8·交流。内部交流、外部交流。如果你有社区,跟他们交谈,经常的,清楚的。如果有个大bug,或者服务器挂了,工作人员马上就开始工作,他们不会到论坛里解释问题,时间就这样浪费了。

  因为这样,内部无关人员不知道发生了什么事,外面的人也不知道发生了什么事,然后人们开始抓狂,在论坛上疯狂发贴然后论坛就挂了。

  为了解决这个问题,暴雪建立了一个正式的邮件系统。开发小组可以与内部人员交流,消息可以有秩序的传播开去。

  9·避免涉及金钱。只要你在WOW里显露出一点商机,人们就会滥用它。如果你把它隐藏,问题就变小了。如果坏人不能赚钱,淘金、窃取帐号、伪造信用卡等等这些问题就不再存在了。

  10·持续测试游戏,不要相信Ver.1.0。你测试的越多就越好,但很少人能做到。在暴雪,每时每刻每人都在测试。先有封测,然后公测,然后发售,希望游戏到了发售日的时候能有平衡性、流畅、无bug。

  暴雪在燃烧远征的发售上相当接近这个目标。服务器的结构升级以减少网络延迟,并提升了容量。他们补充了很多的内容,最后把发售日期推迟到完成的那一天。

  最后,他们在当地时间凌晨发售了。一天卖掉了240万份,这是很好的成绩。有管理员表示当他看着服务器的灯一个接一个亮起来的时候他感到非常欣慰。

  暴雪奋斗了16年,现在有数百万玩家在线游戏,他们做出了不错的成绩。任何技术都会出现问题,但暴雪总能把它们减轻。希望日后的网络游戏可以从他们的错误和成功中学到一些经验。

[NetShowBT][最新游戏][1914 Shells Of Fury][暴怒之壳][EN][1CD] (大小:604.96M 人气:202 下载:30 完成:- 种子:-)

Posted: 15 Sep 2007 01:03 AM CDT

发布简介:1914.SHELLS.OF.FURY-ADDICTION< />暴怒之壳< />< />【游戏封面】< />< />中文名� 疲罕┡� />英文名称:1914 Shells Of Fury< />游戏制作:Rondomedia< />游戏 发行:Strategy First(美国) / To Be Announced(英国) / To Be Announced(北欧)< />游戏语种:英文< />游戏类型:策略游戏< />官方网址:http://www.shells-of-fur y.de/< />游侠0day信息网:http://0day.ali213.net/jump.asp?id=5171< />所属讨论 区:(二战游戏专区)http://game.ali213.net/forum-244-1.html< />BT链接:< />� 嘤蜗非敕梦剩篻amebt.ali213.net< />< />游戏安装指南及版本说明:< />* 解压缩 RAR文件到硬盘,并安装;< />* 复制光盘上Crack目录下的破解文件到你的游戏安装目 录;< />* 使用桌面的快捷方式开始游戏。< />< />配置要求:< />最低配置:< />操 作系统:Windows XP/Vista< />CPU:Athlon XP 2000+ or Pentium 2GHz< />内存:51 2 MB RAM< />显卡:支持PixelShader 2.0、显存至少128MB的3D显卡< />< />推荐配置 :< />操作 ...
下载地址:http://gamebt.ali213.net/download-spot-1-347.html

索尼计划用新版PS3对抗光晕热潮

Posted: 14 Sep 2007 10:06 PM CDT

 

以前曾有小道消息称索尼计划发行售价仅为399美元低价版PS3,其硬盘容量大约是80G版PS3的一半。现在有报道说鸿海精机也将加入索尼的供应链,与华硕一道为其生产新版PS3。

另有消息指,FCC(联邦通信委员会)测试了一款型号为CEHG01的新款PS3,FCC ID为AK8CBEH1000,也许这就是索尼为假期主机大战所准备的40G低价版PS3。

索尼计划用新版PS3对抗光晕热潮

业界分析家(没错,又是那个Michael Pachter)认为《光晕3》上市后将在12天内卖出300万份,还会使XO主机九月份的销量数字超过40万台——自发布以来的非假期单月最高销售记录。

他认为索尼会在下周的东京电玩展上宣布新款主机及相关定价:

“我觉得这些举措非常可行,SCE总裁平井一夫将在下周的东京电玩展上发表主题演讲。如果以上传言属实,考虑到演讲时机正好掌握在《光晕3》上市前一周,我们认为没有比这更合适的场合来宣布此类消息啦。”

他表示说如果索尼选择下周宣布降价,本年度的硬件销售预期将有望上调18个百分点。

《信长之野望12革新威力加强完美二合一版》(Nobu 12 PK Japanese)[ISO]

Posted: 14 Sep 2007 08:27 PM CDT

《信长之野望12革新威力加强完美二合一版》(Nobu 12 PK Japanese)[ISO]
转自TLF
游戏名称:信长之野望12革新威力加强完美二合一版
英文名称:Nobu 12 PK Japanese
游戏制作:Koei
游戏发行:Koei
游戏语种:日文
游戏类型:Stragety(策略游戏)
游戏平台:PC
游戏容量:1CD
官方网址:http://www.gamecity.ne.jp/kakushin/pk/
【游戏简介】
信长之野望12革新PK日文版即将于2007年9月14正式发售,这已经让我们等待了足足两年的时间,原版是在2005年6月发售的,同时这也是今年日本光荣发布的第
一款单机新作,相信加入了很多新的要素。
南蛮技术:
由于12代名为“革新”,而游戏中“革新”这一主题的体现就是在技术上,因此在PK版中更加强化了“技术”的概念,从官方放出的图片可以看出,游戏中菜单
选项新增了“外政”选项,通过外政可进行“协定”、“指示”、“取引”、“契约”、“贸易”等操作,能够与南蛮国交涉获得更为强大的南蛮技术,也可以
通过贸易获得特产品。
诸势力:
曾经广泛受到好评的“诸势力”也将会在革新PK版里得到很好的体现,倘若能与其保持很好的关系,是可以帮你扭转战局的哟。在革新PK版里,共有忍者众、国
人众、寺社众、商人众、水军众,不过你只能选其中之一与其同盟,因为设定了相性相互克制的关系,并且同盟是有时间限制的。
谱代家臣:
在人事上,新增了“谱代家臣”的概念,通过建设支城,可以任命配下武将为谱代家臣,具有可以避免敌对势力寝反,不要支付俸禄,带兵能力提升、能力增长
的好处,并且可以支配支城,使支城拥有特殊的效果,从而有利于势力的扩张。
游戏新机能:
新增的游戏机能,游戏剧本方面增加了“霸王的后继者”、“关原合战”两个剧本,以受丰臣家恩惠的家臣叛逃到德川家为题材的架空剧本“太阁之恩”一个,
大约100名新武将登场,传说中的“真田十勇士”也将登场,喜欢用“真田家”开局的玩家可以偷着乐了。游戏编辑器可以对武将、势力、城的各个属性等进行数
据编辑,例如台风发生的有无,家臣俸禄的支出,部队兵粮的消耗进行调整,当然还有玩家们最为关心的“姬武将”,都可以自由的根据自己的喜好进行调整。

【游戏截图】


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《空中突击行动2》(Operation Air Assault 2)破解版[Bin]

Posted: 14 Sep 2007 04:46 PM CDT

《空中突击行动2》(Operation Air Assault 2)破解版[Bin]
转自sharevirus
中文名称:空中突击行动2
英文名称:Operation Air Assault 2
制作厂商:Interactive Vision
代理发行:Midas Interactive Entertainment
游戏平台:PC
游戏容量:1CD
游戏版本:英文
游戏类型:模拟飞行
【游戏简介】
国际恐怖分子活动十分猖獗,必须有人终结它们!
游戏中玩家扮演一名飞行中队中的精英,玩家必须找到恐怖分子的巢穴,无论付出多大代价都要根除这些恐怖分子。拯救世界的重担就落在玩家的肩上,它是一个艰距的任务,但是有最先进和火力强大的武装直升机与你为伴!
游戏中有大量的武器可以使用,如巡航导弹,火箭炮和加农炮等等!在不同作战地区20种令人窒息的任务,等待玩家的完成!同时还有在敌人后方营救无辜的居民的艰巨任务,挑战玩家的神经。



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AGDC07: the F13.net interview

Posted: 14 Sep 2007 11:05 PM CDT

It seems to have become a traditional that at every conference I sit down with F13.net for a rambling, all-over-the-map interview, which they then take weeks to post. :) This time, however, they typed fast and furiously, and it’s up already! Read on for digs at various industry luminaries (who are all friends whom I deeply respect, honest), plus thoughts on how many stories tall a videogame needs to be for us to feel like the screen is actually big enough…

Also, this time the interview features special guest star Cuppycake!

F13.net - Usefully Cynical Commentary » AGC07: Interview with Raph Koster

… the whole point of being a self-made man is so you can buy that cool golf ball. *laughing* It’s the American Dream! So, yeah, it matters, but I think some of it is honestly because we’ve been pretty crude actually, I think, in design about how we set up comparisons between players and how we tell them to measure themselves against other people. We just give them this one metric, level or whatever, and then… what if there were lots of metrics? Like: You are an extremely high-level epic mount earner! That guy’s a lousy epic mount earner. Then all of a sudden you could say, “Well, clearly he bought his”, and you go neener-neener and walk away. And nobody would feel like it was awful! So some of it might be just that we’ve been bad about designing our metrics.

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