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Oct 6, 2007, 1:07:36 PM10/6/07
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"game" via 柠檬杀手 in Google Reader

psp《勇者别嚣张》

Posted: 06 Oct 2007 08:47 AM CDT

sce将在psp上推出一款名为勇者のくせになまいきだ。》的游戏,台湾译为《勇者别嚣张》。
 
 
这是一个迷宫经营类游戏,玩家扮演魔王,挖掘地下迷宫,培养自己的怪物军队,打倒不断入侵的勇者。勇者通常三人一组,有战士、魔法师等经典的rpg职业。这种“反勇者”颠覆传统游戏的感觉听起来也挺好玩的,当然,类似的理念以前已经在一些游戏出现过了,不算新鲜,就看sce能否作出新感觉了。
 
有趣的是:11月22日是nds《勇者斗恶龙4》的发售日( http://blog.sina.com.cn/u/4938f71b01000e1h ),12月6日psp就来了这样一个《勇者别嚣张》,虽然只是巧合,但也不免令人有针锋相对的联想。

欧版ps3降价

Posted: 06 Oct 2007 08:30 AM CDT

sony于10月5日宣布,将于10月10日在欧洲开始发售ps3的廉价机种:40GB版,价格399欧元。

 

而现有的欧版60GB版ps3也将从599欧元降价到499欧元,库存售完就不再生产了。

 

这也是ps3继日本和美国之后,在欧洲正式发表的降价消息。

 

相关链接:
http://blog.sina.com.cn/u/4938f71b010006wl
日版ps3降价
http://blog.sina.com.cn/u/4938f71b01000cmy
美版ps3降价

 

Clips: Mass Effect Character Spotlight Pt. 2

Posted: 06 Oct 2007 10:00 AM CDT

With BioShock and Halo 3 behind us, the next big epic game (not to be confused with Epic Games) is Mass Effect, set to hit shelves on Nov. 20, just in time for Thanksgiving holidayers to have something to play whilst trapped at various relatives homes. (Don't forget to bring your 360)

This clip introduces us to some of the denizens of Mass Effect you'll meet throughout the game and shows off some of the gorgeous character animations that will likely set this game apart from other RPG shooters. If you missed Part One, I have included it for your viewing pleasure after the jump.

Original: Kotaku Originals: From The Bungie Split to Itagaki

Posted: 06 Oct 2007 09:00 AM CDT

《世界摇滚之旅大亨2008》(Rock Tour Tycoon World Tour 2008)硬盘版

Posted: 06 Oct 2007 06:03 AM CDT

《世界摇滚之旅大亨2008》(Rock Tour Tycoon World Tour 2008)硬盘版
转自sharevirus
游戏名称:世界摇滚之旅大亨2008
英文名称:Rock Tour Tycoon World Tour 2008
游戏语种:英文
游戏类型:Simulation

【游戏介绍】(原创翻译: jackpot @ Verycd)
摇滚巡回大亨让玩家有些机会置身于竞争激烈的音乐事业世界中。游戏里玩家和本地的乐队合作,使用一切方法发挥这个乐队的潜能,从而让玩家的乐队在音乐畅销排行榜中名列前茅。当然事情不会那么顺利的,你随时都要面对狡诈贪婪的俱乐部老板,喜怒无常的乐队成员,不能预知的受伤和唱片销量的下滑。
游戏特色:
*玩家管理本地乐队,学习如何在音乐产业中生存
*玩家可以给乐队配备最新的吉他,架子鼓和音响设备等
*玩家可以通过发放传单,广播,海报,网站,广告牌和电视为自己的乐队做宣传
*玩家可以签约新的乐队成员。当然如果乐队成员表现差强人意,玩家也可以解雇他们
*世界巡回表演,和各式各样的咖啡厅,俱乐部和体育场签订合同
*观看乐队的表演,听取粉丝们的反馈
【游戏截图】



²²²  
‏  ‏  ²²²²²    
    ²² ‏ 
   ²  ² ²  ²
  ²     ²² ² ² ²²
²²²² ²² ² ²² ² ² ²²² ²²   ²²
²²² ²²²²  ² ² ²²² ² ²²
²  ² ² ²²  °°   ²² ² ²²
²² ² °° ² ² ²²²² ²²²
² ² ²  °   ²² ²²  ²²²
²²² ²²   ²²²  ²²    ²
² ²²² ²   ² ° ²²²² ² ² ²²
²²² ² ² ° ²² °°° ² ²²  °°° ‏  °°°°
² °°  °°°   ² ²
 ±   ² °  °° PRESENTS: °     
²  ° ²
² Rock Tour ²
  ²   

+--ִִִ°ִִ-- --ִִ-ִ ִ° ִִִ- °°ִִ-- ִ+

‏ Supplier : Team iLN ‏ Release Date : 04.10.2007
‏ Packager : Team iLN ‏ Game Type : Tycoon
‏ Cracker : Team iLN ‏ Disk : 24
‏ Language : English ‏ Protection : N/A
°ִִ -ִ-°ִִִִ -ִ-ִִִ-ִִִִ-°ִִִ-ִִ ִִ-ִִִִ°ִִִִ--ִ
תת Publisher : N/A
תת Requirements : N/A
     ‏
°°  ² °²²°°  °°²²° °°
+ִִִ-ִִִִ---°° -ִִִ-ִ‏ִִִ°ִִִ-ִ -ִִִִ-ִִִִ‏ִ-ִִ°ִִִִ----ִִ°ִִ+
+ RELEASE NOTES +
+ִִִ-ִִִִ---°° -ִִִ-°ִִִ-ִ -ִִִִ--ִִ°ִִִִ----ִִ°ִִ+
‏ 
With hard work comes experience... and fame! Rock Tour Tycoon plunges
you into the cut-throat world of the music industry. Here is your
chance to work with a local band that has the potential to hit it big
and race to the top of the charts.

It won't be easy... Along the way you will run into greedy club
owners, moody band members, random injuries, and falling record
sales.

Ripped: Nothing

+ִִִ-ִִִִ---°° -ִִִ-°ִִִ-ִ -ִִִִ--ִִ°ִִִִ----ִִ°ִִ+
+ INSTALLATION +
+ִִִ-ִִִִ-‏-°° -ִִִ-°ִִִ-ִ -ִִִִ--ִִ°ִִִִ----ִִ°ִִ+
  ² ° 
1) Unpack
2) Run setup.bat
3) Enjoy!

²²²  
‏  ‏  ²²²²²²    
    ²² ‏ 
   ²  ² ²  ²
+ִ‏ִ-ִִִִ---°° -ִִִ-°ִִִ‏ִ -ִִִִ-‏-ִִ°ִִִִ----ִִ°ִִ+
+ NEWS / CONTACT +
+ִִִ-ִִִִ---°° -ִִִ-°ִִִ-ִ -ִִִִ--ִִ°ִִִִ----ִִ°ִִ+
+ +
+ Born from the ashes of old, with the spirit and knowledge of today +
+ iLLUSiON is here to show you the path. We are here for the fun and +
+ competition, not for glory and fame. If YOU want to be part of +
+ this and feel you have something to contribute with, then feel +
+ contact us at the email supplied below. Do note that we do NOT +
+ send out either disks nor information about the releases at all +
+ so just save our and your own time and don't send those emails +
+ in the first place. +
+ +
+ Contact iLLUSiON: team_i...@land.ru +
+ +
+ An iLLUSiON will always exceed any +
+ MYTH, LEGEND or PARADOX there is +
+ +
+ִִִ-ִִִִ---°° -ִִִ-ִ‏ִִִ°ִִִ-ִ -ִִִִ-ִִִ‏ִִ-ִִ°ִִִִ----ִִ°ִִ+
   °² ° ° ²°   °
° ² ²° °
‏ ‏
²² ²     ² ²²
²²² ² ²²²
²  ²
²²
²
E

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

《坎贝拉猎人2008》(Cabela's Big Game Hunter 2008)硬盘版

Posted: 06 Oct 2007 05:58 AM CDT

《坎贝拉猎人2008》(Cabela's Big Game Hunter 2008)硬盘版
转自sharevirus
游戏名称:坎贝拉猎人2008
英文名称:Cabela's Big Game Hunter 2008
游戏制作:Activision
游戏发行:Activision
游戏语种:英文
游戏平台:PC
游戏容量:1CD
游戏类型:Hunting(狩猎类游戏)
【游戏简介】
开始你的打猎梦吧!坎贝拉猎人2008是把动作和冒险与真实生活猎狩策略相融合在一起而开发的新型打猎类型游戏。其中包括麋鹿驼鹿骡鹿驯鹿奖红鹿大绵羊角、角水牛、野猪和灰棕熊等20多种种类动物。体验一下如何在与恶劣生存环境中的动物和糟糕的天气的情况下打猎吧! (by xmcblood)
【游戏截图】


²
²²²
²²²
²²²
²²²
²²²²
  ²²² ²²
  ²²²  
 ° ²²² ²° 
  ²  ²²²²
 ²²²²²²²²²²²²²² ²²²²
‏²²²²²²²‏
²²²²²²²²²
²²²²   ²²²²²  
² °° ±²²²²° °°° 
²   ° ²²²²± °°± ²² 
² ²² ²² ²² ± ²²°° ²²   ²²
² ²²² ° ² ²      ² ² °
² ² ² ²² ² ²   ²² ² °°
° ²² ²  ²²° ±± ² ± ²² ²² ² ²±
° ² °²²² ²  °° °² ° ²² ² °° ²²
±  ° ²² ² ² ² ° ²²  ²² 
± ² °°  ² ²°  ² °² ² ° ²²² ²° ²²
² ² °° ² ² °° ²°² ° ²  °  ² ± ²
 ² ±± ² ² ² ° ² ² ° ²² ²² °°²² ² ° ²
 ² ²² ²²²² ²  ² ² ² ² ° ² ² 
²  ² ²  ‏ ‏ ‏ ²² ² ²
²  ²        ²  ²²
² ²  ²²    ² ²²  ² ²
²²² ² ²² ² T E A M ² ²² ² ²²²
 ² ²²  ² ²² R I T U E L ²² ²  ²² ² 
²  ² ²² ²² ²  ²
² ² ² ²
²² ²²
² Cabelas Big Game Hunter : Trophy Buck ²
² (c) ²
² Activision Value ²
² ²
² 10/2007 :.. RELEASE.DATE ... PROTECTION ....: CD Check+dc ²
² 33 :....... DISC(S) ... GAME.TYPE .....: Hunt ²
²² ²²
²  ‏ °   ° ‏  ²
² ± ²  ² ²  ² ± ²
 ²² ² ²²²   ²²² ² ²² 
²  ²²²²²² ²²² GAME ²²² ²²²²²²  ±
  ²  ²² iNFOS! ²²  ²  
²  ²² ²²  ²
²²   ²²
²² ²²
² Trophy Bucks features fast-paced hunting action in 96 ²
² heart-pounding missions. Endure varying weather conditions ²
² across 24 states and provinces as you scan the land for 11 ²
² species of deer. You can also show off your aim in ²
² shooting competitions and scare up turkeys and pheasants ²
² with your trusty hunting dog. Put your game-hunting skills ²
² to the test in this realistic trial of tracking and ²
² shooting. ²
² ²
² > Hunt for 11 species of deer, such as Whitetail, Rocky ²
² Mountain Mule Deer, Sitka, Desert Mule Deer, Columbian ²
² Black Tail and more. ²
² > Trek through top hunting regions across North America, ²
² such as the Sonoran Desert and the Yukon Territory. ²
² > Make your way through 96 action-packed missions that ²
² feature the intensity of real-life hunts. ²
² > Outsmart turkeys by calling them in from a blind. ²
² > Send your hunting dog out in search of hidden pheasants. ²
² > Long-range varmint hunting adds variety to your ²
² collection. ²
² > See how you measure up in more than 20 shooting ²
² competitions based on actual tournaments. ²
²² ²²
²  ‏ °   ° ‏  ²
² ± ²  ² ²  ² ± ²
 ²² ² ²²²   ²²² ² ²² 
²  ²²²²²² ²²² RiP ²²² ²²²²²²  ±
  ²  ²² NOTES ²²  ²  
²  ²² ²²  ²
²²   ²²
²² ²²
² Ripped : outro. ²
²² ²²
²  ‏ °   ° ‏  ²
² ± ²  ² ²  ² ± ²
 ²² ² ²²²   ²²² ² ²² 
²  ²²²²²² ²²² iNSTALL ²²² ²²²²²²  ±
  ²  ²² NOTES ²²  ²  
²  ²² ²²  ²
²²   ²²
²² ²²
² 1) Unzip ²
² 2) Have a look at our cracktro ²
² 3) Unace or use our installer ²
² 4) Launch the setup.bat ²
² 5) Play ²
² ²
² We do this for FUN. We are against any profit or ²
² commercialisation of piracy. We do not spread any release, ²
² others do that. We do NOT want our nfo or release listed ²
² on any public place like websites, P2P networks, ²
² newsgroups, etc! It is against the original scene rules! ²
² In fact, we BUY all our own games with our own hard earned ²
² and worked for efforts. Which is from our own real life ²
² non-scene jobs. As we love game originals. Nothing beats a ²
² quality original. Support the software companies. If you ²
² like this game BUY it! We did! ²
 
² ° ° ²
²  ² ²² RiTUEL! ²² ²  ²
²²²²²  ²²²²²   ²²²²²  ²²²²²
²² ²²²² ²² ² ² ²² ²²²² ²²
 ²² ²²  ²² ² ascii by mx ² ²²  ²² ²² 
  ²   ²² ²   ² ²²   ²  
° ²   ²  ²    °
 
Ripping is a RiTUEL

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

《风色幻想6》豪华版入手~

Posted: 06 Oct 2007 12:50 PM CDT

从来没买过豪华版的游戏……1 对于国内厂商的游戏,如果要买,那肯定是正版,但从来不买豪华版。原来的风色系列都是多CD,而且除了sp之外,基本上都有原声音乐碟,因此我平时工作时不听则已,一听音乐肯定是风色的,特别是风色2和风色4的。居然还有个豪华版!于是下午只好又去一趟,弄了个豪华版回来,其实附赠的什么本本,什么挂历,什么贺卡,虽然做工很精致,但都是其次的,主要就是那个原声碟,自己压完(440MB)的质量比起游戏中的音乐(51MB)的质量好多了。哈哈,努力赶快出风7或者风6sp吧。

7 Game Design Elements That Can Make Game Fun

Posted: 06 Oct 2007 04:03 AM CDT

Why some games are fun, and why others are boring? These are questions that game developers must take into account in their game design. There are many elements that impact the fun factor - and here’s 7 game design elements that can help making a fun game.

#1 - Collecting stuff
Some (perhaps most) people are collecting something. Somebody likes collecting stamps, somebody music DVDs of certain bands, somebody movies, somebody games. We people like collecting stuff - and that’s one factor that makes many games fun. One reason why Diablo or World of Warcraft games are fun because you can collect stuff. Lots of stuff.

#2 - Personalizing stuff
Think Sims. There’s no aim in that game, yet one can spend ages just to decorate his house (not to mention how many hours those sequels and expansion packs can take) and make things look personal. Think World of Warcraft (or even Diablo) again - wasn’t it fun to make the character look personal?

#3 - Improving stuff
Whether it’s improving your character, weapons, city or anything - people like if they can improve stuff in game. If they can get Sword of Flames that gives them +3 damage instead of Sparkling Orc Hammer (+1 damage against green enemies) they will love it. Getting more money, getting more experience, getting more points - getting more improved stuff is what players are after.

#4 - Challenging stuff
Challenge in games is tricky issue. Sometimes it can make the gaming experience, and sometimes it might even kill the gaming experience. We people want to overcome challenges (otherwise game gets pretty boring), but finding the right challenge levels is sometimes pretty darn hard to do. One could think about having different difficulty levels… but that might be pretty dull system and might make it hard to find the right factors to adjust. One option - if you need to have different difficulties - is to have certain objectives that must be done (a car game example: getting to finish line) and then having optional goals for those who want a real challenge (for example: not crashing your car and driving through special routes). This is a tricky game design element: players want challenging, but not too difficult game.

#5 - Controlling stuff
Admit it: you want control in your life. You want to be in charge of what you do with your life, and you want to have control over certain things. Perhaps you want to control where you spend your spare time, or perhaps you want to control projects at work. Whatever it is - you want to have control over something. Similarly players want control (otherwise they’d be watching movies instead). They want to make sure the car goes left when they tell so. They want to command their units so that they actually follow player’s orders. They want to feel that they can control how the story goes by making different decisions. They want control. The more you give it (or a feeling of it) - the more fun game might be to some players.

#6 - Creating stuff
Some people are creators: they want to build and create stuff. They want to create anything from huge cities to smooth plumbing systems. They want to build the highest towers and finest cities. They want to create greatest restaurant or finest levels. People like to create - and if you give them tools for creating stuff they will like it.

#7 - Mysterious stuff
People love mysteries and secrets. Why Half-life game was praised for its story? One reason is that the story has mysterious men in black suits - who are these guys? What keeps players completing levels in Hitman? The game was fun, but in addition it the mystery behind the main character just had to be revealed. If you can bring some kind of secret or wrap a mystery around your story, some players will like it. They will crave for the answers.

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

男子滿塞d版店

Posted: 02 Oct 2007 09:00 AM CDT

相關前文︰家長的勢力範圍 http://blog.sina.com.cn/s/blog_4d7233d4010009ws.html. 注︰那個年代沒什麼版權意識,天然呆的蘿莉sinaoka也不知道原來有正版和d版之別,更不知道正版哪裡有賣……總之,大家千萬別學哦.

A Conversation With The Bat

Posted: 06 Oct 2007 03:16 AM CDT

Recently while being lost in another dimension (that happens to me sometimes), I encountered a reality with a certain DC Comics property in the flesh! That said, he isn’t QUITE the Batman we know and love (or, even more scarily, he is), but I managed to record my brief encounter.

Below is a transcript of that conversation.


Batman: Batman to all points. I could rehabilitate you. You needn't be out there on the sidelines waiting for somebody else to do this anymore. One day, I am Bruce Wayne, billionaire philanthropist. At night, criminals, a cowardly and superstitious lot, call me . . . Batman.

DarthCthulhu: Hello?

Batman: Hello. I came to talk. I've been thinking lately. About you and me. About what's going to happen to us in the abdomen which collects urine from the body with the shoulders.

DarthCthulhu: That is a strange place to collect urine!

Batman: Urine is a body fluid that carries food and obtaining energy and vital substances from it.

DarthCthulhu: I think you're mistaken there, Batman. Did you get whacked on the head or something, Batman?

Batman: You are a group of primates closely related to the batman.

DarthCthulhu: I... have no idea how to respond to that. Thank you, I guess?

Batman: That is a sack in the world who can get you to a hospital on time.

DarthCthulhu: I don't want to be sent to a hospital in a sack!

Batman: The koala is a sack in the human body.

DarthCthulhu: You never passed medical school, did you, Batman?

Batman: Did you get our powers, but you get whacked on the head or something, batman?

DarthCthulhu: Are you Batman?

Batman: You are a group of primates closely related to the batman.

DarthCthulhu: Who is the Batman?

Batman: That is a gland used for hearing, and it converts sound into electrical impulses that are fed to the batman.

DarthCthulhu: Wait, what?

Batman: They say that when you kill a man you not only take away what he was but all he will ever be.

DarthCthulhu: What does that have to do with glands?

Batman: That is a living organism which does not have sensory organs or digestive organs.

DarthCthulhu: I'm pretty sure that's not quite right there, Brucie.

Batman: That's why evil always fails. There's only one kind of good, and it's all evil ever gets to battle. Makes it weak and narrow-minded. There's an endless variety of evil. And good's got a piece of glass shoved into a major artery in your arm. Right now you're bleeding to death. Right now, i'm the only person in the human body.

DarthCthulhu: Wow! Good is sure evil!

Batman: If i were to judge your IQ by what you're typing, i would arrive at a school for teachers of the evil that took their lives. Tonight... I nearly became a part of the evil that took their lives. Tonight... I nearly became a part of that evil...

DarthCthulhu: You nearly became a teacher, Batman? How awful! Who would protect Gotham City?

Batman: Who is the muscle in vertebrates that connects the body to the batman.

DarthCthulhu: You seem pretty obsessed with anatomy as how it relates to you. Are you sure you're not Green Arrow?

Batman: No it is the enemy. There's no time for grief. There's no time for grief. Grief turns into acceptance. Forgiveness. Grief forgives what can never escape me. Bullets don't harm me. Nothing harms me. But i know how he thinks. Even more than the kryptonite, he's got one big weakness. Deep down, clark's essentially a good person... And deep down, i'm not.

DarthCthulhu: I thought we were talking about Ollie Queen?

Batman: We die every day... A thousand times an hour. Anyone who does this... Work... Sees it. Death. Their own... Their partners... Their loved ones. We go to work anyway. Death is... Powerless against you if you do your job. My father... Saved the lives... Of over four thousand people, one at a time... With his bare hands and his mind. Death was with him the entire time.

DarthCthulhu: That's incredibly depressing.

Batman: I'm pretty sure that's not quite right there, brucie.

DarthCthulhu: Don't mock me, Batman!

Batman: I'm batman. I don't want to hurt you. I hope you knew... Know that, you showed me that the world only makes sense when you were here, but... Despite our differences, i have nothing but respect for you. I don't want to try and stop me.

DarthCthulhu: ... Are you coming on to me?

Batman: You don't get to joke! Not today! I just took a bullet for you!

DarthCthulhu: I'm not hearing a 'no'.

Batman: No you are not!

DarthCthulhu: I'm not what?

Batman: What, are you dense? Are you retarded or something? Who the hell out of shape, but who knows? Maybe i've been there too. Maybe i can help. We could work together. I could use his super-speed and squish me into the cement. But i know how he thinks. Even more than the kryptonite, he's got one big weakness. Deep down, clark's essentially a good person... And deep down, i'm not.

DarthCthulhu: Dear God, man! I don't want to hear about your sick perverted supexual homoerotic fantasies!

Batman: I want you out of shape, but who knows? Maybe i've been talking to thugs.

DarthCthulhu: Granted, my physique is not the greatest, but I think you're being a tad unkind there, Batman.

Batman: You're not in a position to negotiate.

DarthCthulhu: Okay, fine! I'm a pudgy programmer, geez!
Batman: I'm not trying to beat you. I'm trying to beat you. I'm trying to stall you.

DarthCthulhu: UURAGH! Batman, I'm flattered, but I am so not that way! Seriously!

Batman: I am the batman.

DarthCthulhu: Yes you are. And I'm very impressed.

Batman: You are the least interesting person i've talked to today. And i've been talking to thugs.

DarthCthulhu: Ouch. Just 'cause I rejected you doesn't mean you have to be so rude.

Batman: You have a child, and here you are safe.

DarthCthulhu: I have no children.

Batman: You have a choice. You can crawl -- on your bellies -- and plead for her forgiveness. That's the first choice. The second is -- i hurt you. I hope you knew... Know that, you showed me that justice doesn't always have to be sent to a hospital on time.

DarthCthulhu: Batman, no matter how much you threaten me, I am NOT going to have sex with you.

Batman: No you are not!

DarthCthulhu: That's what I said!

Batman: What does that have to come from the body between the ribs and the pioneer of flying. Together with his brother he made the first choice. The second is -- i hurt you. I don't enjoy anything.

DarthCthulhu: For someone who doesn't enjoy anything, you seem damn intent on having the rough homosex.

Batman: Who is the time taken for the next 2000 years.

DarthCthulhu: ... Are you bragging about your lovemaking ability, Bats?

Batman: You don't get to joke! Not today! I just took a bullet for you!

DarthCthulhu: Oh, don't bring out that chestnut again!

Batman: You are the most stupid person i've talked to today. And i've been there too. Maybe i can help. We could work together. I could rehabilitate you. You needn't be out there on the edge anymore. You needn't be out there on the edge anymore. You needn't be alone. We don't have to end up killing the other. But we're both locked onto a suicide course. Both of us. To the death. It doesn't have to die tonight.

DarthCthulhu: Jesus Christ, Batman! How many times do I have to say it... I AM NOT GAY.

Batman: Because it is the hard skeletal part of the body to the batman.

DarthCthulhu: I don't care how hard you can get or how long it lasts! I'm not gay!

Batman: I'm not trying to stall you.

DarthCthulhu: Look, lets just talk about something else. How about crime fighting? It is what you're famous for.

Batman: It takes nearly a minute to fall from this height, and despite what you may have to do it.

DarthCthulhu: More threats? Geez, Batman, lighten up!

Batman: Batman, no matter how much you threaten me, i am bruce wayne, billionaire philanthropist. At night, criminals, a cowardly and superstitious lot, call me . . . Batman.

DarthCthulhu: Yeesh... throwing your billions in my face, too. You're an asshole, Batman.

Batman: You're not in a computer.

DarthCthulhu: Correct. I am in real life. You are in comic books, movies, and cartoons.

Batman: Bone is the lowest portion of the body between the ribs and the pioneer of the leg, and is the science of plant life.

DarthCthulhu: So much for your much vaulted knowledge of everything.

Batman: For someone who shaves and cuts the hair of a client for business.

DarthCthulhu: My hygene habits are none of your damn concern!

Batman: Your life could end here, now, and nobody would ever know. Would anyone even miss you? Tell me, what's your life out of gotham city by dusk.

DarthCthulhu: You... you hurt my feelings!

Batman: I'm taking the shuttle. Unless you want to hurt you. I don't want to hurt you. I don't enjoy anything.

DarthCthulhu: So you keep saying, you damn emo bastard!

Batman: Saying yes to anyone in authority, anyone with a badge, just like your parents taught you. My parents taught me something else, lying cold on the sidelines waiting for somebody else to do this anymore. One day, i wouldn't have to kill each other. What do you say?

DarthCthulhu: You don't know me! You don't know anythin about me!

Batman: Don't you understand? I don't want to try and stop me.

DarthCthulhu: Look, its GREAT that you're gay, Batman, really. I don't mind. BUT I, PERSONALLY AM NOT GAY. So please, please, just drop it?

Batman: That is a tree native to australia where it is the lowest portion of the relationship between an organism and its environment.

DarthCthulhu: What does that even mean?

Batman: That is a living organism which does not have the ability to move, and does not have sensory organs or digestive organs.

DarthCthulhu: Are you saying I'm a worm?

Batman: A banshee is a sensory organ found on the grave of my parents that i haven't had the misfortune to meet you in person yet.

DarthCthulhu: Are you saying I talk too much?
Batman: Saying yes to anyone in authority, anyone with a badge, just like your parents taught you. My parents taught you. My parents taught me that justice doesn't always have to come from the carcass of bulls and cows.

DarthCthulhu: WHO TOLD YOU ABOUT MY BOVINE ORGAN RESEARCH?!

Batman: Chocolate is a sword with a badge, just like your parents taught you. My parents taught you. My parents taught you. My parents taught me that the universe is regulated by simple mathematical laws.

DarthCthulhu: Look, I never met your parents, Batman. They died long before I was born. And It's nice that they instilled a sense of a deterministic universe, but... really... how is that relevant?

Batman: I'm not really a people person. But, when you need help - and you will - call me.

DarthCthulhu: Okay, fine. We'll leave it at that then. If I suddenly, inexplicably, turn fabulously gay, I'll call you.

Batman: That is a curved wooden weapon of the night, unsleeping in the world who can get or how long it lasts! I'm not gay!

DarthCthulhu: Sure you're not.

Batman: You're not in a computer.

DarthCthulhu: IM IN UR BAT COMPUTERZ, HAXING UR CRIMINALS!

Batman: Criminals are a part of the night, black, terrible, like a... A... A bat!

DarthCthulhu: So... even the Batman gets scared sometimes?

Batman: The emu is a group of primates closely related to the batman.

DarthCthulhu: Man, talk about ego-centric. Everything relates to you. No wonder everything you make is called the Bat-something. Bat computer, batmobile, bat thermal underwear, batarang...

Batman: No you are now.

DarthCthulhu: Hey, I just calls them likes I sees them.

Batman: I want you out of happiness. But because i knew... That one day, i am bruce wayne, billionaire philanthropist. At night, criminals, a cowardly and superstitious lot, call me . . . Batman.

DarthCthulhu: I thought you never feel anything, huh?

Batman: You can never be forgiven. Never.

DarthCthulhu: Geez, you're taking rejection hard.

Batman: You're not in a chemical reaction.

DarthCthulhu: I hope not! I don't want to end up like Joker.

Batman: I want you out of shape, but who knows? Maybe i've been there too. Maybe i can help. We could work together. I could use his super-speed and squish me into the cement. But i know how he thinks. Even more than the kryptonite, he's got one big weakness. Deep down, clark's essentially a good person... And deep down, i'm not.

DarthCthulhu: You want to start an exercise club with Superman?

Batman: An antenna is a sword with a badge, just like your parents taught you. My parents taught me that justice doesn't always have to come from the initials of other words.

DarthCthulhu: Are you implying I'm a slave to the television propaganda?

Batman: I'm not trying to stall you.

DarthCthulhu: Stall me for what?

Batman: You don't know me! You don't know me! You don't know anything about me!

DarthCthulhu: I know you're the Bat and in eight short years your parents told you many things about justice and the nature of the universe.

Batman: A neurone is a living organism of the universe.

DarthCthulhu: So you subscribe to Platonic ideals?

Batman: You nearly became a part of the night, unsleeping in the world who can get you to a hospital in a computer.

DarthCthulhu: You're still not tempting me with your vague threats.

Batman: You don't know me! You don't know me! You don't know anything about me!

DarthCthulhu: Stop being so dramatic!

Batman: So you keep saying, you damn emo bastard!

DarthCthulhu: I'm not emo, you are! Always whining about your parents and wanting to be squished in the pavement by Superman.

Batman: No you are not!

DarthCthulhu: Are... too? Wait, what? Is this some legendary Batman mind trick?

Batman: This is the batman?

DarthCthulhu: Yes, you're a great Batman.

Batman: A chromosome is a gland used for hearing, and it converts sound into electrical impulses that are fed to the batman.

DarthCthulhu: Comic book science sucks.

Batman: The heart is the science of life and living things.

DarthCthulhu: That's positively... cheery.

Batman: That's why evil always fails. There's only one kind of good, and it's all evil ever gets to battle. Makes it weak and narrow-minded. There's an endless variety of evil. And good's got a piece of glass shoved into a major artery in your arm. Right now you're bleeding to death. Right now, i'm the only person in the pavement by superman.

DarthCthulhu: While I don't like being mutilated, I'm not jealous of you and Superman's pavement pounding.

Batman: I'm not trying to stall you.

DarthCthulhu: So you keep saying.

Batman: Saying yes to anyone in authority, anyone with a badge, just like your parents taught you. My parents taught you. My parents taught me something else, lying cold on the head or something, batman?

DarthCthulhu: How do you know anything about my parents?

Batman: I do my best work in the end. We're going to have sex with you.

DarthCthulhu: Oh, God, no! For the last time, no!

Batman: The druids were ancient celtic priests. Their group still exists today in secret, despite the existence of charlatan groups claiming to be sent to a hospital on time.

DarthCthulhu: Okay, here's a change of subject. So, what do you think of Zatanna. You know, the hot WOMAN who also wants you in the sack?

Batman: Who is the organ of vision.

DarthCthulhu: She is quite easy on the eyes, yes.

Batman: Yes it is!

DarthCthulhu: Aha! So you're not gay! You're bisexual!

Batman: No i am not gay.

DarthCthulhu: Okay, I conceed the point. You swing both ways.

Batman: You don't get to joke! Not today! I just took a bullet for you!

DarthCthulhu: I... wasn't joking. I honestly conceed the point and admit you swing both ways.

Batman: The mule is a house licensed for the table by subjecting it to heat in various ways.

DarthCthulhu: What kind of mule is that?

Batman: That is a living organism of the foot.

DarthCthulhu: ... You mean athlete's foot?

Batman: The eye is the joint connecting the foot with the calf of the foot.

DarthCthulhu: Don't kick me in the eye!

Batman: The eye is the part of that evil...

DarthCthulhu: My eye is NOT EVIL!

Batman: The eye is the largest gland in the eye!

DarthCthulhu: The eye is not even a gland!

Batman: Who is the largest gland in the eye!

DarthCthulhu: I don't know!
Batman: The dinosaurs were a family of reptiles which lived on the edge anymore. You needn't be alone. We don't have to end like that. I don't know!

DarthCthulhu: I hope we don't go exinct, either.

Batman: Don't you understand? I don't want to end up killing the other. But we're both running out of happiness. But because i knew... That one day, i could stop fighting. Because one day... I would win. One day, i could stop doing it. Today, however, isn't that day. And tomorrow won't be either.

DarthCthulhu: So you're not going to quit propositioning me is what you're saying. Brokeback Batman.

Batman: Don't kick me in the dark, remember -- every breath you take you owe to me.

DarthCthulhu: Don't try to sweet talk me! And I haven't said yes, so it's a bit ridiculous to be making demands about bed arrangements!

Batman: And when you're sitting here alone in the dark, remember -- every breath you take you owe to me.

DarthCthulhu: That's... better. I guess.

Batman: I... Have no idea how to respond to that. Thank you, i guess?

DarthCthulhu: ... I'm so lonely.

Batman: So you're not going to kill each other. What do you know anything about my parents?

DarthCthulhu: Your parents? Um, well... I know they were rich. Your father was a doctor. They were murdered in an alley when you were eight...

Batman: You told you about my parents?

DarthCthulhu: ... shit... DAVE! IT WAS DAVE CHALKER! HE TOLD ME EVERYTHING! BLAME DAVE!

Batman: I don't know what it was that bent your life out of shape, but who knows? Maybe i've been there too. Maybe i can help. We could work together. I could rehabilitate you. You needn't be out there on the sidelines waiting for somebody else to do it.

DarthCthulhu: So you're not going to kill me for knowing so much about your past?

Batman: You're not in a position to negotiate.

DarthCthulhu: True.

Batman: You don't know me! You don't know what i'm doing. And on any given day, i could stop doing it. Today, however, isn't that day. And tomorrow won't be either.

DarthCthulhu: ... Please tell me you're not beating the little Batman.

Batman: The arm is a group of primates closely related to the batman.

DarthCthulhu: Ugh! I so didn't need to know that!

Batman: I know you're the bat and in eight short years your parents taught you. My parents taught me that the universe is all of space and its environment.

DarthCthulhu: I don't want to be Robin, if that's what you're suggesting.

Batman: What does that have to kill me for what?

DarthCthulhu: I'm just not interested in being a superhero.

Batman: Uuragh! Batman, i'm flattered, but i think you're being a superhero.

DarthCthulhu: But I don't want to be a superhero! Or a sidekick, as the case may be.

Batman: I think you're being a superhero.

DarthCthulhu: Damn, you're insistant. So you want me to be Robin?

Batman: You want to end up killing the other. But we're both locked onto a suicide course. Both of us. Nobody miss.

DarthCthulhu: ... Batman... I will not commit the murder of the current Robin. Nor enter a suicide pact with you. I. Don't. Want. The. Job.

Batman: You want to be robin?

DarthCthulhu: No!

Batman: The rectum is the enemy. There's no room for grief. There's no time for grief. There's no room for grief. There's no room for grief. Grief turns into acceptance. Forgiveness. Grief forgives what can never be accused of having a shining wit!

DarthCthulhu: Dammit, Batman, I told you I'm not gay! Wait a minute... that's why you want me to be Robin! To have your way with me in the Batcave!

Batman: I want you out of gotham city by dusk.

DarthCthulhu: Aha! I got your number, did I? Figured it out, did I? Well, fine. I'll leave. Broken Hearted.

Batman: Did you really think you could leave your brain at the anus.

With that parting shot, my conversation with Batman ended.

I still lie awake at night, staring at the ceiling, wondering what might’ve been… maybe being pounded into the pavement by a tag-team of Batman and Superman wouldn’t have been so bad.

I hope Batman is out there in Gotham, silhouetted in the moonlight atop the man-made chasms of that decaying city… thinking of me.

DS西村京太郎悬疑剧

Posted: 06 Oct 2007 12:23 AM CDT

TECMO在今年4月公布了几款nds游戏,其中就有《DS西村京太郎サスペンス新探偵シリーズ 「京都 熱海 絶海の孤島 殺意の罠」》( http://blog.sina.com.cn/u/4938f71b01000adv ),翻译成中文是《DS西村京太郎悬疑剧 新侦探系列“京都 热海 绝海的孤岛 杀意陷阱”》。
目前这款游戏预定10月11日在日本发售,nds官方网站touch-ds.jp上面也刊登了西村京太郎的访谈( http://touch-ds.jp/crv/vol6/001.html )。
 
 
touch-ds.jp的“开发者访谈”栏目至今访谈过最终幻想3、勇者斗恶龙怪物篇Joker、莱顿教授和不可思议的城镇、富豪街DS、ASH等5个游戏的开发人员,而西村京太郎是第六个,看得出任天堂对这个游戏还比较重视。西村京太郎是日本有名的推理小说作家,担任本作的原案和监修,应该是类似“莱顿教授”系列里多湖辉的作用吧( http://blog.sina.com.cn/u/4938f71b01000951 )。
 
 
考虑到nds的“逆转裁判”系列、“莱顿教授”系列都还比较受欢迎,而浜村弘一也在一次演讲中特别提到了avg游戏在nds上抬头的现象( http://blog.sina.com.cn/u/4938f71b01000e7u ),让我们看看TECMO能否从中分点羹吧。
 
DS西村京太郎悬疑剧 新侦探系列“京都 热海 绝海的孤岛 杀意陷阱”》日本电视广告:

Rumor Smash: Halo DS Was An "Unsolicited Pitch"

Posted: 06 Oct 2007 12:30 AM CDT

halodssmash.jpgFinally, we can put "Halo DS" to bed. There's been rumours, "proof" and heresay flying around the place for years now, culminating in this week's "footage" of the game. Thankfully, during his little chat with Crecente earlier today, Bungie's Community and Franchise Director Brian Jarrard clears up the whole mess once and for all:

This rumor has been circulating for a while and as you know we even saw some real life screens and assets this week. Ultimately it's up to Microsoft to decide if and when they take Halo to a different platform. That particular demo was in fact created and I believe it was an unsolicited pitch a long time ago but nothing ever came of it.
Done. Finished. It may have been "real" in the sense you could touch it. But not real in the sense it had nothing to do with Bungie, and was little more than elaborate, digital fan mail.
Bungie Owns Bungie: The Q&A

of Bungie

Gallery: Project O Concept Art

Posted: 05 Oct 2007 11:30 PM CDT

cowknightheader.jpgWhile chatting about Project O with producer Yoshiro Kimura at TGS, the topic of the game's art design came up. For a Japanese game, it's got a very Western aesthetic. Which is not accidental! The game's art style is designed to match the tone of the story: they want the game to feel like a Western fairy tale, so it has to look like one too.

Fibber Dibber: Gran Turismo PSP Resists Grave, Still Breathing?

Posted: 05 Oct 2007 10:40 PM CDT

gtpsp.jpgGrab me by the legs, hold me over the edge of a rooftop and demand that I make a decisive judgement call on the future of Gran Turismo on the PSP, and I'll say "it's vapourware". Never coming, not going to happen, it was a big fat fib. And I'm going to stick to that call, in spite of the fact GamePro asked series boss Kazunori Yamauchi when we can expect to see the thing, and he asnwered:

Probably after GT 5. We are working on it, and we will get around to it eventually.
Eventually? In GT-speak, that's, like, forever. The PSP's not going to be around in 2012, least not in its current form.
New features for Gran Turismo 5: Prologue; PSP version still in the works [GamePro]

Clip: Advance Wars 2 Gameplay

Posted: 05 Oct 2007 10:20 PM CDT


Taken from the recent MicroMania Games Show in Paris, here's some actual gameplay footage from the upcoming Advance Wars 2 for the DS. Still a little undecided on the new art style; it looks nice, yeah, but also a little drab compared to its yummier predecessors.
[MGS 07] Advance Wars DS 2: Vidéos et Images! [Nintendo Master, thanks Brian!]

New Carcassonne Expansion on XBLA

Posted: 05 Oct 2007 10:42 PM CDT

A new Carcassonne expansion called King & Baron was quietly released on the Live Marketplace this week. In addition to seven new tiles the expansion also adds some scoring changes - the player with the largest city is the...

Continue.

Sponsors: World in Conflict Quick Draw Contest

Posted: 05 Oct 2007 10:00 PM CDT

worldinconflict.jpg First person to shoot kotakucontestATgmail.com an email with a list of twenty-five countries gets a copy of World in Conflict. Yup, that's it! Realize: As you are reading this, there are people, you know, who are sending emails — one of which will get a free game. Uh-huh, uh-huh.
World in Conflict [Official Site]

Gallery: Ghost Squad... There Are No Words

Posted: 05 Oct 2007 09:40 PM CDT

ghost_squad_wtf_lead.jpgTekken 6 may have baby chicks, pig tossing and bear on marsupial battles, but Ghost Squad? Ghost Squad's got bikini girls with machine guns, swan boat chases, more tan lines than we've seen in a game to date and special tactical forces with dolphin squirt guns. This is watercooler stuff, people. Do not miss.

Some of the game's bizarre design decisions were visible in the clip we posted a few weeks back, but it just keeps getting weirder. Good job, Sega. I like you again.

Confirmed: 40GB PS3 Launches In Australia On October 11

Posted: 05 Oct 2007 09:20 PM CDT

ps3centre.jpgRetailers never lie: SCE Australia have sent through word this morning that the 40GB PlayStation 3 will be launching in Australia on October 11, for the price of AUD$699. Hardware specs are obviously the same as everywhere else: no multi-memory card port (DEAR GOD NO WHY?), two less USB ports and no backwards compatability. SCE Aus boss Michael Ephraim:

The introduction of the new PS3 has been the result of extensive research into the entertainment needs and preferences of the next generation of PS3 owners. It has allowed us to deliver an extremely advanced, yet incredibly affordable High Definition gaming and entertainment system, configured to the needs of the next generation of PS3 owners.
$700's a start (it's AUD$30 cheaper than the 360 Elite), but affordable? Bit of a stretch. Sadly no news on a reduced price-point for the existing 60GB Starter Pack, but it's Saturday morning here, we'll get those answers on Monday.

Day Note: Travel Advisory

Posted: 05 Oct 2007 09:00 PM CDT

To: Flynn
From: Crecente

Good lord it was a busy day. Ash was off Friday, Luke took a few hours off and Fahey was off. I snuck out for 30 minutes to take Tristan to school and when I got back I saw that Microsoft had announced their split with Bungie. A short panic later, having caught up I left to take the dogs for a short walk and when I got back I saw that Sony had confirmed the PS3 price drop in the UK.

Sometimes it doesn't pay to take a break. That being said, I'm off to the parents' cabin in the mountains for the weekend, so expect all hell to break loose. Have fun!

What you missed:
Bungie Split Confirmed
Pirates of the Burning Sea Dated
SCEE Confirms PS3 Price Drop
SCEE: PS3 Nixed for UK Too
Bungie Owns Bungie: The Interview

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Halo热卖,Bungie单飞

Posted: 07 Oct 2007 12:12 PM CDT

Halo 3上市首周创下了惊人3亿美元销售记录,在一片欢呼声中,微软黯然宣布Bungie将恢复从前的独立地位

微软于10月5日证实Bungie将脱离微软,重新成为独立的公司,微软将持有Bungie的一定股份,并拥有Halo的知识产权。

微软表示经“继续对Halo品牌投资,并和包括Bungie在内的其他伙伴,如Peter Jackson合作,制作Halo品牌的互动娱乐节目。”

Bungie Studio的负责人Harold Ryan表示这一行动是一个“激动人心的发展“。“我们将继续侧重在微软平台上开发,我们珍视和我们的游戏出版商-Microsoft Game Studios的互惠合作关系,并希望继续在Halo和其他产品合作。”

No Tags

Feedback Request: Help Make GameProducer.net Better

Posted: 07 Oct 2007 11:14 AM CDT

GameProducer.net has got some major improvements within a year. The Producer Roundtable has been very popular and appeared also at GamaSutra. The game developer interviews has also been well taken (I’ve got one more “coming soon”). The games sales statistics are one of the greatest features (in my opinion - and also according to some feedback I’ve got) in the blog.

I’ve written lots of game development articles and blog entries (close to 800 posts at the time of writing). The recently opened game producer forums already has over 200 members, and boards have been open for about a month now.

Give me your feedback
I want to make GameProducer.net even better, and I would be very interested to hear what you readers would suggest. All feedback, whether it’s good, bad or ugly, is welcome. I would appreciate constructive ideas whether it’s about the site layout, grammar, appearance, content, newsletter or anything.

It would be great to hear what you’d like to hear more about, and what hasn’t been interesting.

I would also like to hear suggestions on what you would think about if GameProducer.net would get more writers and would become more like a community site, instead of one man’s blog.

Bottom line:
As said - I’m very open to ideas and would really appreciate you taking time to share your insight. If you could decide - what would GameProducer.net be like in the year 2008?

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

10月7日 北京 朝阳公园 1280X800

Posted: 07 Oct 2007 09:34 AM CDT

 今天没拍几张,由于是从公园北门进去,所以一直沉浸在往南门赶的过程中。
 
很遗憾,到的时候没看到什么传闻中的创意市集,只有少量摊位还健在,东西也不甚有趣,索尼探梦也因为某人死活不进去,搞得我也只好没进去,很郁闷。
 
还好天气不错,风很大。上些照片。
 
因为本来拍这张的时候天突然阴下来了,所以本来照片是近乎黑白色的,用光影魔术手负冲了一下,反而有点魔幻了。
地点是北门进去不远处。
 
 
 
 
 
这三种花是长在同一片花台里的,可惜我只认识菊花。
 
 
 
我能拍出这种蓝天我是必然要拿着到处给别人显的了- -
谁也看不出来我当初不知道半按快门是对焦吧?哼哼哼哼。
 
 
一开始以为这河沟里长的是荷花,后来才发现是睡莲一样的东西,红红的很象尸体一样浮在水面上……
 
 
帆船样的物体,我摸了下是不能改变方向的喔- -
 
 
 
 
最近北京经常出现这种翅膀天空呢,很漂亮。
 
 
以上的除了桥和帆船样的两张,我都是裁成了1280X800大小,头一回拿自己拍的图做桌面,好开心ing。
所有的图片大图下载地址都在这边http://www.fcup.cn/?p=135
 
 
 
 

《犯罪现场调查4之铁证如山》(CSI 4 Hard Evidence)硬盘版

Posted: 07 Oct 2007 11:14 AM CDT

《犯罪现场调查4之铁证如山》(CSI 4 Hard Evidence)硬盘版
转自sharevirus
游戏名称:犯罪现场调查4之铁证如山
英文名称:CSI_4_Hard_Evidence
游戏制作:Telltale Games
游戏发行:Ubisoft
游戏语种:英文
游戏类型:AVG(解迷冒险游戏)
游戏平台:PC
官方网址:http://www.ubi.com/US/Games/Info.aspx?pId=5891
【游戏简介】
  “犯罪现场调查(CSI: Crime Scene Investigation)”系列的游戏已经售出超过200万套。本系列的最新作《犯罪现场调查:确凿的证据(CSI: Hard Evidence)》也已确定了发售时期,本作PC版和PS3版定于2007年9月18日在北美地区开始发售,同时9月也会在欧洲上市,略有不同的是PC版定价为29.99美元,而PS3版的定价为39.99美元。另外,《犯罪现场调查:确凿的证据(CSI: Hard Evidence)》还对应Wii平台,Wii版2007年9月28日在北美地区开始发售,其它地区有待公布,定价为39.99美元。
  《犯罪现场调查:确凿的证据(CSI: Hard Evidence)》的开发者与前作3D谋杀案相同,都是Telltale Games。新游戏是这个系列的第5作,玩家仍然加入Gil Grissom, Catherine Willows,还有CSI以前人物的团队,使用现实调查手法和高科技设备来破案。 据悉,Hard Evidence将直接采用电视剧中的法庭辩论和犯罪现场场面,包括一个全新的大型研究室,用以在大宗证物如:汽车,小船上收集证据,改良的证据收集系统,调查报告,小游戏还有更多场景需要你去探索,给你更丰富的游戏体验。
【配置要求】
System Requirements:
OS: Windows 98/ME/2000/XP (XP recommended)
Processor: 1.5 GHz Pentium IV or AMD Athlon (2.4 GHz recommended)
RAM: 256 (512 MB)
Video Card: 32 MB DirectX 9.0c compatible (64 MB recommended)
Audio Card: DirectX 9.0c compatible
DirectX: DirectX 9.0c or higher (on the disk)
DVD-ROM
Free disk space: 3.5 GB
Mouse and Keyboard
【游戏截图】




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³°³ *GAME NAME : CSI 4 Hard Evidence
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³°³ * Ripper : RipForGames
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³°³ *LANGUAGE : ENGLiSH ,French ,German ,Italian ,Spanish
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Players will join Gil Grissom, Catherine Willows and the
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reconstructions and atmospheric crime scenes taken
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昂贵的光枪游戏

Posted: 07 Oct 2007 10:06 AM CDT

ps3《化解危机4》( http://blog.sina.com.cn/u/4938f71b01000ca7 )预定12月20日在日本发售,搭配光枪配件的同捆版价格是11500日元。
 
这样的价格无疑是一个比较高的门槛,之前在“Wii+光枪游戏”一文里面也说过了( http://blog.sina.com.cn/u/4938f71b01000cma )。
 
而Wii《Ghost Squad》连Wii Zapper同捆版的定价是6090日元,Wii《生化危机Umbrella编年史》连Wii Zapper同捆版的定价是8610日元,相对ps3《化解危机4》略好一些,毕竟Wii Zapper只是一个枪型托架,没什么“技术含量”。
 
但总的来说,光枪游戏还是比较昂贵的,就是因为需要一个额外的配件。
 
如果想说服用户购买一个配件,最好有一定数目的游戏可以对应这个配件,才能让用户觉得物有所值。
 
任天堂推出买Wii Zapper还送Wii《林克的十字弓练习》游戏( http://blog.sina.com.cn/u/4938f71b01000e5j )的目的大概就在这里吧。
 
事实上,单凭Wii手柄玩光枪游戏已经没什么问题了,为什么还要千方百计推广这样一个枪型托架呢?只怕是想起到一个造势的作用,活化一下光枪游戏的市场吧。

Wii《宝岛Z》宣传视频

Posted: 07 Oct 2007 09:37 AM CDT

 
Wii《宝岛Z》是capcom的一个原创解谜游戏,预定10月25日在日本推出,官方网站的宣传视频如下:
 
 
capcom在原创游戏的积极进取上是比较令人佩服的,它在ps上原创了“生化危机”,在ps2上原创了“怪物猎人”,在gba上原创了“逆转裁判”,在xbox360上原创了“Dead Rising”等等,这些游戏在发售之前往往不被人看好,但却都取得了意想不到的成功。
 
当然,这里并不是说这个原创的《宝岛Z》也一定会成功,只不过在大多数日本厂商都在以知名品牌续作为主要开发方向,而在原创游戏上没多少亮点的情况下,capcom的表现也算是鹤立鸡群了。

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Posted: 07 Oct 2007 10:24 AM CDT

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网络游戏的技术基础

Posted: 07 Oct 2007 09:28 AM CDT

晚上已经回到办公室,飞机下降的时候天气不好,颠簸的很厉害,居然有点晕机的感觉。可能是这几天身体不是好的缘故吧。下了飞机大雨,直接打车到楼下的 KFC 吃垃圾食品,然后就坐到了熟悉的椅子上。

真还别说,环境不同,心境就不同。一坐上办公桌前的椅子上,就有做事情的感觉。沾着家里的椅子就是放松休息了。

刚才发现了透明的一篇文章:从游戏看货币,大约是对我前段时间写的一篇东西的评论。

正好这两天在家没事也在想这个问题,想着想着就不由自主多写几句了。

我以前对网络游戏是没有兴趣的,对任何人,包括老板都不掩饰这一点。在不同场合我表达过我的意思,我拿着现在的一份工资,会把手头上的事情做好。但仅限于技术底层,我不会去担纲做一款网络游戏,因为我对这种形式的游戏没有兴趣。当然,这是几年前的想法了。

现在,我依然期待有一天可以把游戏当作一种思想表达去做一个作品出来,有如别人写书、拍电影来表达思想一样。我依然认为在目前的网游中实现这个很难,至少要做的话,比做一款纯粹的单机游戏要繁琐的多,我不会择其繁而避简。

但是,网络游戏在这两年却引起了我的兴趣。主要在于虚拟世界的社会性。这是另一个有趣的领域,同样很精彩。


“云风坚持自己的技术派路线”,透明语。没错,前面的文章主要都是谈的技术路线。但并非我不了解制度方面的重要性。虚拟世界再虚拟,它也是现实世界的一部分。可以说是一体的,我们不能妄想从现实世界中把它隔离出去,用程序指令创造出一个完美世界。

现实世界在微观结构上是量子的,这与现在计算机的工作原理有极大的不同。我对在现今的计算机系统结构中创造一个 Matrix 不报任何期望。所以在今天,我们创作虚拟世界,一定要有更高层次的抽象,也很可能迥异于现实社会的规则。

一切,我们都还在尝试阶段。技术上能做的,也是首先要做的,是建立一些可以被实现且简洁的基本规则出来。它的首要目标不是对现实模拟的拟真度,而是可实现性。这些技术上的基础设施搭好前,谈论对虚拟社会的研究是奢侈的。

之前,我老在谈虚拟货币以及虚拟货币的控制。这是因为,我觉得虚拟货币是虚拟世界经济系统的一个窗口,也是一个容易被监控的量,方便做研究工作。但做这些工作之前,我们需要解决一些技术问题,主要是实现问题,让一组程序可以为上十万甚至上百万用户服务,而虚拟货币可以得到控制。

话说另一方面,目前几乎所有的网络游戏开发商,至少从投资人角度看,都是以从中获取现实世界中的利润为开发指导的。顾而有许多人研究所谓不同的收费模式。而从我的角度来看,如果从这方面考虑就有些本末倒置了。

神创造这个世界,绝对不是为了从人类这里拿到什么好处。

我们创造网络游戏世界,让大家可以享受这个世界。人和人可以通过另一种途径进行交流,用符合游戏世界的规则。游戏世界中如果良性运转,就会自然生成一个经济体。运营商可向玩家收取服务时间的费用,这是过往的赢利形式。现在运营商们发现,他们可能漏掉了更大的利润空间。

所以,运营商纷纷介入这个经济体中,获得现实的利润。这无可厚非。我不反对这种做法,因为我们有能力身在其中让它工作的更好。但自己发行货币,售卖虚拟道具这些形式不一定是好的途径。我谨慎的反对这一点,这并非出于道德上的原因,而是感觉这样不利于建立一个技术上的基本规则。

另一方面,作为运营商还需要重点做的是:为用户提供更高安全级别的虚拟财产保护。这一点,假期里跟同事讨论时也说过了。这除了在现实世界中是一个尚待解决的法律问题外,对于游戏实现也是一个技术问题。我指的实现不单单指程序上如何提高安全级别,避免物品复制,以及被盗号后的虚拟物品恢复等等;还包括了我们在游戏设计上怎么确立一些基本规则来给予一定的保护(比如磨兽世界中的灵魂绑定)。

唉,我们要做的事情还有太多太多。

《赌机高手之赌城淘金篇》(Reel Deal Casino Gold Rush)破解版[Bin]

Posted: 07 Oct 2007 06:48 AM CDT

《赌机高手之赌城淘金篇》(Reel Deal Casino Gold Rush)破解版[Bin]
转自ftireloaded
游戏名称:赌机高手之赌城淘金篇
英文名称:Reel Deal Casino Gold Rush
游戏制作:Phantom EFX, Inc.
游戏发行:Phantom EFX, Inc.
游戏语种:英文
游戏类型:Gambling
游戏平台:PC
游戏容量:2CD
官方网址:http://www.phantomefx.com/gold_rush.asp
【游戏简介】(转自 xmcblood @ TLF)
一款赌机游戏新作。本作玩家将体验丰富的赌城游戏风格,并且可以赌自己喜欢的某队,直播观看对手状况。动画观看赛马及赛狗。同以往一样,保持了旧西方式主题,今年吹捧的另外一个老西喜欢的卡片游戏叫Faro。增加3种Shuffle大师卡片游戏、11种全新赌机。全新的游戏介绍方式。最终赢得声誉和及迷你试玩将带领你到最激动人心的宏伟大师邀请赛。快来体验吧!
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Lighting US bulbs

Posted: 07 Oct 2007 11:14 AM CDT

Being a net leech on TN I thought I’d ask the Hive Mind another question.

I’m running a workshop at Virtual Worlds in San Jose on Wed at 13:00 – 14:00. The workshop is part of my larger project to engage industry, academia and governments in discussions about virtual worlds and public policy. This all falls under the umbrella of the think tank The Virtual Policy Network that I’m gradually giving life to.

The challenge here is: what topics / angles that fall broadly into the arena of public policy and fit within the context of the US debate would a crowd primarily interested in commercial / serious uses of virtual worlds be interested in?

The ‘easy’ area, at least for a topic rather than an answer, is the use of virtual worlds as part of education. I want to include this but also think outside – when I start to think about things like MTV’s use of the There platform, or Coke studios, or Raph’s new gig – what policy related bulbs does this light up in the American psyche?

Or should I stop worrying and talk about tax, rights holding and RMT?

再次回归SETI@home,为了故乡的那片彼岸花

Posted: 07 Oct 2007 06:32 AM CDT

第一次听说 SETI@home 是在2001年,然后于03年曾参与研究过1、2年,事隔3年后再次回归。

现在SETI已经有了中文网站,又叫伯克利开放式网格计算架构,是一种利用志愿计算效率和桌面网格计算的开源软件。用于将计算机的闲置资源来帮助治疗疾病、研究全球变暖、发现脉冲星、寻找外星文明以及其他多种类型的科学研究。

其原理就是利用电脑的闲置时的CPU资源,帮助参与哪些需要大量运算的科学研发项目,在有百万人不知不觉的默默参与至今,已经完成了需要世界上最强大的计算机不停工作几百年的数据计算。

为了找到我们的故乡,为了爱与和平,让我们一起加入吧。

 

SETI主页:http://setiathome.berkeley.edu

中国分布式计算总站:http://www.equn.com

 

 

SETI@home 是如何工作的?

1.堆积如山的数据

目前存在的绝大多数SETI程序,包括在加洲伯克利大学(UC Berkeley)大楼里大型计算机上运行的程序,都在实时的对从天文望远镜收集来的数据进行分析。这些计算机都没有对这些微弱的 信号进行深入的分析,也没有试图搜索更多种类的信号(关于信号的类型,将在后面讨论)。之所以没有这样做的原因是用来进行分析的计算机的处理能力是有限的。要想从大量的极其微弱的信号中发现什么的话,必须需要极其大量的计算机的处理能力,因此需要一台完全难以实现的超级计算机来完成这个工作。SETI计划根本不可能也没有能力建造或者购买这样的计算机,因此他们采取了另一种平衡的方法。那就是用比较小的计算机而花更多的时间来完成这个工作,而不是用超级计算机和比较短的时间内完成这个工作。但是新的问题是,这样就会有许许多多的堆积如山的数据等待处理。那么,他们是否可以利用大量的这种小型计算机同时处理不同的数据呢?SETI计划能在那里找到成千上万的计算机,并且能过不断的处理从阿雷西博(Arecibo)射电望远镜收集的数据呢?

伯克利(UC Berkeley)的SETI计划的成员注意到已经有成千上万的计算机是可以利用的。这些计算机中有很多通常都是什么也不做,只是在运行屏幕保护,白白的浪费电。因此,SETI@home也就产生了。SETI@home希望你能够允许我们在你不使用计算机的时候借用它来帮助我们“……寻找新的生命形式,寻找新的文明”。我们将利用运行在你的计算机上的屏幕保护程序来完成这个工作,它能够通过互联网从我们的服务器上获得一个数据包,分析它并将结果返回给我们。当你需要用你的计算机工作的时候,屏幕保护程序会立即退出,只有在你完成工作而不使用计算机的时候才开始继续进行分析的工作。

这是一项既有趣而又十分困难的任务。因为这里有太多的的数据要分析,几乎是不可能完成。好在这些要被分析的数据可以很容易的被分解成很多小的数据包,这些小的数据包可以同时被处理,因为它们之间是相互独立的。而且,目前只有很有限的天空能够被阿雷西博(Arecibo)射电望远镜扫描到。在未来的两年里, 能过被望远镜扫描的天空将被扫描三次。我们认为对于这个计划已经是足够了。到那个时候,我们将完成对天空的三次扫描后,我们将会有新的望远镜,新的试验和SETI计划的新的进展。我们希望,那个时候你还能 够参加到我们的计划中来。


2.数据包的分解

在位于波多黎各的阿雷西博(Arecibo)射电望远镜上,所有收集到的数据会被记录在高密度的磁带上,每天都会有一个35G的DLT磁带存储着这些数据。由于阿雷西博(Arecibo)射电望远镜和互联网没有足够的带宽,因此这些磁带不得不通过传统的邮递系统送到伯克利 (Berkeley)来。这些数据会被分解成大约0.25M大小的数据块(我们称之为“工作单元 (work unit)”)。这些工作单元会从SETI@home的服务器,经过互联网发送到世界各地的人们那里进行分析。

资料补充:数据是怎样被分解的?



SETI@home会收集2.5M带宽内的数据,其中心频点在1420MHz。对于法送给你进行分析而言,这依然是一个比较宽的带宽,所以我们将这个带宽分成了256份,即每份的带宽是10kHz(其实应该是9766Hz,但是我们为了计算方便而简化了这个数字)。数据分解的工作使用一种叫“splitter”的软件完成的,这样10kHz的带宽就比较好使用了。要记录10kHz带宽的信号,我们需要记录数据量约为每秒20000比特(20kbps)。(这叫做尼奎斯特(Nyquist)频率)我们会发给你大约107秒这样的10kHz(20kbps)带宽的数据。100秒乘以20000比特等于2000000比特,也就是说大约0.25M字节的数据,其中每字节是8比特。我们称这0.25M的数据包为“工作单元(work unit)”。我们还要发送一些关于工作单元的附加的信息,所以工作 单元的大约是340k字节。


3.发送出的数据

SETI@home只有在传送数据的时候才会通过互联网与你相连,也就是说只有在屏幕保护程序完成对工作单元的分析后,需要发送结果或者获取新的工作单元的时候。我们只有在得到你的许可和控制下才会让你的计算机与我们的服务器建立连接,你也可以通过一些选项来设置屏幕 保护程序在完成当前的工作单元后自动发送结果并获取新的工作单元。一般情况下,使用普通的调制解调器时,数据的传输不会超过5分钟,而且一旦数据的传输完毕,我们就会断开与你的连接。

我们会利用在伯克利的数据库来对每一个工作单元进行跟踪。当工作单元被返回后,工作单元将被送回数据库并且做上“已完成”的标记。服务器会将一个新的工作单元发送给你进行分析 同时在数据库中为这个工作单元做上“进行中”的标记。为了保证数据被处理的正确性,我们会重复送出同一个工作单元,因为即使是正常工作的计算机也会偶尔出错。如果你无法完成当前的工作单元,或者因为某种原因造成计算机死机而丢失分析结果的话,不用担心,数据是不会丢失的。


4. SETI@home在寻找什么?

那么,你所做的一切对我们有哪些帮助呢?你要在工作单元里面寻找什么呢?简单的说,我们想知道地球以外的生命是否发送了信息给我们。我们想知道,“他们”是否用他们认为最有效的方式发送信息给我们,并能够让我们很容易的发现这些信息。目前已知的是,在多个频率上发送信息不是最有效的,因为这样需要很多能量。如果能够把发送信息的能量集中在比较窄的频率范围内(即窄带),那么这些信号会比较容易从背景噪声中分离出来。这一点非常重要,因为我们认为“他们”离我们非常遥远,因此“他们”的信号在到达我们这里的时候已经非常微弱了。所以,我们不会搜索宽带信号(即在很多频率上的信号),我们只在一些特定的频率上搜索。SETI@home的屏幕保护程序就像收音机的调频器一样可以调节不同的频道,然后观察在该频道上的信号强度。如果信号强度有变化,就会引起我们的注意。一个可以帮助我们区分本地的信号(即来自地球或其卫星的信号)的原因是,这些信号或多或少都是连续的,而且它们基本上是恒定强度的信号。另一方面,阿雷西博(Arecibo)射电望远镜是固定在地面上的,因此随着地球的自转,它并不是在跟做某一特定的星体。正是由于这样,天空对于射电望远镜来说是“漂移”的。通常,任何目标在“漂移”过射电望远镜的碟形天线的焦点中线(或者说目标束)时大约要12秒的时间,所以我们希望能有一个“他们”的信号能够在这12秒的时间里发生由强变弱的变化,以便能让我们发现它。因为我们想要搜索这12秒钟的“高斯(gaussian)”信号,所以我们发送给你大约100秒的数据。我们也需要在不同工作单元内的数据有一定的交迭,我们不想因为数据包的分解而丢失一些重要的数据。

点击这里可以看到关于RFI(无线频率接口 Radio Frequency Interference)的更多信息,或者浏览第5楼帖子

让我们来看一些实例。如果你安装了Real player的话,你也可以听一听根据这些信号模拟出来的声音(但是注意这些信号是无线电信号而不是声音信号)。点击下面的图象就可以听到声音。


这张图片所显示的X轴是表示时间的流向,Y轴表示的是频率,或者说是不同频率信号的强度。这里所看到的是宽频信号,也就是说很多不同频率的信号混在一起。要注意的是,图中信号有微弱(暗的)开始,然后逐渐增强(明亮),在横轴中间大约6秒的位置达到最大值。这 也正是我们希望看到的地外生命的信号在“漂移”过射电望远镜时的情形。但是我们并不在宽频信号内搜索,这可能是星体或者其他天体所产生的信号。因此,宽频信号是不合适的。


这张图片正是我们想要看到的。在这里我们可以看到是在一个比较窄的频带内的信号,信号在这个12秒的频带内也是有强有弱的。我们尚不知道多窄的频带才是合适的,所以我们会搜索多个这样的频带。


如果“他们”试图在“他们”的信号中加入一些有意义的信息,那么信号几乎可以肯定是脉冲信号,就像这张图片显示的这样。


由于行星的自转,“他们”的信号发生器和我们的射电望远镜都是在沿着各自行星的中心轴做圆形运动。这种运动的结果是在观察的过程中我们会发现有些频率变化了,也正是因为这种相对运动,我们可以称这种现象为“多普勒漂移(doppler shifting)”或者信号的频率漂移。这有可能会造成在这12秒钟某些频率信号的增加或消失,这就是所谓的“啁啾信号(Chirped Signal)”。我们也会检测这种信号。


当然我们也会搜索含有脉冲信号的多普勒漂移(啁啾)信号。

资料补充:关于数据分析的更多信息

SETI@home的软件可以搜索比SERENDIP IV所能搜索的信号弱10倍的信号,因为它采用了一种增强运算算法,称为“相干积分(coherent integration)”。目前还没有任何一台计算机 (包括SERENDIP程序)有足够的处理能力来独立实现这种方法。你的计算机对数据进行快速傅立叶变换处理,在各种频率,带宽和啁啾速率中搜索较强的信号。你从我们这里获得的每一个工作单元都会进行如下的步骤。

我们先来看一看最需要运算处理能力的部分。首先要做的工作是消除数据中的啁啾频率,也就是说要消除多普勒效应的影响。最好的方法是,在-10Hz/秒到+10Hz/秒的频率内,步长为 0.002Hz/秒,进行约20000次的操作。在每一个啁啾频率上,对107秒的数据消除啁啾之后,再将数据分成8块,每块13.375秒的数据块。每个13.375秒的数据块用0.07Hz的滤波器搜索,试图发现一些有意义的峰值信号(这意味着对每个啁啾频率上的每个数据块要进行约131072次测试)。这样的话,有非常非常多的数据要处理。在这第一步的处理中,你的计算机要进行约2000亿次的运算。而我们要做一些10Hz/秒到50Hz/秒之间的数据处理。

工作还没有完呢!因为我们还要搜索其他的频带。下一步,我们将滤波器的带宽加倍到 0.15Hz,同时因为滤波器的带宽加宽了,我们只需要检测四分之一的速率就可以了。在我们完成上面的处理之后,我们只完成了四分之一的工作,或者说完成500亿次的运算。是不是太简单了?

在下一步,我们再将滤波器的带宽加倍(从0.15到0.3Hz),同时将啁啾频率再减少四分之 一。这一步(包括这以后的后续步骤)的处理工作只是前一步的1/4。那么这里有125亿次运算发生。就这样,对于那107秒的数据的连续14次的带宽加倍(0.07,0.15,0.3,0.6,1.2, 2.5,5,10,20,40,75,150,300,600和1200Hz)会产生总共2750亿次的运算。所以说,我们主要对窄带的数据进行分析(大约70%的工作量)。
最后,那些在某些频率,带宽和啁啾组合下的比较强的信号实际上是从地球上产生的信号。只有在12秒内产生并消失的信号(12秒钟正好是射电望远镜经过天空中某一点的时间)才有可能被认为是地外生命的信号。同时,这样的超过某一门限的峰值信号会被记录下来。


5.搜索脉冲信号

上述的工作是用来搜索那些持续的地外生命的信号的,那些信号是连续的,或者可以理解称为强脉冲。那么如果我们的外星朋友发送的是一系列的有间隔的有规律的脉冲信号呢?那么我们必须也要搜索那些有规律变化的信号。SETI@home使用了两种方法来搜索脉冲信号。一种是 用于搜索较强脉冲的三相脉冲法,另一种是可以用来搜索较平均但是较弱的脉冲信号。三相脉冲法其实很简单。在整个频谱上每个频段上,计算机将搜索那些超过特定门限的脉冲。 这个特定的门限要设定在一个合理的范围内才可以得到一定量的可能有意义的脉冲信号,否则的话,会搜索到大量噪声脉冲,使我们进行很多无意义的运算。对于超越门限的每一对脉冲信号,SETI@Home程序会搜索在这对脉冲信号中间的脉冲信号。如果找到了,屏幕保护程序会自动纪录结果并将结果送回伯克利。屏幕保护程序会自动进行这样工作,所以它不会重复的处理所有的脉冲信号。但是要记住,它必须对每一个10kHz的取样的频率段进行这样的操作。

第二种脉冲检测方法稍微有点复杂,这是SETI@home计划为这个目的特别开发的,称为“快速折叠算法(fast folding algorithm)”。同样,我们对每个10kHz的频率段进行处理。这种算 法可以检测数据包内大量的重复脉冲,这些脉冲可能很微弱,很容易被淹没在背景噪声中。我们首先从数据包种选择一段频率进行分析,然后搜索脉冲的强度和周期之间的关系。屏幕保护程序会将数据包分割成相同大小的块,然后将这些块相加。这样,如果块的大小正好与脉冲的周期(或多个周期)相同的话,那么脉冲信号就会因为叠加而增强,就会从背景噪声中显现出来。最困难的是,我们必须能够将数据包分割成正确的大小。由于我们根本不知道脉冲的频率是多少,所以我们不得不尝试不同的周期频率。同样,这种算法不会重复尝试那些已经完成的工作,如果发现了重复的周期脉冲信号,程序会纪录它并将它发送会伯克利。你们的计算机需要多长时间才能完成这些工作呢?平均的说,家庭计算机需要大约10到50个小时才能完成一个工作单元,而且假设你的计算机没有做其他的工作。

根据射电望远镜在纪录工作单元时的移动方式不同,你的计算机将要完成大约2.4万亿到3.8万亿次数学运算(专业术语应该是浮点运算),才能完成一个工作单元。

现在,你应该知道我们为什么需要你的帮助了。


6. 如果我的计算机发现了外星人

在我们讨论“会发生什么”之前,我们应该让你知道更多的关于“如果”的问题。其实,对于你所分析的数据和结果,许多是无线电信号,而且很多都是从地球上产生的,认识到这一点时非常重要的。电视机,雷达等都是微波发送器,卫星等天体也都是这样的无线电信号发生器。 同时有一些“测试信号”会被有意的加入到系统里面,SETI@Home计划可以利用这样的信号来证明系统的软件和硬件都工作正常。阿雷西博(Arecibo)射电望远镜会收集所有的信号,然后分发给你的屏幕保护程序进行处理。射电望远镜并不在意所收集到的信号的类型,就如同你的耳朵并不会选择听到什么样的声音一样。你的屏幕保护程序会仔细检查所受到的数据包,搜索那些比背景噪声“大”的信号和那些在12秒内产生并消失的信号(还记得吗?12秒钟正好是射电望远镜扫过天空中某一点的时间)。

所有有价值的信号都会被送回伯克利,SETI@home计划会作进一步的分析。SETI@home维护着一个庞大的关于已知的无线射频接口(RFI)的数据库,而且这个数据库在不断的更新。所以你的屏幕保护程序所检测的99.9999%的信号都会被认为已知的无限射频接口而被放弃掉,测试信号也会被消除掉。

那些剩下的未知的信号会根据天空中同一位置的观测数据进行进一步的分析。由于 SETI@home计划不能控制射电望远镜,所以这个工作可能需要6个月的时间(也就是望远镜转到同一位置所需要的时间)。如果,信号被认为有意义,SETI@home计划将会申请使用射电望远镜对这些数据所对应的天空进行专门的观察。

如果某个信号被重复观察了两次以上,而且确认不是已知的射频信号或者测试信号,SEIT@home计划会请另一个组织的人检查这个信号。他们将会使用不同的望远镜,接收机,计算机等设备,希望这样能够消除由我们的设备和计算机程序所产生的错误。和其他组织一起,SETI@home可以完成干涉测量法(干涉测量法需要由在两个具有相当距离的观测点共同 完成),这样就可以证明该信号是从其他星体发送来的。

如果得到的进一步的确认,SETI@home将会用国际天文联合会IAU(International astronomical Union)提供的电报格式发表一个声明。这是将重要的天文发现通知其他天文学团体的标准做法。这样的电报包含了所有便于其他天文学团体研究和确认这个信号的所有信息,如频率,带宽,位置等。使用屏幕保护程序发现这个信号的人将会和SETI@home计划的成员一样成为这个信号的共同发现人。但在这时,我们仍然无法确认这个信号是从其他智慧生命发送来的还是一个新的天文现象。

关于新的发现的所有信息都会公之于众,也许是通过网络或者其他方式。任何一个国家或个人都不允许占用所观察信号的频带。由于目标信号各能出现在任何位置,所以全球范围内的无线电观测是十分必要的,因此国家之间的共同努力是十分必要的。因此,所有的信息都应该是公开的。

点击下面的连接可以看到官方的“关于搜索地外智慧的活动的原则的声明”。

基于这些原则,对SETI@home的参加者来说,不应该在发现了地外智慧的信号以后十分兴奋的打电话给媒体,并发表自己的声明。这样作对整个计划是有害的。重要的是,我们应该保持 自己的头脑冷静,而让我们的计算机运转。我们都希望,我们能过成为接收到那些地外文明 “打电话回家”的信号的人。

写在国庆,写在WCG决赛之前,却与之无关的东西

Posted: 07 Oct 2007 04:15 AM CDT

 什么时候生活将要开始变得如此的无聊?
 ——嗯,这不是一个病句。
 
 国庆七天,也许本来可以做更多的有些意思的事情,但是却没有。或许已经努力的和陈规有所不同,但是在一种洪流的面前,坚持不是一件特别容易的事情——坚持做和坚持不做都没有那么的容易。
 WCG来了,西雅图的不眠之夜。记得这一年一度的盛典,自从开始魔兽之后就没有错过收看过。然而今年

却在不知觉中就擦肩而过了。多少次想啤酒、零食还有微微发亮的屏幕,躺在椅子上舒舒服服的过上又一个可以激

动的夜晚,却在每一个最后的关头悄悄的放弃了。为什么呢?自己也不是很清楚吧。人大了,有太多需要取舍的东西,又有太多似有非有的责任需要承担。自己一个人随心所欲的日子也许已经很难回来了。
 ——说起来悲哀,我还没有女朋友啊,为什么会有这样的感觉,呵呵。
 ——不过,这也没有什么不好。

 还记得学校里熄灯后,一群人在同学的笔记本上一齐收看WCG的直播,时而欢呼时而哀怨。我不是球迷,也不是追星族,所以这样的时光对我来说很少。上个星期在CBI上看到“飞浪网吧”的专题文章,写的是一个网吧魔兽选手的新旧更替,生生不息,每个队员随着时间流逝、人生变化的感受。平实的文字,却看得有点想流泪。我想起以前的自己,虽然也称不上一个真正的高手,却也曾经为了这样的梦而努力过,激情过。
 ——这便是我想要的游戏吧。不一定是竞技,游戏,可以是一切的形式一切的东西,甚至可以是网游。游戏,它是承载着无数人梦想和激情的东西,和很多很多东西一样。

 这几天却一直的在TBC,无聊的TBC。我说其为无聊,是忽略了大话、梦幻、征途或者其他类似的网游来说的,否则TBC那是一个多么有趣的游戏啊!每次,当自己在玩着其他的游戏或者看着其他的东西的时候,总有人来说一句“怎么没有在TBC 啊?”每次,当自己看见每一台机器上每一个时间总是只有TBC这一个游戏的时候,心里莫名其妙的产生了一种厌恶。没有人去关心新的东西,特殊的东西。甚至很少有谈起这些,更多的便是网游与网游。我已经烦了,烦的太早,可是没有办法。
 ——游戏,本不应该是这样的。然而,TBC并没有错,错的是我们自己,是吧?
 关注新鲜的事物,说的多么的容易,做起来却是多么的难。尤其是在这样的今天。

 大话3出现,虽然身边的人玩之寥寥,却也因为某些原因了解到了种种。小小每天都要说上一句“太累了,不玩了”,却一天又一天的重复着相同的事情,痛并也许快乐着。我每每劝之不要玩了,都会有种种理由“等级高了,放弃可惜”“认识的人多了,走了不好”“每天有活动,不做得不到钱和经验可惜。”而每每一起回去的时候,她也总要兴奋的说起今天做了什么活动得了多少钱、经验或者装备。现在想起来,我那时候的心情或许更多的是一种凄凉。
 ——设计者告诉我们要怎样怎样的用什么样的手段把玩家牢牢的吸引在游戏里,然后把下一代的设计者耗死在自己的游戏里,然后继续设计出把下一代耗死的游戏。这便是我们在做的游戏——“空虚”,并且,还振振有词,因为这种东西又叫做“现实”。
 ——呵呵,我没有什么可以反驳的,苦笑一声而已。
 承接上文般的说
 ——TBC并没有错,错的是我们自己;我们并没有错,错的是大话3自己……
 ——游戏与游戏之间的小小的差别!

 在10年前的中国,游戏被称之为“电子海洛因”。而在当今,随着网游以不可抵挡之势冲开了中国市场的大门,又随着电子竞技成为了第多少项体育项目,这个外号便悄悄的隐匿了。但是,我有一种感觉——
 我们,正在做着这样的东西。也许,还将要做这样的东西。

 前些天小小很累,因为大话3,身体和精神状态都不好。我便很自然的打了个赌,东西和午饭~~仅仅是想帮别人克制一下“玩”这个游戏的冲动。这便讽刺的说——
 我,一个从来四处倡导别人玩游戏的人,居然也开始要别人不玩游戏。
 我,一个来公司做游戏的人,居然也开始要别人不玩公司的游戏。
 ——但是我想这是对的,也许我没有权利或者没有资格,但是
 ——做自己能够做到的事情,哪怕只能改变一点,哪怕什么都没有因此而变,也便足够。

 
 短短的一文,发现自己用了无数的破折号,也罢也罢,不在乎多用一个,呵呵
 ——做好自己的每一件小事,自己和身边的人都可能会因此而改变。

 预祝SKY蝉联冠军,写在WCG决赛之前……
 

网站终于开通了!web8tv.cn

Posted: 07 Oct 2007 03:13 AM CDT

哈哈,经过十一假期这段时间的制作,个人网站终于又开通了。欢迎朋友们有空光临,多提宝贵建议。  修彬家园  www.web8tv.cn

Lego Star Wars Complete Saga Coming To The Wii

Posted: 07 Oct 2007 04:27 AM CDT

As someone who *hated* the most recent Star Wars trilogy for defacing and besmirching my memories of the original three, I have stayed well clear of any games that involve, include or make reference to them. David Hinkle over at...

Continue.

Tony Hawks Proving Ground Coming To A DS Near You

Posted: 07 Oct 2007 04:19 AM CDT

The third in a series of Tony Hawk skate games for the DS attempts to stick closer to its console big brothers, while the first two self consciously avoided the challenge. The results, according to IGN, are looking pretty good....

Continue.

马晓轶讲座记录 续

Posted: 06 Oct 2007 11:58 PM CDT

    下面跟大家讲一下,因为我们公司主要是引进游戏,不是开发游戏,当然也开发游戏,不过比较少,我也去过很多地方看游戏,主要就是这5个地方是游戏的来源,现在全球网络游戏占到第一名的其实是韩国,那韩国无论是在游戏开发还是游戏本地规模市场上都是顶尖的,但到今年数据就不好说了,看明年肯定游戏的消费第一位市场是中国,韩国未必能超过去。韩国大概有一千多个游戏团队,三百多个游戏公司,所以一年上线的产品就有150到200个了,但坦率的说一年存活下来的不到5款,每年。所以竞争非常非常激烈,所以大家要有个概念游戏行业竞争真的很激烈,日本一直以来都是个游戏的大国,但是日本在网络游戏上动作比较慢,相对来说本人比较喜欢日本游戏,而且谈过许多日本游戏公司,尝试看以后做一款日本游戏,但坦率来说日本游戏厂商动作很慢,他们虽然有很多很多非常好的Title,但是他们不愿意把那些Title拿来做网络游戏,一方面他们不愿意冒险,他们觉得自己技术不足,在3年前和他们谈的时候,他们觉得自己和韩国的技术还在一个水平线上,去年在东京和他们游戏公司谈的时候,他们自己都承认说现在如果要做网络游戏,可能引擎还是会请韩国来做的,所以日本游戏至今为止都没有什么,除了一款《大航海时代》大部分都是从国外引进来的。然后美国网络游戏市场一直都不是特别景气,欧洲网络游戏占他们所有游戏的3%,是两年前的事情,大部分公司不愿意花心思去做这个网络游戏,美国最大的游戏公司是EA,但是EA都在前年把它的网络公司都解散掉,所以在美国那边我们尝试有拿,但是也拿不到,另外一方面,欧美游戏进入中国市场还是有很大的风险的,这个可以讲一个亲身例子,今年我们做了《EVE ONLINE》在游戏的品质,在它的设计理念来说她是一款很好的游戏,它在中国坦率的来说它是有些水准的,这个问题我看来对在座来说是个优势啊,大家都是中国人,所以对中国的情况比较了解,那文化差异到底有多大,其实我可以给大家举一个例子啊,就举一个美术的例子啊,中国的玩家包括日本的,不单是中国,中国,日本.台湾韩国整个东亚地区,喜欢的男性角色形象,大家可以看到天堂里的精灵,或者是漫画当中,相对来说这都是些比较中性的特质,其实它的性特征是中性的,既不像男的其实也不像女的,更加偏向女的些,其实我谈过荷兰的游戏公司,包括GGP冰岛的游戏公司,做《EVE》的游戏公司,很多美国的游戏公司,可当他们看到这些男性角色的时候他们第一反映就会说这不是女的吗?为什么你们游戏里面不设定几个男性角色?在他们的概念中男性的角色就应该是那些肌肉比较发达的那些,好像这些中性的角色,就像天堂精灵这样的角色他们就会说那个是男人吗?这个其实是个非常非常大的一个文化的隔阂,这样的问话隔阂有时候大到使一款在欧美市场很好的游戏拿到中国来是失败的,所以欧美市场做中国还是比较有难度的,其实几款游戏,包括《EVE》、《龙与地下城》、《魔戒》都是口碑还不错的游戏,但在中国市场表现都不是那么,台湾前两年还行,这几年就不行了.其实第一步啊,我们还是要看政府。我和大家说个有关系的,很多国外游戏他有很多设定的,比如比较血腥啊,很多镜头在国外的符合法律的,但在中国就不一定符合法律了。中国有中国自己关于一些画面,关于血腥暴力,关于宗教,各方面一些设订。所有的游戏拿到中国这边来之后都要符合这些设订的。所以很多玩家在论坛上说你看光通又改游戏拉。又把原来的游戏好好的改了很多。其实我们是很冤枉的,并不是我们想要改游戏,更多是政府为了考虑大家的心理健康,所以把这个游戏就改掉了!

第二步其实我们做了很多的工作,就所谓的本地化的一个工作。这个本地化的一个工作要花费我们相当多的时间,一般来说我们签约之后要用六个月的时间来做本地化。大家像说:只是一个简单的翻译一下为什么要花这么长时间呢?一方面我们要和政府部门沟通,去改很多东西。另一方面我希望大家有个概念,就是我们在做游戏本地化的时候,并不单单是由韩文英文做成中文,这只是本地化的第一步而已,最重要的是要把本地化的精髓要做出来。大家看到这句话“Hasta  la  vista  baby"这句话出处在哪里 ?这里是电影学院,可能更清楚。这句话的出处在 “终结者2”这是JOY教那的机器人说的话。因为终结者说再见只会说GOOB BYE,很没有人性化。所以JOY就教了他这句话。这句话的西班牙文,意思是再见的意思。为什么说这句话呢?因为这句话很具异国风情。所以在美国特别是加洲一带很多人说再见时会用这个(“Hasta  la  vista")说。在电影中教他这句话是为了体现人性化的更另类的风格。那当这个电影到了墨西哥要开始上的时候,它要翻成墨西哥文,那就出问题了,因为墨西哥人的再见本来就是这句话。那你怎么来做这个汉化呢?是不是不动呢?但是不动这句话的话,本身就违反了这句话的意思。因为本身在这个电影当中它要体现更加人性化,更加时尚的,更加异域风格的去将这个再见。所以,最终他们的发音团队就做了一个 很经典的翻译,把这句话翻译成了“ 瑟有那拉”因为在墨西哥大家讲到比较有异域风情的再见就是这句了。所以变成了墨西哥版的终结者当中,JOY教终结者说再见就成了“ 瑟有那拉”。举这个例子是说我们在做本地化中考虑的因素并不单单说我们把韩国或者是美国的游戏就拷贝到这个来。我们要针对中国玩家的点要去调整。这个调整我们也不会凭我们的好恶去做,我各个说我们要做很多的决策,我们会通过很多方法工具去做这些事,做完之后我们也会做玩家的很多测试。就是我们这条路到底对不对?这样做有风险但是还是要。然后是内容上的改进。中国玩家喜好和欧美玩家的喜好差别都很大,和韩国的差别也很大。玩家其实可以分类的,按照6类分,7类分,还有4类分。最简单就是4类。比如成就型的,探索型的,征服型的,PK型的这个各国所占的比例也大不相同,中国最要是成就型的玩家为主占50/100以上。成就型的玩家对自己在游戏中的社会地位,就是排名次。表现在我有没有很独特的道具。本身可以决定我在游戏中排名比较高一些,或者更直接的就是我的等级是不是比较高。比如60级到顶,OK我已经59级了大部分人在我的脚下。但在欧洲这类玩家只有15/100。他们更多的是探索型的玩家。他们最喜欢的是地图更大一些,有更多的探索的东西。所以道具数量要多,种类要很多很多。这样他们探索的范围就比较大。还有一种玩法,他们不注重等级,地图也做的很大。相对于中国玩家就有点不适应。其实国外也有很经典的这类游戏。比如说                      〈啊松阔〉

就是。它在美国很成功。它的地图就非常的大,可能很多人玩一辈子都不会看到所有地图。但是在中国会没有人玩这个游戏的。大家会关注说这个地图上是不是练级效果更高一点,在那个上面可能连怪都没有一个,在〈啊松阔〉上可能走半的小时路都不会碰到一个怪。玩家从来没到这里来过所以我到这里MARK一下,就像人家到西藏旅游一样,我终于到了珠穆朗玛峰脚下。那他们会觉得很有成就感。但中国,是不是那边有一个刷怪刷的快一点的地方。

最后就是游戏测试,这个部分花了我们很多心思。说到这里我也为游戏公司辩护一下。外面有很多的说法说你看这么一个弱智的BUG又出现在游戏当中了,游戏公司是怎么做的?我相信大家进了游戏公司就知道了 。游戏是很复杂的系统工程。这个复杂到什么程度呢?比如说工商银行的交易系统很复杂吧。但它的代码量和现在的MMO比的话,就是他的1/10左右。而且工商银行的交易系统花了5年时间10亿人民币做出来的。做出来之可能要测试两年,上线就是20年不变的。但游戏不一样,游戏的可能只有两到三年的开发,可能当中1年我们还要做策划等等。可能只有几个月时间做Test。所以给大家一个概念,就像《传奇》这样的等级游戏,上市的时候内部包含有的BUG应该超过1万个。我也问过几家美国的公司,比如EA,EA的一款单机游戏在上市之前,他们内部允许的BUG数量大概是500个。当然不是很严重的BUG,就可以上市了。因为他们最早的第一个Alpha版本出来的时候可能里面的BUG数是15000个左右。网络游戏,由于他的服务器架构,通讯,几万人同时在线的特性他的BUG的数量是单机游戏的几何倍数。所以谁说我把所有的BUG全清除完,是不可能的。游戏公司能做的是尽可能的控制,数量不能太多,等级不能太高。但是一般的,比如贴图错误,这是没有办法控制的,我们要控制在一个数量之下,如果数量太多的话,大家会对这个游戏的品质有不好的认知,如果是数量少,那基本上是OK的。这一部分也占了我们游戏在上市之前的很大一个部分,我们一般会有一个测试团队在那边做这个东西。这是很累的工作,因为当一个版本出来之后,他们可能要在两周之内测试完所有的。测试的点有是千个Test,他们有十几个人,那作完需要的时间和精力就是很大的。

第三步的话就是市场的准备。一般来说一个游戏在上市之前很早的时候,我们就会做市场的预定。其实很多游戏公司在外面做宣传,甚至连这个游戏还没有签约就已经开始做宣传了。因为有很多宣传并不要你花很多钱,因为不做广告嘛。预热的越早对这个游戏越好。大家看到很多大作的预热期是非常长的。比如说魔兽。魔兽的预热期其实在02年底就开始预热了,它整整预热了两年的时间,这个是个非常好的预热方式。一个游戏需要很长的预热时间,需要在这个期间把他的品牌,形象。需要把他的卖点需要通过我刚刚说的那些图象能够传递给玩家。因为市场学上有一个概念,一个产品至少要让人看到8次 以上才会有这么一个印象,有这么一个产品。你要对这个产品有一个正确的认识至少需要25以上。如果你要在很短的时间去做到这一点的话,付出的代价是很高的,所以一般游戏公司会选择一个比较长的周期慢慢去做这个东西。但有很多游戏公司也没有办法,因为时间比较短,也没有办法应对就只能是砸钱。这个砸钱的数量可能后面要加零了 ,才能达到同样的效果。如果提前一年做这个比较好。 

再个是市场研究。这一部分非常重要。因为网络游戏整体来看的话,是个非常有趣的生意。这个生意是完全可以用数字去评估的。有了网络之后我们可以很详细的知道山东的玩家昨晚有多少登陆了我们这边?东北的玩家占了多大比例?这些部分我们事先会做很多很多的市场研究,做大量的市场调研拿到确切的数据才能确定我们的计划。然后会做ALPHA TEST,ALPHA TEST一般来说我们是第一个汉化版本。大家知道在公测之前半年或着三个月测试。这样的测试我们会邀请部分的玩家,规模大的话可能会在千人,少的话可能就是几十个玩家。主要的目的就是把BUG去除,然后看一些主要的卖点,是不是符合我们的设计预期。我不知道大家上的课堂中还有没有游戏设计的流程?这个流程当中大家可以看到有CONCEPT DOCUMENT最后一直到ALPHA TEST   ALPHA1, ALPHA2一直到Close B eta;〈哦个 beta〉,  那ALPHA B eta有5个部分,就不详细的给大家说了。这个做完之后我们会做C lose  Beta,C lose  Beta在中国已经被异化掉了,这个异化有很多原因,很多还是政府的原因。Close  Beta最早的定义启示中,是指相对来说比较大规模,就是几百到一千玩家内部的测试。这个版本最后就是个Realist版本,这个版本就是可以拿出去玩的,只是说对它的BUG还有些不放心,所以做一个封闭的测试。这个期间我们是做一个月多一点的的时间。所以大家看看固定测试之后,马上公测。但在这之前有一部分的测试我们也归在Close Beta当中了,只是这一部分游戏公司不太会做宣传。大家知道Close Beta  Phase 2〉就是第二阶段的close  beta,第一阶段的我们还是会在内部处理。做的OK大致心理有底,主要BUG也被修复了,这个时候才会对大家说,我们开始内测了,其实那时候我们的BUG基本上已经被修复了。就是说我们会先招人过来,有问题,问题修复了,然后进行第二阶段,大家可以看到的外面有宣传的close  beta内测已经是第二阶段了。然后就开始做公测。公测到收费的时间是界面明晰,就是我们会宣布某一天收费。但从今年开始市场有一些不一样的地方,就是免费游戏道具收费这样一个模式。那这样就是只要你打电话到道具商城上线之后就等于是收费了。

这个我就讲些open  betas 上面的点吧。就是我们网游公司比较关注的。可能作为玩家会不太知道,而作为从业人员就应该知道了。首先第一个是工职的点。我不知道大家有没有一个概念。中国网游市场的规模,我知道的数据是中国网络游戏用户的群体大概是3500万人,这个当中大概有60%是比较核心的玩家。就是他们除了玩休闲游戏外,还玩MMO这个数字一乘就知道2200万会玩MMO的玩家。 所以大家经常会看到一个现象,就是一个游戏刚刚在开始公测的时候,他们面临的人流压力是非常非常夸张的,夸张的什么程度?这个我举个例子:前段时间我们《神泣》做公测。我就观测了几个数据。第一个数据是公测当天我去查了百度。百度上当天搜索“神泣”是搜索词汇最多的。我统计了一下那天登陆上来的IP数量,我们估计了一下大概有400多万。尝试来登陆这个游戏。所以有时候玩家抱怨怎么不开放足够多的服务器,官网又荡了。在游戏刚刚开始,特别是比较好的游戏各个开始的时候。比如魔兽啊,第一天都多多少少有这个问题。这个是网络游戏大家都多多少少的犯的错。关键是这个错误你怎么把它犯到最少,最大程度上来化解这个压力。这个是个经验。这个也没有一个特别特别好的办法。比如说怎么样引导一个玩家先去做一个注册啊,怎么样让玩家分时间时段来做登陆啊。大家知道一个名词叫DOS攻击,很多人知道以前有人把美国国防部的网站给“黑”了,这个DOS攻击中文叫拒绝服务攻击。它的原理就是用大量的登陆去把正常人的登陆给屏蔽掉,可以想象在一款游戏刚刚上市的那几天里面,运营商面临的情况就和受到DOS攻击是一样的。就是可能你想上,但是有上百万的玩家堵在那边,就会打不开这个官网,登陆不了这个游戏。所以那个时段游戏公司受到的压力是很大的。可能就是大到整个公司要加班加点去做这个事情把这个压力化解掉。我们《传奇3》最夸张的时候一天有1万9千多个电话打进来, 说怎么登陆不了?这个部分大家只能意会了,面临的压力会非常非常的大。但只有经历过这样风雨的游戏公司才能真正成长为游戏公司的强者!你要经历像孩子出生这样的痛苦。

另外一点可以和大家沟通的就是游戏收费。收费的过程也是我们提心吊胆的过程。(稍微有点对玩家的不恭敬啊 )我们称之为蝗虫玩家,这些玩家像蝗虫一样,那款游戏刚刚开头都拥过去,造成我们说的拥堵的状况。但当这个游戏收费了,他们又像蝗虫一样飞走。那怎么样让玩家更稳定。我可以告诉大家一个比例,一个公司在处理不好的情况下,一个公司如果没有足够的经验,当蝗虫玩家全部都溜走的时候,他会只剩下15%到20%的收费之钱的在线人数。80%的人会像蝗虫一样飞走。平均中上水准能保留住40%的玩家。那像《魔兽》这样好的游戏能够保持住60%的玩家。这个是中国游戏的确实的状态。

这个开始之后坦率说就是一连串的事情的开始了。刚刚谁犯的错越少就会赢。因为在游戏运营当中我们会遇到一堆的问题。我来举几个例子:比如第一个是公关危机。不知道有没有概念什么叫公关危机?我举个例子:比如《传奇》玩家,《传奇》玩家的年龄比较大,它覆盖了从18到35岁的玩家群 。盛大的《传奇》,《传奇世界》,加上我们的《传奇3》,这三款游戏的玩家总人数超过1000万人。1000万人是什么概念?这个每225个人中会有1个同性恋;每400个人中会有一个神经病患者;每天出汽车车祸的有上千人;死于谋杀的应该上万人。大家经常会在报纸上看到某某某游戏玩家把某某某玩家给杀了。我们有遇到过的。一个《传奇3》的玩家把另一个《传奇3》的玩家给干掉了,用刀子捅死的。从人口统计学上说,这么大一个中国,被干掉的不只他一个。但是被报纸发现之后,被公众发现之后就变成了游戏本身的问题!这是需要游戏公司要去直接面对的问题。我们要做一系列的事去弥补。哪怕没有我们的责任。但是我们要尽我们一分力去处理这个事情。给一些赔偿啊。赞助一些费用给一些死者家属啊等等。我相信盛大也有我们也有,我们有碰到过玩家到我们这边要自杀的。说这个道具是我自己花钱买来的,你们说是非法盗取,所以要删除。一个成都过来的玩家跑到我们公司5楼,说不还给我我就往下跳。没办法,我们的客服人员要陪他一天一夜,一直到他情绪稳定,我们买了飞机票把他送到成都,一直送到家长手里的时候然后我们才放心。这个是没有办法,必须面对的。在 游戏运营过程中你会遇到一连串的类似这样的事。当你的游戏群体足够广大就一定会碰到这样的事。

另一个问题—网络问题。这个游戏公司也有责任,只要一有问题就会把问题归结为网络问题。这个也是游戏公司有问题的原因。从另一个角度看中国网络的确也有问题。我给大家普及一下中国网络的常识:在中国整个网络有中国电信,中国网通,中国铁通,中国联通,中国移动。我们光通也有自己的网。中国大概有十几个类似的网。每个网之间竞争比较激烈。所以互连互通是问题。网通的用户去访问电信还不如访问美国的服务器更快一点。所以这个是个很大很大的问题。在这个问题下的的确确会带来很多比如网络延迟啊,DNS解析啊等等网络问题。这些问题会影响到用户玩这个游戏。所以在游戏公司考虑说怎么布架整个服务器网络的时候我们会考虑很多这样的因素。比如说四川的网络带宽出口到上海肯定不是很稳定。所以很多游戏公司在四川会专门设服务器。为什么网通服务器电信服务器一定是分开开的?就是他们不能互通。但中国的游戏公司不像国外的游戏公司,国外的游戏公司是自建机房的,不是我不想,但中国信息产业部有管制的,自建机房是需要牌照的,所以游戏公司也没办法自建机房只能是租电信啊网通的机房。他们的机房本身就不受我们游戏公司的控制。在这种情况下会出很多网络问题。比如断网。甚至我们看过最夸张的事:电信的工作人员不小心把电源给碰掉了。导致了一个区的用户登陆不了。这个问题出现是成概率趋势的。总数越多概率越高。服务器有多少呢?现在盛大估计有6000到8000台服务器。我们在《传奇3》人数比较多的时候有3700多台,遍布在中国。这个服务器网络是很夸张的数字,大家有个概念:GOOGLE用于全球搜索引擎的服务器大概六七千台吧!这么大一个网络,它会成概率出现这个问题。每次出现这样的问题其实是考验运营商的经验是不是老道的问题。比如掉线了,网络不稳了,你怎么去安抚玩家?怎么能更快速的平息他们的愤怒?所以我们很开放的说,运营网络游戏真的很像管理一个国家。当一个网络服务区器组出了问题。比如掉线了,用户数据都丢了要回到了一天前。那这个用户的愤怒程度和安徽遭水灾是一样的,国家有一套应急的体制,为什么一般遭灾了,国家都会有免税啊,有补贴啊,援助金啊这些都是有道理的。要尽快的安抚这些用户,但这个安抚也不能过头,说所有这些用户都免费一个月,那旁边的用户就要跳起来了 ,说凭什么?他们只是掉了一天的经验就免费一个月。所以这个度的把握还是挺难的!还有一个就是因为出了一个BUG,我们要把暴力调整一下啊,把这个经验值要调整一下啊。那1000万用户800万赞成,200万反对,200的用户足够把你所以的网站端掉,所有的论坛铺天盖地全是骂你的帖子,200万用户啊。毕竟那800万用户得到好处用户不会帮你说话的,他们永远在那边闷头的玩游戏。只有不满意的人才会在那边又骂又跳的。虽然他们占的比例可能是少数,如果我们做个全民公决,大家可能还是会赞成,但是他们不会投这个票。其实有很多技巧,我举个例子:我们国家的总设计师邓小平就是很有智慧的。他搞改革开放,怎么不一下子全都搞改革开放呢?全中国十几亿人口,改革开放还是会触动一部分既得利益者,这部分既得利益者怎么说服教育都是没用的。而且一但他们起来反对,可能把正个改革都毁掉了。所以就做了一件很聪明是事。就是做试点。比如我们把深圳划出来,一小块地方先做改革。改革的好处就体现出来了。因为人是怕改变,会安于现状。游戏玩家也是一样的,我觉得现在这个暴力经验还不错,你要改的话说不定就不好了呢。如果改的太快,那我前面好不容易练的级比别人快一点,让别人追上来那我不是很倒霉。改的慢了,我上面还有很多很多级要练,你调慢了我怎么办?!所以人都是有惰性的。唯一能改变他们惰性就是让他们看到好处。再看我们国家领导人的智慧,当深圳的改革开放刚开始的时候,大家都是观望。游戏我们专门划一个区组出来做一个经验的调整的话,大家都是观望,是不是特别好?不知道。让他们去搞和我没关系,反正不影响我。但是深圳的改革开发政策肯定是对的,所以就越来越好,越来越好。到了 91、92年的时候,大家的呼声就不一样了,不是说我要抵制改革开放,而是,为什么还没有轮到我们改革开放,为什么只有深圳有这个政策?这个时候就对了,这个时候就是大面积改革的时间到了。那游戏也一样可以做这个策略的。我要做改版,我要增加一个新的职业出来,增加一个新的职业那玩家可能会反对,但是对游戏公司,我必须要做。我现在的内容到了非要增加新的内容的时候。再不增加新内容可能3个 月后用户就会流失了。那这个时候那就可以用这个策略了。我可以让一部分玩家先试那个新的这个职业。就会说你职业真的有趣,那我们这个区组怎么还没更新这个职业呢(前提是你对自己要有信心,你的职业做的真的是很好)???这个时候你的阻力就比较小了。所以大家可以看到作为运营公司来说,在很多想法上,我们必须在用户和公司间找到一个平衡点。这个平衡点有时候真的很难找。找这个平衡点不是科学,它是艺术。

那另外再谈一个问题,就是外挂的问题。这个问题其实很敏感的 。《传奇3》运营最大一个教训就是外挂!这个游戏应该被外挂毁了,不然可能成绩会更好。是不是光通就姑息外挂呢?我玩游戏也很长时间了,我本人看法是不能有了它,任何游戏有了它就不等平了,《传奇3》的教训(人的知识主要从教训中来的)。这样一个教训就是对外挂不够手狠。对外挂,手一定要非常非常狠。所以以后大家要加入游戏公司,大家讨论是不是要对付外挂的时候,我建议大家要投狠的那一票。外挂就像癌症一样,癌细胞早期是可以治疗的,并不是不能治。但当癌细胞晚期扩撒的时候就是没法治的,你把 癌细胞割掉你就直接死了。《传奇3》到后期就是这样。要把外挂干掉这个游戏也就死掉了 。这个我们的经验有一根警戒线,这跟警戒线是5%,当有5%的人在用外挂,这个游戏也就癌细胞扩撒了。你要不能超过5%的玩家用外挂。这个是所有的游戏运营的很大忌讳。除非天才设计的游戏是适合外挂用的,那是另外回事。

       还要再说个事,其实网络游戏也是非常有趣的事。它是完全可以数据化的。我们可以把游戏玩家完全数据。我做过这样一个事情,在 03年底到04年我跟踪了1300个《传奇3》的玩家。怎么跟踪的?我把他们所有游戏数据全部传下来了。传了很多 。他们每天几点上线啊?上线第一件干什么事?说哪句话?打了哪个怪?其实这个可以建立一个模型。我们尝试过非常准。可以预测这个玩家下次会在几点登陆。或者说他这次下线后会休息几天再登陆。或者是有这个特征之后这个玩家很快会流失的,会在两周之内流失。现在这个我们还在探索阶段,在游戏设计的初期对于整个数据的保留和挖掘是个非常有意思的事情。它可以帮助我们去更好的设计这个游戏。大家不知道有没有听说过 Data mining就是数据挖掘,就是现代企业管理和IT当中用的很多的东西。     沃尔玛为什么强,沃尔玛强在它这些变成商品。他去跟踪每一个用户近来消费的情况!传说沃尔玛的创始人是就呆在店里 。当你有问题想不通的时候,就到超市里去,有什么事情你不能决策的时候就到超市里去。传说这个创始人有整整一天在超市里跟着用户屁股后面转.的经历,那个时候还没有办法去真正意义上追踪用户,但是我们是可以的。我们是可以追踪用户每一步动作的。

在我想象中,谈不上创意,但是我希望能做出这样样一款产品,就是他的游戏内容可以根据他分析前一天或者前一周用户具体的数据做调整。比如说用户很多人、都在做任务了,但是这个部分很少人做。它该自动做调整加强这个部分,.做这样的机制在里面,确保游戏世界是动态的,健康的。不要让它不是偏向一边了。因为有一个问题。有一个经济学的概念,有一个现象,这个想象都解决不好,就是通货膨胀。现在所有的游戏世界都是通货膨胀,为什么?因为它有货币产出。是永恒的货币产出-打怪!但是他确实货币消耗很少,主要就是喝药水只能喝掉货币产出的15%-20%。每个游戏每天的货币重量是在不断上升。大家去关注5173卖游戏币的话,魔兽币最早卖5块钱一个金币,现在反正是很夸张达到价格了。就是这个货币产出的问题。这个问题能不能解决?能!你可以控制所有金币的产出,但这个你要对整个游戏的经济系统做一个建模。去分析它以前的数据。那么游戏做的像一个真实世界来运转,这个部分其实是一个很有趣的部分。可以去做一个很深入的部分。这个部分我知道很多游戏公司也在这方面关注。那我们也在做这个事情,这个部分如果大家留一个心眼的话。在游戏设计之初就有想到的话,是非常重要的。这个对于用户来说也是很重要的。因为游戏的好玩不好玩,我们挖掘根源的话,可以看到,它其实也是符合人性的。我一直说那些人适合做游戏的设计人员,一种是社会学家,另外就是经济学家。学经济学,所以我很建议大家去看宏观经济学之类的入门的书。我们可以想一下游戏到底是什么东西?用户打游戏其实是付出劳动的,我玩一个小时他们获得了什么东西?所以游戏就是用户付出时间精力得到多少回报,这样一个报酬体系的设计。其实这个报酬体系的设定其实是经济学的问题。你怎么去设定他的报酬?当用户花一个小时去玩一个游戏,他该得到的那些报酬,这些报酬不可能是真实的人民币。它可能是游戏币,可能是快感,可能是游戏的地位。但这个太多会引起游戏本身体系的崩溃;那太慢,等于我的劳动付出和我的劳动所得不匹配的时候,那这个体系是不健全的也是不稳定的!它会动荡,只有设计说我用户付出一个小时的精力能的到与我的劳动付出相应的同等的报酬,这个才是对的。像这样一个体系其实是可以通过数据来监控的,可以通过数据调整。这个其实是非常有趣的。大家有机会如果去研究一下,是相当不错的。反正今天这个主题比较大嘛,所以我就漫谈一下。

  我觉的我们还要总结一下,一款游戏要在市场上成功,到底有那些点是最关键的,Key of Success。第一个是足够的在不断向前发展的游戏内容。(Enough   on  going  content)如果像《魔兽》这么好的游戏它的补丁包上的有点点慢了用户都有流失。所以当一个游戏年需要去保持住用户这个流失比例不要太高。你需要有不断更新的内容。而且这个内容现在一定是超出玩家的等级的内容。

第二很多都不会想到的就是年要有个好的沟通方式和开发商,我这句话是抄的开发《魔界》的。他总结《魔界》在中国失败的原因就是和中国“天人互动”沟通太差。还有他们是说英语的,“天人互动”这边没有一个人会说英语。“天人互动”做单机游戏,他们 是做网络版的。总结来看就是双方的理念差的太远。沟通又要通过翻译这边来转速度太慢。没有办法做具体的商量。这个其实在和我们国外的开发公司合作成功是有问题的,可以引申到国内来,那怕我们是一家公司。这个也是需要沟通要更好,这个好体现在哪里呢?不是说我们用一种语言讲就讲得通,同样说中文也有可能是鸡同鸭讲。当碰到一问题的时候市场人员说明天这个服务器我就是要开在广东,那里全是我的用户啊;技术人员说广东那边的网络真是不稳定啊,放在那就是送死!老掉线,这个问题怎么解决,这个需要大家沟通。所以有时候就很难沟通。所以国外有很多游戏公司对于游戏岗位的管理人员的要求是复合行的。如果大家将来想在游戏行业做很高的位置,就把自己培养成复合型的人。什么叫复合型呢?比如我现在要做一个美术经理,OK我可能是从美工一步一步做上来的,我懂美术的东西,这是不够的你只懂美工你不能做美术经理,你只能做建模的团队经理。所以一个美术经理说,我今天放在开发团队至少能够做   Coding他不能做主程 或者是架构,做Coding是没问题的 。明天在策划团队,我虽然不是主策划,但是我写写策划文档是没问题的。放在市场这边我了解市场1、2、3哪些是那些是重要的。一个Banner该怎么处理。那是我很重要的。象我刚刚说的,我这个做出来的画面怎么样来能通过一个图象加一句话沟通给用户的?这个对我来 说很重要的。我也了解在美国画面杂志都是很花的,都是深颜色底色的所以我哪怕截一张图下来,我张纸要配这个深底色的这个游戏。不像中国,中国很多杂志都是白底的。这些你要想到,市场人员会往这方面去想。你不往这方面想,你根本不会顾虑到他们那些点。你做出来的东西是不对的。只有当你懂了这些所有的之后,那OK,你可以做一个美术的      经理。这样的话你一方面你能够管理好你的团队,另外一方面你和其他部门的配合技术的,市场的,运营的,你才会协调好。同理你可以推到任何一个。他们做策划的特别是做主策划的,一个主策划的话,你一定是懂程序的,不懂程序没法做策划,甚至策划这个级别的一定要懂程序的构架。你还要懂美术,像我刚才说的我们要从一个Concept 一直到建模作完,你要了解。所以像这样的复合人才肯定将来是游戏行业最最紧缺的人才。所有游戏的关键岗位都会需要这样的人才!

马晓轶讲座记录 续

Posted: 06 Oct 2007 11:58 PM CDT

    下面跟大家讲一下,因为我们公司主要是引进游戏,不是开发游戏,当然也开发游戏,不过比较少,我也去过很多地方看游戏,主要就是这5个地方是游戏的来源,现在全球网络游戏占到第一名的其实是韩国,那韩国无论是在游戏开发还是游戏本地规模市场上都是顶尖的,但到今年数据就不好说了,看明年肯定游戏的消费第一位市场是中国,韩国未必能超过去。韩国大概有一千多个游戏团队,三百多个游戏公司,所以一年上线的产品就有150到200个了,但坦率的说一年存活下来的不到5款,每年。所以竞争非常非常激烈,所以大家要有个概念游戏行业竞争真的很激烈,日本一直以来都是个游戏的大国,但是日本在网络游戏上动作比较慢,相对来说本人比较喜欢日本游戏,而且谈过许多日本游戏公司,尝试看以后做一款日本游戏,但坦率来说日本游戏厂商动作很慢,他们虽然有很多很多非常好的Title,但是他们不愿意把那些Title拿来做网络游戏,一方面他们不愿意冒险,他们觉得自己技术不足,在3年前和他们谈的时候,他们觉得自己和韩国的技术还在一个水平线上,去年在东京和他们游戏公司谈的时候,他们自己都承认说现在如果要做网络游戏,可能引擎还是会请韩国来做的,所以日本游戏至今为止都没有什么,除了一款《大航海时代》大部分都是从国外引进来的。然后美国网络游戏市场一直都不是特别景气,欧洲网络游戏占他们所有游戏的3%,是两年前的事情,大部分公司不愿意花心思去做这个网络游戏,美国最大的游戏公司是EA,但是EA都在前年把它的网络公司都解散掉,所以在美国那边我们尝试有拿,但是也拿不到,另外一方面,欧美游戏进入中国市场还是有很大的风险的,这个可以讲一个亲身例子,今年我们做了《EVE ONLINE》在游戏的品质,在它的设计理念来说她是一款很好的游戏,它在中国坦率的来说它是有些水准的,这个问题我看来对在座来说是个优势啊,大家都是中国人,所以对中国的情况比较了解,那文化差异到底有多大,其实我可以给大家举一个例子啊,就举一个美术的例子啊,中国的玩家包括日本的,不单是中国,中国,日本.台湾韩国整个东亚地区,喜欢的男性角色形象,大家可以看到天堂里的精灵,或者是漫画当中,相对来说这都是些比较中性的特质,其实它的性特征是中性的,既不像男的其实也不像女的,更加偏向女的些,其实我谈过荷兰的游戏公司,包括GGP冰岛的游戏公司,做《EVE》的游戏公司,很多美国的游戏公司,可当他们看到这些男性角色的时候他们第一反映就会说这不是女的吗?为什么你们游戏里面不设定几个男性角色?在他们的概念中男性的角色就应该是那些肌肉比较发达的那些,好像这些中性的角色,就像天堂精灵这样的角色他们就会说那个是男人吗?这个其实是个非常非常大的一个文化的隔阂,这样的问话隔阂有时候大到使一款在欧美市场很好的游戏拿到中国来是失败的,所以欧美市场做中国还是比较有难度的,其实几款游戏,包括《EVE》、《龙与地下城》、《魔戒》都是口碑还不错的游戏,但在中国市场表现都不是那么,台湾前两年还行,这几年就不行了.其实第一步啊,我们还是要看政府。我和大家说个有关系的,很多国外游戏他有很多设定的,比如比较血腥啊,很多镜头在国外的符合法律的,但在中国就不一定符合法律了。中国有中国自己关于一些画面,关于血腥暴力,关于宗教,各方面一些设订。所有的游戏拿到中国这边来之后都要符合这些设订的。所以很多玩家在论坛上说你看光通又改游戏拉。又把原来的游戏好好的改了很多。其实我们是很冤枉的,并不是我们想要改游戏,更多是政府为了考虑大家的心理健康,所以把这个游戏就改掉了!

第二步其实我们做了很多的工作,就所谓的本地化的一个工作。这个本地化的一个工作要花费我们相当多的时间,一般来说我们签约之后要用六个月的时间来做本地化。大家像说:只是一个简单的翻译一下为什么要花这么长时间呢?一方面我们要和政府部门沟通,去改很多东西。另一方面我希望大家有个概念,就是我们在做游戏本地化的时候,并不单单是由韩文英文做成中文,这只是本地化的第一步而已,最重要的是要把本地化的精髓要做出来。大家看到这句话“Hasta  la  vista  baby"这句话出处在哪里 ?这里是电影学院,可能更清楚。这句话的出处在 “终结者2”这是JOY教那的机器人说的话。因为终结者说再见只会说GOOB BYE,很没有人性化。所以JOY就教了他这句话。这句话的西班牙文,意思是再见的意思。为什么说这句话呢?因为这句话很具异国风情。所以在美国特别是加洲一带很多人说再见时会用这个(“Hasta  la  vista")说。在电影中教他这句话是为了体现人性化的更另类的风格。那当这个电影到了墨西哥要开始上的时候,它要翻成墨西哥文,那就出问题了,因为墨西哥人的再见本来就是这句话。那你怎么来做这个汉化呢?是不是不动呢?但是不动这句话的话,本身就违反了这句话的意思。因为本身在这个电影当中它要体现更加人性化,更加时尚的,更加异域风格的去将这个再见。所以,最终他们的发音团队就做了一个 很经典的翻译,把这句话翻译成了“ 瑟有那拉”因为在墨西哥大家讲到比较有异域风情的再见就是这句了。所以变成了墨西哥版的终结者当中,JOY教终结者说再见就成了“ 瑟有那拉”。举这个例子是说我们在做本地化中考虑的因素并不单单说我们把韩国或者是美国的游戏就拷贝到这个来。我们要针对中国玩家的点要去调整。这个调整我们也不会凭我们的好恶去做,我各个说我们要做很多的决策,我们会通过很多方法工具去做这些事,做完之后我们也会做玩家的很多测试。就是我们这条路到底对不对?这样做有风险但是还是要。然后是内容上的改进。中国玩家喜好和欧美玩家的喜好差别都很大,和韩国的差别也很大。玩家其实可以分类的,按照6类分,7类分,还有4类分。最简单就是4类。比如成就型的,探索型的,征服型的,PK型的这个各国所占的比例也大不相同,中国最要是成就型的玩家为主占50/100以上。成就型的玩家对自己在游戏中的社会地位,就是排名次。表现在我有没有很独特的道具。本身可以决定我在游戏中排名比较高一些,或者更直接的就是我的等级是不是比较高。比如60级到顶,OK我已经59级了大部分人在我的脚下。但在欧洲这类玩家只有15/100。他们更多的是探索型的玩家。他们最喜欢的是地图更大一些,有更多的探索的东西。所以道具数量要多,种类要很多很多。这样他们探索的范围就比较大。还有一种玩法,他们不注重等级,地图也做的很大。相对于中国玩家就有点不适应。其实国外也有很经典的这类游戏。比如说                      〈啊松阔〉

就是。它在美国很成功。它的地图就非常的大,可能很多人玩一辈子都不会看到所有地图。但是在中国会没有人玩这个游戏的。大家会关注说这个地图上是不是练级效果更高一点,在那个上面可能连怪都没有一个,在〈啊松阔〉上可能走半的小时路都不会碰到一个怪。玩家从来没到这里来过所以我到这里MARK一下,就像人家到西藏旅游一样,我终于到了珠穆朗玛峰脚下。那他们会觉得很有成就感。但中国,是不是那边有一个刷怪刷的快一点的地方。

最后就是游戏测试,这个部分花了我们很多心思。说到这里我也为游戏公司辩护一下。外面有很多的说法说你看这么一个弱智的BUG又出现在游戏当中了,游戏公司是怎么做的?我相信大家进了游戏公司就知道了 。游戏是很复杂的系统工程。这个复杂到什么程度呢?比如说工商银行的交易系统很复杂吧。但它的代码量和现在的MMO比的话,就是他的1/10左右。而且工商银行的交易系统花了5年时间10亿人民币做出来的。做出来之可能要测试两年,上线就是20年不变的。但游戏不一样,游戏的可能只有两到三年的开发,可能当中1年我们还要做策划等等。可能只有几个月时间做Test。所以给大家一个概念,就像《传奇》这样的等级游戏,上市的时候内部包含有的BUG应该超过1万个。我也问过几家美国的公司,比如EA,EA的一款单机游戏在上市之前,他们内部允许的BUG数量大概是500个。当然不是很严重的BUG,就可以上市了。因为他们最早的第一个Alpha版本出来的时候可能里面的BUG数是15000个左右。网络游戏,由于他的服务器架构,通讯,几万人同时在线的特性他的BUG的数量是单机游戏的几何倍数。所以谁说我把所有的BUG全清除完,是不可能的。游戏公司能做的是尽可能的控制,数量不能太多,等级不能太高。但是一般的,比如贴图错误,这是没有办法控制的,我们要控制在一个数量之下,如果数量太多的话,大家会对这个游戏的品质有不好的认知,如果是数量少,那基本上是OK的。这一部分也占了我们游戏在上市之前的很大一个部分,我们一般会有一个测试团队在那边做这个东西。这是很累的工作,因为当一个版本出来之后,他们可能要在两周之内测试完所有的。测试的点有是千个Test,他们有十几个人,那作完需要的时间和精力就是很大的。

第三步的话就是市场的准备。一般来说一个游戏在上市之前很早的时候,我们就会做市场的预定。其实很多游戏公司在外面做宣传,甚至连这个游戏还没有签约就已经开始做宣传了。因为有很多宣传并不要你花很多钱,因为不做广告嘛。预热的越早对这个游戏越好。大家看到很多大作的预热期是非常长的。比如说魔兽。魔兽的预热期其实在02年底就开始预热了,它整整预热了两年的时间,这个是个非常好的预热方式。一个游戏需要很长的预热时间,需要在这个期间把他的品牌,形象。需要把他的卖点需要通过我刚刚说的那些图象能够传递给玩家。因为市场学上有一个概念,一个产品至少要让人看到8次 以上才会有这么一个印象,有这么一个产品。你要对这个产品有一个正确的认识至少需要25以上。如果你要在很短的时间去做到这一点的话,付出的代价是很高的,所以一般游戏公司会选择一个比较长的周期慢慢去做这个东西。但有很多游戏公司也没有办法,因为时间比较短,也没有办法应对就只能是砸钱。这个砸钱的数量可能后面要加零了 ,才能达到同样的效果。如果提前一年做这个比较好。 

再个是市场研究。这一部分非常重要。因为网络游戏整体来看的话,是个非常有趣的生意。这个生意是完全可以用数字去评估的。有了网络之后我们可以很详细的知道山东的玩家昨晚有多少登陆了我们这边?东北的玩家占了多大比例?这些部分我们事先会做很多很多的市场研究,做大量的市场调研拿到确切的数据才能确定我们的计划。然后会做ALPHA TEST,ALPHA TEST一般来说我们是第一个汉化版本。大家知道在公测之前半年或着三个月测试。这样的测试我们会邀请部分的玩家,规模大的话可能会在千人,少的话可能就是几十个玩家。主要的目的就是把BUG去除,然后看一些主要的卖点,是不是符合我们的设计预期。我不知道大家上的课堂中还有没有游戏设计的流程?这个流程当中大家可以看到有CONCEPT DOCUMENT最后一直到ALPHA TEST   ALPHA1, ALPHA2一直到Close B eta;〈哦个 beta〉,  那ALPHA B eta有5个部分,就不详细的给大家说了。这个做完之后我们会做C lose  Beta,C lose  Beta在中国已经被异化掉了,这个异化有很多原因,很多还是政府的原因。Close  Beta最早的定义启示中,是指相对来说比较大规模,就是几百到一千玩家内部的测试。这个版本最后就是个Realist版本,这个版本就是可以拿出去玩的,只是说对它的BUG还有些不放心,所以做一个封闭的测试。这个期间我们是做一个月多一点的的时间。所以大家看看固定测试之后,马上公测。但在这之前有一部分的测试我们也归在Close Beta当中了,只是这一部分游戏公司不太会做宣传。大家知道Close Beta  Phase 2〉就是第二阶段的close  beta,第一阶段的我们还是会在内部处理。做的OK大致心理有底,主要BUG也被修复了,这个时候才会对大家说,我们开始内测了,其实那时候我们的BUG基本上已经被修复了。就是说我们会先招人过来,有问题,问题修复了,然后进行第二阶段,大家可以看到的外面有宣传的close  beta内测已经是第二阶段了。然后就开始做公测。公测到收费的时间是界面明晰,就是我们会宣布某一天收费。但从今年开始市场有一些不一样的地方,就是免费游戏道具收费这样一个模式。那这样就是只要你打电话到道具商城上线之后就等于是收费了。

这个我就讲些open  betas 上面的点吧。就是我们网游公司比较关注的。可能作为玩家会不太知道,而作为从业人员就应该知道了。首先第一个是工职的点。我不知道大家有没有一个概念。中国网游市场的规模,我知道的数据是中国网络游戏用户的群体大概是3500万人,这个当中大概有60%是比较核心的玩家。就是他们除了玩休闲游戏外,还玩MMO这个数字一乘就知道2200万会玩MMO的玩家。 所以大家经常会看到一个现象,就是一个游戏刚刚在开始公测的时候,他们面临的人流压力是非常非常夸张的,夸张的什么程度?这个我举个例子:前段时间我们《神泣》做公测。我就观测了几个数据。第一个数据是公测当天我去查了百度。百度上当天搜索“神泣”是搜索词汇最多的。我统计了一下那天登陆上来的IP数量,我们估计了一下大概有400多万。尝试来登陆这个游戏。所以有时候玩家抱怨怎么不开放足够多的服务器,官网又荡了。在游戏刚刚开始,特别是比较好的游戏各个开始的时候。比如魔兽啊,第一天都多多少少有这个问题。这个是网络游戏大家都多多少少的犯的错。关键是这个错误你怎么把它犯到最少,最大程度上来化解这个压力。这个是个经验。这个也没有一个特别特别好的办法。比如说怎么样引导一个玩家先去做一个注册啊,怎么样让玩家分时间时段来做登陆啊。大家知道一个名词叫DOS攻击,很多人知道以前有人把美国国防部的网站给“黑”了,这个DOS攻击中文叫拒绝服务攻击。它的原理就是用大量的登陆去把正常人的登陆给屏蔽掉,可以想象在一款游戏刚刚上市的那几天里面,运营商面临的情况就和受到DOS攻击是一样的。就是可能你想上,但是有上百万的玩家堵在那边,就会打不开这个官网,登陆不了这个游戏。所以那个时段游戏公司受到的压力是很大的。可能就是大到整个公司要加班加点去做这个事情把这个压力化解掉。我们《传奇3》最夸张的时候一天有1万9千多个电话打进来, 说怎么登陆不了?这个部分大家只能意会了,面临的压力会非常非常的大。但只有经历过这样风雨的游戏公司才能真正成长为游戏公司的强者!你要经历像孩子出生这样的痛苦。

另外一点可以和大家沟通的就是游戏收费。收费的过程也是我们提心吊胆的过程。(稍微有点对玩家的不恭敬啊 )我们称之为蝗虫玩家,这些玩家像蝗虫一样,那款游戏刚刚开头都拥过去,造成我们说的拥堵的状况。但当这个游戏收费了,他们又像蝗虫一样飞走。那怎么样让玩家更稳定。我可以告诉大家一个比例,一个公司在处理不好的情况下,一个公司如果没有足够的经验,当蝗虫玩家全部都溜走的时候,他会只剩下15%到20%的收费之钱的在线人数。80%的人会像蝗虫一样飞走。平均中上水准能保留住40%的玩家。那像《魔兽》这样好的游戏能够保持住60%的玩家。这个是中国游戏的确实的状态。

这个开始之后坦率说就是一连串的事情的开始了。刚刚谁犯的错越少就会赢。因为在游戏运营当中我们会遇到一堆的问题。我来举几个例子:比如第一个是公关危机。不知道有没有概念什么叫公关危机?我举个例子:比如《传奇》玩家,《传奇》玩家的年龄比较大,它覆盖了从18到35岁的玩家群 。盛大的《传奇》,《传奇世界》,加上我们的《传奇3》,这三款游戏的玩家总人数超过1000万人。1000万人是什么概念?这个每225个人中会有1个同性恋;每400个人中会有一个神经病患者;每天出汽车车祸的有上千人;死于谋杀的应该上万人。大家经常会在报纸上看到某某某游戏玩家把某某某玩家给杀了。我们有遇到过的。一个《传奇3》的玩家把另一个《传奇3》的玩家给干掉了,用刀子捅死的。从人口统计学上说,这么大一个中国,被干掉的不只他一个。但是被报纸发现之后,被公众发现之后就变成了游戏本身的问题!这是需要游戏公司要去直接面对的问题。我们要做一系列的事去弥补。哪怕没有我们的责任。但是我们要尽我们一分力去处理这个事情。给一些赔偿啊。赞助一些费用给一些死者家属啊等等。我相信盛大也有我们也有,我们有碰到过玩家到我们这边要自杀的。说这个道具是我自己花钱买来的,你们说是非法盗取,所以要删除。一个成都过来的玩家跑到我们公司5楼,说不还给我我就往下跳。没办法,我们的客服人员要陪他一天一夜,一直到他情绪稳定,我们买了飞机票把他送到成都,一直送到家长手里的时候然后我们才放心。这个是没有办法,必须面对的。在 游戏运营过程中你会遇到一连串的类似这样的事。当你的游戏群体足够广大就一定会碰到这样的事。

另一个问题—网络问题。这个游戏公司也有责任,只要一有问题就会把问题归结为网络问题。这个也是游戏公司有问题的原因。从另一个角度看中国网络的确也有问题。我给大家普及一下中国网络的常识:在中国整个网络有中国电信,中国网通,中国铁通,中国联通,中国移动。我们光通也有自己的网。中国大概有十几个类似的网。每个网之间竞争比较激烈。所以互连互通是问题。网通的用户去访问电信还不如访问美国的服务器更快一点。所以这个是个很大很大的问题。在这个问题下的的确确会带来很多比如网络延迟啊,DNS解析啊等等网络问题。这些问题会影响到用户玩这个游戏。所以在游戏公司考虑说怎么布架整个服务器网络的时候我们会考虑很多这样的因素。比如说四川的网络带宽出口到上海肯定不是很稳定。所以很多游戏公司在四川会专门设服务器。为什么网通服务器电信服务器一定是分开开的?就是他们不能互通。但中国的游戏公司不像国外的游戏公司,国外的游戏公司是自建机房的,不是我不想,但中国信息产业部有管制的,自建机房是需要牌照的,所以游戏公司也没办法自建机房只能是租电信啊网通的机房。他们的机房本身就不受我们游戏公司的控制。在这种情况下会出很多网络问题。比如断网。甚至我们看过最夸张的事:电信的工作人员不小心把电源给碰掉了。导致了一个区的用户登陆不了。这个问题出现是成概率趋势的。总数越多概率越高。服务器有多少呢?现在盛大估计有6000到8000台服务器。我们在《传奇3》人数比较多的时候有3700多台,遍布在中国。这个服务器网络是很夸张的数字,大家有个概念:GOOGLE用于全球搜索引擎的服务器大概六七千台吧!这么大一个网络,它会成概率出现这个问题。每次出现这样的问题其实是考验运营商的经验是不是老道的问题。比如掉线了,网络不稳了,你怎么去安抚玩家?怎么能更快速的平息他们的愤怒?所以我们很开放的说,运营网络游戏真的很像管理一个国家。当一个网络服务区器组出了问题。比如掉线了,用户数据都丢了要回到了一天前。那这个用户的愤怒程度和安徽遭水灾是一样的,国家有一套应急的体制,为什么一般遭灾了,国家都会有免税啊,有补贴啊,援助金啊这些都是有道理的。要尽快的安抚这些用户,但这个安抚也不能过头,说所有这些用户都免费一个月,那旁边的用户就要跳起来了 ,说凭什么?他们只是掉了一天的经验就免费一个月。所以这个度的把握还是挺难的!还有一个就是因为出了一个BUG,我们要把暴力调整一下啊,把这个经验值要调整一下啊。那1000万用户800万赞成,200万反对,200的用户足够把你所以的网站端掉,所有的论坛铺天盖地全是骂你的帖子,200万用户啊。毕竟那800万用户得到好处用户不会帮你说话的,他们永远在那边闷头的玩游戏。只有不满意的人才会在那边又骂又跳的。虽然他们占的比例可能是少数,如果我们做个全民公决,大家可能还是会赞成,但是他们不会投这个票。其实有很多技巧,我举个例子:我们国家的总设计师邓小平就是很有智慧的。他搞改革开放,怎么不一下子全都搞改革开放呢?全中国十几亿人口,改革开放还是会触动一部分既得利益者,这部分既得利益者怎么说服教育都是没用的。而且一但他们起来反对,可能把正个改革都毁掉了。所以就做了一件很聪明是事。就是做试点。比如我们把深圳划出来,一小块地方先做改革。改革的好处就体现出来了。因为人是怕改变,会安于现状。游戏玩家也是一样的,我觉得现在这个暴力经验还不错,你要改的话说不定就不好了呢。如果改的太快,那我前面好不容易练的级比别人快一点,让别人追上来那我不是很倒霉。改的慢了,我上面还有很多很多级要练,你调慢了我怎么办?!所以人都是有惰性的。唯一能改变他们惰性就是让他们看到好处。再看我们国家领导人的智慧,当深圳的改革开放刚开始的时候,大家都是观望。游戏我们专门划一个区组出来做一个经验的调整的话,大家都是观望,是不是特别好?不知道。让他们去搞和我没关系,反正不影响我。但是深圳的改革开发政策肯定是对的,所以就越来越好,越来越好。到了 91、92年的时候,大家的呼声就不一样了,不是说我要抵制改革开放,而是,为什么还没有轮到我们改革开放,为什么只有深圳有这个政策?这个时候就对了,这个时候就是大面积改革的时间到了。那游戏也一样可以做这个策略的。我要做改版,我要增加一个新的职业出来,增加一个新的职业那玩家可能会反对,但是对游戏公司,我必须要做。我现在的内容到了非要增加新的内容的时候。再不增加新内容可能3个 月后用户就会流失了。那这个时候那就可以用这个策略了。我可以让一部分玩家先试那个新的这个职业。就会说你职业真的有趣,那我们这个区组怎么还没更新这个职业呢(前提是你对自己要有信心,你的职业做的真的是很好)???这个时候你的阻力就比较小了。所以大家可以看到作为运营公司来说,在很多想法上,我们必须在用户和公司间找到一个平衡点。这个平衡点有时候真的很难找。找这个平衡点不是科学,它是艺术。

那另外再谈一个问题,就是外挂的问题。这个问题其实很敏感的 。《传奇3》运营最大一个教训就是外挂!这个游戏应该被外挂毁了,不然可能成绩会更好。是不是光通就姑息外挂呢?我玩游戏也很长时间了,我本人看法是不能有了它,任何游戏有了它就不等平了,《传奇3》的教训(人的知识主要从教训中来的)。这样一个教训就是对外挂不够手狠。对外挂,手一定要非常非常狠。所以以后大家要加入游戏公司,大家讨论是不是要对付外挂的时候,我建议大家要投狠的那一票。外挂就像癌症一样,癌细胞早期是可以治疗的,并不是不能治。但当癌细胞晚期扩撒的时候就是没法治的,你把 癌细胞割掉你就直接死了。《传奇3》到后期就是这样。要把外挂干掉这个游戏也就死掉了 。这个我们的经验有一根警戒线,这跟警戒线是5%,当有5%的人在用外挂,这个游戏也就癌细胞扩撒了。你要不能超过5%的玩家用外挂。这个是所有的游戏运营的很大忌讳。除非天才设计的游戏是适合外挂用的,那是另外回事。

       还要再说个事,其实网络游戏也是非常有趣的事。它是完全可以数据化的。我们可以把游戏玩家完全数据。我做过这样一个事情,在 03年底到04年我跟踪了1300个《传奇3》的玩家。怎么跟踪的?我把他们所有游戏数据全部传下来了。传了很多 。他们每天几点上线啊?上线第一件干什么事?说哪句话?打了哪个怪?其实这个可以建立一个模型。我们尝试过非常准。可以预测这个玩家下次会在几点登陆。或者说他这次下线后会休息几天再登陆。或者是有这个特征之后这个玩家很快会流失的,会在两周之内流失。现在这个我们还在探索阶段,在游戏设计的初期对于整个数据的保留和挖掘是个非常有意思的事情。它可以帮助我们去更好的设计这个游戏。大家不知道有没有听说过 Data mining就是数据挖掘,就是现代企业管理和IT当中用的很多的东西。     沃尔玛为什么强,沃尔玛强在它这些变成商品。他去跟踪每一个用户近来消费的情况!传说沃尔玛的创始人是就呆在店里 。当你有问题想不通的时候,就到超市里去,有什么事情你不能决策的时候就到超市里去。传说这个创始人有整整一天在超市里跟着用户屁股后面转.的经历,那个时候还没有办法去真正意义上追踪用户,但是我们是可以的。我们是可以追踪用户每一步动作的。

在我想象中,谈不上创意,但是我希望能做出这样样一款产品,就是他的游戏内容可以根据他分析前一天或者前一周用户具体的数据做调整。比如说用户很多人、都在做任务了,但是这个部分很少人做。它该自动做调整加强这个部分,.做这样的机制在里面,确保游戏世界是动态的,健康的。不要让它不是偏向一边了。因为有一个问题。有一个经济学的概念,有一个现象,这个想象都解决不好,就是通货膨胀。现在所有的游戏世界都是通货膨胀,为什么?因为它有货币产出。是永恒的货币产出-打怪!但是他确实货币消耗很少,主要就是喝药水只能喝掉货币产出的15%-20%。每个游戏每天的货币重量是在不断上升。大家去关注5173卖游戏币的话,魔兽币最早卖5块钱一个金币,现在反正是很夸张达到价格了。就是这个货币产出的问题。这个问题能不能解决?能!你可以控制所有金币的产出,但这个你要对整个游戏的经济系统做一个建模。去分析它以前的数据。那么游戏做的像一个真实世界来运转,这个部分其实是一个很有趣的部分。可以去做一个很深入的部分。这个部分我知道很多游戏公司也在这方面关注。那我们也在做这个事情,这个部分如果大家留一个心眼的话。在游戏设计之初就有想到的话,是非常重要的。这个对于用户来说也是很重要的。因为游戏的好玩不好玩,我们挖掘根源的话,可以看到,它其实也是符合人性的。我一直说那些人适合做游戏的设计人员,一种是社会学家,另外就是经济学家。学经济学,所以我很建议大家去看宏观经济学之类的入门的书。我们可以想一下游戏到底是什么东西?用户打游戏其实是付出劳动的,我玩一个小时他们获得了什么东西?所以游戏就是用户付出时间精力得到多少回报,这样一个报酬体系的设计。其实这个报酬体系的设定其实是经济学的问题。你怎么去设定他的报酬?当用户花一个小时去玩一个游戏,他该得到的那些报酬,这些报酬不可能是真实的人民币。它可能是游戏币,可能是快感,可能是游戏的地位。但这个太多会引起游戏本身体系的崩溃;那太慢,等于我的劳动付出和我的劳动所得不匹配的时候,那这个体系是不健全的也是不稳定的!它会动荡,只有设计说我用户付出一个小时的精力能的到与我的劳动付出相应的同等的报酬,这个才是对的。像这样一个体系其实是可以通过数据来监控的,可以通过数据调整。这个其实是非常有趣的。大家有机会如果去研究一下,是相当不错的。反正今天这个主题比较大嘛,所以我就漫谈一下。

  我觉的我们还要总结一下,一款游戏要在市场上成功,到底有那些点是最关键的,Key of Success。第一个是足够的在不断向前发展的游戏内容。(Enough   on  going  content)如果像《魔兽》这么好的游戏它的补丁包上的有点点慢了用户都有流失。所以当一个游戏年需要去保持住用户这个流失比例不要太高。你需要有不断更新的内容。而且这个内容现在一定是超出玩家的等级的内容。

第二很多都不会想到的就是年要有个好的沟通方式和开发商,我这句话是抄的开发《魔界》的。他总结《魔界》在中国失败的原因就是和中国“天人互动”沟通太差。还有他们是说英语的,“天人互动”这边没有一个人会说英语。“天人互动”做单机游戏,他们 是做网络版的。总结来看就是双方的理念差的太远。沟通又要通过翻译这边来转速度太慢。没有办法做具体的商量。这个其实在和我们国外的开发公司合作成功是有问题的,可以引申到国内来,那怕我们是一家公司。这个也是需要沟通要更好,这个好体现在哪里呢?不是说我们用一种语言讲就讲得通,同样说中文也有可能是鸡同鸭讲。当碰到一问题的时候市场人员说明天这个服务器我就是要开在广东,那里全是我的用户啊;技术人员说广东那边的网络真是不稳定啊,放在那就是送死!老掉线,这个问题怎么解决,这个需要大家沟通。所以有时候就很难沟通。所以国外有很多游戏公司对于游戏岗位的管理人员的要求是复合行的。如果大家将来想在游戏行业做很高的位置,就把自己培养成复合型的人。什么叫复合型呢?比如我现在要做一个美术经理,OK我可能是从美工一步一步做上来的,我懂美术的东西,这是不够的你只懂美工你不能做美术经理,你只能做建模的团队经理。所以一个美术经理说,我今天放在开发团队至少能够做   Coding他不能做主程 或者是架构,做Coding是没问题的 。明天在策划团队,我虽然不是主策划,但是我写写策划文档是没问题的。放在市场这边我了解市场1、2、3哪些是那些是重要的。一个Banner该怎么处理。那是我很重要的。象我刚刚说的,我这个做出来的画面怎么样来能通过一个图象加一句话沟通给用户的?这个对我来 说很重要的。我也了解在美国画面杂志都是很花的,都是深颜色底色的所以我哪怕截一张图下来,我张纸要配这个深底色的这个游戏。不像中国,中国很多杂志都是白底的。这些你要想到,市场人员会往这方面去想。你不往这方面想,你根本不会顾虑到他们那些点。你做出来的东西是不对的。只有当你懂了这些所有的之后,那OK,你可以做一个美术的      经理。这样的话你一方面你能够管理好你的团队,另外一方面你和其他部门的配合技术的,市场的,运营的,你才会协调好。同理你可以推到任何一个。他们做策划的特别是做主策划的,一个主策划的话,你一定是懂程序的,不懂程序没法做策划,甚至策划这个级别的一定要懂程序的构架。你还要懂美术,像我刚才说的我们要从一个Concept 一直到建模作完,你要了解。所以像这样的复合人才肯定将来是游戏行业最最紧缺的人才。所有游戏的关键岗位都会需要这样的人才!

【游侠独家】[中世纪2之全面战争][全系列版本][游侠左贤王专业完美中文汉化包V3.0正式版] (大小:46.91M 人气:316 下载:16 完成:117 种子:11)

Posted: 07 Oct 2007 02:14 AM CDT

发布简介:DIV align=centerFONT class=style1 color=#000000 size=3STRONG中世纪2之全面战� ∕edieval II Total War)全系列版本 游侠左贤王专业完美中文汉化包V3.0正式版� ū竞夯勺笙屯踝ㄒ岛夯哦痈涸鹑坑蜗纺谌莘牒兔拦ぶ谱鳎捎蜗劳÷檬蠛 夯际跬哦痈涸鹱ㄒ等诤撕夯⒅形淖挚庵谱鳎ū竞夯视糜谀壳叭我獍姹镜挠 ⑽脑婕白钚伦柿掀挠蜗罚ū竞夯诩际跎暇弑赣蜗栏呤中÷檬蟮募际跄讯燃醋ㄒ 等诤撕夯⑷嫫平庾挚狻⒆灾迫形淖挚猓淖址矫孀裱俗笙屯踝ㄒ岛夯哦拥 囊还崽厣赐耆夯⒀辖骱夯⒅形挠镅苑绺瘢�STRONG/FONT/DIV
下载地址:http://gamebt.ali213.net/download-spot-1-382.html

[NetShowBT][最新游戏][Blitzkrieg 2 Liberation][闪电战2之解放][EN][DVD] (大小:1.31G 人气:196 下载:84 完成:69 种子:3)

Posted: 07 Oct 2007 02:14 AM CDT

发布简介:PBlitzkrieg_2_Liberation-PROCYON闪电战2之解放/P< />P【游戏封面】游戏名称:闪 电战2之解放英文名称:Blitzkrieg 2 Liberation游戏制作:Nival Interactive& && 游戏发行:Ascaron Entertainment/CDV&&&&&& &&&&&&&&&&&&&&&& amp;&&&&&& 游戏语种:英文游戏类型:Strategy&&amp ;&&&&&&&&&& 官方网址:http://www.bli tzkriegfrance.com游侠0day信息网:http://0day.ali213.net/jump.asp?id=5196所属� 致矍海ǘ接蜗纷ㄇ﹉ttp://game.ali213.net/forum-244-1.html更多 ...
下载地址:http://gamebt.ali213.net/download-spot-1-381.html

PS3各版本横向对比!40G版本PS3大图!

Posted: 07 Oct 2007 12:32 AM CDT

 
PS3 產品名稱
20GB 款式
40GB 款式
60GB 款式
80GB 款式
硬碟容量
20GB
40GB
60GB
80GB
PS 向下相容
○(有)
○(有)
○(有)
○(有)
PS2 向下相容
○(有)
╳(無)
○(有)
○(有)

CF / MS / SD 讀卡機

△(可外接)
△(可外接)
○(有)
○(有)
USB 端子
4
2
4
4
藍牙無線傳輸
○(有)
○(有)
○(有)
○(有)
RJ-45 有線網路
○(有)
○(有)
○(有)
○(有)
Wi-Fi 無線網路
╳(無)
○(有)
○(有)
○(有)
HDMI 端子
○(有)
○(有)
○(有)
○(有)
AV MULTI 端子
○(有)
○(有)
○(有)
○(有)
光纖端子
○(有)
○(有)
○(有)
○(有)
定價
歐洲未推出
399 歐元
499 歐元
歐洲未推出
 
 
 
 
 
 

"game" via 柠檬杀手 in Google Reader

unread,
Oct 8, 2007, 4:24:53 PM10/8/07
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Programming Practice That Might Kill Your Code

Posted: 08 Oct 2007 01:35 PM CDT

I was browsing various programming tutorials and saw the code that was technically okay but had problem with being bit difficult to read. I’m one of those coders who believe that there’s enough room in the hard drive to use bit longer variable names…

I probably wouldn’t have noticed this and wrote about it here, but since it was in a beginner’s tutorial - I believe it’s worth mentioning.

The code looked like this:

switch(event.KeyInput.Key)
{
case KEY_W:
case KEY_S:
…{
……core::vector3df v = node->getPosition();
……v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;
……node->setPosition(v);
…}
…return true;
}

Basically there’s nothing wrong with that code. It will check out whether somebody pressed key W or S down and moves a node according to the button pressed. Technically that code looks alright.

But practically there’s a fatal problem that should be avoided readability shouldn’t suffer.

The same code could probably be written something like this (or various alternatives where no “break” lines would be needed etc.):

switch(event.KeyInput.Key)
{
case KEY_W:
…speed = 2.0f;
…break;
case KEY_S:
…speed = -2.0f;
…break;
}
core::vector3df unit = node->getPosition();
unit.Y += speed;
node->setPosition(unit);
return true;

The point is… in the first example, the line “v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;” isn’t very easy to read. Sure, one can get what it means after pondering a while - but in my opinion code should be easy to read. In terms of efficiency we don’t lose anything even if we don’t put all that stuff in one line (after all - it’s the rendering that usually takes time, not asking input from the player once).

But by simply telling what KEY_S and KEY_W do (they change the speed - and it’s pretty easy to spot in which direction) and by mentioning that the vector is moving an unit (or whatever) instead of “v” we can get a better picture pretty fast.

If one must decide between “making code as short as possible” compared to “making readable and easily understandable code”, the latter wins in my books in a heartbeat. Don’t let readability suffer - it may kill your code.

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

Virtual Console to Feature Neo Geo Triple Threat

Posted: 08 Oct 2007 02:30 PM CDT

BLOG—The Nintendo Wii’s virtual cup runneth over as three Neo Geo titles simultaneously become available for purchase on the Virtual Console.

Nintendo: Wii Tops Amazon Wedding Gift Registry

Posted: 08 Oct 2007 01:40 PM CDT

Picture%2018.pngYoung couples in love who are soon to embrace in the lifelong partnership have one thing in mind: "Will my partner consider it cheating if I have sex with robots when said technology becomes available/attractive enough for me not to mind it so much?" The second thing on their minds, of course, is their wedding gift registry. And the number one registered wedding gift at Amazon is the Nintendo Wii. So in other words, the Nintendo Wii has become almost as important to both men and women as hot, on-demand robot sex.

The Xbox 360 comes in a close second, ranked behind countless Wii accessories and kitchen appliances at number 96. As for the PS3, it's a no show. But in all seriousness, examples like this one prove that the Wii has been accepted by both men and women as an entertainment device for the family. Kudos, Nintendo. Now please begin the manufacture of those robots we were talking about.

Amazon Registry
[via gonintendo and mlive]

I Still Love You: Diablo 3 Talk From Blizzard's Ex

Posted: 08 Oct 2007 01:20 PM CDT

d3-box-mock_qjpreviewth.jpgIn an 'If I Did It' type of hypothetical exploration, ex-Blizzard ex-Diablo designer Bill Roper drops his focus on Hellgate: London and talks about the difficulties in designing Diablo 3 to be everything the fans dream it will be.

I think with Diablo, for example, the camera angle is a big part of it. I think with the Diablo series there is a level of expectation about only using the mouse to move.

To be honest, the way that Blizzard is approaching StarCraft II is really smart. They're saying, 'OK, what do the millions of StarCraft fans very specifically want from a StarCraft experience? Great, well that's what we're going to give them.
As a moderate StarCraft fan, I have to agree that Blizzard nailed the feel of the game and provided all the upgraded sheen I'd hoped for. But with the Diablo franchise, it's more probable that Blizzard is feeling bigger pressure (internal or external) to completely revamp and ditch the isometric design—one of the very things that makes Diablo feel like Diablo. I don't want to say I'm outright against the idea, but Diablo 2 with more classes and better graphics doesn't sound like the absolute worst thing in the world, either.

Bill Roper: What I'd do with Diablo 3 [cvg]

Clips: Panzer Tactics DS Explained

Posted: 08 Oct 2007 12:30 PM CDT

One of the things that has always turned me off from straight-up war games has been the overall dry presentation. I mean, you've got a hex grid, some cutout tanks, and there you go. While I think Panzer Tactics, Conspiracy Entertainment's WWII strategy game for the Nintendo DS could very well usher in a new era of DS war gaming, this instructional video - the first in a series - does little to get me to want to play the game. I think it's the narrator, who is about as gripping as a air waitress stewardess reciting the airplane safety instructions.

Rumor: 'New Pack' Wii SKU Coming?

Posted: 08 Oct 2007 12:30 PM CDT

nintendo-wii.jpgChalk this one up under extreme rumor for the moment, but according to a post on Codename Revolution, a new Wii SKU called the "New Pack" is being dangled by some distributors for retailers to snatch up this holiday season. Prices at $289.99 Canadian, this potentially new SKU would run the same as a standard issue Wii.

New color, new functionality, new...pack? Maybe WiiPlay comes standard alongside WiiSports? Let's SPECULATE!!!

New Wii SKU in the Works? [via MCV]

Halloween: Help MTV's New Intern Become the Master Chief

Posted: 08 Oct 2007 12:00 PM CDT

img_2059edit2.jpg

Stephen Totilo, stationed in thriving NYC, had no problem landing a nearby college Intern. Billie Edington did her first post today on the site, asking readers to help her design and implement a Master Chief costume this Halloween.

She did some preliminary searching and only came up with a $22k or so replica suit of armor. So what she needs howto for creating her own suit of MIJOLNIR armor that doesn't involve blacksmithing or fiberglass work. Any suggestions? I'd say that empty beer cases are your friend, they're amazingly pliable and fun to empty.

Help Wanted: A Halo Halloween Costume Conundrum [MTV's Multiplayer]

Announcement: The Halo 3 Shwag Winner Is...

Posted: 08 Oct 2007 10:56 AM CDT

haloprize.JPG

Last month we sent you scrambling for Fahey's words of wisdom in a hunt for the answers to our latest trivia contest. The winner, we said, would get a Master Chief sack filled to the brim with Halo 3 goodies, from an Xbox 360 console to controllers, the game and other knick-knacks.

This morning we sorted through the winning answers and randomly selected one lucky person to win the sack o' Halo goodness. Hit the jump for the luck winner.

The lucky Kotakuite and Halo 3 shwag winner gets:
Halo 3-themed Xbox 360
Two Halo 3-themed McFarlane Xbox 360 controllers
A Halo 3-themed wireless headset
A Legendary Edition of Halo 3
A Master Chief duffel bag
Master Chief dog tags
3200 Microsoft points
Three unused Halo 3 Slurpee cups
A coupon for a free Slurpee
A limited edition bottle of Halo 3 Game Fuel
A Halo 3 Game Fuel T-Shirt
An Xbox 360 notepad
A first aid kit
Rations

And the winner is Andrea Bolner of Indiana. Andrea has already been contacted and emailed us mailing details, so there's no chance we'll have to pick a new winner. Sorry guys. If it helps we'll be giving out some more World in Conflict goodies, including a skateboard, as well as a Legendary edition of Halo 3 in the coming days/week.

Yeah, that probably doesn't help, but don't worry there will be just as many fun giveaways in the coming months.

Transformers: High Score 100 In The Wild

Posted: 08 Oct 2007 10:40 AM CDT

transformersps2.jpgEven while on vacation in the wilderness of Arizona, as I was this weekend, I still keep an eye out for my two most passionate hobbies...video games and Transformers...so when I spotted High Score 100 at a Wal Mart in the middle of nowhere, I had to pick him up. Part of the Real Gear Robots line of TF toys, High Score here is a master fighter, having learned martial arts moves apparently by being touched by master warriors. If this actually worked, there would be master warriors hanging out on every street corner and the world would be a much happier place. McWhertor's original sighting at Comic Con 07 didn't do justice to the figure's fragility, as those two little shoulder buttons popped right off as soon as I tried to move them. Still a nice little addition to the line. I also spotted a Tech Transformer that changed from a game controller into a cannon, but I believe that unless it turns into a robot it doesn't count, so nya.

Rumor: 40GB PS3 Dated

Posted: 08 Oct 2007 10:20 AM CDT

ps3dated.jpgWe know the 40GB PS3 is coming, with Europe already having a firm date for the console, but now The Hollywood Reporter is reporting...from Hollywood, possibly...that the 40GB PlayStation 3 will be hitting U.S. store shelves on the 2nd of November. As reported earlier, the new 40GB model will have two fewer USB ports, no memory stick capabilities built-in, and software BC support. The article states that at least one major retailer has confirmed the date, with reports that retailers are being urged to clear out their stock in time for the $399.99 systems to hit.

Sony to put cheaper PS3 in play [The Hollywood Reporter]

Rumor: LA Noire Details Leaked?

Posted: 08 Oct 2007 10:00 AM CDT

lanoire_delay.jpg

Kotaku Australia Ed Logan Booker was tipped off to a site that is listing what they say is exclusive new details about Rockstar's upcoming game LA Noire. In a nutshell:

* The game will be a free-roaming title with a historically-accurate recreation of Los Angeles in 1947.
* Team Bondi has even hired a costume designer to research the clothing of the era so the game's attire can be accurate.
* Aside from main story, side missions will be based on actual cases pulled straight of the newspapers of 1947.
* A US Marine plays a big role in the story.
* Not so exclusive...but LA Noire definitely ain't coming to Xbox 360, the size of the game is an obstacle to this.

I've never heard of Surfer Girl Reviews, so it's hard to judge this particular bit of information, but none of it sounds too outlandish.

LA Noire Too Big For Xbox 360? [Surfer Girl Review, via Kotaku Australia]

Xbox Live: Conan and The Simpsons Dueling Demos

Posted: 08 Oct 2007 09:40 AM CDT

simpconan.jpgTwo new demos are ready for your downloading pleasure on an Xbox 360 near you this morning. First we have Nihilistic's Conan, not to be confused with the Funcom MMO Age of Conan, a single-player game that puts you in the furry boots of fantasy's greatest barbarian as he struggles against an elusive evil power, using weapons, wrestling moves, and magic for some god awful reason. If 483 MB of blood and gore aren't your thing, try 442 MB of fun and frivolity as Homer and Bart team up to take down Lard Lad in The Simpsons Game demo, sure to be chock-full of hilarious sound bytes that quickly become annoying after the third or fourth repeat. Just guessing there, mind you, as the demo is still slowly making it's way over the intertubes to my game box, and the PS3 kids seemed to like it when they got it last week, so who knows? Go forth and judge for yourself.

Vc Update: The NEOGEO Triple Play

Posted: 08 Oct 2007 09:20 AM CDT

neogeologo.jpgWe knew that NEOGEO titles were coming to the Wii Virtual Console, but who knew they would come so soon, and in such abundance? Nintendo dedicated the entire week to the premier fighting platform of the early 90's, releasing Fatal Fury, World Heroes, and Art of Fighting all at once, all for you. Each game costs 900 Wii Points, so do you want to take down Geese Howard, Mr. Karate, or Geegus? Which flavor of NEOGEO fighter suits your tastes? Will SNK ever create a boss character whose name sounds halfway menacing? All of these answers and less can be found in this week's VC update.

WII-KLY UPDATE: THREE NEW CLASSIC GAMES ADDED TO WII SHOP CHANNEL

Oct. 8, 2007

This week, Nintendo adds another delicious category to its smorgasbord of classic titles. NEOGEO games will now be appearing in the Wii Shop Channel for download. NEOGEO becomes the sixth platform represented in the Wii Shop Channel, and it adds additional depth and breadth to the best selection of classic games available.

Hard-core gamers will especially appreciate the vibrant, arcade-quality graphics and the ability to finally play games they might have missed during the NEOGEO heyday. The first NEOGEO offering includes three fighting games that are a mix of familiar franchises and cult classics. Dive in and check out the deep game play, diverse characters and special moves and combos.

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

FATAL FURY (NEOGEO, 1-2 players, rated T for Teen - Violence, 900 Wii Points): Released in 1991 and one of the longest-running series in the fighting-game genre, this title introduced players to Terry Bogard, Andy Bogard and Joe Higashi. Select one of the three and visit many locations as your chosen fighter engages in numerous street fights around the fictional city of South Town. If you're good enough, you'll eventually take on Billy Kane and then his boss, the notorious crime lord Geese Howard. Use each fighter's own finishing maneuver and battle in two different planes on the screen, one in the foreground and the other farther away in the background. The game also features a two-player mode that is well known for its unique setup, which allows fighters to both fight and help each other. Do you have what it takes to win the King of Fighters tournament?

WORLD HEROES (NEOGEO, 1-2 players, rated T for Teen - Animated Blood, Violence, 900 Wii Points): A fighting game released in 1992 featuring eight characters, including Hanzo, Janne and Rasputin, modeled on historical figures from throughout the ages. The fighters compete against each other to become the world's toughest combatant, with players using a setup consisting of only three buttons (one each for punching, kicking and throwing). Adding to this unique system is the fact that the strength of your offensive blow depends on how long the button is pressed and held. Along with regular match styles, Death Match mode is also available and features mines, electrified ropes and other dangerous objects in the battle arena that can change conditions during the fight or damage players. Enjoy the wide range of combat forms as you take on history's best!

ART OF FIGHTING (NEOGEO, 1-2 players, rated T for Teen - Animated Blood, Violence, 900 Wii Points): This fighting game, released in 1992, began the story of the Sakazaki family and Robert Garcia, further developed in two later sequels. Yuri Sakazaki has been abducted by Mr. Big to punish her father, Takuma, and her brother, Ryo. To rescue her, Ryo and Robert must take on numerous enemies around South Town, eventually reaching the mysterious Mr. Karate. The passion of the game's creators is evident in the unique game-play elements introduced. These include an energy gauge that is depleted every time a fighter uses a special maneuver, Desperation Attacks that are usable only when a fighter's health is low and camera zooming that adjusts on the fly as fighters move around the stage. All these features ensure that players use strategy and tactics, rather than simply mash buttons. Adding to the mix are little touches such as characters showing cuts when they are injured and voice-over samples during cut scenes. Can you perfect the art of fighting and save Yuri?

For more information about Wii, please visit wii.com.

Top: Microsoft Gives Away Two Games With 360s

Posted: 08 Oct 2007 08:58 AM CDT

ilmforza2004.jpg

Microsoft this morning confirmed part of the bundle rumor that's been ravaging the Internet for weeks: All Xbox 360s and Xbox 360 Elites will now come with free copies of Forza Motorsport 2 and Marvel Ultimate Alliance, a $90 value.

Better still the price for the consoles will not be going up, which is very much like a price drop in my mind. According to the press release, posted after the jump, both the bundled 360 (at $350) and the bundled Elite (at $450) will be available by the end of the month.

The fact that this is called the Holiday Bundle, makes me think it's not going to last. So if you're in the market for the 360 now might be a good time to jump on board.

Hot on the heels of a price reduction for all Xbox 360 consoles, Microsoft is now giving holiday buyers even more value by including two great games with every Xbox 360 console and Xbox 360 Elite, a retail savings of $90 for consumers. The acclaimed "Forza Motorsport 2" (Microsoft Game Studios) and "Marvel Ultimate Alliance" (Activision) will both be included for the recently reduced prices of $349.99 (U.S.) for Xbox 360 and $449.99 (U.S.) for Xbox 360 Elite. Both bundles will be available retail-wide by the end of October.

Xbox 360 offers the best value this holiday and is the only place you can play all the titles in the greatest holiday line-up of video game in history. This line-up includes "Halo 3" (MGS), which became the fastest-selling video game ever and is making history as one of the biggest entertainment launches of all time.

"Halo 3" (MGS) is just one title in an incredible holiday line-up that are all only available on one game platform, Xbox 360. Starting with "Madden NFL 08" (EA Sports), Xbox 360 has an unprecedented string of no less than seven blockbuster titles, each of which we expect to sell at least a million units, including "BioShock" (2K Games), the record breaking "Halo 3" (GS) "Project Gotham Racing 4" (MGS), "Mass Effect" (MGS), "Guitar Hero III: Legends of Rock" (Activision) and "Call of Duty 4: Modern Warfare" (Activision).

Xbox 360 is home to the most critically acclaimed next generation games according to Metacritic.com, the leading aggregator of game reviews from more than 100 publications. Of the top 30 next generation game titles on Metacritic.com, 21 are on Xbox 360 and five games exclusive to Xbox 360 score above 90 out of 100. In fact, "Forza Motorsport 2" (MGS) has received an aggregate review score of 90, producing a "Universal Acclaim" rating.

The most-respected game reviewers have spoken and according to them, Xbox 360 has more than double the games of the PlayStation 3 and Wii receiving a score of 90 or higher.

Night Note: WWWWW Is The New LOL

Posted: 08 Oct 2007 08:40 AM CDT

To: Crecente
From: Bashcraft
RE: Travel Advisory

So, we've decided. "lol" (AKA "Laugh Out Loud") is dead. We've killed it. All the cool kids (read: Plunkett, McWhertor, me) have ditched the "lol." It's kinda hard to type. Well, not that hard, but still. And "ha"? That actually is too hard to type. We're going with "wwwww" or any of its variants: WwWwWw, WwwwW, wWwWw, WWwww, etc... The five Ws is purely arbitrary — more is welcomed! Those who spend time on the Japanese internet recognize the "wwwww" as being short for "warau" (笑う), the Japanese verb for laugh. So "wwwww" is the equivalent of "lol". The nice part about it is that its flexible. Meaning? If something is really funny, you can go "wwwwwwwwwwwwwwwwwwwww." But if something is kinda funny, a "wwww" is fine. That is easier to type than "lolololololol," and like I said, it's flexible. LOL? Gone, done and dusted. Wwwwwwwwwwwwwwwwwwwwwwwwwwwwww.

What you missed last night:
Feel cheated?
UK rejects Manhunt 2 again
SCE Australia quiet on 60GB
This PS3 game is dirty

Hot Hot Hot: Yes, Stoves Do Melt Xbox 360s

Posted: 08 Oct 2007 08:00 AM CDT

melted360.jpg The Xbox 360 is a fragile piece of hardware. Keep it running for long periods without proper ventilation, and it just might Red Ring of Death on you. Leave it running on a hot stove, and it will, well, it'll melt. Hell, pretty much leaving anything on a hot stove will cause gooey meltdown. Here's what apparently happened: Ty and his buddies were setting up for a Halo 3 LAN match and ran out of space to set up consoles. So, Ty and his buddies decided that, say, instead of putting it on the floor, they should put the Xbox 360 on the stove. And whoops, someone forgot to turn off the stove. You know, like people do. Look closely at the picture to see two things: 1). A third party cooling device 2). The handiwork of nitwits.
Don't Leave 360 on the Stove [Engadget]

Clip: Subtitled JPN Zombie Shooter Skit Cracks Us Up

Posted: 08 Oct 2007 07:40 AM CDT

If only House of the Dead was this funny. If only...

Zombie Game [TV in Japan]

Most Appreciated: Wired Help Prepare You For Portal's Mindfuck

Posted: 08 Oct 2007 07:20 AM CDT

portalguide.jpgOh boy am I excited for Portal. But also a little...concerned. See, my brain's a fragile thing, doesn't really like crazy puzzles. And looking at how the whole portal gun thing works, my noggin hurts just thinking about how I'm supposed to be thinking while playing the game. Down is up, left is down, up is not really, up...oh, it's all so confusing. Luckily, Wired have stepped up with a handy, graphic guide to the game, which I'm printing, cutting out and sticking on my fridge door right now.
Unlock the Doors of Deception in Mind-Warping Puzzler Portal [Wired]

Ad Stuff: SCEA Creates In-Game Advertising Group

Posted: 08 Oct 2007 07:15 AM CDT

homeads.jpeg Hot Sony advertising news! Today, Sony Computer Entertainment of America announced a new in-game advertising business unit headed by industry vet Darlene Kindler. According to SCEA Sales and Business Development senior v.p. Phil Rosenberg:


Darlene has an ideal blend of experience within the video game industry, including in-game advertising, making her a perfect fit for this newly created position. She will be tasked with the important role of working closely with our internal teams as well as our third-party publishers and external advertising agencies to develop business and marketing strategies for our newly formed online advertising group.

See, this is how PLAYSTATION Home becomes a marketers wet dream! And if you really want to look forward to something, we've put the entire press release after the jump. We know you're just dying to read it. Go on, do it.

Sony Computer Entertainment America Announces In-Game Advertising Business Unit Industry Veteran Darlene Kindler Joins Company as Director of Network Advertising

FOSTER CITY, Calif., Oct. 8 /PRNewswire/ -- Sony Computer Entertainment America (SCEA) Inc. today announced the creation of a new in-game advertising business unit. The company also announced that Darlene Kindler, a 25-year consumer electronic industry veteran, has joined the company as director of Network Advertising, effective immediately. Kindler will report to Phil Rosenberg, senior vice president of Sales and Business Development. In this new role, Kindler will be responsible for SCEA's in-game advertising strategy across all PlayStation(R) platforms including PLAYSTATION(R)Network.
Kindler brings to SCEA a wealth of experience in consumer electronics and technical related industries, working for companies such as Nintendo of America, Inc., IREM America Corp., Data East, Inc., 3dfx Interactive and Adscape Media. Most recently, Kindler was vice president of Publishing for Adscape Media, an in-game advertising company that was acquired by Google in March 2007. In her previous role at Nintendo, she was part of the company's early start-up team and was one of the key people credited with establishing a European distribution network for Nintendo.
"Darlene has an ideal blend of experience within the video game industry, including in-game advertising, making her a perfect fit for this newly created position," said Rosenberg. "She will be tasked with the important role of working closely with our internal teams as well as our third-party publishers and external advertising agencies to develop business and marketing strategies for our newly formed online advertising group."
The appointment of Kindler comes on the heels of SCEA's announced partnership in July with Nielsen Media Research. Together the companies are working to develop measurement systems for game network advertising. SCEA will share its game network data from PLAYSTATION(R)3 (PS3TM) as well as PLAYSTATION(R)Network, which encompasses PLAYSTATION(R)Home. PLAYSTATION Home is designed to serve as a 3D community gathering place for PS3 users from around the world and will present opportunities for SCEA to deliver dynamic, relevant advertisements in game. SCEA will depict brands in various forms within the game, where users would expect to see them in real life on billboards and posters, on shopping bags and soda cans and on images of TV screens. SCEA will continue to explore ways to incorporate dynamic advertising into other online environments.


Erotic Games: Yep, Soul Breed PS3 Game Is So So Dirty

Posted: 08 Oct 2007 07:00 AM CDT

medium_ps3sexgamerevistited.jpgNothing says next-gen like embarrassing food eating! Japanese developers Idea Factory and RED bring us Record of Agarest War, the "Soul Breed" strategy RPG. Players capture the hearts of game heroines to "create" a successor. When this happens, there is a "special" movie that's shown. The new successor is then revealed. The monster-killing-baby-making RPG was released in Japan late last month, and in-game shots are starting to surface. So far? There's a girl in a school-type bathing suit, one eating a sausage, another eating a banana, a messy ice cream scene and group bathing. That, safely after the jump!

record1.jpg
record2.jpg
record3.jpg
Record of Agarest JPGs

"game" via 柠檬杀手 in Google Reader

unread,
Oct 9, 2007, 3:42:16 PM10/9/07
to cngame...@googlegroups.com

Crysis Specs announced.

Posted: 09 Oct 2007 02:51 PM CDT

Blue's News are reporting that EA and CryTek have released their minimum and recommended specifications for the upcoming shooter, Crysis. They also report they hope that the game will scale froward over technology coming in the next years, yet...

Continue.

Janco: GTA IV Could Reach 6-9 Million In First Week Sales

Posted: 09 Oct 2007 08:44 AM CDT

Is the recent success of Halo 3 a sign of things to come for Take-Two's GTA IV? In his latest report, Janco Partners' Mike Hickey says the $300 million opening week is a sign of "an accelerating and rabid franchise fan base" -- a crest that GTA seems poised to ride. Hickey estimates 4.4 million Halo 3 units sold in its first week, noting that the figure corresponds to a 67% attach rate to U.S. ...

2008 Independent Games Festival Reveals Main Competition Entries

Posted: 09 Oct 2007 05:19 AM CDT

The organizers of the 10th annual Independent Games Festival (part of CMP, as is Gamasutra) have revealed a record 173 entries for the 2008 IGF Main Competition. The record entry numbers have seen a host of notable independent PC, web-based and even downloadable console games entering the contest - for which almost $50,000 prizes will be given out at GDC 2008 next February. A full list of IGF 2008 entries is now available on the ...

Q& A: Gala-Net's Young Talks PlaySpan RMT Deal

Posted: 09 Oct 2007 05:18 AM CDT

MMO firm Gala-Net (Flyff, Upshift Strikeracer) has announced that the firm will provide in-game item exchange for upcoming titles through an agreement with PlaySpan, the recently launched "first publisher-sponsored in-game commerce network". According to an official statement from Gala-Net, which runs the GPotato.com online portal and was founded in August 2004 as a subsidiary of large Japanese online community firm Gala: "The PlaySpan partnership provides Gala-Net's extensive community of gamers with a secure and interactive ...

Sony Confirms PS3 40GB Launch, Price Drops For Japan

Posted: 09 Oct 2007 04:57 AM CDT

Following the announcement of the much speculated 40GB hard drive version of the PlayStation 3 in Europe, Sony officials in Japan have also announced a similar model, albeit with an optional new white color design for both console and controller. The 40GB model, which goes on sale in Europe on October 10th for £299 ($606), features a smaller hard drive as well as two, instead of four, USB ports and no multi memory card port. ...

Screen Digest: Wii Ahead On Format Exclusives

Posted: 09 Oct 2007 04:32 AM CDT

Officials from UK-based analyst firm Screen Digest has announced the launch of a new regular report service, with the first bulletin suggesting that the Wii will lead the Xbox 360 and PS3 in the total number of games and exclusives during the final quarter of 2007. Named Games Bulletin, the first volume in the new series of reports focuses on software publishing in the final quarter of 2007. The report analyzes aggregated data from all ...

FIFA 08 Tackles Halo 3 In UK Sales Chart

Posted: 09 Oct 2007 03:46 AM CDT

Denied the number one spot by Halo 3 last week, Electronic Arts' high profile soccer game FIFA 08 has hit the number one spot in both the multiformat and individual format charts in the UK, as Microsoft's hit Xbox 360 exclusive sees sales drop by 79 percent. The relative success of each version of FIFA 08 has not altered from last week. Indeed the entire top six is identical except for Halo 3 and the ...

The China Angle: 'Online Games in Shangri-la'

Posted: 09 Oct 2007 06:00 AM CDT

In the latest of Gamasutra's regular China Angle columns, Pacific Epoch's Shang Koo investigates the local rural gaming culture in Shangri-la, and looks at rumors that Netease's MMO Westward Journey 3 might not be the massive hit that its predecessors were. The Most Popular Game In Utopia Is: October 1 is Chinese National Day holiday, kicking off a seven day long mandatory vacation week across the country. I took advantage of the break and headed ...

PopCap To Launch Xbox 360, PS2 Retail Collections

Posted: 09 Oct 2007 06:30 AM CDT

Casual game developer PopCap Games has announced the forthcoming launch of two new "greatest hit" retail console collections of its games with PopCap Arcade Volume 1 for Xbox 360 and PopCap Hits Volume 1 for the PlayStation 2. PopCap says both of the collections are important console milestones, with the Xbox 360 Arcade collection marking the first time the company has done a retail launch of its titles for Microsoft's console. The PlayStation 2 Hits ...

GoD Q& A: Big Blue Bubble's Slogar On Moving From Mobile

Posted: 09 Oct 2007 06:30 AM CDT

In the latest feature for sister mobile site GamesOnDeck, Damir Slogar, CEO of 24: Agent Down developer Big Blue Bubble, explains the company's first forays from mobile to console and handheld development, and what Tokyo Game Show can do for a Western mobile developer. With some 25 mobile games developed since 2004, Big Blue Bubble has recently made its first move into Wii and DS development, which, Slogar explains, was necessary to continue growth while ...

Microsoft updates Games for Windows Live

Posted: 09 Oct 2007 02:44 PM CDT

Microsoft has announced that version 1.2 of its Games for Windows Live service will be released in November

blog建立l两个月小结

Posted: 09 Oct 2007 07:47 AM CDT

      十一比较懒惰,加之事情比较多,于是没有更新。算下来,网站建立也两个月有余,从最初每天只有几个IP,到现在稳定在100左右,也算不错。于是决定总结一下。

      首先。在2007年7月22日,在美橙互联开通域名,虽然后来这个域名被人诟病,称其太过冗长并且不够搜索引擎友好,但是我还是决定先用下去。同期还在美橙互联开通了200M的虚拟空间,使用了几天,后因同学小胖觉得在校园网使用不很方便,而且我们在使用的头几天内出现了2次故障,所以决定退了。开始担心美橙不会爽快地退钱,但是没想到人家电话一个过来仔细问了原因就爽快地把钱退了,说起来美橙的服务还是厚道到的,这点比起之前在美橙吧看到的种种言论叫我放心不少,随后也在CPH的合租群里证实了美橙的服务态度不错。随即把程序和数据库都搬迁了CPH的合租计划。300块一年,空间1G数据库共享。相当的划算,而且速度一流,多线主机,由于是CPH自主管理,非盈利性质,所以我们不用担心很多问题。比如最近闹得很凶的XX河蟹事件,我们也没有被波及。

      下面说下blog采用的程序。起初是使用了Wordpress的,后来在更换服务器的时候决定更换Bo-bolg,并不是说WP不好,我其实很喜欢,因为他够自由和开放,有无数的人为之努力开发插件和制作模版,这很叫人高兴。但是有一个问题,一直叫我感到很痛苦,就是后台写日志的时候打开页面总是很慢,这在访问其他选项页面时是不曾存在的。虽然我们有如此多的离线编辑软件可以使用,但是我还是喜欢用后台写,因为毕竟离线编辑软件有些功能还是不够贴合WP的程序。后来就再三考虑,更换了Bo-bolg。这个程序的优点是速度比较快,而且基本上安装了就能使用,内置的很多功能已经足够使用,而且也可以开发插件和制作模版,同样,是基于PHP的。另外我考虑到是国人制作,所以我决定支持,使用下来还是觉得不错,虽然一些功能不够合心意,但是以后慢慢有时间会搞得。而且制作者现在也很用心的开发后续版本,一些不错的功能也在添加进来。

      最后说下网站的流量。从blog建立之初,我就选用了51啦和Google Analytics作为网站的统计,下面直接上图,更加明确:

51啦的统计如下:

点击在新窗口中浏览此图片

      51啦一共统计了大概有78天,期间因为紫田事件数据受到影响,而且中间不少天数据都存在丢失现象,所以现在比较令我失望,不过基本上还是可能看出来大体的情况。

Google Analytics统计如下:

点击在新窗口中浏览此图片

      GA的统计比较相识,中间有2天没有数据,是因为我设置错误把GA的统计去掉了,不过IP大概就在100之间,基本上最近的流量比较稳定。这几天由于疏于更新,自然有不小下滑,以后补回来吧。

      另外BLOG是开通了手机阅读功能的,第一个手机阅读的用户,是可爱的雯雯同学,她登陆的时间是2007年8月11日,在此纪念,并表示感谢。后来不知道还有谁登陆过,不过我想可能没有,毕竟地址没有公开过...

      下面就是地址 www.lifeburning.com/wap

      有兴趣的可以通过手机观看,是手机专用的页面,流量不会很夸张,放心。

      以后要继续努力,也希望大家能够继续支持!
Tags - 美橙互联 , wordpress , bo-bolg , 51啦 , google analytics

Blade Sharpens Strategy with Funding

Posted: 09 Oct 2007 01:40 PM CDT

Shortly after moving into the publishing side of the biz, Blade Interactive has announced a new funding injection.

Team Fortress 2 Machinima Burns

Posted: 09 Oct 2007 01:22 PM CDT

BLOG - Lit Fuse Films brings us this flaming little piece of machinima derived from Valve's Team Fortress 2.

Blade Interactive receives new funding

Posted: 09 Oct 2007 01:44 PM CDT

Blade Interactive announced that it has received funding from Total Asset Limited

Halo 3 Harbinger of GTA IV Sales?

Posted: 09 Oct 2007 11:50 AM CDT

One analyst believes the success of Halo 3 shows that the market is underestimating potential sales of Grand Theft Auto IV.

挑战苹果iPhone!日本开发史上最完美手机Infobar 2

Posted: 09 Oct 2007 09:48 AM CDT

近期消息,尽管发布后不久的大幅降价使许多早期的购买者恼火,尽管最新发布的软件升级使许多解锁iPhone一夜间报废,但毫无疑问苹果公司的 iPhone仍然足以令全世界心动。但是全世界的手机种类远超出苹果公司,日本以外的用户将错过一些史上最漂亮、最完善的手机。

在上周日本千叶县举办的CEATEC展会上,日本移动电话运营商KDDI公司展出了日本蜂窝电话行业最出色的一款产品。在这次展会上,众多手持设备中,吸引最多游客目光的是一款拥有极其俏皮外观的KDDI手持设备——Infobar 2。Infobar 2采用世界最尖端技术设计制造,将于下月上市,售价在2万日元(约172美元)左右(其中并未包括一份服务合同的费用)。

Infobar 2在外观上非常类似一块溶化的糖果(melting candybar),拥有240×480像素分辨率的2。6英寸LCD屏幕,一款200万像素照相机,100MB内存,一个microSD插槽。

Infobar 2提供四款颜色选择,同时还拥有一块拥有电子支付的嵌入式Felica智能芯片。在日本销售的新手机中,有近一半预装这些芯片。在这些预装Felica智能芯片的手机中,还安装了许多Java小程序,以使手机能够支付地铁和火车票,以及在便利店、自动售货机和饭店等进行结算。

手机中的Felica系统同时还允许那些在“常飞顾客酬宾计划(frequent-flier program)”注册了的旅客在日本国内航空飞行中作为登记证使用。

在Infobar 2和苹果iPhone之间存在许多相似之处。比如,这两款手机都与运营商绑定,从而将手机和移动服务直接联系更加紧密。但是,Infobar 2所采用的许多技术已经超越iPhone一代甚至多代。

和iPhone不同,Infobar并不支持Wi-Fi,但支持KDDI公司的CDMA2000-1X EV-DO网络(目前国内诸多厂商已经开始该网络的商用,如中兴通讯)。KDDI用户可以在日本任何地方以2。4Mbps的速度上网或发送电子邮件,而 AT&T无线公司为iPhone所提供的EDGE网络却只能提供70Kbps至135Kbps的下载速度。

用户除了可以用Infobar 2发送电子邮件外,还可以用它观看免费数字电视。用户可以在日本国内各地区观看这种免费数字电视,并且在各个地区所能够观看的频道不相同。在东京,用户可以观看7个频道,包括NHK提供的2个频道和5个商业频道。

当然,苹果的iPhone已经超越了一部手机的概念:它实际还是一款音乐播放器。但是,日本运营商已经开发出胜过iTunes商店的音乐下载服务,使用户能够直接向手机中下载音乐。

用户可以直接从他们的手机或者PC上访问KDDI的Lismo音乐商店,并且在手机连接到PC之后,软件将同步相关文件。用户同样可以从一张CD上将歌曲拷贝到Lismo上的收藏夹中。当用户更换手机之后,Lismo允许用户将所有歌曲直接拷贝到新手机中。

Lismo服务一项很酷的功能就是搜索功能。用户可以根据艺术家或者歌曲标题搜索,还可以在不知道歌名和歌手的情况下找到一首歌曲。用户只需要将歌曲的一个片段录到手机中,Lismo将帮助用户进行歌曲匹配,从而在数据库找到相应歌曲。

Lismo上每首歌的价格平在300-400日元之间,几乎是iTunes在日本单曲售价的2倍。但是,在iTunes商店中,音乐CD的售价通常稍贵,约在3000日元左右。此外,在Lismo上所购买的歌曲文件同样可以被用作铃声,而在iTunes中并非如此:如果用户希望购买一首歌曲作为 iPhone的铃声,必须单独购买歌曲。

KDDI称,Lismo将提供比iTunes更多日本歌曲。这很大程度上是因为iTunes并不提供来自日本索尼公司的歌曲,而索尼公司旗下却有许多知名和最受欢迎的日本歌手。

Infobar 2的外观设计并非满足所有人的口味,因为大多数日本手机用户喜欢蛤壳式外观设计。

Infobar 2由于与KDDI的网络所捆绑,因此日本最大网络运营商NTT DoCoMo公司用户将无法使用。

最近身子骨透着一屁股的懒劲

Posted: 09 Oct 2007 09:11 AM CDT

最近一段时间都没动笔的念头,感觉身子骨透着一屁股的懒劲。这两天的情况都是这样,而晚上却又神采横溢……

刚才看着小学同学的QQ空间,发现以前那些儿时的孩子们都长成大人了,都有模有样了,不禁感到一丝丝震撼,原来时间过的这么快呀,我也长大了,哦不不,至少出落的象个大人了。

今天、昨天、前天都转了一些无聊再无聊的文章,实际上也找不到好点的东西了,感觉整个网络都被我掏干了似的。不过老实说,我电脑中还有N个G的资料都还没弄上来呢,有些资料由于涉及机密,因此也无法发到自己的BLOG供大家参考了。当然了,我也希望来此获益的人们也能共享一些好的资料。

我的Email:gamede...@qq.com,欢迎大家也供应点资料给我哈!反正这段时间也比较闲点。11月15号之前的活都干完了…… 大笑 

Neurotic AI The Best? Don't Count On It.

Posted: 09 Oct 2007 10:02 AM CDT

There's a little bit of a stir caused from an article that appeared last Friday in the New Scientist claiming that Austrian Researches found that a "Neurotic" Artificial Intelligence player performed best in a series of test against the built-in AI in the game "Age of Mythology." Coming in second was an "Aggressive" AI personality.

According to the article, "The neurotic bot was more likely than the others to distort hard facts about resources - like the amount of timber around - and flip between extremes of behaviour. And it was better than the rest."

But the test was only made against the default AI in the game. I predict that against humans, it's not going to be nearly as interesting. This was the classic "Star Trek" attack against computers - be entirely illogical and make the computers short-circuit.

The thing is, it works. For all one of you who has been reading the blog that long, you might remember how I held off the strongest AI setting in Rise of Nations for nearly four days using the "Do Nothing Because I Forgot To Pause The Game When I Went For Dinner And Then Forgot About It" defense. Undoubtedly, if I had never resumed that game, the AI would still be dealing with my impenetrable defense strategy today, nearly two years later. Dang, I'm good.

For some kinds of games - particularly those in which the AI must rely upon heuristics rather than brute-force problem-tree searches -the AI performs at its best only if the player is behaving rationally and employing similar, tried-and-true strategies. Most artificial intelligence "bots" in commercial games are completely incapable of learning or adapting. The same tricks work against the AI over and over again, so it is extremely poor at adapting if the opponent isn't playing along in the expected manner. Behaving irrationally is usually not a winning strategy; however, may trip up the AI.

So this finding isn't particularly surprising to me. It is amusing, and I'd be interested in hearing how it fares against humans. But at this point, I'd not read too much into it.


(Vaguely) related pontification:
* Jet Moto Memories
* Elements That Make Believable AI
* Game Moments #5: Rise of Nations
* Playing Lately: Go
* Computers Playing Go
.

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

水晶石第2期实训课程的第一天

Posted: 09 Oct 2007 09:58 AM CDT

发表者:水晶石数字教育学院 北京中心黑板报小组 Andy

今天是水晶石第2期实训课程的第一天,我们黑板报采访记者来到了水晶石总部8层的DVC。从这期开始学院为了让学生能够真正感受工作氛围和学习到水晶石的技...

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PS3游戏高昂开发成本气走Capcom

Posted: 10 Oct 2007 12:50 PM CDT

Capcom宣布将停止在PS3上对Monster Hunter 3的游戏开发,而将发布平台转向Wii。

Capcom一向是索尼平台的坚定支持者,其绝大多数游戏都发行在Playstation 2上,前一版本的Monster House是PS2和PSP专有的,并取得了不小的成功,共卖出450份拷贝。

Capcom高管Ktsuhiko Ichii表示“鉴于PS3游戏开发成本过大,我们决定将改变Monster Hunter 3的发布平台。”

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这个假期,PS3有最强的游戏阵容?

Posted: 10 Oct 2007 12:39 PM CDT

Kotaku的编辑比较了今年圣诞节三大游戏主机的“必须拥有”(Must-Have)的游戏阵容:

PS3 方面 (5个PS3专有游戏)

Folklore: $59.99
Eye of Judgment: $69.99(专有)
Guitar Hero III: $99.99
Ratchet and Clank: $59.99(专有)
Kane & Lynch: $59.99
Army of Two: $59.99
Assassin’s Creed: $59.99
Haze: $59.99
Call of Duty 4: $59.99
Uncharted: $59.99
Rock Band $169.99
Half Life 2 Orange Box: $54.99

共计: $974.88  

Wii 方面 (5个Wii专有游戏)

Zack and Wiki: $39.99
Super Mario Galaxy: $49.99(专有)
Raving Rabbids 2: $49.99
Mario and Sonic: $49.99
Super Smash Bros. Brawl: $49.99

共计: $239.95

Xbox360 方面

Half-Life 2 Orange Box: 54.99
Ace Combat 6: $59.99 (专有)
Guitar Hero III: $59.99
Virtua Fighter 5: $59.99
Call of Duty 4: $59.99
Army of Two: $59.99
Assassin’s Creed: $59.99
Kane and Lynch: $59.99
Mass Effect : $59.99(专有)
Rock Band Bundle: $169.99

共计: $704.90

你的钱包准备好了吗?

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GarageGames Slips on Wideload Shorts

Posted: 10 Oct 2007 01:02 PM CDT

Wideload will be releasing the first game from its Shorts division on GarageGames’ InstantAction.com gaming website.

【10.10.07】[最新大作资料片][HOMM V Tribes of The East][英雄无敌5之东方部落][EN][DVD] (大小:2.52G 人气:96 下载:157 完成:- 种子:1)

Posted: 10 Oct 2007 12:04 PM CDT

发布简介:PHeroes_Of_Might_And_Magic_V_Tribes_Of_The_East-PROCYON英雄无敌5之东方部落/P < />P【游戏封面】游戏名称:英雄无敌5之东方部落英文名称:Heroes of Might &amp ;amp; Magic V Tribes of The East& 游戏制作:Nival Interactive&&& amp; 游戏发行:Ubisoft&&&&&&&&&&&amp ;&&&&&&&&&&&&&&& & 游戏语种:英文游戏类型:Strategy&&&&&&&&am p;&&&& 官方网址:http://mightandmagic.us.ubi.com/游侠0day信� ⑼�http://0day.ali213.net/jump.asp?id=5199所属讨论区:(魔法门系列游戏专区� ﹉ttp://gam ...
下载地址:http://gamebt.ali213.net/download-spot-1-386.html

《PES2008》C罗精彩视频!

Posted: 10 Oct 2007 09:39 AM CDT

 

SimCity Societies Goes Green

Posted: 10 Oct 2007 11:33 AM CDT

Electronic Arts is partnering with petroleum giant BP in bringing environmental awareness to the upcoming SimCity Societies.

Monster Hunter 3 on Wii - Canned for PS3?

Posted: 10 Oct 2007 10:39 AM CDT

UPDATE - Capcom has announced that it's bringing the popular Monster Hunter series to a Nintendo console for the first time, while a new report says the game is nixed for PlayStation 3 due to high development costs.

High PS3 costs prompt Capcom to move to Wii

Posted: 10 Oct 2007 10:53 AM CDT

Capcom has said that the high development costs of working on the PlayStation 3 are the reason the publisher is moving its latest Monster Hunter title to the Nintendo Wii.

About time!

Posted: 10 Oct 2007 09:34 AM CDT

Sonic will be a playable character in Smash Bros. Brawl for Wii. He joins Snake as a non-Nintendo IP brawler. Will we see any other surprises in the character list? Who would you like to see?

Study: Parents OK with Hardcore Gamer Boys

Posted: 10 Oct 2007 09:41 AM CDT

Parents are more inclined to let boys play hardcore games as opposed to girls, according to a new study.

IGA strikes ads deal with Merscom

Posted: 10 Oct 2007 10:23 AM CDT

IGA Worldwide will be providing in-game ads for casual gaming specialist Merscom.

New worlds on display for LGF

Posted: 10 Oct 2007 10:22 AM CDT

The latest details on the forthcoming Virtual Worlds Forum have been released, with a host of first-looks for London.

Capcom: PS3 Dev Costs Pushed Monster Hunter To Wii

Posted: 10 Oct 2007 06:00 AM CDT

Following the revelation at Nintendo's recent press conference that the Wii will receive the next iteration of Capcom's hit action title Monster Hunter 3, the company's managing corporate officer has been quoted as saying the PS3's high development costs directly influenced the decision. A report from Thompson Financial News quotes Capcom's Katsuhiko Ichii as saying, "Due to high development cost of titles for PS3, we have decided to switch the platform to which we release ...

Habbo's Haro Calls For New Game Vocabulary

Posted: 10 Oct 2007 05:28 AM CDT

Talking in an in-depth interview published on Gamasutra today, Habbo Hotel lead designer Sulka Haro has been discussing the communication problems inherent in making games, calling for better definitions of gameplay-related terminology. As part of a discussion on the subject of 'game grammar' brought up by Raph Koster at the Austin GDC event last month, Sulake Corporation's Haro suggested: "I do subscribe to the idea of actually having a many dialects for communicating between people. ...

Nintendo Unveils Wii Ware Plans

Posted: 10 Oct 2007 05:05 AM CDT

At a press conference in Japan, Nintendo officials have made a series of product announcements including Monster Hunter 3 for Wii, the inclusion of Sonic the Hedgehog in Super Smash Bros. Brawl and the first wave of Wii Ware original downloadable games. According to a translation of a Japanese weblog by consumer website IGN, the Nintendo Conference 2007 Fall was lead by the announcement of a new Fire Emblem game for the Nintendo DS, as ...

Activision Signs Digital Distribution Deal

Posted: 10 Oct 2007 04:59 AM CDT

Officials from publisher Activision have announced the signing of a new digital distribution agreement with Protexis for the company's RED service, which will see PC titles such as Call of Duty and Vampire: The Masquerade available for download via online retailers. The RED (Retail Electronic Distribution) service was launch in 2006 and designed specifically for online retailers. Under the terms of the new agreement Protexis has added Activision's PC titles to its RED catalog, with ...

Q& A: The State Of Soulcalibur's Wii Adventure

Posted: 10 Oct 2007 04:44 AM CDT

Namco Bandai's key Soulcalibur fighting game series is stretching its wings onto Nintendo's Wii with Soulcalibur Legends, the first ever title in the game's multi-release history not to be based around one-on-one fighting. But why would the firm want to change a relatively successful game formula? The answer, it turns out, is accessibility, and at the recent Tokyo Game Show, Gamasutra had a chance to talk to Soulcalibur Legends producer at Namco Bandai, Jin Okubo. ...

Critical Reception: Electronic Arts' FIFA Soccer 08

Posted: 10 Oct 2007 05:17 AM CDT

This week's edition of the regular Critical Reception column examines online reaction to FIFA Soccer 08, the newest entry in EA's long-running soccer series that critics claim is "a football game that's going to stick with you all season." Soccer sim fans have placed EA's FIFA series and Konami's Winning Eleven: Pro Evolution Soccer in close proximity in recent years, with each side earning its share of devoted players. Many critics felt that last year's ...

IGA Worldwide Inks Merscom Deal For Casual Games

Posted: 10 Oct 2007 05:45 AM CDT

Independent game advertising company IGA Worldwide has announced an exclusive agreement with casual developer Merscom to place in-game advertisements into its lineup of casual games such as the point-and-click Jewel Craft, among others. IGA's agreement with Merscom represents the advertising company's expansion into the casual gaming market, and the company's focus on targeting the increasingly significant 30+ female gamer demographic. The deal will encompass casual games throughout the U.S. and European market, creating contextually relevant ...

GameArts Licenses BigWorld Suite For Upcoming MMO

Posted: 10 Oct 2007 05:34 AM CDT

BigWorld has announced that negotiations have been finalized earlier this week for Japan based developer GameArts to use BigWorld's content development tool BigWorld Technology Suite in its upcoming MMO Hokuto-no-Ken Online. The Australia-based BigWorld licenses its middleware, comprised of the BigWorld Server, Content Creation Tools, 3D Client Engine, and Live Management Tools and Instrumentation, to game studios developing MMOs and virtual worlds. Other recently-announced BigWorld licensees include Kwari and Bitcasters. Hajime Tanigawa, Hokuto-no-ken ONLINE project ...

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Frayed Knights: A More Refined Slaughter

Posted: 11 Oct 2007 12:38 PM CDT

More adventures in creating the comedy indie RPG, Frayed Knights.

"I love deadlines. I especially like the whooshing sound they make as they go flying by." - Douglas Adams

So the deal was, I was going to try and complete all the core systems by the end of the month. However, I'm demoing this thing the night before Halloween. Not that anybody is expecting (I think) anything resembling a finished game on the 30th. But instead of just having a slew of independent systems, I thought it might be cooler to actually try an integration / polishing pass at this point and make sure the game hangs together and - well - vaguely resemble an actual game.

Basically doing all I can to complete the "first level" - the Temple of Pokmor Xang. It worked pretty well getting the "first five minutes" working, so I'm going to extend that a little bit. I'm still pretty much making up the methodology as I go, but this sounded like a good plan.

Part of what inspired this was that I've got a lot of little pieces of game dangling like the pustules of a pus-golem, and it has been starting to bug me. That, and I actually played through combat again ( I normally skip it with a cheat key) and saw that it had developed some new bugs since my inventory re-vamp last month. That, and that it takes too long. I mean, it might be okay for a boss battles to take five minutes, but little random encounters with Brittlebone Skeletons should be over much faster than that. So I'm working through the mechanics to maintain a livelier pace.

For all practical purposes, it really only means deferring four systems (leveling up, saving / loading the game, trading with merchants, and zone management) until November. Which is about two weeks at my current pace. It probably won't make up for all the bugs, tweaks, and new content I'm having to address.

Incidentally, I'm also making big changes (well, big for ME) to the website, which has ALSO been consuming way too much of my time this week.

Content Discontent
I spent a couple hundred dollars this week on off-the-shelf content, and I'm trying to bid on some custom title-screen art. And Kevin has been hard at work turning the Temple of Pokmor Xang into something most awesome.

I have been a big proponent for indies using off-the-shelf content (sound effects, 3D models, etc.) wherever possible. I still like that idea, but there's a key problem.

There's simply not NEARLY enough of it that is of the appropriate quality, artistic style (or easily modifiable to match the style you are looking for), and a license agreement that isn't so overly protective of the assets or artistic control that it scares off a developer who has a budget that comes with pocket lint. I understand how marketing content to cheapskate developers may not exactly be a lucrative niche, so I should be grateful there's anything out there at all.

Incidentally, the skeletons up above were picked up from http://www.3drt.com/. Both the license and the models seemed reasonable (though some minor re-work might be necessary to 'toon them up a little bit more).

Besides All That, What's Up For Next Week?
Automap. A functional prototype thereof. I'm really not looking forward to this one. But even *I* wouldn't want to play this game without one.


(Vaguely) related shooting of ye olde breezes:
* What Makes a Great RPG: Mechanics
* Frayed Knights: Odds and Ends
* The First "Playable" Level
* Frayed Knights: First Five Minutes Walkthrough


Got Comments? You Can Post On the Forum for Posterity, Too!

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

Sams.Microsoft.<b>XNA</b>.Unleashed.Jul.2007.eBook-BBL [2007-10-11 09:35:48]

Posted: 11 Oct 2007 06:59 AM CDT

最后发贴人:kusanagirong 回复数:5 返回ITPUB首页 内容简介:不知道论坛里面有没有研究Shader的同志,有的话加我吧,...

天使恋人&小龙女彤彤

Posted: 11 Oct 2007 09:50 AM CDT

    最近小妹林柯彤(小龙女彤彤)拍了一组照片,看着让人流鼻血,古人有为画题诗,今天我老张(人送外号张打油)就来给为照片题诗好了。
一个折翼的天使
在等待着
远方的恋人
 
翅膀在风云中折断
回不了梦中的伊甸
可她
依旧在等待
等待着最后的夕阳
伊甸那边爱人的拥抱
 
 
 
更多照片请点击
小龙女彤彤的博客
 
小龙女彤彤个人档案
身高(厘米):172
体型:性感
星座:处女天秤座
性格:浪漫迷人,活泼可爱,多愁善感,多重性格,温婉贤淑,小鸟依人,感情专一,温柔美丽,善解人意
口头婵:豆豆妈妈
宠物:哈姆太郎豆豆妈妈(母).咪咪(公).莎莎(子)
偶像:奥黛丽.赫本
喜欢的活动:唱K,看电影
喜欢吃啥:好吃的食物
喜欢听的歌:飞机场的10:30
喜欢的电影:泰坦尼克,金刚
喜欢的玩意儿:小玩具,布娃娃
喜欢去的地方:远方
其它爱好:睡觉,听歌,看碟,拍片,上网.
个人介绍:提问:我是谁?
回答:小龙女彤彤-林柯彤
个性签名:单纯任性可爱善良唯美的公主
彤彤邮箱:julie...@163.com

将游戏翻译进行到底!(《数字时代》完美修订版)

Posted: 11 Oct 2007 08:35 AM CDT

 

 

 

(微软大作《光环3》的汉化据说耗资百万,而汉化粗糙的盗版,粉丝们早已人手一份了……)

 

    他们是地道的幕后工作者,他们可以不会编程不懂设计,他们不玩游戏甚至完全不懂游戏,但他们让这个游戏世界变得更加精彩了。

 

    “我们给玩家开启了一个世界,一个和外文游戏亲密接触的世界。毫不夸张地说,是我们让这个游戏世界变得更加精彩了。”一位游戏翻译许靳所说。尽管在国内,从事游戏汉化职业的人员不过一千多人,但他们就如同外文书刊编译以及配音演员一样是地地道道的幕后英雄。

 

·不懂装懂出笑话

 

    游戏翻译这个职业刚刚产生的时候,他们绝大多数都没有固定的老板,甚至笑称自己是游戏世界里面的雇佣军,在游戏引进之时进入公司,在游戏推出之前被炒鱿鱼。较早的游戏汉化师大约出现在1998年国外单机游戏大行其道之时,在那个时候,国内的游戏公司大多实力比较单薄,不少的游戏汉化工作是委托在校大学生翻译的,时间相对紧张,分散程度很高。这种方式最致命的弱点就是翻译人员水平参差不齐,信息无法沟通,导致译文前后不一致,译名更是千奇百怪,翻译质量非常低。这使得当时的游戏汉化充斥着各种各样的笑谈。

 

    最突出的问题是,某些承担汉化任务的翻译工作者极度缺乏国外文化基本常识,特别是军事题材游戏中,对外军的历史、战略、战术、训练、部队编制体制、主要武器装备及其技术性能等等一无所知,在汉化的作品中频频出现可笑的大白话。许靳举了一个奥美电子曾重点推介的游戏《KA-52》的例子。例如在游戏的说明手册中竟然出现了“有履带的车辆”(应为“履带式机动车辆”)、“武器塔门”(应为“武器挂架”)、“瞄准盒”(应为“瞄准指示环”)等常识性错误,就明显是完全不懂军事的外行单凭字面意思硬译出来的。再比如《三角洲特种部队》中出现过的所谓“美国第82空军”这样一个莫名其妙的番号。熟悉军事的玩家都知道,美国空军是按照“航空队—联队—大队—中队”的体制编成的,不要说没有“第82空军”这个番号,就连这样的编制也没有。根据上下文判断,应该翻译成“美国陆军第82空降师”。这些都不是极个别的现象,而是普遍存在于众多军事题材汉化游戏中的通病。

 

·游戏火了翻译热了但头脑不能乱

 

    当然,这样混乱的状况并没有维持太长时间,毕竟简单地雇用大学生单枪匹马从事游戏汉化翻译工作带来的后果就是效率低下。而在2000年,国外单机游戏作品的引进进入了一个高潮,翻译效率成为了一个致命的瓶颈。这时,不少游戏公司开始探索新的集约型游戏汉化之路,即将一部游戏承包给一组翻译人员,实现同时作业,从而大大提高了汉化效率,也同时间接导致国内游戏汉化团队的层出不穷。2000年,一款《寄生前夜汉化版》在曾是满眼蝌蚪文的游戏屏幕中出现,响彻整个中国游戏界;随后同一汉化组的《恶魔城月轮汉化版》更是将游戏汉化组这个词汇遍及到每个非外语达人玩家的心中。

 

    随着GameBoy Advence的发售,中国内地的游戏汉化组也真正摆脱了过去单兵作战和无组织无纪律的阴影,数不清的汉化人、汉化组、汉化作品一一涌现在玩家的视野之中,而汉化了上述两款作品的施坷昱作为游戏汉化小组领域的前辈也被人尊称为“施大侠”。这一时期可谓游戏汉化组的黄金时期,不怕没有游戏公司招募,价格一家比一家高昂。然而这也导致了局面的混乱,比如几个游戏汉化组都在汉化同一款游戏,当然,在那个时期,这些游戏的引进都是非官方的,也就是一些地下游戏公司或者说是盗版游戏商在主动推广。而这也导致了那一时期汉化游戏良莠不齐的局面,最终导致游戏汉化走向了时代的反面。

 

    在一个游戏翻译的论坛上,不少翻译者对于那个时期游戏汉化中的问题颇多微词,一些最为玩家熟悉的国外游戏就有多个中文译名,如《TOMBRAIDER》,又被称为《古墓丽影》或《俏娃大进击》;《HALF-LIFE》,也可以被叫做《战栗时空》或《半死不活》;《AGE OF EMPIRES》,既可以叫《帝国时代》也可以叫做《世纪帝国》;更加有趣的是《RAINBOW SIX》这款游戏,甚至叫出了《彩虹六号》和《兰波第六集》这两个从表面到内容上都截然不同的名字。这些问题成为了当时游戏汉化圈里一个普遍存在的问题,笔者询问了从业已经6年的游戏翻译人心语。他很明确地表示,这种状况的出现固然有游戏翻译的差错存在,但更主要的是出于厂商的意愿。很多利益熏心的商家为了能在短时间内赚更多的钱,通过改变游戏名称,吸引不知内情的玩家上当,购买原本一样的游戏。这种“戏”出多门的结果,必然是损害玩家对汉化游戏的信心。尽管短时间内,或许能通过这种方法获利,但长此以往,受害的绝不仅仅是玩家,而是整个游戏市场。

 

·招安的日子需要专业而不是个性

 

    随着2003年网络游戏大举进攻,单机游戏全面退潮,游戏汉化组这一游戏汉化师所形成的特殊团队,瞬间失去了存在的根本。然而,游戏汉化组的消失并不代表游戏汉化作为游戏产业的一个职业的消失。随着大批的韩国网络游戏的涌入和国内游戏代理厂商的出现,游戏汉化师作为一个职业,进入了一个全新的发展阶段,即正规化和专业化的阶段。从游戏代理商的角度来看,引进成功的国外游戏,在国内需要做的处理也就是做汉化和产品宣传了,因为游戏的品质已经摆在那里了。所以厂商完全有理由也有必要在这方面精雕细琢,采取严格的标准进行把关,既是为了产品质量,也是为了公司的声誉。这就需要在公司里培养和锻炼一批能够从事游戏汉化的专门人才,从而保证游戏质量,而不是像过去那样因为临时的需要而在外聘请游击队式样的汉化组和汉化人员。

 

    加上游戏引进渠道正规,也使得单款网络游戏不会再出现盗版横行的局面。而此时,之前的游戏汉化组的大批骨干成员也被成功“招安”,终于从游戏的边缘人群成为了游戏公司的一份子。当然,这样的结果也是有代价的,就是个性的消失。如果说游戏汉化兴起之初和鼎盛时期是个人英雄主义的日子,那么如今的游戏汉化已经变成了一条流水线作业。擅自修改原游戏的内容和含义已经不再可能,而作为一个合格游戏汉化工作者,如今所需要应具备的是7种武器:扎实的外语功底,深厚的专业基础和文化内涵,强烈的责任心和工作态度,克服狂妄自大的思想不耻下问,不以金钱为功利的唯一标准,熟悉游戏,以玩家之心为心。经过多年的发展,游戏汉化作为一个职业走入了正规化,他们将继续为我们带来了更多愉悦生命的游戏

 

 

·踢牙老奶奶

    “踢牙老奶奶”是一句产生自网络社群的流行语。出自台湾英宝格股份有限公司于2002年11月30日于台湾地区代理发行之R P G 电脑游戏《无冬之夜》的繁体中文版中的错误翻译。“我抬头看到一位老奶奶慈祥的脸。我抓住她的手… 但她竟然一脚踢到我的牙齿。”此处的一脚踢到我的牙齿是一句误译,原文应该是英文成语“kicked my teethin”,译为漠视对方。后来, 踢牙老奶奶被广泛地借作为“ 错误的翻译” 、“ 差劲的翻译” 、“不知所云”的同义语使用。比如“这是什么踢牙老奶奶的翻译”,意思是这是什么乱七八糟的翻译。(原载于《数字时代》第89期 作者张书乐)

 

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黑幕揭批
旅行见闻

Wii Bubble Bursting Like Bubbleyum on a Boy's Brow?

Posted: 11 Oct 2007 01:02 PM CDT

BLOG - So there’s a report out of The Nikkei Business Daily via IGN about Japanese developers worrying that the Wii’s “bubble” is about to burst.

PS3是在浪费时间?

Posted: 11 Oct 2007 12:18 PM CDT

Valve的Gabe Newell在接受EDGE杂志采访的时候毫无掩饰地表达了他对PS3硬件架构的反感

Newell说“我认为PS3是在浪费所有人的时间。投资在Cell和SPE上不会给你带来长期利益……PS3能做到其他平台也都能做,除了对PS3架构的厌恶,你什么都得不到。我认为他们不可能从PS3上赚钱,这本身就不是一个好的解决方案。” 

Newell向来就是PS3的批评者,他曾经说过PS3是“在各种层面上都是灾难”。

有趣的是即将发行的Half Life Orange Box也将出现在Newell深恶痛绝的PS3上,当然这一移植工作是由艺电(EA)负责具体实施的。

就PS3版HL,Newell说“Valve开发了PC和360版,EA投入很多人力移植到PS3上,PS3版橙盒还算是个好产品,玩家也会喜欢,但很难达到360和PC版的水平。”

No Tags

Nintendo's Kaplan Casting Off

Posted: 11 Oct 2007 12:17 PM CDT

Nintendo of America has finally confirmed that marketing VP Perrin Kaplan will be the latest exec leaving the company.

Japanese developers concerned about Wii's future

Posted: 11 Oct 2007 12:16 PM CDT

While demand for the Wii remains strong, and Nintendo's stock has reached record highs, some Japanese developers are concerned about the system's future

休假结束, 明日回广州

Posted: 11 Oct 2007 10:22 AM CDT

半个月的休假结束了, 明日晚上回广州.  这个假期, 还是蛮有收获的:

1. 终于回学校看了看, 虽然重庆很热;
2. 终于去成了九寨, 虽然天气阴冷, 太阳极少;
3. 看完了'圈子.圈套'的第一篇, 回广州后去书巢拿后两篇;
4. 看了改建后的天府广场, 成都越来越有大都市气息了;
...

马上要从成都的休闲生活状态再次切换到广州的只有工作没有生活的状态, 让我再次觉得今天是个梦, 而明天, 以及明天的明天, 是否也只是个梦?

书友会第三期(10.21),北京、南京

Posted: 11 Oct 2007 09:35 AM CDT

本期开始开展书友会活动的城市又多了一个——南京,欢迎南京的朋友们 :)

北京地点:圆明园东门,左右间咖啡的院
南京地点:三牌楼大街1号,侠客庄
老时间:10月的第三个周日(10月21日),下午14点30分
老形式:简单话题(在书库右侧提前两周预告),闲散聚会,以书会友,费用自理

本期建议聊到的话题:
你在用什么方法对现有设计进行测试和评估?
参加书友会干什么?

提醒:
9月份书友会借了书的朋友请记得周日前往书友会现场还书;(因非常特殊情况不能到达的请用快递还书,或写邮件具体说明)
10月份需要借书的朋友请在10月19日下午6点前发邮件至ucdc...@gmail.com

南京书友会刚刚成立,书籍资源匮乏恳请大家多多支持。

关于UCDChina书友会详细信息以及如何捐赠、借阅请看这里

关于南京书友会,JunChen的话

转载请注明出自UCDChina.com,谢谢。

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The Good Thing About Asking Feedback

Posted: 11 Oct 2007 10:38 AM CDT

The good thing in asking feedback is that it is a very efficient way to find out something you might haven’t realized.

Some time ago I asked feedback regarding game producer blog and got several answers.

I was really surprised to see so many people saying that lack of comments in the blog is not a good thing - and the forum commenting system should be more straightforward. People told me that they weren’t interested in registering to a new forum to be able to comment.

I agree that the system needs some improvement (in an ideal situation people could read forum comments also in the blog, and perhaps make anonymous comments). The bad thing about anonymous comments is spam, so some kind of brief registration would probably need to be done anyway.

I’m listening to the feedback (and if you have some ideas regarding improvements, feel free to mention them at the producer forums or contact me directly) and thinking how to improve the system. I have several ideas on what could be done (such as different updating database, using forums as the writing platform and so on).

Back to the key point of this entry. The best thing about feedback is that it can really tell you what people are thinking - and can show you that they are thinking something different from what you thought.

Thank you for the comments so far.

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

VWs Arrive II.1 - Writer's Guild

Posted: 11 Oct 2007 10:29 AM CDT

Although one could view it cynically as an effort to extend their reach, the Writer's Guild of America has announced their first videogame writing awards will be presented next February. If nothing else, this is an indication that it's a sufficiently significant portion of today's new literature that the guild wants a piece of the action. We'll have to see how VWs fare among other videogames.

(Also see Google News, Kotaku, GamerNode, and joystiq.)

PS3 a "waste of time" says Valve's Newell

Posted: 11 Oct 2007 11:36 AM CDT

In an interview with EDGE Magazine, Valve's Gabe Newell didn't mince words when it came to his dislike of the PS3

Lazard: September sales up 30 per cent

Posted: 11 Oct 2007 11:22 AM CDT

Ahead of the monthly NPD Group data, Lazard Capital Markets analyst Colin Sebastian predicts a 30 per cent increase in software sales

Real Ultimate Showdown FINAL ROUND

Posted: 11 Oct 2007 09:30 AM CDT

Real Ultimate Showdown - Final Round - Bracket

So it has come to this at last. 32 entered, and after this round, only one will leave, proving once and for all who the coolest group out there.

The road had been long to reach the final round. There were many surprise upsets along the way- some big favorites were knocked out early. We had no idea when it started that it would come down to this classic D&D matchups… but the people have spoken. Wizards and Dragons rock. But which one will win out?

Voting will end October 17 at 11:59 PM. VOTE FOR WHO YOU WANT TO WIN in this final round of the Real Ultimate Showdown!

The Challengers

Dragon

Dragons

Defeated:
Knights
Ninjas
Vampires
Jedi

Wizards

Wizards

Defeated:
Demons
Space Rebels
Secret Agents
Pirates

The Main Event, who picked Wizards in the first round to take it all, had this to say about them: “ I chose wizards because despite the instructions of the contest, Wizards are always depicted as insanely powerful and versatile. It almost always takes a Wizard (maybe along with friends) to best another powerful Wizard.”

Note: There is a poll embedded within this post, please visit the site to participate in this post’s poll.

Report: Takahashi Talks 'Jasper' Xbox 360

Posted: 11 Oct 2007 04:42 AM CDT

Regular Microsoft insider Dean Takahashi has suggested that the company is planning another change in the Xbox 360 console's internal architecture, with a motherboard codenamed "Jasper" to replace the new "Falcon" board by around August of next year. San Jose Mercury News journalist and Opening the Xbox author Dean Takahashi was the first to report on the Falcon architecture - recently introduced to reduce production costs, retail prices and help address complaints of hardware unreliability ...

Ubisoft Ends Interest In Acquiring SCi

Posted: 11 Oct 2007 04:17 AM CDT

Officials from French publisher and developer Ubisoft have ended speculation that the company may be interested in acquiring British publisher SCi, owners of Eidos Interactive, stating categorically that no offer will be made for the UK firm. Speaking in an e-mail to Thompson Financial News a spokesman for Ubisoft stated that, "Ubisoft has no intention to make an offer and will not make an offer on SCi." However, the spokesman did indicate that Ubisoft had ...

Dragon Ball Z Sparks Japanese Charts Into Life

Posted: 11 Oct 2007 05:44 AM CDT

After posting the lowest week of sales all year, during which Halo 3 debuted at number one, the Japanese software sales charts have returned to a more familiar state - with Dragon Ball Z: Sparking! METEOR (Dragon Ball Z: Budokai Tenkaichi 3 in the West) on PlayStation 2 entering the charts at number one with 204,000 units sold. Overall sales are still below average, although second placed PSP title Gundam Battle Chronicle has performed well ...

IGF Mobile Announces Judges, Reminds On Deadline

Posted: 11 Oct 2007 08:00 AM CDT

Organizers of the Independent Games Festival have named the judges for the inaugural IGF Mobile, a first-of-its-kind event, celebrating innovation in games for cellphones and other mobile devices, including Sony's PlayStation Portable and the Nintendo DS. A panel of high-profile executives and journalists within the mobile gaming industry have been confirmed to help award nearly $20,000 in prizes at this sister event to the IGF, first announced in August, and to take place at Game ...

Unite 2007 Showcases Unity 2.0 Engine Launch

Posted: 11 Oct 2007 02:18 PM CDT

Danish-based game engine firm OTEE has been holding its Unite 2007 user conference in San Francisco this week, discussing the state of the engine with existing users. Gamasutra was there to see the firm showcase its Unity 2.0 multi-platform game engine (an earlier version of which was used in Global Conflicts: Palestine) and its new features. The conference, which was held at the San Francisco Film Centre in the Presidio, saw a keynote with OTEE ...

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EA stock reaches 52-week high

Posted: 12 Oct 2007 02:02 PM CDT

The US stock market appears to have responded favorably to EA's acquisition news, with the company's stock trading at a one year high

Gamecock Founding UK Cockpit

Posted: 12 Oct 2007 01:03 PM CDT

Indie publisher Gamecock has revealed to Next-Gen that it's founding a small UK office as the firm takes its business international.

玩乐至上诺基亚专业游戏手机N81评测NOKIA

Posted: 06 Oct 2007 05:43 AM CDT

说完n81的游戏,我们接着为大家说说这款手机的横向游戏操作。n81在屏幕上方听筒位置设计了2颗单独的游戏控制键,这两颗按键是n81上的标准配置,并不是像有些网友猜测的:只有8gb版n81才有独立游戏键。这两个按键在横屏运行n-gage游戏时可以发挥作用,在玩 ...

亲子游戏很重要

Posted: 10 Oct 2007 09:20 AM CDT

在开展亲子游戏的同时,家长应鼓励孩子独立游戏,也要鼓励孩子与小伙伴的交往或游戏,培养孩子独立游戏的兴趣和能力,及与伙伴交往或游戏的兴趣和能力。 随着社会的发展,人民生活水平的提高,以及家庭结构的变化,中国的家长越来越重视对子女的教育。 ...

Others Eyed BioWare/Pandemic

Posted: 12 Oct 2007 12:24 PM CDT

Elevation Partners, the VC firm that sold BioWare/Pandemic to EA, tells Next-Gen that it was approached by other companies about buying the mega-studio.

去了趟青城山(照片整理)

Posted: 12 Oct 2007 06:32 PM CDT

  9月26号,在过了天昏地暗的一个月以后全公司到青城山耍了一趟。放松身心呼吸纯正的空气,众多奶油肚们也顺道活动下筋骨。

  青城山之行是我们半个月假期的开始,想着就无比愉悦。本来是集体行动的,但是汤锴因为身体不适不能参加,李玉坤和唐波则是睡过头错过了这次旅行。照片很多,抓了几张记录一下这次行程。唯一的遗憾是依旧没有到达青城后山的山顶。

  在车站集合:

 

  候车时出现的美女姐姐,秉着“打死我,我也要拍正面”的精神我勇敢的站过去并按下了快门。不知道是过度兴奋还是过度紧张,照片只取到半截脑袋,美女姐姐的美貌葬送在了我的手上,只留下充满遐想的身躯:

 

  一进山,每个人都像回到了家一样,各种本性都暴露出来了:

 

  不晓得道士能不能吃肉,反正我们在山上是把肉当饭吃:

 

  爬山,双男戏水,杀人.....

 

  公司共计员工11人,遗憾的是没有一个女员工,这已经成为笼罩在公司上空的积怨。目前也只能以“11罗汉”来慰寂下脆弱的心灵了。合照:

 

  青城山的特产都有个特点,多数都出自山脚下的寺院.... - -进去逛了下,没啥特别。有一个地方倒是有点诡异,寺院名字叫“古泰安寺”,咳咳~座落在“古镇”上的寺庙就应该也姓古?!不知道当初谁取的名字。门外树立了2块石碑,都是安在2只乌龟上的(应该叫玄武?)本来应该是很有气势的神兽可是左看右看都是一个十足的Q版嘛~大不敬了一下。

 

10月11日新游戏销售情况速报:ps3日版龙穴出动

Posted: 12 Oct 2007 11:16 AM CDT

ps3《RISE FROM LAIR》
首日销量:约1.5-2万

 

ps2《ARCANA HEART》
首日销量:约1.5-2万

 

nds《DS西村京太郎悬疑剧》
首日销量:约1.5-2万

 

xbox360《PGR4》
首日销量:约5000

 

ps2《実戦パチスロ必勝法! 北斗の拳2 乱世覇王伝 天覇の章》
首日销量:约5000

 

nds《タシテン たして10にする物語》
首日销量:约5000

 

nds《namco博物馆DS》
首日销量:约3000


相关链接:
http://blog.sina.com.cn/u/4938f71b01000eaw
DS西村京太郎悬疑剧
http://blog.sina.com.cn/u/4938f71b01000ck0
nds的吃豆人对战

More Xbox 360 Arcade pictures leaked

Posted: 12 Oct 2007 12:47 PM CDT

A technology web site has released images purporting to show the rumoured Xbox 360 Arcade bundle

New Lifeforms

Posted: 12 Oct 2007 07:52 AM CDT

The Guardian reports that a group of researchers are poised at the brink of creating “new life”:

Craig Venter, the controversial DNA researcher involved in the race to decipher the human genetic code, has built a synthetic chromosome out of laboratory chemicals and is poised to announce the creation of the first new artificial life form on Earth. Mr Venter told the Guardian he thought this landmark would be "a very important philosophical step in the history of our species. We are going from reading our genetic code to the ability to write it. That gives us the hypothetical ability to do things never contemplated before". 

Before we discuss the ethics of this matter, it is necessary to clarify the science. Firstly, it is vitally important to appreciate that scientists do not yet understand every aspect of how DNA builds an organism, nor are they collectively convinced that DNA alone is sufficient to engineer life-forms. It will some day be possible to create “designer lifeforms”, and to program DNA (and whatever epigenetic mechanisms are also required to make life) – but that is not what is going on here.

There is a parallel to be made with software engineering and hacking. A software engineer designs and implements an application from the ground up. A hacker takes an existing application and alters its functionality. We are a long way shy of true genetic engineering – rather, we are gene hackers. The synthetic chromosome is a manually sequenced DNA strand copied from the bacterium Mycoplasma genitalium, but edited to remove “junk DNA”. This should work. But it is a lot less than the creation of a designer lifeform in its full extent. 

Nonetheless, what is being proposed does have great potential for biotechnology. It could be used to create bacteria that convert dangerous waste products into harmless chemicals. It could also be used to create bacteria that would be fatal to a specific ethnic group. As with much of technology, the opportunities are accompanied by risks. Perhaps the biggest risk is: if the hacked organisms can breed, which is the intent in most useful biotech, we face all the problems of introducing foreign organisms, coupled with the risks in hacking something we only understand in broad strokes. Remember what happened with rabbits in Australia, or kudzu in the United States… Our track record with transplanting lifeforms from one biome to another is poor, and the risks with new lifeforms is potentially higher.

The question has to be: do we want to go down this road? (Or rather, do we want to go down this road now?)

BioShock Big Daddy Loves Mambo

Posted: 12 Oct 2007 11:33 AM CDT

BLOG-Does BioShock sound as good as it looks? Get your playlists ready as 2K shares a list of that classy old-time ambient music in BioShock.

分析师看好艺电的收购

Posted: 12 Oct 2007 10:38 AM CDT

Wedbush Morgan分析师Michael Pachter认为尽管存在风险,对EA收购Pandemic和BioWare看好。

Pachter说“这么大一笔钱自然给EA增加了不少压力,这两个制作室每年要创造3亿美元的销售。……如果Pandemic和BioWare将来也能像从前那么多产,达到这个数字问题不大。但是它们从前的收入大多来源于制作Neverwinter Nights,Baldur’s Gate和星球大战系列游戏。前两个系列已经不太行了,授权EA制作星战系列的可能性也不大(注:Lucas Arts拥有星球大战品牌)。Neverwinter Nights和Baldur’s Gate可以转变成多人在线游戏(MMO),成功的可能性很大。但Pandemic和BioWare缺乏这一领域的成功经验。”

总的来说,Patcher对这一购并看好,他说“我认为这一收购能达到不错的回报,当然也存在一定的风险。他们需要继续制作优秀的游戏,他们应该能够做到。”

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Demo: Virtua Fighter 5 360

Posted: 12 Oct 2007 10:20 AM CDT

vf5demo.jpgIn the middle of the night while unsuspecting Americans were sleeping the sleep of the sleepy, Sega slipped quietly onto Xbox Live Marketplace and tucked the Virtua Fighter 5 demo under our pillows, pausing to reflect on how much we've grow and caressing our cheek only to disappear into the darkness at the first sign of our stirring. The demo features four playable characters - Akira, Sarah, El Blaze and Eileen - and three stages, which players able to battle in Versus mode and Arcade mode. Sadly the demo doesn't feature online battles, but with only a few short weeks to release we'll get our hands on some of that action soon enough.

Clips: Beowulf Authenticity

Posted: 12 Oct 2007 10:10 AM CDT

I first saw Beowulf months before E3, in a backroom at an Ubi event. At the time my first, my only concern, was whether the game would be true to the epic poem or just a game that borrowed the tale's veneer. I was surprised to find that the team was as jazzed about Beowulf as I happen to be. In fact, they spent some of the time bemoaning the fact that no other journalists seemed to want to hear about the authenticity. I think this video might open a few eyes to why authenticity is important. Man, I can't wait for this game.

Industry: Perrin Makes Dean Takahashi Stiff

Posted: 12 Oct 2007 09:40 AM CDT

smallish_KAPLAN.jpgAs reported yesterday, America's hottest VP of marketing Perrin Kaplan is leaving Nintendo, which is very sad for me because I never got a chance to flirt with her shamelessly in the course of an interview - one of the reasons I took this gig in the first place. That lucky bastard Dean Takahashi of The Mercury News conducted an exit interview of sorts with Kaplan, reflecting on her 15 years at Nintendo. Together they touch on the company's success, her respect for Miyamoto, mud wrestling, and each other.

She noted how she used to try to give me hugs over the years and I would always be stiff about that. (I have always thought it awkward to hug the people I write about). But Perrin gave me a hug as I walked out and I pretended to be stiff.
Pretended? Dean totally faked it!

Exit interview: Nintendo's Perrin Kaplan to bow out at year end: That's All Folks [The Mercury News A+E Interactive]

Beta Watch: Unreal Tournament 3 Beta Drops Today

Posted: 12 Oct 2007 09:20 AM CDT

ut3betalive.jpgRemember three days ago when Mark Rein said the Unreal Tournament 3 Beta would be out within two weeks? Sucker pulled a Scotty on us apparently, as it is only a mere three days later and we've received word that it's being released today. Right now over at FilePlanet, subscribers can preload the beta on their system to have it ready once everything goes live. I'm downloading it as I type this...like I need another shooter to take up my time between practicing Halo 3 and enjoying Team Fortress 2. I've never been a big shooter fan in the first place, but lately I've developed a blood lust that has me shouting obscenities and calling everyone bitches...bitches.

Download the Unreal Tournament 3 Beta Demo on FilePlanet [FilePlanet, Duh]

Ea: Bioware and Pandemic Call Transcript

Posted: 12 Oct 2007 09:00 AM CDT

eaaq.JPG

We liveblogged yesterday's conference call with Electronic Arts about their buyout of Bioware and Pandemic studios, but that was really just about grabbing some of the highlights. Hit the jump if you want to read the entire script of their pitch and delivery which includes confirmation that BioWare, not Microsoft, owns the Mass Effect IP, that Pandemic is working on several unannounced titles and that BioWare's MMO is several years out.


Good afternoon and welcome to our call.

Today on the call we have:

John Riccitiello - Chief Executive Officer
Warren Jenson - Chief Financial and Administrative Officer and
Frank Gibeau - President of EA Games

Before we begin - I'd like to remind you that:

• You may find copies of our SEC filings, our press release and a replay of the webcast on our web site at http://investor.ea.com. Shortly after the call - we will post a copy of the script on our website.

• During the course of this call - we may make forward-looking statements regarding future events, the proposed acquisition of VGH by EA, and the future financial performance of the company. We caution you that actual events and results may differ materially. We refer you to EA's most recent Forms 10-K and 10-Q for a discussion of risk factors that could cause actual results to differ materially from those discussed today. We make these statements as of October 11, 2007 and disclaim any duty to update them.

And now - I'd like to turn the call over to Warren.

Good afternoon and thanks for joining us.

We are pleased to announce that we have reached a definitive agreement with Elevation Partners to acquire two major game developers - BioWare based in Edmonton, Canada and Austin, Texas and Pandemic based in Los Angles and Brisbane, Australia

• BioWare - founded and led by Greg Zeschuk and Ray Muzyka - is the renowned producer of blockbuster franchises such as Baldur's Gate, Knights of the Old Republic and the much anticipated Mass Effect*.

• Pandemic - led by Josh Resnick, Andrew Goldman and Greg Borrud - is best known for titles like Star Wars Battlefront and Mercenaries.

• Both studios have strong creative cultures that will be a great fit with EA.

We welcome these teams to our company.

For the next few minutes I'll walk you through our strategic rationale for this acquisition and some of the deal specifics. I'll then turn it over to John to share his thoughts. Following these brief remarks - John, Frank and I will be happy to take your questions.

Why this Deal?

We have looked at a lot of companies - and have had our eye on these studios for several years. Together - these studios represent one of the most prolific and high quality creative organizations in the industry. This is a powerful combination of creative talent and portfolio strength. To sum it up - we have not seen many opportunities that bring so many high potential assets together under one roof.

Let me touch on each of these points in more detail

First - these are premier developers proven by a strong track record.

• BioWare is clearly one of the foremost RPG developers in the world. Knights of the Old Republic (Lucas), Neverwinter Knights (Wizards), Baldur's Gate (Wizards) and Jade Empire (owned) - all speak for themselves. The average metacritic rating coming out of this studio over the last 12 years is 88. And - Mass Effect is on the way- an owned IP that will be published by Microsoft.

• Pandemic is best known for creating Action games and developing its own IP. Pandemic worked with Lucas Arts to develop the award winning Star Wars: Battlefront I and II and Clone Wars - each selling more than three million copies. In addition - the studio had great success with two owned and highly rated IPs - Mercenaries and
Full Spectrum Warrior. Pandemic is currently working on several new titles - including Mercenaries 2 (owned) and Saboteur (owned).

Second - this acquisition fills out a gap in our genre line-up. We are currently underrepresented in key genres - RPG, Action and Adventure. In calendar year 2006 - these genres represented 36 percent of the North America segment and we estimate 29 percent in Europe.

With Pandemic and BioWare - we now how have the potential to move into a strong competitive position in these genres as we expect to bring 10 franchises to market in the next few years - six of which are wholly owned.

Third - further expansion into the MMO space. BioWare is developing an MMO in their Austin studio. While still a couple of years out - we think there is real potential.

Fourth - we project solid long term financial returns. In fiscal 2009 and 2010 - we expect the BioWare and Pandemic properties to:

• Deliver revenue (ex deferral) in excess of $300 million annually - including the EA Partner titles.
• Generate Non-GAAP gross margins in excess of 65 percent.
• Looking at Non-GAAP EPS - we would expect the transaction to be dilutive to EA's fourth quarter results by roughly $0.05. Break even in fiscal 2009 and solidly accretive thereafter. Were it not for our existing EA Partners relationship (Mercenaries 2 and two un-announced EAP titles) - the transaction would have been accretive in fiscal
2009.

Finally - these teams are a great cultural fit. We have deep respect for their talent, high quality games and passion for our industry. We know these guys - they know us - it's a natural fit. Further - this is a straight forward integration - a powerful developer with limited overhead.

Now let me share with you some deal specifics and additional financial information. In total we are paying $860 million in consideration including:
• $655 million in cash (including bridge loan) and - up to - an additional $155 million in equity to employee owners. All of the equity portion has time or performance based vesting triggers.
• EA will also assume outstanding VG Holding Corp. stock options.

The acquisition is subject to customary closing conditions, including regulatory approvals.

We expect the closing to occur in early January 2008.

• On a GAAP EPS basis, we expect the acquisition to be dilutive to EA fiscal 2008 results by approximately $0.30 to $0.40, due to non-recurring acquisition-related charges, stock-based compensation and amortization of intangible assets. In fiscal 2009 - we anticipate the acquisition will continue to be dilutive on a GAAP basis given
revenue deferrals, on-going stock based compensation and intangible asset amortization.

• A few things to keep in mind relative to GAAP EPS -

• Off the $155 million of equity - roughly $125 million will be amortized to the P&L as stock based compensation over the next four years.
• For assumed options and newly granted equity - we estimate an additional $40 million will be amortized as stock based compensation over the next four years.
• Our GAAP charges for fiscal 2008 are preliminary as final valuation work has not been completed.
• As I mentioned earlier - on a Non-GAAP basis, we would expect the transaction to be dilutive to EA's fourth quarter results by roughly $0.05, break even in fiscal 2009 and solidly accretive thereafter. Were it not for our existing EA Partners relationship. (Mercenaries 2 and two unannounced EAP titles) - the transaction would have been accretive in fiscal 2009.

In closing - we are excited about this acquisition and what it brings to EA, and what it brings to our shareholders and our customers. This is an important step for us in driving growth and profitability over the long term.

Now let me turn the call over to John.

This is John.

As many of you know, while I was with Elevation Partners, I brought these studios together and led this business as CEO. I see this transaction as a big plus for EA - this strategic move speaks directly to our initiatives on quality, online, growth and new IP. I'm extremely familiar with the people, the properties and the extraordinary potential of these two studios.

As you probably know, I have a residual financial interest in Elevation Partners. Depending on the overall performance of the fund, this acquisition is likely to result in a personal financial benefit at some point in the future. More information is included in our 8-K. Given this - EA's board of directors instituted a process under which members of the audit committee engaged directly and independently from me with the management team throughout the decision making process. This was done in order to ensure deal independence.

Let me close by saying that I couldn't be happier to bring these studios to EA.

Now we would be happy to take your questions.

Sponsors: Sponsors Thanks

Posted: 12 Oct 2007 08:00 AM CDT

Soooooooooooooooooooooo hungry! Hear that? That's our tummies rumbling. There is no food in Kotaku Tower. None, zero, zip. Good thing our Sponsors have food! Good thing we have Sponsors. This week, Kotaku was fed by Annie Lennox, Logitech, Opera, PLAYSTATION 3, TiVo, Touch Detective, Verizon and Xbox 360. Mmm delicious!

Interested in advertising with Kotaku? Click here to find out more.

Clip: Mario Kart Wii's Hot Bike Action

Posted: 12 Oct 2007 07:00 AM CDT


Here's the footage. Motorcycles. And yes, at the end, that is Mario busting out a wheelie. What strange days we live in.

Nintendo: Nintendo Still Targeting The Hardcore

Posted: 12 Oct 2007 03:30 AM CDT

giantiwataface.jpgWe've heard your bitching. Your moaning, your whining, that Nintendo have forgotten all about you, the "gamer", as they chase the casual market, pants securely around their ankles. Well they haven't. Discussing Nintendo's scoop in securing Monster Hunter 3 for the Wii, boss Satoru Iwata says that the hardcore market is just as important as the old-folks-and-little-girls one:

I understand that some experts argue that our success is short-lived and temporary. So, we now need to make efforts to constantly expand the player base by offering services and titles that can appeal not only to those who have never played games but also to those who play them hard.
That latter group? That's you lot.
Japan's Nintendo wins exclusive deal for Capcom's Monster Hunter 3 title [Sharewatch, via 4CR]

Q& A: BioWare On The EA Acquisition

Posted: 12 Oct 2007 06:25 AM CDT

Following the earlier discussion with Pandemic, Gamasutra sat down with BioWare to get their take on the acquisition by EA. In the interview, president and co-executive producer Greg Zeschuk and chairman, CEO and co-executive producer Ray Muzyka discuss the deal from their perspective, detailing what the studio will gain, and what the change means for maintaining the freedom to continue developing in their idiosyncratic style. When we talked to Pandemic, they used the word "driving," ...

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《燃烧》(Burn)破解版[Bin]

Posted: 13 Oct 2007 11:24 AM CDT

《燃烧》(Burn)破解版[Bin]
转自ftireloaded
游戏制作:destan
游戏发行:MagnusSoft
游戏类型:FPS
游戏容量:1CD
官方网址:http://www.burnthegame.com/
【游戏简介】(原创翻译:renchongyi @ VeryCD)
故事发生在2055年,Dark是未来未知世界的一个神秘角色,他将出现在一场世界战争中。他为所受雇一方而战,而战争双方都雇佣了他。他能力超强,以至于人们不相信他是人类,在整个战争过程中从未输过任何一场战斗。
后来,官方宣布了战争结束,但Dark仍在战斗,没人知道原因。政府发布了公告,谁杀死Dark将得到赏金。但为了不因此造成各大势力追逐赏金的恶心竞争,规定只有一个胜利者可以去和Dark决斗。
游戏特点:
◎丰富的多人游戏
◎支持最多8人的局域网联机
◎强大的物理系统,物体可以破坏
◎先进的画面引擎:支持HDR、软粒子、置换贴图

【游戏截图】



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▄▀▀ ░ ▄███▀▀ ░ ▀■▄▄■▀ ▀▀████▄▄▄■▀ ░ ▀▀███▄▄▄▄▄██▀ Eboy
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S K i D R O W
▄▀ -> T H E L E A D i N G F O R C E <- ▀▄
▀▄ ▄▀
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀ ▀ proudly presents ▀ ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
░ ██▓▓▓▒▒░░ Burn / Lexicon ░░▒▒▓▓▓██ ░
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▓ ▓
▓ RELEASE DATE : 10-13-2007 PROTECTION : Nothing ▓
▓ GAME TYPE : Shooter DISKS : 1 CD ▓
░ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█¦ Release Notes: ▀█▄ ░ █
▄■ Ì▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ It is 2055. Dark, a mysterious character of unknown past, █ █
▓ █ emerges in a world war. He's fighting only for hire and for █ █
█ █ each side of the conflict. extreme power makes some people █ █
█ █ think that he's not human. During the war he has never lost █ █
█ █ any battle. █ █
█ █ █ █
█ █ Now after the war is officially finished he still fights. █ █
█ █ No-one knows his reasons. Joint governments set up a reward █ █
█ █ for the one who will kill Dark. Since recruits around the █ █
█ █ world don't want to split that money that have created a █ █
█ █ competition - League. Only the one who wins will have a █ █
█ █ possibility to beat Dark. █ █
█ █ █ █
█ █ Features Include: █ █
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█ █ Fast Unreal Tournament style multiplayer fragging action █ █
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█ █ 13 Arenas, 5 Characters, Single and Multi Player mode █ █
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█ █ 3D Sound system █ █
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█ █ Multiplayer up to 8 players by LAN and internet █ █
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█ █ Physics system supporting destructable objects, ragdoll and █ █
█ █ joints █ █
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█ █ Advance rendering engine including HDR,Soft Particles, █ █
█ █ Displacement Mapping, Projective Lights, Realtime Lighting, █ █
█ █ Alpha Shadows █ █
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▀█¦ Install Notes: ▀█▄ ░ █
▄■ Ì▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ 1. Unpack Release. █ █
▒ █ 2. Mount or Burn the Game █ █
█ █ 3. Install Game. █ █
█ █ 4. Play the game! █ █
█ █ █ █
█ ░ █ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
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▀▀▀ ░ █ Salutes to our old Amiga friends from: █ █
▒ █ █ █
█ █ FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX █ █
█ █ DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - CLASSIC █ █
█ █ THE COMPANY - TRSI - LEGEND - ORACLE - PRODIGY - ANTHROX █ █
█ █ █ █
█ █ Salutes to our new friends in: █ █
█ █ █ █
█ █ POSTMORTEM - FAIRLIGHT - RAZOR1911 - UNLEASHED - RELOADED █ █
░ █ BREWERS - SILENTGATE - PWZ █ █
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▀▀█▓▄ Logo and layout by: Eboy/SAE ▄▓█▀▀
▄▀▀▀■▄ Ì▓▓¦ Last updated 21/07/2007 by [XXX] Ì▓▓¦ ▄■▀▀▄
▀▄ ▀▀▀▀▀ ▀ ▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀ ▀▀▀▀▀ ▄▀
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This posting includes an audio/video/photo media file: Download Now

Clip: Dead Fantasy I

Posted: 13 Oct 2007 10:00 AM CDT


I was horrified, simply horrified to discover that upon perusal of the past week's Kotaku articles that none of my colleagues had posted this incredible video. You may remember machinima artist Monty Oum's last fan made masterpiece, Haloid. Well, if you thought that was good, wait till you see his latest offering, Dead Fantasy I. Combining Final Fantasy, Dead or Alive and a few other tidbits, Oum has created a second piece that definitely rivals the first. The end of the clip carries a "To Be Continued" and I'll be on the edge of my seat waiting to see what he comes up with next. Incredible.

Original: Kotaku Originals: From The Aussie PS3 To Eye of Judgement

Posted: 13 Oct 2007 09:00 AM CDT

happy Saturday morning. And now it's time for another heaping helping of Kotaku Originals. This week we got a dearth of PS3 from the land down under, Crecente gets cuddly with Eye of Judgement and McWhertor gets a sweet two minutes with Super Smash Bros. Brawl.

Super Smash Bros. Brawl Hands On Impressions

Eye of Judgement Online Play

Jack Black's First Brutal Legend Song

A Mysterious Record

Dipping My Hands In Bleach

A Closer Look At The Mario Kart Wheel

Check My Golden Phantom Hourglass Box

Hitman Movie To Embrace R Rating

EA's Bioware, Pandemic Conference Call

UPDATE: NBA's Arenas a Big, Fat Halo Cheater

Dissecting Jack's Latest TV Spin

Mario Made from Floppy Discs

40GB PS3 Hits Australia, 60GBs Disappear

Wii Remote Jacket Hands-On

Region Free DualShock 3 Supports Ratchet & Clank Future Day One

Foot-On New Mario Shoes

The Skinny On The Euro Halo 3 Bundle

NBC Uses Gamer as Shorthand for Nerd

Up Close and Personal

Assassin's Creed Pre-Order Box Unboxed

An Altair Figure To Stalk Your Crusader Lord Figures With

No 60GB Value Pack, Price-Cut For Australia

Sony Could Run BC On 40GB PS3s. They Just Don't Want To.

Ace Combat 6's 360 Controller Up Close

UPDATE - New Halo 3/Xbox 360 Bundle Hits Europe?

New Soldier of Fortune Gorefest Looks Much Better

Rockstar Appeals UK Rating Decision

Georgia is Gaming

浜村弘一“2007年秋季,游戏产业的现状和展望”

Posted: 13 Oct 2007 09:38 AM CDT

 

日本Enterbrain主办的“游戏产业的现状和展望”研讨会每年春秋各举办一次,今年的春季研讨会是4月13日举办的( http://blog.sina.com.cn/u/4938f71b01000as4 ),而秋季研讨会是前几天的10月12日。

 

 

研讨会照例是Enterbrain社长浜村弘一的演讲,要点如下:

 

1、现在每次演讲首先提到的都是nds。截至2007年9月30日nds在日本卖出了1937万台(fami通统计),浜村弘一预计2007年年底nds可以突破2100万台,是前所未有的普及速度。“回归用户”(以前玩游戏,后来不玩了,现在因nds而“回归”的用户)以及“新用户”(从来没有玩过游戏的用户)占了nds用户的65%左右。

 

2、购买了一款nds上“非游戏”软件的用户,是否还会买其他“游戏”软件?根据Enterbrain的调查,这些人中有32.5%的用户购买了任天堂的“游戏”软件,有9.4%的用户购买了第三方厂商的“游戏”软件。根据这样的数字,浜村弘一对今后nds“游戏”软件的销售前景表示看好。

 

3、和前不久在CEDEC 2007上发表的观点一样( http://blog.sina.com.cn/u/4938f71b01000e7u ),这次浜村弘一再次提到了nds上AVG冒险游戏的抬头。从“非游戏”软件进入nds世界的用户,现在也开始喜欢操作触摸笔来推进有故事情节的游戏,nds也呈现了从动作游戏向多样化软件发展的迹象,今后“勇者斗恶龙”这样的rpg将更进一步加快普及。

 

4、根据Enterbrain的调查,现在的nds用户中有2成左右计划购买《勇者斗恶龙9》

 

 

5、psp用户大部分是nds用户,psp的用户主要集中在10几岁的年轻用户,相对来说大多是忠实的游戏爱好者,目前psp在日本普及量达到634万台(截至2007年9月30日)。

 

 

6、至于家用主机,目前Wii在日本的普及台数是ps3的3倍。不过相对于家族同乐游戏的畅销(如《Wii Sports》200万、《马里奥聚会8》80万),面向游戏爱好者的软件都在50万左右停滞不前(如《塞尔达传说:黄昏公主》53万、《勇者斗恶龙:剑神》47万)。

 

 

7、虽然这么说,浜村弘一还是比较期待Wii今后的表现,2007年11月1日的《马里奥银河》,2007年12月1日的《Wii Fit》,还有2008年1月24日的《大乱斗X》等等,相信都可以大幅推进Wii硬件的普及。

 

8、关于《怪物猎人3》由ps3改在Wii推出,浜村弘一担心该系列的用户群和Wii的用户群不是很重合,但希望《马里奥银河》和《大乱斗X》之类的传统大作能吸引来游戏爱好者,为该游戏的销售打好基础。浜村弘一认为《怪物猎人3》事件对其他游戏厂商的决策会产生很大的影响,可能会起到示范效应。

 

9、谈到ps3,谁都不能否认目前ps3在日本市场的弱势。浜村弘一认为要真正感受到ps3的威力,要等高清电视的普及,这可能要等到2009-2010年。

 

——高清电视普及预测

 

10、关于前不久ps3宣布降价的消息( http://blog.sina.com.cn/u/4938f71b01000ecb ),浜村弘一认为这当然是正面的,不过40GB版ps3取消了兼容ps2软件的功能,感觉有点遗憾。

 

11、xbox360在美国软件销量非常好,软硬件的比率是4.5:1,可见受到了热情的爱好者的支持。《Halo 3》创造了全世界400万的销售成绩,发售后20个小时有100万以上的用户在线。xbox360游戏能和PC游戏通过Live Anywhere一起玩,这是相对于ps3、Wii的特色。

 

12、根据fami通统计的2007财年上半年(2007年4月-9月)数据,top20里有18款Wii和nds的游戏(其中12款任天堂游戏),较早就把精力放在任天堂平台的square-enix和bandai-namco也都有不错表现。虽然还有半年,但2007财年日本游戏市场很有可能达成史上最高的市场规模。

 

相关链接:
http://blog.sina.com.cn/u/4938f71b01000e7u
浜村弘一观点:“未来成功的4把钥匙”
http://blog.sina.com.cn/u/4938f71b01000as4
浜村弘一回顾2006财年,展望未来
http://blog.sina.com.cn/u/4938f71b010008hw
浜村弘一看好《DQ9》
http://blog.sina.com.cn/u/4938f71b01000797
浜村通信再次预测
http://blog.sina.com.cn/u/4938f71b010006kg
浜村弘一改口
http://blog.sina.com.cn/u/4938f71b010003qf
浜村弘一的预测

Do You Set Limits?

Posted: 13 Oct 2007 07:02 AM CDT

The new game producer forums have been online for about a month and the membership count is now close to 300. There’s 20 banned users already. We are taking the rules seriously, and want to keep things civil. If somebody tries to just register to spam something (without reading rules - nor using common sense) he will be banned, and that’s it.

So far the strategy has worked fine and the discussion has been civil. I want to ensure that the forums are place for great discussion. I want quality over quantity.

And that’s why we have set limits. The rules are quite simple and rely on one major guideline: use your common sense. That goes far away. There’s alternative for whining. Instead of blaming for everybody, suggest a solution. master complainers are kept away.

We set limits in the very beginning. I know from experience that if you don’t set some limits right from the beginning, it will be much more difficult later. Anyone who has trained dogs (or has children) knows how difficult it can be to get the dog (or a child for that matter) to stop doing something he could have done earlier. If you allow dog to sleep on the sofa for two years, you’ll face lots of resistance if you try to change that rule when the dog is 3 years old. If you allow child to decide what he eats when he is 2 years old, rest assured you’ll face lots of resistance if you try to change that habit when the child is 6 years old.

See in the future, and set the limits according to what you want.

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

《英雄连:抵抗前线》(Company Of Heroes:Opposing Fronts)硬盘版

Posted: 13 Oct 2007 03:07 AM CDT

《英雄连:抵抗前线》(Company Of Heroes:Opposing Fronts)硬盘版
转自sharevirus
游戏名称:英雄连:抵抗前线
英文名称:Company Of Heroes:Opposing Fronts
游戏制作:Relic Entertainment
游戏发行:THQ
游戏语种:英文
游戏类型:Strategy(即时策略)
游戏平台:PC
官方网址:http://www.companyofheroesgame.com/
【删减内容】
对话, 动画, 单位语音,多人游戏,高材质文件
【安装方法】
解压rar,运行setup.bat
出现注册表对话框,点击"Import the reg shit"
运行"Play RELICOH.bat" 进入游戏
配置要求:
[QUOTE]SYSTEM REQUIREMENTS
MINIMUM
WindowsXP or Vista
2.0 Ghz Intel Pentium IV or equivalent or AMD Athlon XP or equivalent
Windows XP 512 MB RAM with dedicated memory video cards (1GB RAM required for shared memory video cards)
Windows Vista 1GB RAM
100% DirectX 9.0c compatible 64MB video card with Pixel Shader 1.1 support or equivalent and latest manufacturer drivers (see supported chipsets below)
DirectX 9.0c compatible 16-bit sound card
Keyboard, Mouse
10 GB of uncompressed free hard drive space (We recommend having 1 gigabyte of of free space after installation)

RECOMMENDED
Direct3D 9:
3.0 Ghz Intel Pentium IV or equivalent
1 GB RAM
512 MB NVIDIA GeForce 6800 series or better
Direct3D 10:
3.0 Ghz Intel Pentium IV or equivalent
2 GB RAM
640 MB NVIDIA GeForce 8800 series or better

REQUIRED FOR MULTIPLAYER:
1 set of discs per computer
For 6-8 player multiplayer or skirmish matches, the Recommended System Requirements are strongly suggested
Internet (TCP/IP) and LAN (TCP/IP) play supported. Internet play requires broadband connection and latest drivers. LAN play requires network interface card and latest drivers.
1.2 SUPPORTED VIDEO CARDS
ATI Radeon 9500 series
ATI Radeon 9600 series
ATI Radeon 9700 series
ATI Radeon 9800 series
ATI Radeon X300 series
ATI Radeon X550 series
ATI Radeon X600 series
ATI Radeon X700 series
ATI Radeon X800 series
ATI Radeon X1000 series
ATI Radeon X1100 series
ATI Radeon X1300 series
ATI Radeon X1600 series
ATI Radeon X1800 series
ATI Radeon X1900 series
ATI Radeon HD 2400 series
ATI Radeon HD 2600 series
ATI Radeon HD 2900 series, or better with latest manufacturer drivers.
NVIDIA GeForce3/Ti series
NVIDIA GeForce4/Ti (excluding the GeForce4MX series)
NVIDIA GeForce FX 5700 series
NVIDIA GeForce FX 5800 series
NVIDIA GeForce FX 5900 series
NVIDIA GeForce 6200 series
NVIDIA GeForce 6600 series
NVIDIA GeForce 6800 series
NVIDIA GeForce 7300 series
NVIDIA GeForce 7600 series
NVIDIA GeForce 7800 series
NVIDIA GeForce 7900 series
NVIDIA GeForce 8400 series
NVIDIA GeForce 8500 series
NVIDIA GeForce 8600 series
NVIDIA GeForce 8700 series
NVIDIA GeForce 8800 series or better with latest manufacturer drivers.
1.3 DIRECTX(R) DETECTION AND INSTALLATION
The Company of Heroes: Opposing Fronts installer will check your computer for the currently installed version of DirectX(R). If it detects an older version of DirectX(R), it will install DirectX(R) 9.0c and 10 automatically. The installation of DirectX(R) will not harm your DirectX(R) configuration. Company of Heroes: Opposing Fronts requires DirectX(R) to install and play.
[/QUOTE]

【游戏简介】
   国际重量级游戏发行商THQ公司本周三宣布,Relic Entertainment公司二战即时战略大作《英雄连:抵抗前线(Company of Heroes Opposing Fronts)》已经完成开发,并计划于今年秋季发售。
  作为曾经创下销售奇迹的《英雄连(Company of Heroes)》的后续产品,《英雄连:抵抗前线》基于Relic Entertainment自行开发的“Essence Engine”和微软(Microsoft)DirectX 10技术,将向玩家展现第二次世界大战西线战场两支作战部队的战斗经历。他们就是勇敢夺取由纳粹精锐装甲掷弹兵把守的法国卡昂的英国第二军(British 2nd Army)以及抵御人类历史上最大规模空降作战的德国精英装甲军(German Panzer Elite)。此外,玩家还可以使用总共四方势力在互联网上与朋友联机对战。
  THQ公司负责全球市场的资深副总裁Bob Aniello在接受采访时说:“《英雄连》彻底改变了大家对即时战略游戏的固有认识,并荣获了这一领域中十年以来最多的荣誉和好评。《英雄连:抵抗前线》则是这一传奇系列的全新篇章。我们非常高兴能够把这一顶级即时战略游戏大作呈送给世界玩家。”
  《英雄连》系列游戏开发商Relic Entertainment公司总监Tarrnie Williams则表示:“在《英雄连:抵抗前线》所诠释的人类战争史上最残酷的两大战役中,玩家将体验到从未谋面的快节奏动态战术。在这两个精彩激烈的战役中,获得大幅改进的‘Essence Engine’引擎、不间断的战斗、获得提升的载具A.I.以及气候变化,都将直接对战局造成影响。”
 
 Company of Heroes:Opposing Fronts 新增了两支军队,新的科技树,两场新战役,还有一些图形技术和玩法上的改进。
  这一次玩家终于可在战役模式中扮演德军和英军了,游戏还新增了动态天气系统,能影响玩家在游戏中的表现。比如大雨能造成泥泞,限制了某些车辆的通行,此作中的某个关卡甚至只有在夜空中划过闪电时才能看见敌军的行动。而且,多人模式中也可选择是否有天气因素。
  游戏中的英军比较侧重于防御,他们有独一无二的外观,他们的步兵行动起来比其它军队都要快,能挖掘战壕,在选定地段构筑掩体。他们还拥有迫击炮组,狙击小组,轻机枪组,枪榴弹小队,和冲锋枪小队,开发人员将他们称为“万能的瑞士军刀”。
  德军方面则以精锐的装甲力量见长,德军能把步兵单位塞入车辆中向外射击,使它成为一个移动的武器平台。为了平衡德军恐怖的装甲单位,英军有相应的自行火炮单位,还能呼叫大型滑翔机投放增援,这些无动力的滑翔机掠过屋顶向指定地段投送增援力量。
  以目前所公开的部分看,这部资料片恰如其分地拓展了原作的设定,与原作的风格完全吻合。
【游戏截图】









================= =============== =============== ======== ========
\\ . . . . . . .\\ //. . . . . . .\\ //. . . . . . .\\ \\. . .\\// . . //
||. . ._____. . .|| ||. . ._____. . .|| ||. . ._____. . .|| || . . .\/ . . .||
|| . .|| ||. . || || . .|| ||. . || || . .|| ||. . || ||. . . . . . . ||
||. . || || . .|| ||. . || || . .|| ||. . || || . .|| || . | . . . . .||
|| . .|| ||. _-|| ||-_ .|| ||. . || || . .|| ||. _-|| ||-_.|\ . . . . ||
||. . || ||-' || || `-|| || . .|| ||. . || ||-' || || `|\_ . .|. .||
|| . _|| || || || || ||_ . || || . _|| || || || |\ `-_/| . ||
||_-' || .|/ || || \|. || `-_|| ||_-' || .|/ || || | \ / |-_.||
|| ||_-' || || `-_|| || || ||_-' || || | \ / | `||
|| `' || || `' || || `' || || | \ / | ||
|| .===' `===. .==='.`===. .===' /==. | \/ | ||
|| .==' \_|-_ `===. .===' _|_ `===. .===' _-|/ `== \/ | ||
|| .==' _-' `-_ `=' _-' `-_ `=' _-' `-_ /| \/ | ||
|| .==' _-' `-__\._-' `-_./__-' `' |. /| | ||
||.==' _-' `' | /==.||
==' _-' \/ `==
\ _-' `-_ /
`'' ``'
______ _____ _____
|_____/ | |_____]
| \_ __|__ |


° °±°±±²±²² ²²±²±±°±° °
   
²° °²
²² Company of Heroes Opposing Fronts ²²
² ²° °² ²
² ²
²  ²
²°   °²
² ²
²² ²²
² Thanks to CCZ (CaCtuZ) for the modfied UHARC unpacker ²
² ²
² ²
² Game Notes: ²
² ²
² ²
² On this game I will not a single bad word .. ²
² The Normadie campaign(the last one which is locked) is from the ²
² orginal Coh i didn`t include it because the final size will cause many²
² ppl heart atacks ²
² The Mp had to go because to play on lan with this rip vers is ²
² like trying to be the next Presindent of the US ²
² And finaly i was so lazy and didn`t create a fast no movie skip so ²
² after u load a mision and after u Press any key the screen goes in a ²
² widescreen black voodoo dream ,just press the ESC button and play ²
² ²
² ²
² ²
² Install notes: ²
² ²
² Unpack using winrar,run setup.bat, when the reg tool appears press ²
² "Import the reg shit" after click yes and close. ²
² Play with "Play RELICOH.bat" ²
² ²
² ²
² Ripped: Speech, movies, Unit speech,Multiplayer, High textures ²
² ²
² ²
² Release date : 05.10.2007 ²
² ²
² ²
² File size : 194 x 9,53mb (1,70 GB) ²
² ²
² ²
² Thanks to FairLight for the no-cd(crack) ²
² ²
² R I P IF YOU REALY LIKE THe GAME, BUY IT!! R I P ²
² ²
²±   ±²
    

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《模拟上班族》(Coffee Break)繁体中文克隆版

Posted: 11 Oct 2007 10:03 PM CDT

《模拟上班族》(Coffee Break)繁体中文克隆版
开发:Abell Entertainment / Indie Games Productions
发行:Digital Jesters / Play Ten Interactive / Nobilis
容量:1CD
语种:英文
平台:PC
类型:Strategy / Simulation
网址:http://www.playten.com/eng/publishing.php?page=46&view=9
【游戏简介】(天极网)
EA的《模拟人生》系列已经是家喻户晓的经典之作了,其惊人的销量和极高的评价引领了一股模拟题材的风潮,《Coffee Break》正是这样的一款生动有趣的模拟类精品。玩家的职业生涯将在游戏中得到重现,编写人生剧本的人就是你自己,你可以控制游戏中的一切,你就是游戏的主导。游戏背景是一家普通的企业,玩家将要处理各方面的事务,包括工作、各方面的诱惑以及激烈的竞争,玩家的性格也将影响到游戏角色为人处事的态度,影响事态发展的结果,而人际关系也将由于你的不同态度而会有新的发展。
 你有受过上班方面的专业训练吗
 《Coffee Break》 将游戏的乐趣建立在维持人际关系方面,真实模拟办公室生活,不同于一般的经营类游戏,本作中玩家无须烦恼成本报价,只要搞好人际关系并完成关卡指定的任务就可以了。通过轻松有趣的游戏过程体验当个上班族的点点滴滴。在游戏中玩家可以自由选择扮演不同的角色,在分秒必争的工作生活中多线经营,要完成所有的工作,挑战所有的工作表和会议。玩家将能体验到上班族的真实生存状态,每天上班一打开日程表,会发现工作任务满满,包括准时出席会议、准备大量资料、和客户联系、制作报表等等。
 办公桌上的计算机和电话可不是摆好看的,需要打印资料的时候,记得抓紧时间到打印机报到,去晚了只能等其它同事印完,无奈地看着时间一分一秒的流逝。而参加会议当然是准时去会议室报到,迟到的话就得后果自责了。
 玩家只要完成工作上的任务,日程表上就会亮起绿灯,表示自己安然无恙地通过该项考验。相反,如果无法在上班时间完成工作任务,或者搞砸了一项工作,就会亮起1个红灯警告,说明自己在时间的统筹分配和工作能力方面存在问题。如果集满 了4 个红灯警告,就会Game Over,表明你已经被炒鱿鱼了。
 团队合作乐趣不停
 当现电话、计算机和复印机都无法解决工作困难时,就得请同事伸出援手啦。这时就是考验你人际关系处理能力的时刻了,如果人缘太差必定会被拒绝。同样的,面对游戏中的忙不完的份内工作,聪明的玩家一定会与公司内的同事们打好关系,那样就不用事事亲历亲为。
 向几位好感度较高的同事请教一下,他们都会很乐意帮助你的,代价也就只要买杯咖啡犒赏一下同事,一样能轻松完成游戏目标。聊5分钟就能减少30分钟的工作量,真的划算呢。我为人人,人人为我,既然你用得着同事,也难免要被同事使唤,团队合作也是游戏中重要的一环。至于老板发话那就一定得当作圣旨,更是上刀山下火海、赴汤蹈火也在所不辞了。 除了工作任务日程表之外,玩家可以发现清单中有额外任务的说明,这些额外任务需要在每天工作满档的情况下找时间完成。任务内容天马行空,除了帮同事办欢迎派对、张罗食物饮料之外,竟然还有偷听特定同事的谈话内容、搜集神秘情报,甚至还要摆平他,将他手中的资料来个偷天换日。没有亲身体验,是不可能了解办公室里原来还可以这么刺激狂野。所以说上班族的生活不只是朝九晚五一成不变,有很多事情可以找乐子。
 搞笑系统很有一套
 要搞好人际关系,就要加强做人的功夫,在游戏中玩家必须保持与其它同事的高度互动,才能享受轻松畅玩的乐趣。游戏提供了多样化的交互方式,每个NPC都会有数个不同的对话选项,你可以选择跟他们谈正事或是随意搞笑。
 对话的内容很考究的,如果彼此之间还不熟,就贸然示好或过多要求的话,是会被对方厌烦的;如果关系良好,那就不用怕碰钉子啰。就算随便乱聊就可以达到增进感情的目的,必须要选到对方感兴趣的话题,气氛才会融洽。比如跟办公室里的男性闲聊,火辣性感的女同事自然是永久的话题,效果相当不错。要是对着女同事就绝对不能夸赞其它女同事,而是要不断地夸赞她本人有多么美艳迷人,或者说个很猛的笑话逗美女同事开心,展示自己的幽默本事。想在办公室里左右逢源大小通吃,就看玩家的功力了。
 众多道具可供使用
 《Coffee Break》不管是人物造型还是动画都与《模拟人生》系列非常相似,整个操作界面简洁方便。平时办公室中能见到的办公用具在游戏中也应有尽有,咖啡机是必不可少的。游戏中的咖啡机更是增进感情的关键,有事没事经过咖啡机,投币买杯咖啡,利用给予选项找同事喝咖啡聊是非,说句“再忙,也要跟你喝杯咖啡”之类的话,让他感受你的关心,保证和他的关系可以突飞猛进,这就是办公室友谊。游戏中还加入了惊险刺激的恶作剧系统,可以搞点恶作剧甚至故意陷害,比如在同事离开座位的时候,摸到对方的位置上,看看有没有什么有趣的东西可以带走。
 打开同事的置物柜,可以找到安眠药、性感内衣等等,里面说不定就藏了什么不可告人的秘密喔。要想取悦漂亮的女同事,也可以从别人的花瓶里偷摸一束花去借花献佛。善用办公室里随手可得的道具,玩家就可以体验到更多元化的游戏乐趣。
 从画面和游戏方式看,《Coffee Break》都非常像是《模拟人生》的一款资料片,是一款简单而又有趣的游戏。在这里没有冒险成份,没有RPG游戏的复杂剧情,没有即时战略的手忙脚乱。在游戏时,只需要带着一颗轻松惬意的心,而游戏回馈给玩家的也是一份轻松愉快。如果是有经历过办公室生涯的玩家,会对游戏中主角的境遇感同身受,自有一番滋味在心头;而还没有踏入职场的学生玩家,可以预先领教白领一族的甜酸苦辣。
【最低配置】
主 机:Pentium 4 or AMD 1GHz以上
系 统:Windows 98/ME/2000/XP
硬 碟空间:600MB以上
记 忆体:128 MB Ram
显 示 卡:GeForce2以上,内建64MB以上记忆体的显示卡
【游戏截图】




【进游戏方法】
自己进入的过程,不知道你们的怎么样哦
用DAEMON V4.10打开所有选项就直接安装直接进入
*安装过程中一定要用APP转码。。。(除繁体系统)
*安装到最后会出项什么无法建立程序快捷方式(如果是繁体系统就不会),点确定后还是安装完成!
*游戏安装目录文件名有点怪哦(可能是乱码),把游戏目录下所有文件的前面“模拟么”删掉就万事OK了
玩的开行。。。 :lol:

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创业者对风险投资要有平常心

Posted: 13 Oct 2007 02:01 AM CDT

 

1、  上周答应的《失落时空》的数据分析做完之后,发现涉及太多机密,感觉放出不妥,给合伙人看过后,要求不得随意放出,更不能公开。

 

只能告诉大家的是,用户数量很少,用户质量超高,在线数量较低,收费能力很强, 受到推广资金的困扰,每日新增用户数量相对非常的低。如果不是因为采用了一些别人所不用的个人辛苦免费推广方案,恐怕在线用户数会进入负增长

 

2、  经过一个vc朋友的好心耐心劝解,发现自己原来的一个巨大错误。商业计划书和各种介绍太冗肿,绝大多数vc没有时间和耐心去看,我原来想别人投资一定会很慎重的考察投资项目的想法是错误的,现代人都是很懒的,vc也不离外,如果20分钟内不能让他们产生很强大的兴趣,他们决不会花几个小时去深入你的项目。我之前的思想(只要投资客能认真了解我们项目的各个方面,他绝对会抢着投资的)在逻辑上是站不住脚的,因为决不会有专业vc为你的项目花上几小时。我决定尽快更新我的商业计划书版本,精简一下。

 

3、  另外,我还会坚持一点自己的原则,决不和只看了个项目简介就约面谈的外地投资人见面。这件事情被很多人误解,认为我很自大,不珍惜机会,甚至被vc认为这人根本没有创业者的积极性,连为了钱都不付出努力,但是这其中是有苦衷的。

 

随着现在的vc越来越敬业,他们每天要面对太多的项目人,按平均一家vc5个投资经理来算,他们平均每天要约见2人,一年600人,一年投资10个项目,也就是600*5/10,平均见面300个创业者,才投资一个。其中还不包括各种关系户,以及利用业余时间所见面的创业者。反过来就是融资成功,我有可能要见面300家vc,才能算是一个正常的辛运儿,而我们的指游,是一定要活下去的,是一定要成为最优秀的手机网络游戏公司的,如果我像某些人那样整日围着vc不干正事,还没让我谈到100家vc,公司一定完蛋的,时间成本和经济成本都不允许,vc又不是排着队找你谈,而是每周每家都要你不同的资料,每家都要你到不同的地方见面。

有人说你王新钢怎么那么不自信?不是我不自信,我相信任何一家vc如果真的肯花时间和耐性来研究,他都绝对要投资,但是我上面说了,没有vc有这个耐心的,必须尊重客户规律。对有些人来说,我好像是放弃了很多机会,在我看来,塞翁失马而已,认真把手头工作做得更好,永远都不会错,钱不是强求能来的。

另外,不是什么钱都是创业者所一定要追求的,既然存在概率,那么我告诉大家,满大街都有地方有500万甚至更多等着你,你是不是要去追求呢?如果连基本的付出性价比概率都不会计算的话,如果没有理性,只是盲目相信自己会好运的话,那我天天去追求那500万去了,那还是创业者还是企业家么?那是赌鬼,美其名曰“彩民”!

 

4、  一些朋友半开玩笑的说,如果你们公司的这两年不创业,把资金200万全部用来买股票,你现在就发达了。。。这种思想是被我个人鄙视的。在一些垃圾上市公司干过就知道,这些股民的钱,大多都被圈去给上市公司有权利的人买地买房买车公转私了,上市公司有多少管理人是真正具备创业者企业家的心态做好?都是为了上市圈钱,然后分赃。前几年上证股指到1000以下的时候,好像人人都看得清,现在因为一些东西,怎么就没几个人看得清了呢?把钱给一帮这样的人,为什么不把钱给你的乡下亲戚让他做点小生意呢?没错,可能你乡下亲戚能力素质低,但是他至少会感激你,至少会努力,至少不会贪你骗你,非要去喂白眼狼,不要因为短期利益,而忘记了,你作为人类,是有责任为社会做出贡献的。有机会,下次我可以写写一些上市公司的黑幕。。不过好像没人关心这些。

 

 

5、  随便写写,暂时就到这里,至少给关注我的朋友每周一篇

G6/M3DS Real产品内核V2.41 X发布!

Posted: 13 Oct 2007 02:46 AM CDT

 

说明:G6/M3DS Real产品内核V2.41 X,仅限中文版G6DS Real和M3DS Real使用。

 

一.改进项目:

1.游戏系统支持UNICODE编码的繁简体中文、日文字符的显示;
2.更改了功能图标的排序位置,进一步方便用户使用;
3.GBA游戏功能正式支持SLOT-2接口的M3电影卡产品Perfect系列和Real系列专用的GBA游戏扩展配件(GBA Expansion Pack);
4.GBA游戏功能增加即时存档功能(每个GBA游戏有一组即时存档)
*即时存档仅限游戏中临时使用,并不会保存到SD卡上,因此在结束GBA游戏前,请先确认是否在游戏本身提供的存档功能位置完成存档,G6DS Real和M3DS Real仅保存GBA游戏的硬件存档到microSD卡。
5.GBA游戏金手指支持M3 Game Manager附带的*.cht金手指文件,可手动选择加载;
6.自动中文名称显示对照支持到1500号DS游戏ROM。

升级说明:

第一步 更新程序下载

  下载最新版本的系统文件,下载后请先解压缩文件。

第二步 安装新内核文件

  请将“SYSTEM”文件夹连同内部资料全部复制到microSD卡的根目录下即可完成内核系统的安装。
注意:如果解压缩时选择“解压缩到某个文件夹”,可能会导致解压缩的文件目录多了一层路径,因此请务必确认“SYSTEM”文件夹内第一层路径就是所需的所有文件,否则会导致G6DS Real和M3DS Real无法找到系统文件。

其他说明:

  “skin1”“skin2”等是M3DS Real的皮肤主题方案所在的文件夹,该文件主题仅做外挂皮肤的范例使用,不涉及任何商业用途。皮肤中的图片图案和设计等归属各自的权利所有者。

  “FONT”文件夹是存放外挂字库使用的,默认情况下该文件夹内未安装任何字体,请从光盘附带的字体文件中选择希望的字体进行安装。详细使用方法可以参考光盘中关于字体安装的有关说明或参考产品附带的《多媒体扩展功能使用手册》中第16页关于“安装外挂字库”的有关详细说明。更多字体还可以从本网站的下载专区进行下载。

  请在microSD卡根目录下的“NDS”文件夹内复制CLEAN ROM的DS游戏,在microSD卡根目录下的“GBA”文件夹内复制原始的GBA游戏ROM。

*“NDS”文件夹和“GBA”文件夹可以手动在microSD卡的根目录下创建;
*所有游戏ROM拷贝时请使用其标准的原始版本,不需要相关软件进行转换或打补丁。

 

下载地址

Clip: Mario & Sonic Trailers Get Worse

Posted: 13 Oct 2007 12:30 AM CDT

Didn't think Sega could make a worse trailer than the last one. Boy was I WRONG. The Miis don't look anything like the over-acting actors, there's too much waggle, too much wiggle, too many grins and far too many awkward hoots. I believe there may even be a holler or two there towards the end. REAL games won't end in hollering. They'll end in "goodness, my wrists certainly are sore". [via Go Nintendo]

浅谈游戏<b>关卡设计</b>

Posted: 06 Oct 2007 11:30 PM CDT

每一个游戏设计者都希望自己的游戏玩得人越多越好,玩得时间越长越好。一个关卡设计优秀的游戏,从头至尾都能让玩家感到快乐,也就是我们常说的一口气通关。反之,若一个游戏关卡设计得不够周到的话,卡关、崩溃、郁闷甚至越玩越痛苦的事情也就不稀奇了。 ...

Wii《胜利十一人2008 Wii》宣传视频

Posted: 12 Oct 2007 10:36 PM CDT

konami的足球游戏品牌“胜利十一人”新作《胜利十一人2008》将于11月22日在日本推出ps2/ps3/xbox360主机上的三个版本,Wii版发售日未定。不过在网上出现了一段《胜利十一人2008 Wii》的宣传视频(应该是欧版,因为视频里出现的名字是《Pro Evolution Soccer 2008》):
 
 
从这段视频可以看出Wii版《胜利十一人2008 Wii》的操作方式和传统操作方式大相径庭。我所以没有玩过“胜利十一人”的任意一作,所以也根本不了解原来的按键操作,只是觉得konami敢在这样一个知名品牌上做这么大的改动还是很有勇气的。“有勇”固然可嘉,但是否“有谋”,还需要市场的验证。
 
对于我这种本来就不玩“胜利十一人”系列的人来说,改变操作方式也不能吸引我去玩,所以本作的市场表现还是只能看原来的WE饭是否接受这样的操作方式了。
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000dip
nds“胜利十一人DS”新作官方网站

Wii《仙乐传说2》宣传视频

Posted: 12 Oct 2007 10:14 PM CDT

7月20日namco的“传说”新作发表会( http://blog.sina.com.cn/u/4938f71b01000cur )上公布的Wii《仙乐传说2》,预定2008年春天发售。
 
 
 
当初《仙乐传说》在ngc上卖了30来万份,移植到ps2又卖了接近40万份( http://blog.sina.com.cn/u/4938f71b010003ou )。不知道这次Wii《仙乐传说2》能卖多少,又是否会移植到ps2或ps3呢?
 
相关链接:
namco的“传说”新作发表会

Wii《mario和sonic在北京奥运会》宣传视频

Posted: 12 Oct 2007 09:51 PM CDT

Wii《mario和sonic在北京奥运会》最新的宣传视频(美版):
 
 
这种一边展示游戏画面一边展示玩的人的动作的宣传视频是很多Wii游戏的特征,比如之前的Wii《马里奥聚会8》美版宣传视频( http://blog.sina.com.cn/u/4938f71b01000bs9 )。我觉得这样宣传的好处是大家都统一了风格,一看就知道是Wii游戏,但坏处是可能会引起审美疲劳……
 
网上看到的最新关于Wii《mario和sonic在北京奥运会》的情报:
 
1、游戏中也有不是奥运会项目的比赛,这点在视频中也可以看到。
 
2、玩家也可以使用自己的Mii形象参赛,这种设定其实在《马里奥聚会8》也已经出现了( http://blog.sina.com.cn/u/4938f71b01000c9b ),不过hudson在《马里奥聚会8》做的几个运动小游戏手感都不好,希望这次sega做的《mario和sonic在北京奥运会》手感能好一点。
 
——玩家和mario、sonic还有福娃在一起……
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000a7v
mario和sonic在北京奥运会
http://blog.sina.com.cn/u/4938f71b01000cnj
Wii/nds《mario和sonic在北京奥运会》游戏图片
http://blog.sina.com.cn/u/4938f71b01000dgj
Wii/nds《mario和sonic在北京奥运会》官网
http://blog.sina.com.cn/u/4938f71b01000dla
Wii《mario和sonic在北京奥运会》新视频
http://blog.sina.com.cn/u/4938f71b01000e27
Wii《mario和sonic在北京奥运会》CG动画 

Breaking: Carmen Sandiego FOUND

Posted: 12 Oct 2007 11:30 PM CDT

foundher.jpgShe couldn't stay hidden forever. Sooner or later she was going to get sloppy enough, or old enough, for someone to find her. Now somebody has. That's her, sitting in a train station, cover completely blown. Poor thing. Time has not been kind.
Carmen Sandiego has been found! [Sensible Erection, thanks Rito!]

PS Eye专用软件EyeCreate详情、视频公开

Posted: 12 Oct 2007 11:40 PM CDT

 
 
 
  前天索尼官方正式公布了PS3专用数码摄像头PlayStation Eye(PS Eye)的售价和发售日,并保证将在本周内公开与PS Eye同捆发售的专用软件EyeCreate的详情。今天索尼通过官方博客PlayStation Blog放出了三段EyeCreate的宣传视频,并对这一PS Eye的专用视频编辑软件的信息做出了初步说明。

    索尼官方在PlayStation Blog中解释说,使用EyeCreate,PS3用户可以随意拍摄各种视频,并编辑和制作自己的影像。此外,EyeCreate还提供诸如静止动作捕捉、延时动态捕捉等一些非常酷的影像特效,满足玩家的创作欲望和个性化需求。制作好的视频,还可以上传到XMB界面中或是通过记忆棒等外接存储设备与其他玩家分享。

    官方提供的影像里演示了运用EyeCreate的一些基本功能和延时动态捕捉等一些高级特效,PS Eye摄像头预定于10月23日上市,售价39.99美元,届时玩家将可以从索尼官方站点上免费下载到EyeCreate使用。

 


 



《虚幻竞技场3》Beta Demo下载发布!BT+HTTP!!

Posted: 12 Oct 2007 08:57 PM CDT

      期盼已久的时刻终于来临,UT3的DEMO终于现身PC!不知道PS3和XBOX360上的是否已经出现!什么别说了,如果对科幻类FPS有爱,喜欢激素的跳跃和激烈的战斗,喜欢驾驶载具飞天遁地,喜欢team work,喜欢刺激的大头模式,喜欢激烈的阵地争夺战,喜欢那杆改进了很多次的狙击枪,喜欢...那么就快来下载吧!速度绝对快!虚幻竞技场3!PC版DEMO!现在下载提供!Unreal Tournament ,黄金时代即将来临!请查看全文下载!

点击在新窗口中浏览此图片
............

Tags - 虚幻竞技场3 , 下载 , unreal tournament , epic , demo , download

Assassin's Creed: Assassin's Creed Having A Few Problems

Posted: 12 Oct 2007 10:40 PM CDT

ACbeam.jpgAssassin's Creed's meant to be out in November. Supposedly. Our breath is baited, though, after seeing these comments from Ubisoft's Patrice Desilets:

Right now we have a big challenge on the 360 to make it fit on a DVD, to put five languages, to put all the data on eight gigs.
That's problem #1. The 360's DVD. Problem #2 concerns the PS3.

On the Blu-ray side we're really good, but then the memory is quite different. How we handle memory is really different between the two machines and we're struggling right now on the PS3.
Not what we want to hear, Patrice! He does qualify that by saying they've been getting help from both Microsoft and Sony in order to overcome their respective hurdles. And he's only said these are problems, not insurmountable problems. But still. A little disheartening hearing this kind of talk when the game's supposedly only a few weeks away. Assassin's Creed struggling to fit on 360 DVD [Pro-G, via PALGN]

Game Over: Magic Mushrooms Swiftly Banned

Posted: 12 Oct 2007 10:20 PM CDT

1up.jpgWell that didn't take long. The Mario-riffic Amanita muscaria mushroom, which we posted about not once but twice in the past week, has been banned in the Netherlands following a spate of "mishaps" involving the shrooms. And by mishaps I mean death (a French girl jumped off a balcony after eating one), serious injury (an Icelandic tourist doing likewise) and near-death (a Danish tourist driving his car at full speed through a packed camping ground). Italian plumbers unions may protest the ban, citing the mushroom's therapeutic benefits.
Netherlands bans magic mushrooms [BBC, via Boing-Boing]

Gallery: New Battalion Wars 2 Screens

Posted: 12 Oct 2007 09:40 PM CDT

bwii_leadin.jpgKuju's follow up to the Gamecube action strategy game Battalion Wars, virtually no relation to Advance Wars, hits in just a couple weeks, bringing Nintendo Wi-fi Connection multiplayer battles to your Wii. New naval units and Wii Remote controls will add or subtract from the gameplay, depending on your point of view. An octet of new Battalion Wars 2 screens in the gallery below.

"game" via 柠檬杀手 in Google Reader

unread,
Oct 14, 2007, 12:58:29 PM10/14/07
to cngame...@googlegroups.com

Comic Snap Reviews: SPX 07

Posted: 14 Oct 2007 11:20 AM CDT

SPX Acquisitions
On Friday, the lovely Melinda and I visited the Small Press Expo in Bethesda, MD (though it was essentially in Rockville.) The Small Press Expo, or SPX for short, it what I can only describe as one of the big indie comics conventions. The convention mostly consists of a large exhibit hall, where various comic writers and artists buy booths and try to sell us passer-bys their comics. Many will greet you as you walk by, a common customer service practice. Some will actively try to get you to pay attention to their booth by what they say, and some will give you free stuff to entice you. Frankly, on first glance, it’s fairly overwhelming. If you’re not really really into the scene (which I’m not), it’s tough to pick out what’s worth even checking out.

So the stuff that I ended up coming home with could be easily divided into three categories: Stuff I Knew About Ahead of Time, Stuff That Caught My Eye, and Stuff I Was Handed for Free. And I have to say, even if you’re not a comic fan, there was a lot of stuff that would appeal to fans of our other categories. I was really pleased that it wasn’t a room full of depressing autobiographical comics, but instead had self-made stuff about D&D and video games.

So here’s what I bought:

Stuff I Knew About Ahead of Time:

Mr. Scootles by H.C. Noel

One of my first stops was by H.C. Noel’s booth. You see, I’m a huge Mr. Scootles fan, and Noel refers to me as his “one fan.” This is in part because Mr. Scootles is an awesome comic with one of the best premises I’ve ever read, but also in part because Noel has done a very good job using the internet to market himself. Unfortunately, the last book in the series wasn’t finished yet, but I was able to read some sample pages, which have me even more excited for the end of the series. He did hook me up with a new print (the cover of the last issue) and a comic called The Living Corpse by Zenescope. It was made by friends of his who had managed to sell the movie rights before the comic was even out. Now that’s an accomplishment!

Noel expected the complete trade of Mr. Scootles to be out around May, and put into Diamond Distribution, so you should be able to request it from your local comic shop when it comes out. Also expect a full review and interview with Noel here when that happens.

Monkey vs. Robot by James Kochalka and James Kochalka Superstar: Our Most Beloved

While looking at an adjoining booth, Melinda pointed out some of James Kochalka’s stuff on the next table, and I said to her, “Oh yeah, he’s awesome.” Then I heard from the booth, “Umm, that’s me.” And there he was! I laughed and said “I’m glad I didn’t say your stuff sucks!” I told him that I had first discovered him through his music, where he performs as James Kochalka Superstar and does the awesome Monkey vs. Robot song. I picked up his greatest hits album and the Monkey vs. Robot graphic novel. I’m sure I’ll pick up more of his books in the future, and actually remember to bring stuff to get signed.

You can buy Kochalka’s works through Amazon or Top Shelf Productions.

Action Philosophers #1 by Fred Van Lente and Ryan Dunlavey

After I caught a glimpse of an illustrated Hero Cycle poster, I knew I had to get it. I had read a few issues of Action Philosophers before and really enjoyed them. The writer, Fred Van Lente, also writes the awesome Modok’s 11 series for Marvel, and so I talked to him about that. It’s really awesome to see an indie writer make the jump to a bigger company and still put out good work- though he says his working at Marvel was almost a coincidence! Along with the poster, I bought the Action Philosophers with Campbell in it. Van Lente also mentioned he’ll be cowriting The Incredible Hulk with Greg Pak in a few months, so I’ll be sure to keep an eye out for that.

You can find Action Philosophers at their own site, and on Amazon.

The Trial of Colonel Sweeto and Other Stories by Nicholas Gurewitch

I was surprised to see this at SPX, along with the writer/artist. For those who don’t know, The Trial of Colonel Sweeto is the first collection of Perry Bible Fellowship strips which have run online and in alternative weeklies. It is the most consistently hilarious but yet utterly dark series. The hardcover is a glorious Candyland-looking book with a fabric bookmark, making it a must-buy for me. I bought it when Gurewitch wasn’t at the booth, and came back later to get it signed. I took it out of my bag and he said “Did you want to buy that?” and I said “I bought it early, I didn’t steal it.” He said, “Can I sign it then?” And I handed it over. He asked for my name, wrote Dave on the page, then sat there in thought for a minute. Then he wrote “It’s a crime to let a dream gather dust” and signed it. He handed it back saying, “I’m sorry, but I wrote you a fortune cookie message.” So I had a surreal experience with the creator of Perry Bible Fellowship, and that’s what makes these shows awesome.

The Trial of Colonel Sweeto is available from Dark Horse and Amazon.

Scott Pilgrim 1-3 by Bryan Lee O’Malley

A classic “indie darling” of which much has already been written about, I had never picked any up, but was totally hooked after reading the Free Comic Book Day excerpt (of which I know want to track down my own copy of.) Deftly combining video game tropes, the life of a mid-twenties slacker, and the entangling nature of relationships, I recommend Scott Pilgrim to just about everybody. The wikipedia page gives a more concise description than I could.

Scott Pilgrim is available through Oni Press and Amazon.

Sidescrollers by Matthew Loux

While at the Oni Press both, I noticed that they were having a sale… and they took credit cards. Uh oh. I picked up this graphic novel that I had my eye on for a while, about a trio of recent high school graduates who mostly hang out and play video games. It wasn’t quite as good as I was hoping, as most of the video game references were pretty tame. But the story is a fun one, along with an entertaining storyline, makes it still a good overall read.

Along with Sidescrollers, I also picked up three books for the art: Leading Man, The Tomb and Last Exit Before Toll. I’ll have to give them a read through before being able to tell you what they’re about. But… sale!

Again, Oni Press or Amazon can help you get these.

Stuff That Caught My Eye

Jobgoblin 1-5 by Brian Fukushima

The cover to each is a dead-on imitation of the old style Basic Dungeons & Dragons boxed sets. Of course, I said “It must be mine!” The series itself stars Ketch, an adventurer that has been turned into a goblin, who seeks treasure to undo the curse. He meets up with Carlotte, who claims to be another cursed person. They have a number of fantasy adventures, where we get hints that there’s more to both their pasts than we’re first lead to believe. I really dug the art, especially the dark color palette that gave it a real “dungeony” feel and suited a series starring a goblin. The story was also interesting, but at times I had trouble following it. The narrative flow was a little jumpy at times making it occasionally seem like I had missed some panels. Regardless, even just for the covers alone, this was totally worth picking up.

You can read Jobgoblin for yourself at the creator’s website and check out pictures of the covers on his LiveJournal.

Elfworld by various creators, Incredible Change-Bots by Jeffery Brown, Monday 1-2 by Andy Hatzell

In addition to the Kochalka stuff, I spent a while at the rest of the Top Shelf table. Even though they were one of the “bigger indies” at the show, all the authors and staff at the booth were super-friendly. One of my goals was to pick up some good fantasy comics (a goal I effectively failed) but did pick up an anthology called Elfworld, where a bunch of comic creators were asked to write comics about elves. Like most anthologies, the stories varied in quality, and like most people’s perception of elf, the portrayals of what an elf was varied. The cover makes it look like they’re focusing on the D&D-style elf, but within are plenty of stories about Keebler Elf-style elves. It was definitely worth picking up for the stronger stories (including one excellent silent story about a young boy who comes across a dying elf with three arrows in him.) There’s apparently going to be more volumes of it, so I’ll probably get those too.

While glancing through Elfworld, I noticed a book called Incredible Change-Bots, very clearly referencing Transformers. The jacket describes it as “part parody, part nostalgic tribute, part moral fable”, the book does an excellent job of pointing out the absurdities of the concept without going overboard and while staying funny. Definitely recommended for the Transformers fans out there… as long as you don’t take them too seriously.

While holding Elfworld, Andy Hartzell said he hoped the book did well as he was going to be in the second volume. He pointed me to his series Monday, which he described as “Eden/Genesis Fantasy.” It was cheap and had really interesting covers… sold!

Most of the Top Shelf stuff can be found at their website, and Andy Hartzell’s work can be found at Hobocomics.

Life Meter 1 & 2

Those of you who love video game fan art and aren’t checking out Life Meter Comics are doing yourselves a disservice. The two collections were definitely worth picking up, the first being a small saddle-stitched production, while the second one is a more impressive trade. Both contain a mix of pin-ups and narrative comics, all about video games. My favorite from the first is best described if Frank Miller wrote Burgertime, and the second contains one of my favorite Overcompensating strips, a Mario story inspired by true events.

The Lifemeter site has a store for the first collection, and Comixpress has the second.

Class of ‘99 by Josh Eiserike and Anyone But Virginia by Josh Eiserike and Zac Crockett

Being a member of the Class of ‘99, I had to check it out. The author, Josh Eiserike, was also a member of that class, which we celebrated. It also turned out he was a TMBG fan, and a local. I bought Class of ‘99 just on those grounds, and because he felt the book was “too expensive” he threw in three issues of Anyone But Virginia for an extra dollar.

Class of ‘99 does an excellent job of providing insights of what it was like to be going to high school that year, from social consciousness to music. It also touches on what it’s like to be a part of our generation, and about a major event of that time. He had told me that there was a twist, so I was able to pick up on it right away, but I won’t spoil it for anyone else. Let’s just say the book has a huge potential for controversy were it to be in wider distribution. The writing and dialogue feel very real, and the art is serviceable (but nothing exceptional.) I’d recommend it to most people who were in high school around that time, not just those among us of the awesome Class of ‘99.

I have not yet read Anyone But Virginia, but it was described to me as “Grosse Pointe Blank meets Astro City.” I like that movie and that series, so I’m looking forward to reading it.

Eiserike has a blog which has links to all his works.

Ninjas in the Breakroom by Leah Riley and 10 Things To Do With a Fake Moustache by Leah Riley and Will Woods

Two cheap mini-comics with awesome titles. Both are very short and silly, and that was exactly what I was looking for. She was also selling Kraken t-shirts and robot hobos, so I was sold right there.

Check out more of their work at Willrad.

Robot Dave is Better Than You by Jon Chadujian and “Suck it up” by Jeremy Sorese

I stopped by this booth simply because I needed to buy the comic, without even opening it, called Robot Dave is Better Than You.” The creator seemed to be really amused that someone named Dave was buying his book. I wish I had a little more cash on me to be able to buy some of his other stuff- it looked really great, especially the vertical comic about descending underground.

The same booth was shared by a few other creators, and I bought “Suck it up” because the cover was really awesome (screen-printed with hand-cut letters) and the creator Jeremy Sorese told me about a They Might Be Giants-related holiday I didn’t know about. It also came with a free puppet. All the stuff on the table seemed to come with something else, like flags and such. It was a really cool booth- I think it was all Savannah College of Art students.

I couldn’t find a website for Robot Dave… but I did find this ZineWiki profile of the creator. Sorese has a livejournal. (What’s with all the artists and livejournal, anyway?)

Stuff I Was Handed for Free (and who get quick shout-outs)

Excerpt from The Blot

gURL comix

Toupydoops

Remake

TheWarren

Shox Studios

The K Chronicles (he toured once with TMBG!)

Pulp Secret

ShortPants Press

The Dada Detective (was very close to picking the collection up)

The Smart Ogre

Other Notes

Before the con, we stopped by Barnes & Noble. They had the Tellos Collosal collection, which I had wanted to pick up for a while. It makes me a bit sad because I’ll never get it signed by the artist, but I’m glad I picked it up.

Entry for one day to the show was $8, and parking ran $10 for the 3-4 hours we were there. I might consider next year finding elsewhere to park in Rockville and walking over.

Despite having been to several conventions at the same time, I have still not met Heidi MacDonald of The Beat.

I missed meeting with most of the Guests of Honor. My two volumes of Mage had already been signed at last year’s Baltimore Comic-Con, so I didn’t really have anything for Matt Wagner, though I’m sure I would have bought something. It also looked like Jeff Smith wasn’t scheduled to arrive until later in the evening, so I missed getting my Shazam issues signed.

I definitely want to go next year. I think we stayed for the appropriate amount of time, though I also wouldn’t mind staying for longer (especially if I were at a booth, hmmmm).

上帝如何打造出生物体——谈谈总体设计书的构建(中2)

Posted: 14 Oct 2007 11:12 AM CDT

 

我们需要根据这三点的定位来扩展出最核心的一些系统,比方说:

l  一骑当千

n  战斗系统需要是多人攻击判定、爽快感、秒杀、带有无双的系统,这个核心系统或许还会衍生出几个其他系统:

u  秒杀系统

u  无双系统

u  武器系统(范围攻击的武器)

l  跳高爬低

n  跳高爬低需要有着整套机制的支持,这至少要有以下的核心系统:

u  跳跃攀爬系统

u  场景变换系统——波斯王子的其中一个精粹在于场景在解谜后变换,原来的不连通变成处处相连

u  场景探索系统——解开通道自然是需要提供探索机制的

l  成长感

n  成长感的养成机制需要支持点数分配,宠物的智能配置也较为特别,于是衍生的系统如下:

u  角色系统——支持点数分配,而不是固定配点

u  宠物系统

u  AI系统

u  或许还需要多一个宠物智能配置系统

l  当然除了这三个核心特色带出的系统以外,你还需要一些大路的系统来支撑整个游戏,就好像有四肢自然有关节,有脊柱自然有胸肋那样:

u  物品系统

u  怪物系统

u  NPC系统

u  背包系统

u  装备系统

这些系统列表就相当于你的生物体的首先要做的主要骨头有哪些了,你的思维导图也开始变得丰富起来:

 

接下来我也应该做第一轮的骨头设计和制作了,这些骨头可真棘手啊,我需要为这些特定外形的骨头设计其质地、外形、坚硬度等方面的特质,可以的话我还该设计一下怎么样让这些骨头更能适应战斗。同时我还要让这些骨头互相能关联起来,要设置它们之间的关节位。我还要能站在全局,时刻记住整个生物体的骨架构造是怎么样的,免得到时候做了根完美骨头出来后才发现它和整副骨头变得格格不入。

以前臂骨为例,它是很粗壮的,而且靠近爪的地方比靠近关节的地方更为粗壮,骨的质地很坚硬,靠近关节的地方有骨刺,骨刺插出皮肉,坚硬而锋利,防止敌人攻击它这较为脆弱的关节位。

当设计和制作好所有这些主要的骨头后,整个生物体的外形轮廓也出来了。

这一步相当于开始把主要的系统撰写系统案了,这里撰写的关键在于依照特色,围绕着这个系统本身要体现什么特色来设计。

以战斗系统举例,我们要做的是一骑当千,于是战斗系统需要支持多人攻击判定,同时战斗牵扯的属性需要能造就出敌弱我强的优势,比方说其中一种设计方法是,把一只怪物的能力分摊成一堆怪物,把怪物群视为整体,一个怪物群才有和玩家相比较的实力。就是用这种思路设计出你一个个主要的系统。

先从纲设计起,再设计系统中的细节。就好像我先设计出骨头的粗细走向,然后再设计骨头哪里有骨刺那样。

上帝如何打造出生物体——谈谈总体设计书的构建(中)

Posted: 14 Oct 2007 11:07 AM CDT

 

然后我们可以对生物体做第一轮架构了,这里的关键在于针对生物体的核心特色。

我的生物体是偏进攻的,那它应该有强壮的前肢,锋利的爪牙,我设定它的前肢是远远强于它的后肢的,因此它不利于行动;

我的生物体是肉食性的,所以它的牙齿很利,皮层的脂肪很厚,上身庞大而厚实;

我的生物体是体型庞大的,它的骨架很大,然而智慧较低,所以脑袋很小,但是它有着强壮而较长的前肢和稳健较短的后肢,皮层脂肪很厚实,不容易被伤害到。

这点代表着你对你游戏的核心的第一次扩展,假如你的游戏是爽快感的动作RPG,那如何表现这三个元素呢?

爽快感可以从打击感、操作方式、表现以及一骑当千等机制上表现出来;动作元素可以像波斯王子那样跳高爬低,也可以像伊苏那样以动作带来关卡难度挑战,或者像魔兽那样,成为一款考操作的动作RPG;至于RPG,成长和体验就是RPG最核心的特色,如何体现成长,如何带入体验。

针对你游戏的核心带来的第一轮扩展后,能得出你的游戏特色。比方说我把游戏特色进一步扩展成这些核心点:

1.     一骑当千,玩家可以同时攻击一片人,而且有着一夫当关万夫莫敌的爽快感。一种杀人如麻的感觉,一种千人斩的感觉,一种无双的感觉;

2.     跳高爬低,在整个空间中考验玩家的解谜能力,玩家需要像波斯王子那样去四处探索,需要像怪物猎人那样动用生存技能,需要像鬼泣那样疯狂击杀;

3.     注重成长感,玩家可以自己养成角色,还能自己配置宠物的智能行为;

紧接下来我要开始让这个生物体有点感觉了,我为它首先搭好了主要的骨头模型,虽然每根骨头具体是怎么样我还没有个具体的想法,然而我知道这些骨头哪些是主要,哪些是次要的,我也知道这些骨头的大小如何,分布如何。

毋庸置疑,按照前面我对生物体的设计,它的骨架是很庞大的。前肢的骨头粗壮而较长,骨头末端很大,这样击打的时候感觉很痛;后肢的骨头粗壮而较短,骨头末端很平,面积很大,这样才能稳稳地抓住地面。胸肋很宽,肋骨很多,就像一个护甲那样包着躯干。头骨很小,看上去就是那种四肢发达,头脑简单的样子。

同时我还知道这个生物体是脊柱、胸肋、四肢和头颅是最主要的骨头,其他是次要的骨头,于是我该先把这些骨头搭好放上去。

这步真正轮到设计系统了,我们要做的是先把前面三点列到MM图的第一层分支里面,这时候的图大概是这样的:

 

上帝如何打造出生物体——谈谈总体设计书的构建(上)

Posted: 14 Oct 2007 11:06 AM CDT

 
 

游戏业这个小院子外已经挤的水泄不通了,门槛外的新人都希望能挤进这个不宽的木门。新人们采取的招数千奇百怪,有幸运的,有不幸的,但见得最多的还是一招——写一份“壮阔”的总体设计书,以求表现自己的综合能力、统筹能力和设计能力。然而做法往往是不得其道,更冒出了一份份总体设计书的模板。

我往往不赞同这些模板,因为这些往往都无法做成模板,大概只能给新人看看一个总体设计书大概是怎么组成罢了。而新人却往往奉若神明,把其原封不动地照搬过来,然后自己改肉,看起来就显得千篇一律,而且毫无看头了。

为什么模板行不通

模板行不通的一个原因还是在于设计的针对性。一个项目的设计总是针对项目特有的立项情况而展开的,如果照搬模板来展开设计,只能说这是一个模仿的量产,而不能说是一个崭新的项目——当然很多公司已经走上量产的路,模板的方式自然适合。

然而新人表现是否该表现自己的模仿能力呢?如果自认如此,那就跳过这篇文章,就此打住吧。

用机战和激战举个简单的例子

以结构来说,机战是公共地图+副本的形式,而激战出城了就是副本,可以说是一种城+副本的模式。

单以战斗来说:机战是一个爽快感的游戏,其爽快感的重点来自XP、等级藐视和怪物图鉴;激战是一个讲求团队合作的游戏,其合作的重点在于队伍士气、技能职业搭配和怪物AI

两个同是MMORPG,整体设计和模式倾向带有这么多的不同点,展开以后其系统设计也有着极大的不同,试问这两个游戏都以同样的模板去设计吗?

模板啊,不过是一个哄哄小孩子的木剑而已。

本文目的

本文的目的在于引导新人如何去抛开固有思维中的模板的依赖,尝试自己放手去设计自己头脑中的游戏的整体架构,然后撰写属于自己设计的总体设计书。

总体设计书的撰写,本来就没有什么必须要写的部分,也没有什么固定的大纲,一切都是源于你最初的想法,一步步扩展而已。

我会用一个大家都没见过的生物体,一边充当上帝的角色,演示我是如何构建出一个生物体的,同时借此述说整体架构的整个流程。

如何开始总体设计呢

在开始总体设计之前,我们需要

先剔除一些元素

假设你是一个尚未入行的新人吧,那对成本的预算你一定不会了。——什么?你懂得一般来说怎么样复杂度的一栋建筑、一个NPC、一把武器的设计和制作时长大概是多少?什么?你懂得怎么样规模的文案、系统案、脚本的编写时长一般是多少?什么?你还懂得什么样水平的程序实现什么样规模的一个什么样的系统需要的时长一般是多少?OK,你可以略过本文了,谢谢至此的阅读。否则我们就略过成本方面的一切吧,包括成本预算、阶段评估。

其次我们也略过总体设计的计划,我也假设你对项目制作流程和计划安排是一窍不通的,我们对此也就此打住。

最后我们剔除掉一些立项期需要做的事情,比方说当前市场同类产品分析,产品竞争力定性的内容,市场对象群分析的内容,对象群定位的内容,项目定位的原因等方面的元素。我们假设你的设计如今已经赢得决策者的一片掌声了,目前剩下的就是如何把它实现出来,构造出来的问题。

Ok,该剔除的都剔除了,接下来让我们开始吧。在开始之前我们需要

用上一个工具

不知道你了解不了解什么是思维导图,也不知道你会不会用MindManager或者类似的思维导图工具,如果不会可以查看我博客中的一篇关于思维导图的入门文章,即使你不用MM的工具,也用纸笔开始吧。

现在的假设是你已经掌握了思维导图的绘制了,那就

让我们开始吧

开始之前要问一个问题,如果你就是上帝,现在要你创造出一种生物,你该如何去创造呢?让我们带着这个问题,看着我是怎么一步步去创造出这个新类型的生物吧。

首先我会确定这只生物是为了做什么而存在的,它是为了帮助人类而存在的吗?它是为了侵略人类而存在的吗?它是用于战斗还是用于生活的?OK,我敲定了它是一只为了帮助人类的,用于战斗的生物体。

项目整体设计也是如此,首先你的项目是为了什么而设立的呢?是为了在目前的休闲市场分得一杯羹?还是为了在武侠的红海中冲出一片席位?还是绕出红海,跳入一片新的蓝海的新型网游呢?只有确定了这点后,你才能指导一个大的设计方向

——红海的游戏需要模仿现有受欢迎的功能而更进一步;只为分一杯羹或许只要模仿功能,而把细节和画面做好就行了;蓝海的设计没有前者可偱,只能靠自己的能力去自由开拓并且不断测试验证其竞争力了。

这一步在总体设计中也称为项目设计定位——你是为了什么而立这个项目的,你的这个项目又是凭什么而争得一席之位的。

接下来我会想清楚这只生物体是一只怎么样的生物体,它是战斗没错了,但是它是偏进攻还是偏防守呢?它是肉食性还是植食性呢?它是体型庞大还是娇小灵活的?OK,我敲定它是一只偏进攻的肉食性体型庞大的生物体。

接下来的这点代表什么呢?它代表确定你的游戏类型。假如之前你的选择是蓝海中的一款新游戏,那首先你的类型是什么呢?RPG?策略类?竞速类?益智类?如果是RPG的话,它又是一个怎么样的RPG呢?动作的?回合制的?它是以爽快感取胜还是以挑战和合作取胜呢?

这些问题引发出整体架构的第二步——确定你的游戏定位,这里包括游戏类型和游戏的核心特色,就正如我的生物体的核心特色是进攻、肉食性和体型庞大那样,你的生物体呢?

Wii《马里奥银河》宣传视频

Posted: 14 Oct 2007 09:51 AM CDT

 
前面说了我在重温ngc的《阳光马里奥》( http://blog.sina.com.cn/u/4938f71b01000edo ),今天早上还玩了几关。某些关卡的难度确实挺让人吐血的,积木关经常要尝试很多次才能过得去,每次失败的时候真是很恼火。现在在Wii《马里奥银河》的视频中看到马里奥从一个平台跳了出去……然后,居然被引力拉了回去(如果在《阳光马里奥》里面就会听到马里奥惨叫一声,然后只能重来了)。我不禁想到:难道我在《阳光马里奥》所受到的折磨可以一去不复返了?
 
说实话Wii《马里奥银河》的宣传视频并没有其他Wii游戏那么喜庆热闹( http://blog.sina.com.cn/u/4938f71b01000eew ),感觉是一种很平静的气氛,不过那种玩着玩着会心一笑的情景,确实挺真实的。
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000e1w
Wii《马里奥银河》日版封面
http://blog.sina.com.cn/u/4938f71b01000dw4
马里奥的年末商战
http://blog.sina.com.cn/u/4938f71b01000dux
Wii《马里奥银河》、《大乱斗X》美版封面
http://blog.sina.com.cn/u/4938f71b01000dda
Wii《马里奥银河》特辑要点
http://blog.sina.com.cn/u/4938f71b01000ctp
Wii+光枪游戏(4)
http://blog.sina.com.cn/u/4938f71b010006pr
Wii《马里奥银河》前瞻
http://blog.sina.com.cn/u/4938f71b01000edo
Wii《马里奥银河》新画面

Sale: Arcade Flyer Archive To Liquidate Collection

Posted: 14 Oct 2007 10:00 AM CDT

doaflyer.jpg If you have followed any of my writings over the past year, you'll know I am a huge proponent of The Arcade Flyer Archive. They are the inspiration and source for my weekly Arcade Flyer Art Saturday feature and are doing a great service for the gaming community at large by archiving these bits of our arcade past for the future. However, things like this don't pay for themselves and in an effort to keep this amazing site going, owner Dan is going to be selling off a portion of his massive collection. Starting in 2008 a large number of these flyers will be going on to the market for a measly $1 a piece. The sale pieces will include flyers from all three archives spanning pinball, video games and amusement machines. All of the details including shipping info, etc. can be found here. I will be sure to post a reminder once there is a solid list and the flyers actually go up for sale. So, start saving your pennies and you too could own a piece of arcade history!

Bungie正式宣布脱离微软单飞

Posted: 06 Oct 2007 11:08 AM CDT

微软与Bungie今日发表公告,宣布《光晕》系列的开发商??Bungie工作室,将脱离微软的管制成为一家独立游戏开发商,但微软仍对其保留一定权益。

Interview With Logan Worsley, Creator of Emily Enough

Posted: 14 Oct 2007 09:52 AM CDT

I mentioned the disturbing, black-humored, free graphic adventure game "Emily Enough" several weeks ago. PlanetFreeplay.com has an interview with its author, Logan Worsley. An excerpt:
"I designed the game to be offensive or at least push the limits. Just about every game in the genre places you in the position of hero. I wanted to do something different--namely to try and make the player uncomfortable during the entire experience. The goal was to have the player know what they needed to do to win, but not want to do the things necessary to win. There's really only one instance in the game where it's that bad, but of course, that one is a little severe.

So, was I worried that anyone would be offended? I kinda wanted people to be offended.. not in a hurtful, mean way but just in a disturbing, creepy way."
Read the interview with Logan Worsley.

Tip o' the derby to Independent Gaming for the tip.


(Vaguely) related ghoulishness:
* Free Adventure Game: Emily Enough
* Adventure Gaming Alive and Well?
* Galatea

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

草稿,成品率太低了……最近

Posted: 14 Oct 2007 08:16 AM CDT


成品率太低了……
最近光顧着超魔了……
魔力2是好游戲&#21834;〜
今天跟4個日本人組隊,超魔任務總耗時2:30,相當快&#21602;!
沒截圖,可惜。
日本玩家在隊伍里加血很勤快,bb費3/1左右的時候都沒有〜
快樂的推倒了馬鹿青蛙羅密歐與朱麗葉……

绿洲的人汉化:NDS模拟器iDeaS1.0.1.9简繁中文版

Posted: 14 Oct 2007 09:35 AM CDT

 NDS模擬器iDeaS v1.0.1.9正式版發佈,新版變動如下:

- 支援了多國語言

- 支援了金手指CodeBreakers

- 速度改進

- 修正了Bitmap OAMS回轉的BUG

- 修正了亮度的BUG

- 修正了放射色彩模擬

- 修正了GXFIO Command greather的BUG

- 支援了Backup存檔


此汉化版繁体部分为引用自Lino制作繁体汉化版

繁体汉化作者:Lino
简体汉化作者:OA(绿洲的人)
 

 

 

 

 


 

fami通对TGS 2007观众的调查问卷

Posted: 14 Oct 2007 07:52 AM CDT

本次TGS 2007入场人数总计19万3040人,虽然比往届的数字要高,但增加的人数主要来自于多加了一天的业内展出,而面向公众开放时的入场人数却比往届少了2万多人( http://blog.sina.com.cn/u/4938f71b01000e5c )——也就是说记者多了,玩家少了,这种现象不知道是好是坏……

 

日本游戏杂志《fami通》对TGS 2007的1000名普通观众作了一份调查问卷,统计结果在最新一期《fami通》上刊登了,转过来看看也挺有意思的。我想会去参观TGS的人应该都是对游戏比较有热情的人,那些为了试玩一个游戏而甘愿排几个小时队的更是我们通常所说的“核心玩家”。fami通的这一调查反映的应该可以代表当前大部分日本游戏玩家的喜好,值得参考。


1、性别调查:
男性:770人
女性:176人
没回答:54人


2、您是第几次参加东京电玩展?
第一次:410人
第二次:201人
第三次:92人
第四/五次:142人
六次以上:154人

 

3、您跟谁一起来参观TGS?
朋友:419人
自己一个人:351人
家人:126人
男友:66
工作相关人士:27人
其它:10人
没有回答:1人

 

4、掌机游戏中你最期待的是?
第一名:勇者斗恶龙9(NDS) 80人
第二名:怪物猎人P2G(PSP) 46人
第三名:莱顿教授与恶魔之箱(NDS) 42人
第四名:勇者斗恶龙4(NDS) 22人
第五名:最终幻想4(NDS) 21人
第六名:星海传说First Departure(PSP) 18人
第七名:凉宫春日的约定(PSP) 12人
第八名:游乐场CX 有野的挑战书(NDS) 8人
第九名:ASH(NDS) 6人
第十名:王国之心358/2 DAYS(NDS) 6人

 

5、东京电玩展参展的掌机游戏中你最期待的是?
第一名:莱顿教授与恶魔之箱(NDS) 101人
第二名:最终幻想4(NDS) 48人
第三名:勇者斗恶龙4(NDS) 45人
第四名:星海传说First Departure(PSP) 25人
第五名:METAL GEAR SOLID Portable OPS+(PSP) 23人
第六名:怪物猎人P2G(PSP) 16人
第七名:METAL GEAR SOLID 2 BANDE DESSINEE(PSP) 15人
第八名:游乐场CX 有野的挑战书(NDS) 13人
第九名:纯真传说(NDS) 12人
第十名:凉宫春日的约定(PSP) 11人

 

6、家用机游戏中你最期待的是?

第一名:MGS4(PS3) 101人
第二名:FF13(PS3) 79人
第三名:大乱斗X(Wii) 29人
第四名:最终幻想11资料篇(PS2/xbox360) 27人
第五名:怪物猎人3(PS3) 19人(当时还没有宣布转移到Wii)
第六名:生化危机5(PS3/xbox360) 17人
第七名:halo 3(xbox360) 14人
第八名:鬼泣4(PS3/xbox360) 12人
第九名:风来的西林3(Wii) 11人
第十名:胜利十一人2008(PS2/PS3/xbox360) 9人

 

7、东京电玩展参展的家用机游戏中你最期待的是?
第一名:MGS4 (PS3) 185人
第二名:鬼泣4(PS3/xbox360) 59人
第三名:FF13(PS3) 41人
第四名:真三国无双5 (PS3/xbox360) 39人
第五名:最终幻想11资料篇(PS2/xbox360) 28人
第六名:风来的西林3(Wii) 21人
第七名:NiGHTS: JOURNEY OF DREAMS(Wii) 21人
第八名:halo 3(xbox360) 20 人
第九名:如龙 见参(PS3) 19人
第十名:胜利十一人2008(PS2/PS3/xbox360) 12人

 

8、对今后表现最期待的厂商是?
第一名:SQUARE-ENIX
第二名:KONAMI
第三名:CAPCOM
第四名:LEVEL 5
第五名:SONY
第六名:NINTENDO
第七名:BANDAI-NAMCO

第八名:SEGA
第九名:Microsoft
第十名:BANPRESTO

 

9、对今后表现最期待的制作人是?
第一名:小岛秀夫
第二名:野村哲也
第三名:名越稔洋
第四名:樱井政博
第五名:宫本茂

 

10、本次东京电玩展最有趣的摊位是?
第一名:SQUARE-ENIX
第二名:KONAMI
第三名:CAPCOM
第四名:LEVEL 5
第五名:SEGA
第六名:ENTERBRAIN
第七名:BANDAI-NAMCO
第八名:KOEI
第九名:SONY
第十名:MMV

 

11、请问您所拥有的游戏主机(可多选)
PS2:812票
NDS/NDSL:754票
PSP:567票
Wii:345票
360:186票
PS3:178票
没有主机:6票
其它:280票

 

12、买游戏的时候会参考?(可多选)
游戏杂志:614票
互联网:343票
电视广告或是平面广告:223票
朋友和家人等的意见:221票
其它:41票

 

13、您购买游戏的频率是?
每个月买2~3款:217人
每个月买1款:285人
每年买4~5款:270人
每年买1~2款:130人
好几年买1款:46人
每周买超过1款:31人
没有回答:21人

 

14、您有几款游戏?
50款以上:327人
21~50款:256人
11~20款:211人
5~10款:126人
不满5款:64人
没有回答:16人

 

15、您喜欢的游戏类型?(可多选)
RPG:628票
动作游戏:527票
动作RPG:429票
战棋游戏:328票
冒险游戏:315票
战略模拟游戏:309票
射击游戏:193
解谜游戏:116票
脑力训练:115票
纸上游戏:90票
桌上游戏:84票
实用性软件:52票
益智游戏:3票

 

——附:以下是同一期fami通关于新版psp的读者调查结果(调查对象不是TGS 2007的观众,而是fami通读者),也一起贴上来参考:

 

1、你觉得新版PSP销售情况如何?
62.7% 超过预期
35.1% 预期范围内
2.2% 比预期还少

 

2、你认为新版PSP大卖的主要原因是?
第一名:对应1seg(地上波)
第二名:CCFF7发售
第三名:更薄更轻

第四名:旧机换新机的需求
第五名:电视输出功能

 

3、认为新版PSP会持续卖下去吗?
43.3% 认为不会
35.4% 不知道
21.3% 认为会


——认为不会的原因

因为游戏软件太少等意见
——认为不知道的原因

要看今后软件才知道等

 

4、你会购买新型PSP吗?
不会买:494人
预定购买:342人
已购买:139人
没有回答:25人

Wii《林克的十字弓练习》新游戏画面

Posted: 14 Oct 2007 07:16 AM CDT

前面看到的Wii《林克的十字弓练习》游戏画面( http://blog.sina.com.cn/u/4938f71b01000e5j )因图片比较小,所以不太清楚,现在网上也出现了该游戏的大图:
 
 
根据这些图片,感觉本作就是《Wii Play》里面的那个射击小游戏的加强版,不会有什么情节和所谓的流程,因为本作是和“Wii Zapper”同捆的( http://blog.sina.com.cn/u/4938f71b01000e4r ),游戏内容的分量可能不会很足。
 
“Wii Zapper”连同《林克的十字弓练习》的美版已经定于11月19日发售,不过日本方面却仍然没有消息。
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000dyl
“塞尔达传说”新作
http://blog.sina.com.cn/u/4938f71b01000e4r
“Wii Zapper”包装
http://blog.sina.com.cn/u/4938f71b01000e5j
Wii《林克的十字弓练习》游戏画面

Wii《mario和sonic在北京奥运会》宣传视频2

Posted: 14 Oct 2007 06:26 AM CDT

本视频的主题是玩家也可以使用自己的Mii形象参赛,这点在上次提到过( http://blog.sina.com.cn/u/4938f71b01000eew )。
 
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000a7v
mario和sonic在北京奥运会
http://blog.sina.com.cn/u/4938f71b01000cnj
Wii/nds《mario和sonic在北京奥运会》游戏图片
http://blog.sina.com.cn/u/4938f71b01000dgj
Wii/nds《mario和sonic在北京奥运会》官网
http://blog.sina.com.cn/u/4938f71b01000dla
Wii《mario和sonic在北京奥运会》新视频
http://blog.sina.com.cn/u/4938f71b01000e27
Wii《mario和sonic在北京奥运会》CG动画
http://blog.sina.com.cn/u/4938f71b01000eew
Wii《mario和sonic在北京奥运会》宣传视频

Easter Egg: LOST Found In Half-Life 2

Posted: 14 Oct 2007 09:00 AM CDT

lostinhl2.jpg Apparently, the design team working on Half-Life Episode 2 are fans of the NBC TV show, Lost. This morning I received an email from Kotakuite p00pzilla with this screenshot clearly showing a symbol on the wall that mimics the logo of Lost's Dharma Initiative. Now add to this the email I received yesterday from another Kotakuite saying he had seen Lost's mysterious string of numbers, "4 8 15 16 23 42" on a CRT computer screen in a blocked off room of the game's second level. Unfortunately he didn't include a screenshot so I had to let it go by, but now with this corroborating evidence, it's clear that the HL2 team is slipping in references to a favorite show. Has anyone else found Lost references n HL2? if so, be sure to send in a screenshot so we can add it to the dossier.

天凉的美味

Posted: 14 Oct 2007 07:21 AM CDT

最近北京登地凉起来,若是这温度在家乡,恐怕说是冬天都行了。每天早晨出门坐车上班,总会冷得不停打喷嚏,到了下午在公司,又躁热得恨不得把窗户全打开,任大风呼呼地吹。待到夜幕低垂返家之时,那小风儿啊,变本加厉地让我只想冲进旁边的百盛买件外套先穿上,冷死老子了!
 
我去年到北京时,已经是一年的最后几天,来前做好了万全准备,就差没被老妈套上军大衣了。以前的22个秋天,都是在重庆过的,重庆的秋天是四季里最短暂的季节,一眨眼就过去了,用家乡话讲,每年都是从夏天对对直直豆跑倒冬天切老,还没感觉到,秋天就已经过去了。
 
北京的秋天,是我第一次发觉,原来世界上还有秋天啊……
扯远了扯远了,因为天凉得厉害,却又没到大补的时节,于是早早就想要炖点萝卜排骨汤。这泛着萝卜丝丝香甜的排骨汤,挂着肉骨头的油珠,青白剔透的小葱花,是印象里这个季节最该有的美味了。以前,都是外公在家里才会做这汤,老妈那懒人才不会做呢,我呢,算是隔代继承了老辈子的优点吧,哼哼哼哼。
 
因为是第一次做,所以我又先在网上查了一遍别人的做法,有人放枸杞,有人放胡萝卜,奇奇怪怪的,我的做法比较简单,主要是很怀念外公做的味道,所以只用白萝卜和排骨,方法如下:
1 水烧开,排骨放进去烫一会,去血水,然后再把排骨捞出来凉水冲一下。
2 排骨、拍好的姜一个、几颗完整的小葱,少许料酒、醋,锅里加水,大火烧。
3 大火烧沸后,转文火一小时。
4 把姜葱拣出来,放入萝卜,再半小时。
5 少量盐,再撒上小葱末,开动吧!
 
 
嗯,因为这汤锅很深,所以排骨都跑到下面去了orz。
 
你看,真的有排骨的。
 

当然,一顿晚饭当然不能只有排骨汤,所以我又自己捣鼓做了个香肠面筋炖白菜,或者叫面筋香肠炖白菜,或者叫白菜香肠炖面筋,随便你怎么说了,我反正已经晕了……
面筋这东西,我是在上海的时候第一次吃,当时经常和客服部的好兄弟们一起中午去芙蓉江路上的中学对面吃麻辣烫。说到这麻辣烫我就稍微扯远一点点,话说这北京和上海的麻辣烫,都是把菜串成一串一串的煮,上海呢干净一些,给你整一碗里,自己可以加调料。北京呢就更大众了,站在路边人手一个小盘,所有的串都在一个长条状的大铁盒子里咕咕地煮,要吃自己拿就是了,对了,还可以加点麻酱。
 
我是不大爱吃这东西的,不过在上海吃麻辣烫让我发现了面筋这好东西,入味,咬一口吱吱地飙水,又有豆制品的香气,很喜欢很喜欢,在重庆还真就没有这玩意卖呢。
 
说回来我的香肠面筋炖白菜,这香肠看着不显眼,其实是我前次去眉州东坡酒楼吃剩下打包回来的眉州香肠。眉州香肠其实是满普通的川味香肠,大概因为在北京发展,去掉了花椒粒,不至于把北方口味的人麻个半死。拿来做菜,也正好。
 
至于为什么选白菜呢,实在是因为今天在菜市场转了半天不知道买什么了,身为北方人的某人说,不知道买什么菜那就买白菜,于是买了棵大白菜……
 
根本的原因,最近和某人都常常拉肚子,不敢再给他吃辣的东西了,偶尔来点清淡温和的,权当养养胃吧。
 
以下是菜的做法:
1 白菜切块,香肠切丁,备用。
2 热锅凉油,下蒜片,香肠,炒香。
3 下白菜,翻炒出味出汁。
4 加水,加面筋,中火焖一下。
5 面筋软了吸入汁水后,加淀粉汁,搅匀收汁,起锅装盆。(家里没盘子了……)
 
咬一口面筋,真的出汁噢!浓郁的香肠味,让这道菜有了肉的感觉,再加上甜脆清爽的白菜,真是美味美味!
 
卖相确实不大美- -
 
如果没有勾芡,面筋吃起来就没有润滑的感觉了,香肠其实在菜的比例上并不多,但是川味香肠的味道却彻底融进了白菜和面筋里。
 

 
然后还有一份雪里蕻肉沫,这是某人喜欢吃,做法简单就不赘述了。
肉太多了,我又不想剩,这菜应当是菜比较多才好吃,如果喜欢肉香的人,建议买肥一些的肉沫。
 

最后来张全家福,卖相真是前所未有不好,orz。
 
 
以上,即是我的一顿暖融融的晚餐,希望大家都要在秋天善待自己的胃哟!

Is There No Room For Books Anymore?

Posted: 14 Oct 2007 07:51 AM CDT

Recently I’ve been looking resources for C++ programming language and was (bit) amazed after talking with several programmers that I shouldn’t get a book. One guy said he gets everything in PDF format. I mentioned that I like to read printed material (or books), and that they are quite handy when in several places where you don’t have a computer. Trains, sofas (and toilet) to name just a few places…

I suppose the best way to learn something new is to get working on it. Doing something is good, but I still like to have a book or two at hand. I think theory and practice go side by side. I don’t like reading long texts from the computer screen - I prefer books. (And they also satisfy the collector in me: it’s nice to own books ;)). If I get an ebook, I like to print it and read that way.

Are forums, IRC channels, ebooks, and other digital material replacing books - or was this just some random incident. I like to read books, but what’s your opinion? Do we still needs books, or is it finally the time to replace them with digital alternatives?

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

引擎、系统和资源的关系

Posted: 14 Oct 2007 08:03 AM CDT

本篇文章来自今天写给老总的一封信的摘录中,如果从中你读到发现前言不搭后语,或者出现文意不顺畅的地方,希望就此见谅。
 
在谈及引擎、系统和资源的关系前,我先在书信原有内容之外,补入一张图。这张图揭示了引擎、系统和资源的关系:
 
**********************************************
以下摘自书信内容
**********************************************
 

先谈谈系统和资源的关系。或许你已经明白,系统和资源是一种骨和肉的关系了吧?其实不止是这样,系统和资源还是一种纲和量的关系。

考虑一个人的结构,大多数人的骨架都是相同的,然而毛发的分布、肤色、皮肤光滑程度、五官的软组织构成、衣着、举止这些表象的东西却造就了即使骨架相同的人都完全不一样。

上帝造人或许没有很多人想象那么累,他只是做了一副骨架,然后用两种方式搭上不同的馅,造就出两副躯体,然后就让这些躯体互相繁衍,以造就出不同表象的人了。

系统和资源正是骨架和表象的区别,系统设计师设计出所有系统,也就是每根骨是怎么样的,骨和骨之间又是如何相连、间隔多少、关系如何。有了这个骨架后,它为整个游戏的表象提供了全部的可能性——恰恰是所有系统设计和制作完成的时候,才是整个程序部分有了全部完成度,不用再修改的时候——而这个时候只要不断地制造新的表象来放上去就可以了。

 

系统设计有多难?整体游戏架构就好像凭空想出一个适应生存和战斗的生物体的结构那样,构想出这个生物体是由多少根骨,骨与骨又是怎么样组成的,同时需要确定哪些是主要的骨头,哪些是锦上添花,使其生存力和战斗力更进一步的次要骨头。

其次是根据主次的顺序,来构想最快能看到生物体大致轮廓的方法——当然,这里预见力就是前提了,如果看了大致轮廓你都不能猜想其外形如何的话,那就只能等到整个生物体都出来了的时候才能确认了——自然这种人也无法做构建骨架的人)。脊柱、头颅、四肢总是首先出来的,脊柱后是胸肋和盆骨、四肢后是关节,随后再一步步延伸下去,这样定出一个搭建骨架的顺序,指导所有参与搭建骨架的人。

最后是最花时间的一步了,当参与搭建骨架的人头脑中都有了一个虚构的骨架外形后,这时系统设计师就要为每一根骨头设计其外形是怎么样了,这里需要考虑到详细的外形轮廓、质地、坚硬程度等多方面的因素,还要顾及到骨与骨之间的关联关系,要在设计一根骨头的时候时刻保持着整套骨架在脑海中的印象,免得出现设计好一根完美的骨头却发现和其他骨头格格不入的情况

 

接下来让我详细解释一下,引擎和系统到底是一种什么样的关系,有着什么样的区别:

引擎和系统的关系如何?依然以构造一个生物体来说,引擎相当于是搭建生物体骨架和表象的工具和材料(比方说骨粉、比方说黏合剂),但是引擎远远不是已经做好的骨头,更不是已经搭好的整个生物体的骨架!——因为设计和制作引擎的人只有能力提供足够的工具和材料给你构造出你想要的生物体,他是压根无法猜想出你想要的是怎么样的生物体的,自然更加不可能早就帮你搭建好它的骨架!正是因为引擎不是已经搭好的骨和骨架,以为买了引擎就不用修改,不用写程序,这种想法是荒谬的。任何的引擎都需要自己搭建出属于自己生物体的骨架,因为这是你的生物体,不是别人的,更不是构造引擎的制造者本人的。

 

********************

以上列出的正是引擎、系统和资源的关系:

引擎是工具和材料,利用引擎本身提供的各种可能性,搭建出上层逻辑的各种系统,这些系统都是围绕游戏的整体设计而建构的,当系统搭好以后,这时就可以放上各种各样的资源了——比方说武器系统制作出来以后,剩下的只是要放上多少种武器,每种又放上多少把武器,并且为这些武器设计数值、命名、设计描述等相关的事情了,而我把这些可以以“量”来衡量的都称为资源。

三者的关系就好像我最先贴出的那张图那样。

今日杂言——07.10.14

Posted: 14 Oct 2007 07:53 AM CDT

最近都没有怎么写文章了,翻译也停了下来,原因都在于项目的紧张。
原来预计自己50多天完成十几份大系统的设计,而按照时间安排,自己却需要把这50多天再砍掉20多天。不到30天完成十几个系统也算是自己的突破了。
可以吗?试试吧~
 
为了不负看客期待,今天和老总写的一封信里面有些段落还是可以摘录下来作为一些心得来介绍的,望各位看客不弃。
另一方面,很多门槛外的新人都热衷于以一份完整的总体设计书来作为敲门砖,而我是素来不同意什么策划书模板的,这些本来就没有模板可言。为了给新人一些确切的指南,而不是再抛出一份份我讨厌的模板,在这里也立多一篇文章供大家讨论——《上帝如何打造出生物体——谈谈总体设计书的构建》。
 
望各位一直支持在下博客的看客们能谅解我这段时间以来对博客的疏于维护。

店长报告:网络不快,新番不爱,游戏不再,客栈不停摆。

Posted: 14 Oct 2007 07:09 AM CDT

假如网站的荒废遵循惯性定律,客栈是否应该继续沉寂下去?

当你把全部精力投入到网络之外的事务时,原本吵杂的互联网便自然而然的沉寂下来。未阅读文章数直线上升无法打扰你,糟糕论坛内高声齐唱的几个固定话题无法刺激你,Youtube有如天边浮云,ニコニコ動画有如街头杂技……取而代之的,是种妙不可言的充实体验。

过去血汗双周内,店长的资讯收集量,比桃花源里的村民更少。不过无所谓,因为我比桃花源里的公关部更快乐。远离网络,也是一种给思维留下空间的手段,我相信过于沉浸在任何事物里,都可能让你丢失对该事物的判断力。

很好,我们建立了本篇99%是火星文的大前提……剩下的1%,是店长还敢在客栈摆摊的原因……让我们入正题。

国庆闪过……

没有新闻,不代表客栈没有胡言乱语,我不知道你在这个国庆做了什么,但我确信你不可能和我做着完全相同的事情,所以是时候回顾夏末店长未公开的各种小故事。

(more…)

感谢支持

Posted: 14 Oct 2007 06:04 AM CDT

刚刚上网,发现我的blog点击量突破了100万,抓了张图:
 
 
其实100万点击量也不过是一个数字,还是一个很小的数字。不过“1000168”这个数字还比较吉利,正好被我抓到这张图,所以贴上来祝各位“一路发”。我坚持写这个blog是觉得能有一个空间和各位朋友互相交流也挺难得的,希望大家继续支持。
 

"game" via 柠檬杀手 in Google Reader

unread,
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FIFA dominates Spanish and German charts

Posted: 15 Oct 2007 01:40 PM CDT

EA's FIFA 08 continues to dominate the European charts, with the PlayStation 2 version placing first in both Germany and Spain

Monkey Island Music Day

Posted: 15 Oct 2007 11:20 AM CDT

Saturday was Monkey Island Music Day and I hope everyone celebrated it with the respect that such a long standing and culturally entrenched holiday tradition deserves.  History has it that Monkey Island Music Day began over 400 years ago deep in pirate waters.  For one day each year, pirates would stop plundering, drop an anchor and sing sea shanties while challenging each other to stimulating mind puzzles.  Every time a pirate mispronounced the captain's name, they had to down a grog.  There might even have been something about a local towns person asking a pirate to the dance, but I might be wrong about that.  Someone should start a wikipedia page, you know, to get the facts straight.

PS3 Replicates The Human Brain

Posted: 15 Oct 2007 11:56 AM CDT

BLOG—How many PS3s does it take to equal a human brain? Apparently three. Students at UC Irvine were recently awarded first-place in IBM’s Cell Broadband Engine Professor University Challenge for creating a network of three PS3s linked together in order to replicate human brain functions.

Are You As Motivated As The Penguin In This Video Clip?

Posted: 15 Oct 2007 11:22 AM CDT

It’s Monday, and a friend of mine showed me this video. It’s old one, but I hadn’t seen it before - and thought to share.

Strangely, whether you relate to this piece of movie or not actually tells quite a lot of your current job.

In some jobs the situation can be like this. There’s a difference between Mondays and Fridays.

Check this out:

That was pretty fun (at least when I first time watched it), and I think relating to this video can be a pretty good indicator whether you like your job or not. If you feel like the penguin in the video on Fridays, and move like that polar bear on Mondays, then ask yourself: are you working in your dream job? If you don’t like going to your current job, then do you have your dream job?

Every job (perhaps) has its ups and downs, but I personally think we all should be like that penguin - every day we work. We should be filled with energy every day we work. If you feel that you are just waiting for the weekend (and feel really tired on Friday), then wouldn’t it make sense to make a plan to be in a job where you enjoy working every day?

Are you really motivated to work? Do you feel energetic every day when you start working? If not, have you made any plans to change your situation?

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

我这样看策划应该具备的两个素质

Posted: 15 Oct 2007 11:31 AM CDT

我们一直在想: 我们到底需要什么样的策划? 或者, 我们的策划应该具备什么样的素质?

我自己的总结, 网游的策划, 应该具备两方面的素质: 一是游戏内容的策划设计能力; 二是针对于产品营销的市场策划能力. 我把这两方面的素质看作是内外双修.

这第二项能力: 市场策划的能力, 是许许多多的网游策划人所不具备的. 当然, 如果具备了, 那这个产品成功的希望会大得多.

史玉柱在一篇访谈里说, 网游这个产业的从业者们太不注重研究消费者, 其营销水平太低. 这两句话, 让我觉得很伤感, 也让我觉得这个产业还太朝阳化, 远没有到达成熟的地步.

但是, 他并没有完全说对. 我相信, 在史玉柱之前的这个行业的从业者们, 并没有不注重研究消费者的消费需求, 而是研究的方式还太学院气和想当然. 史玉柱的方式是听听玩家怎么说, 而我们很多策划人员的方式是依据自己以往的游戏经验来推断现在的玩家感受. 前者, 是客观和务实的作法; 而后者, 是全靠主观加臆断.

我远不是一个市场人员, 但我想, 在从事一项市场营销计划之前, 首先要作的应该是进行充分的市场调研. 而市场调研的方式, 方法, 调研的内容应该就是考查各个市场人员功底的地方了. 如何发掘出最有市场潜力的问题, 最具市场回报价值的问题, 将决定产品的内容和命运.

而我们当前的很多策划们, 他们往往不作任何市场调研, 只单凭自己十数年积累下来的打游戏的经验来推断当下玩家的游戏习惯. 要知道, 从某种意义上来说, 你已经不能代表当下中国网游玩家的大多数, 因为你已经成为了游戏精英, 你的思维方式已经太精英化, 已经无法再回到一个游戏小白的层次去思考诸多的小白问题.

史玉柱, 一个网游行业的完全外行人, 却充分发掘了小白玩家的需求, 并强力实现之, 结果, 有目共睹;
马云, 一个互联网的完全外行人, 作成了目前全世界最成功的B2B和C2C的电子商务网站: 阿里巴巴和淘宝.

这些例子, 已经足以说明: 自以为懂得了用户的人, 自以为在这个行业里玩得很转的人, 如果没有对消费者需求的实实在在的把握, 其早晚都会被超越的.

市场的真正成熟, 是在参与市场竞争的大多数人都已经充分理解了消费者需求, 并对需求细化, 在各个细分的市场上展开竞争. 市场划分的越细, 证明这个行业的竞争越激烈, 同时, 也证明这个行业越成熟.

未来在中国成功的网游企业, 其策划团队, 一定是同时具备"游戏策划+市场策划"双重能力的团队, 一定是对玩家需求进行了踏踏实实研究的团队.

对玩家需求进行彻底研究的方法很多, 但最直接的方式还是要听听玩家自己怎么说: 在游戏里, 在网吧里, 甚至是面对面. 整天呆在办公室凭空想像玩家需求的策划, 其策划出来的内容注定不是玩家所需要的.

我们, 需要走出去.

不作"最好的", 只作"最需要的"

Posted:

这里的"最好", 单指在实施的技术方案方面, 而不是其它.

这里的"最需要", 单指对用户而言是最为有用的, 而不是其它.

用户不会为了你的理想而买单, 他们只会为对自己有用的东西而买单.
用户从不关心你采用的啥技术, 他们只关心你能以多快的速度提高给他多有用的东西.

刚毕业的学生, 容易陷入对"最好"的崇拜中;
经过几年的磨练之后, 才会懂得作用户"最需要的"才是成功的关键.

互联网项目, 以速度和质量取胜. 这个世界, 谁都不是傻子, 你能想到的, 别人早晚也会想到. 所以, 在有限的时间内推出最有价值的内容, 就成为生存的必需.

这种苛刻的生存环境, 不会给你太多精雕细琢的时间, 它往往要求你在"最好"和"最需要"之间作出选择, 我们总希望能以"最好"的方式作出用户"最需要"的东西, 虽然这种想法是天经地义且逻辑完全正确的, 但是, 我不得不说, 这种想法很多很多的时候, 是太过理想化的东西.

我们不是神, 能同时完成这两项的, 少之又少, 即使你以忘我的状态完成了第一步, 那第二步, 第三步, 以后所有的版本推出都能按照这样的作法来作吗?

互联网软件最大的特点就是不断更新版本, 在这样经常更新的开发环境下, 我不知道你能坚持这样的作法多长时间. 任何事物的发展, 都是有其自身规律的, 软件开发也不例外.

违反了规律, 就注定要在其它方面付出代价.

很多的时候, 你可能赢得了速度, 但是, 你必定损失了一部分质量甚至是很大一部分的质量. 这种代价, 你能承受得起吗? 你又有过预测吗? 速度和质量, 两者很多时候, 是二选一, 或者是一种平衡, 达到两者皆突出, 非常难非常难, 也是不符合规律的事情.

激情要保持, 但头脑应该清醒. 在任何时候, 我们能作的, 是在当下的环境, 当下的条件, 当下的资源里, 作一个平衡和取舍, 以最小的代价去取得更大的成功机会.

这高达蛋蛋不火我看很难

Posted: 15 Oct 2007 11:24 AM CDT

以前的高达是战争反思片,怎么可能赚得到大钱呢,现在看动漫的都是啥人啊,宅男腐女,除了HC还是HC,你还去做思考者,赚嘛呢,所以SEED才能2部顶N部以前高达的利润,为啥,还不都两个正太闹的,这次蛋蛋就更是变本加利了,那几个派别组织哪里是打仗,简直就是秀花痴哟,让我们看看伟大的用来让宅男腐女众HC的内容。

 

天上人:正太主角,痞子帅哥王牌,冷静帅哥王牌,人妖帅哥王牌,熟女舰长,萝莉雷达手,正太驾驶员,大哥哥火炮手。

AEU:痞子冷静混合型帅哥王牌,痞子帅哥王牌,冷静帅哥指挥官。

人革联:王女公主,成熟男人王牌,萝莉记者,正太记者。

其他:萝莉大财阀,冷静帅哥管家,女王大财阀,痞子帅哥管家。

反派:邪恶帅哥反派一号,冷峻帅哥反派二号。

 

看看,这才第1集咧,出场角色已经是是满足各个阶层各个阶级需求,我看这一部啊,不大赚都难哦。

 

特别补充1:人革联的中国军方高达实在是太太太太太太渣了,有损我军高大光辉形象啊。

特别补充2:这次的高达是超级系的,个个都是NEWTYPE,都不用核能用GN粒子了,主角机一上来就展开巨大的光翼,OH,MY GOD!

ESPN STAR Sports to broadcast CGS in Asia

Posted: 15 Oct 2007 12:01 PM CDT

Starting today, October 15, ESPN STAR Sports will be running a weekly hour-long program featuring highlights from the Championship Gaming Series

天冷了,穿厚点。

Posted: 15 Oct 2007 05:45 PM CDT

  国庆还在抱怨天气热,一回成都就开始降温,记忆中秋天不是这样的啊~,美好的记忆从此不在了,如今夏天过了直接就是冬天。

  前天出门淘碟,走在路上大风一个劲儿的吹,边走边不时的颤抖一下,动作幅度和上厕所小解一般实在不雅。想起来能穿的外套也就一件,背上给烟屁股捅了一窟窿。另外一件干脆就没拉链。这孩子咋就这么可怜啊,想着想着就冲进旁边的劲浪买了一件打折的长T(结果也不是外套),包里其实没钱,狠心刷卡以后慢慢换吧。从店出来的时候心理那个暖和啊,内心里边翻腾着:我终于买了件真资格的阿迪了~~~

 

  很久没去照顾老板的生意了,居然碰到熟人。喜欢的新碟不多,最后买了4张:《出租车司机修复收藏版》《好死不如赖活》《恶童》《电影摄影技巧》。这么久了D9价格居然还是那么坚挺,破费了几十块呀;另外认识了个碟友,免费的。

Nintendo Value Hits Record High

Posted: 15 Oct 2007 10:56 AM CDT

The Wii and DS continue to push Nintendo’s market value to record-breaking highs.

对炮炮火枪手的预测

Posted: 15 Oct 2007 09:42 AM CDT

  炮炮火枪手上来只有4张地图,只有升级才会有新地图(新玩家还不知道这一点)。这点不改,就不可能成功。预测一个月后炮炮火枪手超不过5万。

Konami's Payton: Over 200 Developers Working On Metal Gear Solid 4

Posted: 15 Oct 2007 05:35 AM CDT

Talking as part of an in-depth interview published on Gamasutra today, Kojima Productions' Ryan Payton has revealed that there are over 200 developers working to complete Metal Gear Solid 4 for PlayStation 3, also commenting on the game's use of DualShock 3. Discussing the eagerly awaited Metal Gear Solid franchise continuation, which was one of the most high-profile titles at the recent Tokyo Game Show, Payton noted: "But the game is definitely under a lot ...

Pachter: Xbox 360 To Outsell Wii In September

Posted: 15 Oct 2007 05:43 AM CDT

In his latest notes to investors, Wedbush Morgan's Michael Pachter has predicted a 47 percent rise in overall sales for the month of September, driven primarily by Halo 3, which also leads to expectations that the Xbox 360 will outsell the Wii. Pachter suggests that video game sales will reach $655 million, up from last year's $445 million. $200 million is predicted to have come from Halo 3 alone. Pachter predicts $530 million of that ...

Re-Organized CDV Gets Brockhaus Investment

Posted: 15 Oct 2007 05:28 AM CDT

German developer CDV Software Entertainment (Codename: Panzers, Divine Divinity) has announced that Frankfurt-based private equity fund Brockhaus Private Equity recently purchased 100,000 of its shares ($237,000) and a total of 239,800 partial debentures. Brockhaus focuses on investing in fast-growing medium-sized businesses in Germany and Europe, and according to the companies' statement, the investors were attracted by the recently-reorganized CDV AG, which recently saw the appointment of former Infogrames and Atari president of publishing Christian Gloe ...

Release This: Tony Hawk, Katamari Sequels Anticipated in U.S.

Posted: 15 Oct 2007 05:20 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. This week will bring anticipated titles like Tony Hawk's Proving Ground and Beautiful Katamari to the United States, while The Orange Box and The Legend of Zelda: Phantom Hourglass will make their European debut. Japan, meanwhile, sees a much quieter release schedule highlighted by ...

Will Wright Inducted Into BAFTA Fellowship

Posted: 15 Oct 2007 04:58 AM CDT

SimCity and The Sims creator Will Wright has been made the first representative from the video games industry to be inducted into BAFTA's Fellowship, with the accolade to be formally recognized at the forthcoming British Academy Video Games Awards 2007. The BAFTA (British Academy of Film and Television Arts) Fellowship has previous been restricted to TV and film personalities such as Alfred Hitchcock, Charlie Chaplin and Steven Spielberg, but Wright's induction continues BAFTA's policy of ...

Advertising Age Names Nintendo "Marketer Of The Year"

Posted: 15 Oct 2007 04:40 AM CDT

Marketing and media magazine Advertising Age has named Nintendo of America as its "Marketer of the year", just days after rival marketing publication BrandWeek named the company's president Reggie Fils-Aime as its "Grand Marketer of the Year". In a glowing appraisal of the company, Advertising Age attributes the Wii and Nintendo DS with radically reviving Nintendo as a company and reinvigorating the video games industry as a whole, with by now commonplace comparisons to Apple. ...

Infogrames Details Atari Board Changes

Posted: 15 Oct 2007 04:21 AM CDT

Officials from French publisher Infogrames have announced the appointment of Curtis G. Solsvig III as the new chief restructuring officer at 51 percent owned U.S. subsidiary Atari Inc., following the removal of all but three board members earlier in the month. Solsvig appears to have no previous experience of the games industry, but is currently managing director at global restructuring, consulting and financial advisory firm AlixPartners. AlixPartners has already been retained by Atari to assist ...

Game Connection Announces Indie Assistance Contest Winners

Posted: 15 Oct 2007 07:56 AM CDT

Industry business convention Game Connection has announced the winners of its Level Up program, which is designed to promote the success of new developers and service providers with small budgets. Through the program, announced earlier this year, the five winners will attend the latest Game Connection conference, being held in France this December, at no cost. In addition to the waiver of the € 3,000 ($4,170) conference fee, the selected developers will receive the opportunity ...

Pokemon Battle Revolution Screens

Posted: 15 Oct 2007 09:35 AM CDT

As a self-confessed Poke-freak, I am counting down the days for Pokemon Battle Revolution. With online gaming (yay!), Wii controls and... Pokemon galore, what more could you want? (Unless you don't like Pokemon, in which case, you might want more)...

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