"game" via 柠檬杀手 in Google Reader |
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Posted: 12 Jul 2008 09:29 AM CDT |
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Posted: 12 Jul 2008 08:51 AM CDT 抽象(abstraction)是在观念里把事物的共同属性、本质特征抽取出来、舍弃其有所不同的、非本质特征的过程。把抽象出的共同的、本质特征结合在一起就是概括的过程,概括(generalization)得出的概念,概念是以词来标示韵。 概括是以比较(comparison)为前提的。比较确定事物诸特征之异同及其关系。比较以分析为前提,只有被分解开来的特征才能被比较,比较中要确定不同特征的关系,又是在综合中进行。因此,分析、综合是联想,比较则是对联想的进一步加工。
概括有不同的等级水平。 初级概括是在知觉、表象基础上进行的,它只能抽取事物的外部共同特征,做出形象的概括。例如,“树”是从一般表象得出的具体概念。高级概括以抽取事物的本质特征为前提。被抽取的特征本身就已经是以概括的形式被思考着。例如,“心里的东西是观念”的这一命题是从许多现象中抽取的感觉、知觉、表象等心理现象中概括的,而这些感觉、知觉等心理现象,这时早已作为概括化了的概念来使用,曾得出上述概括的规律。科学概念和规律是高级抽象概括的产物,在高水平概括基础上所作的分类和归类的过程叫做系统化,通过这个过程能得到系统化的知识。应用概念和命题去解释具体事物的过程叫做具体化,以举例和图解去说明原理,这是具体化的表征。 |
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Posted: 06 Jul 2008 03:11 PM CDT 暗黑破坏神的关卡设计师. 1996年魔兽争霸II:黑暗之门(Warcraft II: Beyond the Dark Portal)(1996年). 1996年暴雪再接再力,推出了《魔兽争霸II》的资料片《黑暗之潮》,并获得了无数的荣誉。并于当年3月收. 购了Condor,Condor随即改名为Blizzard ...
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Posted: 12 Jul 2008 09:29 AM CDT |
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Posted: 12 Jul 2008 07:13 AM CDT 由于时间场地和设备原因,比赛项目被分开了。 上半场是奥运会前的,星际2V2、魔兽DOTA、CS、拳皇98、马里奥赛车在上半场比赛。从7月21日比到8月7日。 下半场是奥运会后的,实况、星际1V1、魔兽1V1、泡泡龙、疯狂石头、跳舞毯、极品飞车。8月25日才分组抽签。 我报名了实况、跳舞毯、拳皇98。 整体前瞻:实况有望拿前八成绩、跳舞毯有望拿前三成绩、拳皇98能进复赛已经是奇迹。 不过先来的是拳皇98,在一群跳D下D流、基本拳脚流、摇杆乱摇流面前,我这不会装会流,应该改叫逢打必输流了。想要进入复赛,必须有上上签,才有那么一线生机。 跳舞毯的关键是不能失误,倒也没别的,这个项目另人大失所望,投票支持率无敌高,但是报名参赛者却很少很少,让人实在郁闷。会玩的也不多,拿前三的希望很大。 实况足球则是名副其实的大热门项目。高手如云,想拿名次实属不易,所以把目标暂定前八了,还需要风调雨顺,分组有利才行(也就是必须抽个上签,如果是个下签,就麻烦了。)。还要希望出线之后遇到的一路对手都比较弱,才有望进前八。所以,苦练雷射、角球、任意球、防守反击,用战术弥补操作的弱势,成为取胜的关键。不过只要不抽到很强的小组,进入复赛应当不在话下。至于夺冠,实在不敢奢望。 |
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《真三国无双5》(Shin Sangokumusou 5)破解版[ISO] Posted: 12 Jul 2008 05:12 AM CDT 中文名称:真三国无双5 外文名称:Shin Sangokumusou 5 游戏制作:ω-Force 游戏发行:KOEI 游戏类型:Third-Person Action 官方网站:http://www.gamecity.ne.jp/smusou5 安装说明: 使用DAEMON Tools载入镜像; 安装游戏; 复制Crack目录下的文件到游戏目录; 开始游戏。 游戏简介:《真·三国无双 5》中,玩家可以见识到比以往系列作更壮阔的战场,建筑物与自然景观的种类更多样、描绘更细致,地形的起伏更显著,战场的视野也更为辽阔,在光影烟尘等特效的描绘上也更丰富。角色的描绘更细致,登场士兵的数量也有显著增加。 在本次画面中现身的三国武将角色包括 赵云、吕布、貂蝉、陆逊、曹操、夏侯惇、孙坚、关羽、张飞...等,其中有许多武将的造型甚至是使用的武器都与先前系列作不同。 游戏中并加入游水、攀梯等先前所没有的行动方式,以及可进行无限连击的‘连舞系统’,打破以往固定的连续攻击招式限制,展现如同功夫电影般行云流水的攻击。 This posting includes an audio/video/photo media file: Download Now |
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《真三国无双5》(Shin Sangokumusou 5) 硬盘版/ 动画包 [日文] Posted: 12 Jul 2008 05:00 AM CDT 游戏名称:真三国无双5 英文名称:Shin Sangokumusou 5 游戏制作:ω-Force 游戏发行:KOEI 游戏语种:日文 游戏类型:ACT 官方网站:http://www.gamecity.ne.jp/smusou5/ 讨论专区:http://3dmgame.chnren.com/bbs/showforum-255.html 游戏视频:http://3dmgame.chnren.com/bbs/showtopic-485929.html 做源服务器:eDonkeyServer No1 [QUOTE]【版本说明】 1、日文 2、删除了动画 (另提供动画包,可按需下载) 3、自动识别路径生成注册表,附原始exe备份文件。 [/QUOTE][QUOTE]【安装步骤】 1、解压缩(需3G剩余空间) 2、双击setup.bat开始安装 (安装过程不再有任何强制步骤,乾乾净净一气呵成;建议VISTA用户事先关闭UAC) 3、用桌面快捷进游戏或用游戏目录下SM5_Win.exe 4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 5、将来不想玩了,运行“卸载.reg”可以去除安装时生成的注册表。[/QUOTE] 【游戏简介】 《真三国无双5》是光荣三国无双系列最新作,也是次世代XBOX360与PS3的《无双》系列第一作,光荣目前已经宣布此作将登陆PC《真三国无双5》将承袭系列作的战略动作类型,并加入全新的“连舞系统”,展现如同功夫电影般的动作演出。登场角色的动作与造型将全面翻新,战场的战略性与临场感也将大幅提升,以“终极的动作、终极的战场”为制作概念,来达成更为进化的一骑当千爽快感 【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、彻底关闭瑞星及其后台程序 6、更新XP补丁、更新显卡驱动 [/QUOTE] This posting includes an audio/video/photo media file: Download Now |
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A never before seen MMO, TRUST ME. by Jason Posted: 12 Jul 2008 03:22 AM CDT Here's another idea, please think about this one seriously. This is an MMO but here’s something new. There is a huge war which, like in ancient times, stops as the moon rises and continues as the sun rises. Players from around the world must stop playing the game at a certain point. So here’s what happens. Everyday, the war continues. The main point of the game is to battle the other army. Each player picks a side and creates an Avatar. Imagine the Battle for Middle Earth. The entire world is battling on that battle field and in this case, the world really is battling on that battle field. As you battle in the game, you rise in rank for special actions or good fighting. Each player is a single man in a war. When killed, the player spawns again. If a player is killed say a few times, he/she dies. Then the player must create another character. Now imagine how many people there are in an average MMO and now imagine WoW. If every player was a soldier fighting for a cause, can you imagine what a battle would take place? The war ends when one side destroys the kingdom which the other side is protecting. I have never played a serious game where I felt like my “people” were in danger. This is the dream where people work together for once without discrimination. The story is set. Characters are there. BRING EM ON. Think about the twists. A player from one side’s signs a pact with the other side for gold or whatever and becomes a double agent. It gives the game a cause. This isn’t all though, hell no. The sweetness within is that as you battle, you go higher in rank and soon are able to command a few new players around, giving them missions and all. Maybe that can be the only way for them to become proper soldiers? Its not going to be cake rising in rank though so this game is going to be really like war. After 12 hours, the war ends for the day and you prepare for tomorrow, buying items or whatever. The war sometimes can take place at night, who knows. They can chat with other characters and continue to do a few side quests and all till dawn. Player’s can join the battle at any time they want (during fighting hours, to fight) and the good part is that the battlefield will never be empty as there are tons of players around the world. When a side looses then they try to rebuild. My hair is standing on end as I think of this game. DANM. I think I could write an entire solid and working system for this game, I’m good at that but as before, who would listen, right? Here’s hoping. The way I imagine the game isn’t too different from what I wrote but here’s how the game would go. Like I said, there are twelve hours of battle and twelve hours of preparation for the next day. Player’s can join in at any time but there goals will be a bit different as they won’t be fighting all the time. OK, say you’re a soldier by rank and you just joined the game or should I say “continue the fight for freedom” lol. You appear at one of the many spawning points and run down to the briefing line. You get a job there or if you have a small but normal amount of experience, then you can join a group of soldiers getting ready to enter battle. Each group, like it or not, must wait for a small amount of time before entering the war zone and it doesn’t matter how big that group is. It’s a way of keeping things under control basically. Five minutes pass, you get ready, GAME ON. You enter battle and can either choose to stick with your party (a boost of power is given) or rush in alone. More experience is gained this way but it’s more risky then you think, you can die in this game so players can’t just do every stupid move that comes in their head. Remember I mentioned jobs? The player can get jobs (missions) that when completed provide money, experience and much more depending on the job. All these jobs are mostly based within the war zone so you’re still battling. One more thing I thought of was that girls can also be in this game. Actually, they have the hardest job ever that is more important then battling the enemy at times. They can become female warriors but if they want to stick to the feminine side, they can become healers and many other characters. Healers basically help the wounded and they have their own ranking system. They do a LOT out of battle and hold the line of victory and loss. At night, there is a lot of work to be done and that’s when the players from other countries where its daylight come in. Basically I’ve built a system that can cater to all parts of the world. I know what you’re all probably thinking, “What if many players aren’t available” or something to hold the line in battle or outside of battle. Each side has a normal amount of warriors that are computer oriented. Each side collects a certain amount of money from each player when killing enemies or getting money, something like taxes. Each side can then buy warriors, mercenaries, etc. and choose from a few actions for them to take e.g. battle in the outskirts, hold the line, aid fallen members, etc. Of course, battles can’t be won with mercenaries alone as every once in awhile, more warriors are automatically spawned to replace those that have fallen. The war can’t be won without muscle so saddle up and fight for your country, lol. I think I just explained hours of game play but if you want more, just ask. I think this game has the potential to rival any MMO out there. This can even be a real war game, say World War 2. I could think of something. |
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Posted: 12 Jul 2008 01:58 AM CDT 在历史类书架上看到这本书的名字,我的第一反应是讲文革的!:P 其实是关于百年前一个俄国外交官眼中的中国。《尘埃》,[俄]D.马可戈万,(译)脱启明,时代文艺出版社,2004。
此书于1898年12月在俄国圣彼得堡出版。作者是俄裔英国人,1872年先去香港深造中文,随后进入大陆担任汉语翻译,后成为俄驻华使馆外交官。作者工作之余,走访各地,访查民风民俗,最终写成此书,深入细致而全面地描述了晚清时期中国的社会状况。作者也因此获得“中国问题专家”的称号。 之前,我看过一本由同时期美国人写的书《中国人的德性》,此书在不少观点和看法上和那本书相近,不管是客观的还是带偏见的。记录的风俗民情也基本相近,可见那时候的中国给西方人的感觉基本是类似的。而那种感觉再以西方人的视角写出来,让国人自己看来总觉得有些有趣和怪异。 总之,书中反应的旧中国真的是腐朽不堪,非革命无法救中国呀。关于国人习性的描述,特别是不好的那些,较之现在,也还真是保持了百年不变! 有个想法,比如西方电影里偶尔出现的中国的镜头,大多数看起来就像是清末、民国的村景和街景。感情会不会洋民们或多或少了解的中国,还是从一些百年前的知名著作中得来的? ![]() ![]() |
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Posted: 11 Jul 2008 07:51 PM CDT 不幸的是我的几个豆单被洗刷了,霹雳特警猫(swat kats)、超级马里奥世界被河蟹了,飞天小女警Z有一部分看不了了,最可气的是上传的独立游戏的预告、游戏视频也看不了了。 去年上传最疯狂的时候还有些天真的想法,幻想自己几年后看到自己传的这些东西会 ...
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Apricot's aim, Battle Tanks and FreCol map editing Posted: 11 Jul 2008 07:58 PM CDT There was a change of focus in the Apricot project: From create full functional industry quality game prototype to create a full functional level in the Crystal Space engine, focused on visual quality, speed and character-environment interactions and create several levels in the Blender Game Engine, focused on artistic quality and game play prototyping. Now this may sound worrying, as "some levels" are only one of many parts of "a game". And to be honest, I am a bit worried that the project will not prove the "you can make awesome open source games" theory, and instead be a demonstration of how nice-looking things made with Blender can be. The apricot team comes from a Blender background, which means that they are likely to be most interested in visuals. So perhaps my expectation of "an awesome game" was wrong and should have been "an awesome looking game" (which is actually the only thing able to make the industry pay attention to Blender and Crystal Space. However, the svn repository will be opened this weekend and who knows? Maybe with some community help, the project will reach a higher level of what is now intended before it's deadline of 31, July? FreeCol 0.8.0-alpha has been released. It features displaying of settlement names, soft unit movement and main menu music. FreeCol and it's editor are both written in Java, which saved me some compilation minutes. The map editor is pretty simple and unproblematic to use. Battle Tanks 0.8-rc1 has been shipped! Capture the flag! Team deathmatch! Internet play! The few existing servers are empty though, so why don't ya go and fill them up? Get it here in Windows-binary or source flavor! The team asks for feedback, which is pretty common with open source projects and might be even superfluous to tell, but it always gives me a good feeling when teams ask for criticism on their products. In case you have never before seen Battle Tanks in action, I recorded a video of AI-aided defend-the-base-style cooperative gameplay. Battle Tanks' maps can be edited via Tiled, as demonstrated below. The editor is a general-purpose tile-based map editor written in Java, which means that it's cross-platform and relatively easy to run. It's feature-rich but also pretty simple to use : there are layers and you draw tiles on them. Effective! It resembles RPG Maker in some ways, but as a map editor it is far more advanced. Item placement in Battle Tanks is being done via a specialized, also pretty simple editor, which has no documentation as far as I can tell and which tends to crash a lot. |
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Meet up with us in LA at E3 2008 Posted: 11 Jul 2008 07:02 PM CDT So, apparently E3 is no longer a circus. No booth babes, no craziness. It’s for VIPs, not gamers. Media and industry types only, thankyouverymuch. Forget all that. PlayStation.Blog is hosting a meet-up for all of our readers, fanboys (and Fanboys), fellow bloggers, and anyone else interested in PlayStation at the King Taco on Pico, down the street from the LA Convention Center, where all the E3 action happens. Bring your PSP. Want to talk about that morning’s PlayStation Press Conference? Want to slam some free aguas frescas? Want to see if you’re taller than me? (hint: you’re not) Then, we’d love to see you. Don’t forget to bring your PSP. If you’re in the area and can make it here are the details: When: July 15, 5-7:30pm PST For more info and to RSVP, just visit our Facebook page, or send a note to playstationb...@gmail.com. Space is limited, so RSVP’ing is strongly encouraged. I’d rather not irk Chief Freeman. Looking forward to seeing you all there, and digging in to some tasty al pastor tacos. |
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《装甲指挥官:哈尔科夫》(Panzer Command Kharkov)完整硬盘版 Posted: 10 Jul 2008 09:20 PM CDT 外文名称:Panzer Command: Kharkov 开发厂商:Koios Works 发行厂商:Matrix Games 游戏类型:策略游戏 讨论专区:http://3dmgame.chnren.com/bbs/showforum-149.html 做源服务器:eDonkeyServer No1 [QUOTE]【版本说明】 1、英文版 2、完整无删减 3、自动识别路径生成注册表,将来可升级 [/QUOTE][QUOTE]【安装步骤】 1、解压缩 2、双击setup.bat开始安装 (安装过程不再有任何强制步骤,乾乾净净一气呵成;建议VISTA用户事先关闭UAC) 3、用桌面快捷进游戏或用游戏目录下PCKharkov.exe 4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 5、将来不想玩了,运行“卸载.reg”可以去除安装时生成的注册表。[/QUOTE] 【游戏简介】 《装甲指挥官:哈尔科夫》是一款回合制策略游戏,每一个回合由两个四十秒钟的阶段组成,玩家需要在前四十秒内发布命令,后四十秒内按照前四十秒的部属进行战斗。游戏分为德国和苏联两个阵营,玩家可以选择控制德军或苏军再次体验1942年发生在乌克兰境内的二战经典场面。 3D二战战术战争!德国对战苏联!东部前线的攻防战!游戏具有恢弘的视觉效果,同时有历史凝重感。每一个战役都可以任选德国或者苏联,你的主要单位可以从一关继承到下一关。 【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、彻底关闭瑞星及其后台程序 6、更新XP补丁、更新显卡驱动 [/QUOTE] This posting includes an audio/video/photo media file: Download Now |
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Inside the Developers Studio: Tsubasa Inaba Posted: 11 Jul 2008 04:41 PM CDT For our 3rd in our soooo-close-to-E3 interview series, meet Tsubasa Inaba, currently working on Siren: Blood Curse (did you download the free demo yesterday?). Having worked with Sony Computer Entertainment in Japan, he brings a different point of view; comparing E3 to TGS, talking about working with Team ICO, and what it was like behind the scenes when Final Fantasy VII came out. Here are the questions that *you* asked (and the Blog readers who asked them, in parentheses):
Tsubasa Inaba is an International Software Development Producer at SCEA Santa Monica. He’s been a part of SCE for 11 years, and has worked on Dark Cloud, ICO, Gran Turismo 3 & 4, and Tourist Trophy to name a few. Now that you know who he is and what he’s showing at E3 - what game-related questions do you want me ask Tsubasa next week? Tell me below. Next interview (Monday): Rusty Buchert (Linger In Shadows) |
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Posted: 11 Jul 2008 04:35 PM CDT Rated: T-M 1-2 players. GTA IV like online play PS3 and XBOX 360 This game is about a rookie cop named Quentin who has just joined an L.A. police force. He is influenced by good and bad surroundings. He must choose to do what is right or wrong. For instance, say he abuses his authority of being a cop and let's people get away with selling drugs on the street as long as he gets some of the money. He is the bad guy but gets money. But he decides to do the right thing and stops the dealer he puts him away, but gets wanted for dead by the supplier and drug lords. As the story goes along he partners up with this veteran cop named Roman who teaches him the streets and what he must do to make the big busts and gain rank in the force. He comes to find out that his methods to make the "big busts" are dirty and bad. If Quentin decides to go along with Roman and help him he gains rank quickly and gets money and friends in the process. But if he takes the high road to good, your life becomes dangerous when Roman's police friends come after you and leads you to the stand-off with Roman that will only happen if you make good choices. You can take side missions which can range from stopping a bank robbery to pulling over a drunk driver. You can listen to the police scanner in YOUR car and do side missions there that has your running all over town and stopping bad guys. Or you can ignore them and go have a cup of coffee and doughnuts with Roman or go buy some new threads. If you make a DUI stop or arrest a drug dealer you can put them in your car (the back) and they will try to prove their innocence and you can ignore them (good cop) or tell them to shut up (bad cop). As you turn them in you earn rank and gain respect from your fellow officers and in some cases Roman. You can go into the interogating room and choose good or bad methods to get the information you need to get a drug lord or arms smuggler. This is a free roaming GTA like game mixed in with a story that is effected by the choices you make.Your choice to be bad cop or good cop. |
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Warhammer 40k 5th Edition Released Today Posted: 11 Jul 2008 05:13 PM CDT The 5th edition of Warhammer 40k was officially released today, according to the Games Workshop website. I wrote a preview of 5th edition a while back, for those who are interested in my thoughts on the new system. As I haven’t bought the new rules yet, I will reserve judgement on it until a later date. I have also been informed that several Games Workshop branches, including the one in the Town Mall of Westminster, will be open ALL NIGHT, as in, they will not close until tomorrow night. The idea is to get gamers into the store and have a night filled with gaming and fun. How much fun everyone has might be determined by the new rules. Hopefully they will turn out for the best. |
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Crysis Warhead pre-order with new multiplauyer... Posted: 11 Jul 2008 05:26 PM CDT ![]() EA have started taking pre-orders for the upcoming mini sequal to Crysis, Crysis Warhead, and with their page, they have revealed "Crysis Wars", an expanded multiplayer experience with 21 dedicated maps. It should be interesting to see if a dedicated multiplayer component can get this aspect of the game off the ground, an area where Crytek have normally struggled a tad when compared to more competitive shooters like CoD and the like. Pre-order here. See full article. Related Entries: Aging PC's can run Crysis - 08 February 2007 Crysis: Als Trilogie geplant! - 18 November 2007 Crysis Warhead revealed - 05 June 2008 Crysis Warhead to actually run on PCs! - 19 June 2008 Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
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Sonic Superkart Racing (IDEA NOT COMPLETE) by flames101 Posted: 11 Jul 2008 04:13 PM CDT Sonic Superkart Racing is a spin-off racing game for the Nintendo Wii. - ESRB Rating: Everyone (E).
Gameplay: Head straight into the action with Sonic Superkart Racing for the Nintendo Wii. This game takes the basic formula of the Mario Kart and Crash Kart series and completely twists it to a whole new level! Choose from dozens of classic Sonic characters and compete in a 10 person race for the finish line with over 20 unique courses. Perform stunts and tricks, earn items while racing, play 4-player minigames and so much more! Anything can happen in this chaotic frenzied racing game! Sonic Superkart Racing is compatible with any wireless steering wheel, or with the Nunchuk combo. Game Modes: - Solo Player: Once this option is selected, choose from one of these sub-modes: * Grand-Prix: Choose a tournament and race for the finish line to earn the highest ranking by the end of the run. This is the main game mode. * Race: Select any course and race. * Timed Challenge: Vie for the best lap times and total time on a selected course. * Minigame Mode: Solo event: Play minigames such as Bumper Karts, Item Battle, Star Stealer and Race Chase. Form teams or go solo. - Multiplayer: Once this option is selected, choose from one of these sub-modes: * Race: Select any course and race. * Minigame Mode: Multiplayer event: Play minigames such as Bumper Karts, Item Battle, Star Stealer and Race Chase. Form teams or go solo. - Online Play: Go online and defeat unkonwn rivals or local friends. Also, view worldwide records. - Options: Adjust music and sound settings, screen ratio, and control configurations. View personal records here. Characters: There is a total of 25 playable characters. Default Characters: - Sonic
Unlockable Characters: - Doctor Eggman
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Posted: 11 Jul 2008 01:44 PM CDT I know this is blindingly obvious, but it’s only really just struck me that one of the things that virtual worlds and game worlds / MMOs do is provide a forum for us to externalize and rehearse largely positive trust relations. Which I think is one plank in an argument that MMOs can be a positive force. I realized this as I was filling my car with diesel at a petrol station in Kent UK (‘gas’ is $9.91 gallon here btw). I was reminded of filling up at a gas station in the US, in LA I think. Here one had to pay for the gas before filling up. This makes me very uneasy – it suggest to me that it’s presumed that someone might steal said gas, a crime, which reminds me that crime might happen at any moment, right there, which makes me wonder if I should trust the people around me as they, like me, are assumed to be potential criminals. Of course this happens all the times, we lock our houses so people don’t walk off with out stuff. But what’s interesting for me in this case is that the cultural dislocation and alien practice externalize, to me, the assumed trust relations. All this came to me after I’d been doing quite a few all guild instance runs in WoW and the odd mixed PuG. In most runs people would know what the drops were. Not only would there be general ‘greeding’ of loot, there would be a huge amount of passing on things that were not good for a given class and n00b’s i.e. me being told what I needed. Here it strikes me that MMOs sit in a sweet spot between being different enough as a practice to externalize, among other thing, acts of trust and kindness. Yet familiar enough in terms of the generic nature of what’s going on for those acts to have emotional impact – at least some of the time. I was going to say that this is a very welcome contrast to much of what I see around me. But I worry. I worry that we will see a growing gap between the semi-anonymous world of virtual spaces and the physical world. However I just don’t know how this will play out. My hope is that the practice in one will bleed into the other, especially as anonymity is only semi i.e. for many of us we know those that we play with. I wonder if those that actually know about this area rather than stand on the sidelines of theory can expand on any aspect of how practices and trust interrelate and how virtual spaces modify this – there must be studies. +++ Yes we have covered similar aspects of this issue here on TN before, here is a sample: |
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Posted: 11 Jul 2008 12:29 PM CDT
Most of this list is tongue-in-cheek, even if it does seem that way when behind the screen some days. There’s still plenty of these can be used or dealt with between the players and the DM ahead of time. While I’m not as enamored with the 4e DMG as some others seem to be (especially compared with the other two books), I really like that the core concept of “the DM is another player, not just an entertainer for everyone else” is spelled out. This may be a change from the paradigm in older games and even in some other contemporaries of D&D. What say you? Any to add? Any that are way off base? (And I should say this is not a dig at any of my players, past and present, just the cumulation of my many years of DM experience.) |
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Posted: 13 Jul 2008 09:28 AM CDT 【如果你不能在游戏中控制你的行动,是否应该责怪这个游戏呢?在这篇技术文章中,Neversoft的合伙人Mick West会阐述游戏中造成响应延迟(Lag)的问题,并提出一些必要的解决方案。】 这篇文章是关于程序响应性的,最直接的应用就是一个游戏的“手感”。 不管是做动作游戏,射击游戏还是其他类型的游戏,让玩家可以舒服的操作,是非常重要的。这篇文章就通过程序的角度来列举游戏操作性差存在的根本问题,十分有用。 PS.本文翻译的比较仓促,一些语法细节可能不是很通顺,请海涵。 随机文章:沿袭与创新《暗黑破坏神3》核心设计理念|艺术与环境设定|职业设计理念 2008-07-03 项目总结:Puzzle Quest是如何拯救了Infinite Interactive的 2008-03-25 战斗中的取消:《战神》与动作游戏设计 2008-02-24 去掉HUD!:重新考虑家用机游戏的抬头显示设计 2008-01-31 游戏设计中的锁机制 2007-11-25 收藏到:Del.icio.us |
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Posted: 13 Jul 2008 08:25 PM CDT |
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Posted: 13 Jul 2008 04:28 AM CDT 每逢新番时节,客栈总体员工总是一半欢喜一半忧愁。欢喜的是客栈又到了深夜大厅人声鼎沸,员工和旅客边看片边吐槽的黄金周;忧愁的是我们至今已经从短文到长文,从排名到评分,从小说到对话录评论过新番近十回,要不断推陈出新绝非易事,光是企划就要耗费店长不少脑细胞与厕所时光。 好在天无绝人之路,7月新番数量较少,是跳出常规评论的机会;于是店长和情报团合作打造了全新的客栈评论模式:Video Review,oh yeah,也就是新番特务日记。 距离店长上次演话剧已经有2年了,装备差发音烂的问题请见谅;至于对白编排,则由店长与情报团成员共同完成兼润色,配上耗费时间颇多但又没什么质量的影片,就成了这一本新番特务日记集。 顺便一提,声音经过处理,至于店长的声线到底是比片中的更正太还是更大叔,欢迎加skype来验证,本人的帐号是bitinn-df。废话少说,我们开始新番乱弹吧。 |
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Posted: 13 Jul 2008 12:39 AM CDT 从XBOX360发行以来,好游戏每个月都在增加,真是让人应接不暇。我个人在07年底才购买XBOX360,而且一直支持正版,所以很多优秀的游戏都没有机会去接触。这也是很无奈的一件事,如果要支持正版,只能有所放弃,不能什么都买,以我现在的经济水平是不允许的。所幸的是经常有玩家把玩过的游戏低价转手,也有一些店家会做一些促销活动,每当遇到有价格实惠的游戏出现,我就会第一时间的将他收入囊中。我找这种廉价游戏一般通过三种途径。一是XBOX-SKY的交易市场,那上面经常有一些玩家转让自己的游戏,缺点是种类很少,都是二手的,能不能找到你所要的只能靠RP。二是淘宝网,这个不用我介绍大家也知道,好处是种类较多,而且方便快捷。三是Play-Asia,一个专业销售游戏的亚洲网站,总部好像在日本,但整个亚洲的用户都可以光顾,优点是种类非常全,基本上想要什么都有,连DC的游戏都有,最吸引我的是寄到中国大陆是免邮费的,而且经常会搞一些促销活动。这次我在Play-Asia上买了DOA4,只花了15美金,折合人民币百来块钱,百元就能买到全新的游戏真的很实惠。之所以能这么便宜,是因为Play-Asia正在办暑假促销,一切库存商品7.5折起。而我买的DOA4则是从39.9美元降到14.93美元的。其中Halo3也卖14.93美元,可惜我之前已经买了Halo3,否则也不会放过它的。促销活动持续到7月20日,感兴趣的朋友赶快去看看有没有自己一直想要又没买的游戏吧(点这里进入)。我的DOA4已经在路上了,等收到了再给大家展示吧。 标签 DOA, xbox360, 最新游戏相关日志
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Posted: 12 Jul 2008 09:39 AM CDT 通常,在设计关卡时,我们又往往为每一个关卡设计一个主题,该主题做为游戏关卡设计的主要目的,也就是该关卡的主要目标。另外,为了增加游戏的趣味性,围绕主要目标 我们又会设计多个分目标。比如我们设计该关卡的主目标为杀死“蓬蒙”这个BOSS,但是“蓬蒙” ...
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<b>游戏设计</b>理论——上海大学<b>游戏设计</b>07年硕士研究生招 Posted: 09 Jul 2008 04:27 AM CDT 游戏场景设计,场景设计中的相关因素及表现手法,场景设计如何烘托游戏角色和游戏气氛,游戏用户界面设计,创建游戏用户界面基本问题和原则,游戏界面如何增强游戏真实效果,游戏关卡设计,关卡设计的要素。 5.游戏开发的基本流程,游戏开发过程中常用的 ...
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Posted: 12 Jul 2008 08:59 PM CDT 《游戏关卡设计》《游戏设计全方位学习》
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Mario: Star Children Wii (Mario: Baby World Wii) - IDEA NOT COMPLETE!! by flames101 Posted: 12 Jul 2008 09:09 PM CDT Mario: Star Children Wii or "Mario: Baby World Wii" is a 3-D adventure platformer for the Nintendo Wii. - Published By: Nintendo.
Gameplay: Players take turns by controlling the "Star Children" through various levels of adventures obtaining objects called
Game Modes: - Story Mode (Adventure Mode): The main mode of the game. See the "Gameplay" section above for more details. - Minigame Mode: Play a variety of fun four player minigames that use the Wii Remotes' incredible motion sensing controls. - Wi-Fi Connection (Online Play): Connect via the Internet to battle other players or local friends in the Minigame Mode. The best part is that no more Friend Codes are needed, since the game can easily detect online gamers without lag. - Star Shop: View records and game completition. Listen to music, sounds and voiceovers, and view movies and cutscenes. - Options: Adjust music and sound settings, screen ratio and control configurations. Playable Characters: There is a total of 9 playable characters including one whom makes his debut appearance in any Mario game to date. Also, one baby is officially dubed a "Star Child" in this game. - Baby Mario
Story Mode Levels: There are 4 levels in each world: - Mushroom Kingdom: * Level 1: Common Enemies: Koopa Troopas
- Princess Grounds: * Level 1: Common Enemies: Monty Moles
- Baby Fields: * Level 1: Common Enemies: Chomp-Chomps
- Underwater Wonders: * Level 1: Common Enemies: Baby Bloopers
- Bowser Jr.'s Inferno: * Level 1: Common Enemies: Koopa Kid Trio
- Bowser's Final Kingdom: * Level 1: Common Enemies: Boos
Minigames: - Coin Catchers
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Posted: 12 Jul 2008 09:22 PM CDT 几经明处暗处的炒作后,巨人收51,还是最终确认了。老史在这件事上的一个反复提及的观点是: 网游社区化,是业内人士都已看到的事实趋势。 而他,只不过是反其道行之,弄了个“社区网游化”,为网游产品增加更强大更持久的造血功能。 我不知道,老史所说的“社区”,是个什么样的具体概念。但如果按照我的理解,“社区”概念,是伴随着互联网进入中国从始至终的主旋律。 这并不是一个什么很新鲜的概念,每一项成功的互联网应用身后,都是一个大社区。 我们天天讲社区,人人讲社区,那么,有没有认真的想过,什么才叫社区? 是不是,人多了,就叫社区? 如果人多了就叫社区,那么,网易邮箱的用户这么多,它算不算是社区? 我想,可能没人会把网易邮箱当作是一个社区。 所以,除了“人多”这一要素之外,社区的另一个要素必须是:互动! 也就是说,使用着这同一款产品的用户之间,彼此是要能互相交流,互相参与的,甚至,是互相激励的。 社区之所以成为社区,是因为它为用户之间的互动提供了基本的平台和技术支持。 社区=互动的人。有人,有互动,就成了社区。 所以,按照这样的理解,“社区”概念在互联网界是“古已有之”: 1. 早期的maillist算不算社区?我认为,它是最早的社区; 2. 形如天涯论坛这样的BBS(论坛)算不算社区? 3. 网游本身算不算社区?不管它人多还是人少。 从这个概念来说,网游只要有了人,有了足够的人,有了为进行互动所需要的基本人数,就算不弄其它的,它本身也就是一个社区。而如果,你想把一款网游产品作得有足够粘性,光靠产品本身的创意是不够的,它还需要在相当程度上提高玩家互动的方式,方法和便利性,以社区的互动留住玩家。 什么才叫”社区的互动“? 这个概念如果从大的方面来说可能太宽泛和太无聊了,我们就从小的具体的可执行的方面来说: 一个玩家,为什么会选择离开一个游戏? 或者说,为什么会选择离开一个社区? 我想,原因无外乎有这么几个: 1. 他根本从未曾加入过这个社区,在这个社区中,他是孤独的; 2. 现在处于这个社区中的他,不被人记起,也不被人关心,他同样感觉是孤独的。 加强互动,也就可以从以上两个方面来入手,想一些具体的办法: 1. 让玩家能比较顺利的加入到这个社区,能被更多陌生的人认识从而成为他的朋友;这一点,FACEBOOK已经作了太好的例子。 2. 已经处于这个社区中的人,通过一些玩法,让他们之间的联系不断保持和加强,而不致于无事可作从而导致粘性下降。 说到最后,我也在想另一个问题:QQ,算不算社区? 严格上来说,如果是早期的QQ,我觉得不能算作是一个社区,特别是,没有推出“群”功能之前版本的QQ。 只具备点对点交互功能的应用,至少不是一个具有很大粘性的社区。 现在的QQ,之所以发展成目前国内最大的社区,我想这与它推出的一系列社区化应用紧密相关: 1. 群聊天功能; 2. QQ ZONE上的自我展示; 3. QQ GAME 游戏平台; ...... |
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Posted: 12 Jul 2008 08:32 AM CDT 具体可以访问独立游戏中文网志的相关标题. 《游戏中的沉浸》的核心在于“自适应挑战”。即作为一款游戏,最好可以针对不同的玩家需求,自动的给予合适的挑战。同时在面对挑战时,玩家具有选择面对怎样的挑战的能力。 但其实这篇论文所想表达的思想绝非止步 ...
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The PSB & SOCOM.com Weekly Recap Posted: 12 Jul 2008 01:59 PM CDT These last few days have felt like the week before the Super Bowl. Rumors, excitement, breaking news, and you know what? It’s only going to ramp up from here. Here’s what we covered during “E3 Hype Week.” See you from LA!
Courtesy of David “Point Man” Brothers
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非常好玩的动作游戏洞窟物语简体中文版!完全免费PC正版下载! Posted: 11 Jul 2008 05:01 AM CDT 虽说是免费的独立游戏,但却有着超越许多商业游戏的高质量:良好的操作手感,流畅的游戏流程,个性鲜明的角色设计,引人入胜的剧情,令人回味的合成器音乐,复古而精致的像素风格画面...... [ 这文章好像很不错喔!我要查阅完整全文! ] ...
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Posted: 10 Jul 2008 09:28 PM CDT 但是,这年龄段的孩子还处在自我中心阶段,他们玩耍与游戏常常处于独立游戏状态,因为他们还没有玩伴意识。他们喜欢一个人摆弄玩具,即使有其他小朋友在场,他们也是自顾自地,仿佛如入无人之境。因此,1岁半左右的孩子,他的认知和行为水平一般来说还 ...
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Posted: 12 Jul 2008 10:48 AM CDT
SEO属于长期维护性工作,见效期在3个月至1年不等,按网站规模,内容敏感形式,是否是赢利网站等等规格而定,一般来说后者的时间会较长。 无需要程序支持或编码修改内容 (一)分析大流量的相关同类型网站 (二)每星期在各大搜索站点寻找热门词句KEYWORD,如BAIDU,YAHOO, GOOGLE等等 (三)内发性文章注意事项,内容文体特殊化
(四)外发性文章注意事项,相关内容关联 (五)加大网站的外部信息接纳能力
需要程序支持内容 (一)分栏连接 (二)META控制 (三)注释方式
(五)静态网站动态连接 (六)导航栏设置 (七)友情连接 (八)防止优化过度 由于是公司行为所有只放出目录 |
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Posted: 12 Jul 2008 12:30 PM CDT 今天,在从中山公园回家的路上(去石脑店里凑热闹参加了圣胡安比赛喜获积分倒数第一抽中幸运奖技嘉闪存,与翔毅、RK、塞尔达、阿伦、陆大、雪伦等许多老朋友在一起玩游戏十分之亲切,同时了目睹了本届卡卡松和卡坦冠军的产生,另外还有幸和蒋大GF一起玩了一次拉密)看完了陀思妥耶夫斯基的《罪与罚》。准确地说,是在三号线到站后,在赤峰路车站的板凳上,看完最后一页的。 陀思妥耶夫斯基真的是当之无愧的心理描写大师,他对人物心理的极端细致的描写,往往能把一个人在瞬间的思想,用上千字铺陈,作家在这方面对笔墨丝毫不惜。而且,这些心理描写完全是直描式的,让你仿佛始终在听其所听,看其所看,想起所想。这种大篇幅的铺陈人物的心理动态,唯一一个缺点就是难免让人从文字上直观的感觉到作家自己留下的重复性的语感痕迹,但是这并不影响这些心理描写和对话中所表达出来每个人截然不同的个性。啊,说道《罪与罚》中的人物刻画,真的是入木三分,出场的主要人物不过十多个,作家利用他们自己的语言,互相之间的回忆评论,以及各种表象上的行为描述,简直让他们不是跃然纸上,而是跃然于读者的心上了。从大的框架来说,小说的主线非常明确,一直以拉斯柯尼科夫这位貌似鲁莽实则精明,志存高远头破血流的穷光蛋大学生,激进的超人哲学爱好者所犯下的一宗杀人案为主轴。主要人物不多,无非是主人公的母亲,妹妹,他的同学,妹妹的未婚夫,妹妹当家庭教师那家的男主人,主人公一位朋友的女儿。所有人物的出场都有铺垫,但是铺垫却都十分巧妙,巧妙到当你遇到这些人的时候,会很[高兴],因为你原本以为他们只不过是幕布上的装饰,远山的轮廓而已。除了这些主要角色,还有些配角也非常出彩,比如那位精通心理学,与拉斯柯尼科夫不断过招的警察局预审官,丈夫惨死马蹄底,自己发了疯的痨病妇人。一个半世纪以前,俄罗斯最底层民众生活的苦难,以及俄罗斯市民的冷漠和麻木,好像被作家用刀刻在字里行间一样。看《罪与罚》到某一时刻,例如拉斯柯尼科夫向索尼娅下跪,他们两人的拥抱;例如痨病妇人发了疯后带着三个小孩在街上[卖艺];丧餐上痨病妇人和德国女房东之间的吵嘴;卢仁当众诬蔑索尼娅又被当众戳穿;拉斯柯尼科夫在街头跪下等等场景的时候,突然会想看俄罗斯19世纪的油画,不知道与陀思妥耶夫斯基一个年代的俄罗斯画家,是如何把同样的感情和时代色彩注入到绘图中去的。这本书中也许还有更深的思想我现在还不能体会,或者坦白说,我没有能体会这本书中的任何思想。也许在看了一些书评后会有所感悟。但是那都是后话了,读小说的目的本身我已经在《罪与罚》中完全达到了,那就是在书页之间,与那些虚构的角色并膝而坐,在那些虚构的场景中和他们一起欢笑,一起发抖,一起震撼,一起落泪。 在玉田路上一家女老板眼很大粉很重的碟店买了三张碟《洋葱头电影》《遇见比尔》《SET UP 2》(热舞什么的)。回来一气看了前两部。《洋葱头电影》就是一部把以前电影中的恶搞片断拉过来再拼命恶搞一番,还整出来一个所谓的洋葱头新闻频道来煞有介事的播放这些恶搞新闻,看来地球那边和地球这边在某些事情上还是通气的,既然有些人能一本正经的把媒体当婊子,那另一些人也可以装疯卖傻的把婊子当媒体。《遇到比尔》这个电影的名字让我想起小时候看的一部某中国女作家写的同名小说,当然,这部电影和那个小说丁点儿关系也没有。《遇到比尔》说的是一个在某地方银行里当人力资源副总裁的比尔,老婆跟地方电视台明星主持人人家上床被自己用DV偷拍下来,结果前去打那个人的时候,还被电视台戏称为是主持人的粉丝,成为镇上笑柄。身份虽然是副总裁可是公司里面的事业和他鸟关系也没有,岳父大人董事长和小舅子总经理把他丝毫不放在眼里。比尔浑浑噩噩的过着充满痛苦的日子,啤酒肚一天一天大起来,他憎恨自己的生活从憎恨自己的肉体开始,电影一开始他就对着镜子咧嘴拔眉,到后来干脆把自己的体毛全给剃了。在高中生某某的帮助下,在长兄的同性恋男朋友的激励下,比尔开始渐渐恢复对自己肉身的自信,并且通过赠送性感内裤,故意和小女生打情骂俏让老婆对自己重新产生兴趣。但是比尔真的厌倦了这种Sucking的生活方式:无论什么工作都是Sucks,所有的工作到头来就是在算计着自己能加多少工资,计算着自己还剩下多少年假,压力越来越大甚至还没感觉到自己的体型就已经变得令人憎恶。所以比尔给高中生某某的赠别礼物就是衣柜里的大量烈性烟花。怀着对16岁少年的嫉妒和尊重,比尔离开了学校。顺便说一句,演那个少年的小伙子好像人精一样,活力跟着他走,杰西卡·阿尔巴的光芒完全被他掩盖。不过,杰西卡·阿尔巴也不小了吧,我已经不喜欢她了。但是最棒的是,比尔用来恢复体型和增强自信的一大法宝就是游泳,啊啊啊啊,这个夏天已经快结束了我都还没去游过泳,这简直是不可饶恕的!明天一定要去游泳! |
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Posted: 12 Jul 2008 11:55 AM CDT
I’m talking about Dr. Horrible, of course.
There’s plans to have a DVD later, and supposedly we’ll learn more at Comic-Con… |
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Posted: 12 Jul 2008 10:31 AM CDT 我说那咱们去做独立游戏吧,听起来就很上等。不过钱哪里来?且不说开发费用,没工资了咱们吃什么。某君说钱我有啊,我把房子卖了。好么,你是要把你租的房子给卖了吗?有这本事咱做什么游戏,空手套白狼去做地产商好了。你看,在金钱或者说生计面前,梦想 ...
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Posted: 12 Jul 2008 08:14 AM CDT 這兔子……老虎会吃???蜀薯會吃是肯定的XD(進入怪阿姨状態)P4音樂很美……嚴重期待OST!!!首日將近15w于是滿足!
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RPG Dialog Systems - Revisited Posted: 14 Jul 2008 10:35 AM CDT "While I'm very fond of full dialogue trees, I believe that the keyword system is the foundation of any evolution of RPG dialogue systems. I would certainly be interested to pick up where Sir Tech left off and see what could be done with this concept. The 'tone interface could be easily tied to speech skills and an Arcanum-like disposition system."
So saith the Indie RPG Designers, Vince Weller and Gareth Fouche. So say we all. Well, okay, probably not all. But me. They have a very extensive look at RPG conversation systems, and I gotta admit, the conclusions sound pretty reasonable to me. But I'm one of those scary retro-gamers who actually likes dialog in games, even if I must *gasp* read it myself. Wizardry 8 gets cited as an example of an unfortunately abandoned evolutionary path that showed a great deal of promise. I've played the demo, but I don't have the full version. I've asked it before, and I'll ask again - does anybody know where I can pick up a reasonably inexpensive copy of Wizardry 8? Checking on Amazon, it looks like I can find a used copy for approximately double its original price. I never thought of computer games as investment-quality collectibles, but hey. If I can find a good-quality used version (with full manuals) for $50 or less, I'd be thrilled. Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 13 Jul 2008 07:25 PM CDT 啊啊啊啊啊啊啊啊啊啊〜時間!區區時間就讓吾輩如此狼狽……半兵衛女王啊啊啊啊啊啊啊啊啊啊啊!(抱住女王大腿)
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Posted: 14 Jul 2008 09:37 AM CDT 这个周末尽力的离开办公室,离开网络,离开计算机。 今年第一次逛超市(似乎去年也没去过),买了点吃的。离开零食很久了,都不知道没什么好。 看了一场电影,当然不是《赤壁》。因为听说很雷,我怕被雷到了。所以我选择了《功夫熊猫》。 去剪了头发,很久没去理发了,开叉的许多,修理了一番,不过没换发型。当然我从来就没换过。 想约人吃饭,但这好象很不容易,想必周末大家都有安排吧。 开车去玩桌游,一路上很顺利,居然都是绿灯。这次尝试了几个新游戏。《电力大亨》不错,设计的很精巧,规则也不复杂。不过另一个《吸血鬼》,让我啃了一个半小时的规则书硬是没弄明白。本来想尝试一下另一个二战的游戏。老板说,还是等下次吧。早上过来,估计到吃夜宵的时候可以完成一局的。 我想我会试试,就冲着那满地图的塑料小兵人了。 一个放松的周末。 谢谢。 |
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PLAYSTATION Store E3 Release Plan Posted: 14 Jul 2008 10:11 AM CDT Hi everyone – I’m Rommel Hernandez, and I manage the PLAYSTATION Store schedule. With the E3 summit going down in LA this week, the PLAYSTATION Store will feature daily updates featuring fresh content straight from the conference. Check back often to download HD videos of some of hottest games featured at E3 from publishers like Capcom, Namco Bandai, Activision and THQ. Also, here’s a quick look at some of the notable game content releasing this week: - The Best of The Who Rock Band Edition For daily update news, keep an eye on the PlayStation.Blog’s Twitter page or the module on the right sidebar. With all this E3 stuff going down, don’t forget to log on to peep out the normal Thursday update! This week promises to be one of the best ones yet with a variety of free and premium content for every type of gamer! Have a great week! |
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Posted: 14 Jul 2008 09:48 AM CDT |
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Elemental Fight by ViganKastriot Posted: 14 Jul 2008 09:12 AM CDT Genre:Fighting Game.
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Posted: 14 Jul 2008 09:17 AM CDT 今天发疯穿了两件上衣出门,下楼就意识到了这个举动是多么的愚蠢。
多云,碎云。不错,好天气。想到了上周星期5预测雷暴的失败。
打的到地铁站,为什么幻想着在地铁站出口碰到陈牧?
因为陈牧会比我现在更湿么?他说得很对,张江站就是个蒸笼,机车没到,觉得已经和跑了两千米差不多了。
为什么只有手臂汗最多。。。银色的金属表带果然是错误,或者黑钢,不然还不如尼龙的呢。
OK,车来了。作为绅士要让女士先行,作为青年要让老人先行,作为有理想的青年不能插队,作为有自制力的知识分子要先下后上,好吧,和以往一样,检个有灯的地方把小说掏出来看。
大众文艺出版社,什么名字。。。封面也恶俗到要死,想起了Lovecraft的短篇小说被汇成集之后出版,命名为血色传说还是啥,还好是借来看的。。。
中间上来两个电工打扮的师傅,唏哩哗啦地歇了两个包在我脚边。一直想看清楚里面装的啥,隐约有大号扳手的痕迹,不知道有没有套筒,干重活不带套筒可是受罪。大热天穿咔叽布衣服想起来应该也满受罪的,一直在想自己当年如果选择了去做场外工作会怎么样,可能跟他们也没有什么不同,区别可能就是脚下的鞋子更加防油放刺一点儿,工作服干净一点儿,乘着某某异国他乡的地铁吧。
雪白的汗衫,略微发白的工作服,结实的小臂和带着机油的手套,一双稳固的工装靴,我希望自己正蹲在一座百米塔式起重机的控制盒上,小心地吞咽着今天的第一块面包,一边看逐渐升起的太阳一点点蒸发掉地平线上的晨雾。但是地铁到站了,还差7分钟迟到。
他们看起来很棒,真正的上海人,衣着干练,一尘不染,发型服服帖帖,眼镜干干净净,为什么两三年了每次走出地铁的时候,都能体会到自己和人群的不一样呢?不过不一样也许也不见得太坏,他们太慢了。既然乘扶梯肯定会挤在出口那么为什么不跑楼梯呢,跑了快两年了,我还是不理解这个现象。甚至都没有再看到超过10个以上的人跑在我前面过。看在上帝的份上,你们该看看我们98届学长的风采,如果这是在去食堂的路上,你们都会饿死的。
跑在前面的好处就是当你到达地铁站出口的时候,可以选择是跑楼梯还是跑电梯。大部分时候顺着电梯走就OK,今天也不例外。而且作为bonus的是,前面两个姐姐的小腿线条的确很漂亮。
路过第一食品的时候情不自禁地往里瞥了一眼,怀念门口面包店的肉松卷,尽管被某人称为报纸一样难吃的垃圾,但如此的近便还是让我在无数个下午感激不已。
和以前一样,在距离电梯终点3梯的地方把重心放到了自己的左腿上,准确的说,是左脚尖。很想就这样蹦上去,但似乎有一点太干扰旁边群众了。于是就这样单脚立到终点,他们说年轻人至少要能保持45秒单脚站立而不摇晃,去他的吧,站一年也没问题。
兆丰大厦的自动门一直以来都是一个问题,我总是在想,当人们流畅地从电梯出来,在这10米不到的路上刚刚完成加速,突然一抬头,玻璃门还没开,然后又得减速。这中间浪费了多少能量呢?更重要的是,在一大清早,这种地铁出口----电梯----大厦门口的流畅节奏必须在自动门前卡这么一下;也就是说,人们进入大厦之前,首先感受到的不是流畅的通道,而是一个不人性的坎。不知道设计这套自动门的设计师当时是怎么想的呢。
他可能是想,OK,让这些胖小子一大清早运动运动吧,别想那么轻松就享受到我的中央空调,想进门你TMD的得给我多费点儿能量!
也可能他想告诉我们,没有一帆风顺的一天,你要时时保持警醒,这扇玻璃门会为你自动打开,但还有更多的门只是沉默地等着你,千万要记得什么时候收住脚步!
他也有可能是在想,大门是否自动关闭标志了一幢大厦是否具有自我防卫意识,本大门的自动关闭,充分地向业主展示了本大厦的私密性和安全性,关上是矜持,是神秘,而他为你而开的一瞬间,就算是初次来访的客人,也会有一种被认同,被接纳的感觉在心里。
也有可能是几个像我这样的打杂的,匆匆忙忙地从城市另外一端跑到这里,花1个小时装上了门禁电路,装上了传感器,连好了主供电备用供电和紧急供电,拿马克笔标记好了保险盒的出入端,然后看看时间还早,旁边又有mm在看,于是嘿嘿一笑,哔哔地点开控制界面,设定,高级,默认状态:关闭。
我抬起手腕再看了一次时间,玻璃门呼啸着朝两边退去,大厅里特有的环境噪音倏地满溢出来,清凉但是带着一丝灰尘味道的冷气扑面而来,隔着玻璃窗热烈的阳光变得不那么真实,大街上的车水马龙声音渐渐淡去,似乎有人听到有人在用英语互道早安,扶了扶背带,换了一口气,切换到正常速度向电梯间迈开步子,仿佛前面正有熟悉的身影;在更多精美的男男女女随后而至的时候,仿佛在眼角瞥到一名工装服,白汗衫,一脸坏笑的年轻人正在把挎包甩到背后,和人们擦肩而过。
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Posted: 14 Jul 2008 08:48 AM CDT 《战争机器2》果然名不虚传,看过多人对战视频,很血很暴力,我很喜欢,一代一直没有玩过,让我很遗憾,而2代年底就要出了,1代就放弃吧,直接等二代。 标签 xbox360, 战争机器, 最新游戏, 视频相关日志
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Scarlet moon the ninja game by ViganKastriot Posted: 14 Jul 2008 08:18 AM CDT You are a ninja with a shrouded past named Scarlett. The point is the to uncover a secret plot while remembering your childhood. As you play through the levels you will be awarded new weapons which fit onto your outfit, bombs sai's glaives ninja stars dual katanas and arrows. Also essentials like spiked boots to climb and rope and a grappling hook to ascend/descend from buildings. by Kastriot the 12 year old |
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PlatinumGames: Shaking Up Japanese Games Posted: 14 Jul 2008 11:00 AM CDT |
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Posted: 14 Jul 2008 03:44 AM CDT 奥运契机将引爆网页游戏井喷(中) 由于网页游戏公司的奥运布局,只有在事情发生之后才有可能见到全貌,而由于某些原因,个人博客中所发表的理论和推测越发含糊,奥运契机将引爆网页游戏井喷(下)将重点阐述奥运期间网页游戏运营策略的个人观点,所能够发表的将只是引子和前导,核心的思想与策略都不适宜先期公开,带到过后总结时,再分享点评。
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Posted: 14 Jul 2008 04:16 AM CDT 原帖在潇湘苑,这里只选部分以作参考: http://tieba.baidu.com/f?kz=144655584 “飞天纟介”则是结三鬟于顶,耸立直上。据《宋五行志》记载:“文帝元嘉六年,民间妇人结发者三分发,抽其鬟直上,谓之飞天。”古之“百花”发式亦属这种类型。 垂鬟分肖髻,多是未出室少女的发式,将发分股,结鬟于顶,不用托拄,使其自然垂下,并束结肖尾、垂于肩上,亦称燕尾。据《国宪家猷》记载:“汉明帝令宫人梳百花分肖髻。”在唐代常作为处女发式标志。
★飞仙髻、凌云髻★ 飞仙髻多是两侧结高鬟。据《炙毂子》记载:“汉武帝时,王母降,诸仙髻皆异人间,帝令宫中效之,号飞仙髻。”多用于仙女与未出室少女。 凌云髻属于高式的单鬟。据《中华古今注》记载:“始皇诏后梳凌云髻,三妃梳望仙九鬟髻,九嫔梳参鸾髻。”这些皆属高鬟式。
★百合髻、盘桓髻★ “百合髻”其梳编法是净发分股盘结,并合叠于头顶。如图所示。 “盘桓髻”其梳编法是将发蟠曲交卷,盘叠于头顶上,稳而不走落,称为盘桓髻。据《中华古今注》记载:“长安妇女好为盘桓髻,到今其法不绝。”
双刀髻、惊鹄髻★ 双刀髻其梳编法是将发往上拢结于顶,再反绾成双刀欲展之势。据《妆台记》记载:“唐武德中,宫中梳半翻髻。又梳反绾髻,贞元中梳归真髻,贴五色花子。”皆类似反绾式的发型。 “惊鹄髻”也是反绾式之一。其梳编法是将发拢上反绾,成惊鸟双翼欲展之势,生动而有趣。据〈中华古今注〉记载:魏宫人好画长眉,令作蛾眉惊鹄髻。
★倾髻、堕马髻★ 倾髻其梳编法是将发分股结椎、倾斜结束置于头前或头侧,在仕女画中颇为多见。据《晋书》记载:“太元中公主妇女必缓鬓,倾髻以为盛饰。” 堕马髻其梳编法是将发拢结,挽结成大椎,在椎中处结丝绳,状如马肚,堕于头侧或脑后。据〈事物原始〉记载:“孙寿为堕马髻。”《古今中华注》也记有“堕马髻惟倭堕髻,一云:堕马之余形也”。
双挂式 双挂式之梳编法,是将发顶平分两大股,梳结成对称的髻或环,相对垂挂于两侧。这种发式多用于宫廷侍女、丫环侍婢或未成年之少女。据记载从秦开始,延续及近代,其中最典型的是双丫髻及双挂髻,这种发式在存世的古画中特别多见。敦煌千佛洞供养人之侍女与阎立本〈列帝图〉之宫侍,皆类似这种发式。其变化一般有“双丫髻”、“垂挂髻”、“双平髻”等
★双丫髻、垂挂髻★ 双丫髻是双挂式中最常见之发式,其梳编法是将发平分两侧,再梳结成髻,置于头顶两侧。前额外负担多饰有垂发,俗称刘海,一般多用于侍婢丫环。 双挂髻其梳编法是将发从头顶平分两股。结成髻或鬟,垂挂于两侧,额前饰有垂发。据〈丹铅录〉记载:“北齐后宫之服,女官八品、偏垂发。(注云:垂发,覆目也,盖夷中少女之饰,其四垂短发仅覆眉目,而顶心长发,绕为卧髻,宋人词所谓鬓垂偏荷叶也。今世犹有之”)亦类似这种发式。
★双平髻 发★ 双平鬟属于双挂式之梳编法,其梳编法是将发平分于两侧。再束结成环,使其对称而自平垂。挂于两侧。这种发式在仕女图中颇为多见,多用于未婚少女或儿童。 发为儿童或未婚少女之发式,其梳编法是将发平分两股,对称系结成两大椎,分置于头顶两侧,并在髻中引出一小绺头发。使其自然垂下
★单螺、双螺★ 单螺其梳编法是将发股集结,盘叠如螺。置于头顶上,在永泰公主墓石椁内西面北次间之雕饰,亦有些类发式。 双螺其梳编法是将发分为两大股,盘结双叠于两顶角,亦名“双角”,在《喀喇和卓古墓壁画》亦有这类发型,螺髻清晰秀雅。
★朝云近香髻、回心髻★ “朝云近香髻”类似叠拧的形式,其编法是将发分股拧盘,交叠于顶,生动而稳定。据《中华古今注》记载:“大业中令宫人梳朝云近香髻。”这种发式别具一格,饶有风趣。在八十七神仙图卷中亦有此种发式。 回心髻类似盘拧的形式,其编法是将发分股交拧,盘结回心于头顶或头前。据《中华古今注》记载:“梁武帝诏宫人梳回心髻。”清佚名之《胤祯妃行乐图屏》中亦有这种发式。
★朝天髻、元宝髻★ 朝天髻也属反绾式之一,其编法将发拢上,束结于顶。再反绾成高髻朝天。据记载:“宋理宗朝宫妃梳高髻于顶,曰:不走落,号朝天髻。”宋代所建的太原晋祠女像,亦类似这种发型。 元宝髻其梳编法是将发拢结于顶,再置木或将假发笼蔽,呈元宝状。据〈晋书〉记载:“用发既多,不可恒载,乃先木及笼上装之,曰假髻或假头。”唐张雄夫妇合葬墓所出土之女俑亦类似这种发型
★高椎髻、抛家髻★ “高椎髻”其梳编法是将发拢结于顶,挽成单椎,耸立于头顶,据《妆台记》记载:“宋理宗朝宫妃梳高髻于顶,巍峨高耸,号高椎髻。”在宋代山西太原晋祠女塑中亦有这种发式。 “抛家髻”其梳编法是在头顶挽椎成髻,两鬓缓长,以泽胶贴而抱面。据《唐五行志》记载“贵妃假鬓为首饰,曰义髻,僖宗内人束发甚急为囚髻,唐末妇人梳发以两髻抱面为抛家髻”。今京剧旦角仍延用之。
★随云髻、凌虚髻★ “随云髻”类似侧拧之形式,其髻如随云卷动。据《国宪家猷》记载:“陈宫梳随云髻。”这种发式生动灵转,颇为仕女所好。 “凌虚髻”属于交拧的形式,其髻交集拧旋,悬空托在顶上。据《中华古今注》记载:“隋有凌虚髻、祥云髻。”这种发式如云盘回,凌托顶上,摇而不脱落。 《红楼梦》第八十九回: 但见黛玉身上穿着月白绣花小毛皮袄,加上银鼠坎肩;头上挽着随常云髻,簪上一枝赤金匾簪,别无花朵;腰下系着杨妃色绣花绵裙。真比如: 亭亭玉树临风立,冉冉香莲带露开。
发型与冠戴能增加女子仪容的俊美,又能体现出女子的年龄与身份特点。段成式《髻鬟品》就记载了不下百余种,其髻名虽多,但基本上是按髻的形态与装饰而命名,如髻似螺,曰螺髻,如髻饰以凤,曰凤髻等。古代女子发型变化,基本上是按梳、绾、鬟、结、盘、叠、鬓等变化而成,再饰以各种簪、钗、步摇、珠花等首饰,因此研究女子发型主要是探讨其梳编形式与规律。据古代作品及记载,概括分为结鬟式、拧旋式、盘叠式、结椎式、反绾式、双挂式等主要六类。 |
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Posted: 14 Jul 2008 04:01 AM CDT 昨天去虹口游泳馆游泳,首次鼓起勇气跳进2.2米的深水区,扑腾了1个多小时,感觉就很棒。出来后沿着四川北路瞎逛,顺便把所谓的多伦路看了一圈,唉,原来就是一个卖古董字画的一条街。在四川北路的一条银饰店买了一个项链坠子,五颗石榴石围着一颗白水晶,形成十字架的模样。回家路上买了一杯奶昔(什么?我买它的缘故完全是为了参考专业水准亚,不是我偷懒自己不做,哼哼,原来要加入所谓的蒙牛奶精,而且,冰渣也是必需的哟),结果真得很冰,吸了一大口,差点没把食管和胃冻僵,而且完全就不是脑会疼,胸口也疼得要死。就这样疼着走回家,开始看歌德的《少年维特之烦恼》。
我看得是人民文学出版社的天火丛书,郭沫若译本,这本书的装帧十分夸张,天火和北斗七星状图案遍布封面和内页。郭沫若的译本因为语言还是五四时期的那种白话文,所以读起来便不是那么通畅,但好歹也能读的通。书很薄,不算上附录的春之祭曲,153页就结束了。快结尾的时候,维特给绿荻朗诵的莪相之歌很长,显然是全书的最高潮部分(我太急了,这部分匆匆扫过)。很嫉妒他啊,能在二十四岁的时候用一篇小说献给自己少年时代的爱情故事。Wenn ich dich liebe, was geht das dich an? 我爱你,又与你何干?哦,但是这爱,到底是爱你,还是爱我自己呢?既然我得不到你的人,又怕自己会忍不住杀了你的良人,那我只有自杀以摆脱这无穷的痛苦。维特对绿荻的爱,是出于绿荻无私的母性,以及他和她在趣味与见识之间的共鸣,还有别的缘故,不过,不管什么缘故吧,爱就爱了,可惜这股火焰,既不能轰轰烈烈的燃烧,也不能化开在四肢百骸之中为今后索然寡味的日子提供些许温暖,他的性子那么热忱,周遭的社会境遇和同病人的抉择又在不断刺激他。于是维特非死不可,空留下我们和绿荻一起兀自发呆。 大约在九三年的时候,我家的大抽屉里就放着这本书(那个大抽屉是专门放一些文件和零钱的,不知道为什么偏偏也放了这本书),那时候也曾拿起来翻过两页,但不知道为什么,一看到书信日记体,就根本不想看,觉得很无趣。后来家里的这本也辗转不知道到哪里去了。现在十五年过去了,我一点也不后悔年少时未曾触过这火种,假如那时候接过这火种,它会在我的心底里点起一股明火,叫我五内俱焚么,实在无法可想,实在无法从头再来,谈何假设。可惜,少年歌德经历了那场心灵的暴风,旋即留下这篇小说,如果有人在事情过了许多许多年后再拾笔回忆,我不得不跟那个人说,这不仅毫无意义,简直是可悲之极。 ![]() ![]() |
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Posted: 14 Jul 2008 02:15 AM CDT 父母要尽可能利用机会鼓励宝贝独立游戏。当宝贝不哭不闹自己玩耍时,不要打扰宝贝。 错误6:在宝贝需要帮助时袖手旁观. 游戏是宝贝自己寻求答案的最佳途径。当宝贝热衷于游戏活动时,他们可能会提出一些比较特别的要求。这时,应尽量帮助他们,千万不要 ...
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Posted: 14 Jul 2008 01:52 AM CDT 运营和推广
在现在的游戏行业中,运营在网络游戏中所占有的比重越来越大,而运营的方法则从初始到现在已经产生了很多变化。 从与平面媒体合作,捆绑光盘赠送客户端,到使用网络媒体,允许用户直接从网上下载客户端大行其道,营销手段同万维网技术的发展密不可分。因为游戏客户端在高带宽的配合下,被用户获取的难度已经大大降低,再加上使用网络媒体和网络下载的用户同网络游戏用户群的重合度更高,在相同的代价下,网络媒体所带来的推广效果比平面媒体大。 在各游戏公司对网络游戏营销方式和效果逐渐熟悉的情况下,即使是实力企业也无法量化游戏内容质量标准。再加上网络游戏的高利益回报率,都不约而同地使用了“产品数量规模覆盖用户群规模,利用多款产品打下‘平台’基础,只要有一个大成就即可”的方法。 这种方式存在几个可能出现的问题 a) 产品数量规模增长速度超过网络游戏用户群成长速度,造成市场过度饱和。 b) 产品数量规模即意味着要快速完成多个产品开发,那么利用已有产品成就稍加变化即推出市场是最快最省的方法。即在不光产品数量过度饱和,还会同时发生同质内容过度饱和。 c) 在数量和同质内容过度饱和的情况下,即再多再好的产品都是在“同一块蛋糕内分食”。在增值服务的“Come-Stay-Pay”过程下,只有加大用户对产品的可见率才能保证进入支付阶段的用户足够多。因此可以预见,网络游戏的运营力度、成本以及方式相比于现在还会有更大的增加,但除非有某种能在用户中脱颖而出的新颖营销方式,否则发生运营过度饱和也是迟早的事,因为这些都受用户增长速度产生的用户群规模限制。 d) 根据前三点的结论分析,各游戏公司为了保证收益,会采用时间收费和增值服务收费模式并存的方法。 e) 在产品质量无法有量化标准时,运营对产品成败影响比重最大。但在前面结论都成立时,或者说在运营同质时,游戏内容质量会接手这个决定性的地位。
一. 广告 网络游戏作为一个产品,必然有被用户接受才能获得收益的结果。但在被用户接受之前有个步骤必不可少,那就是先要被用户看见。在用户接触到实际产品前就能去了解产品和对产品抱有期待,能起到这个效果的就是广告。 用户接触到实际产品前的意思是: a. 产品还未实际上市。 b. 产品所覆盖的区域还未推进到用户所在地。 c. 产品覆盖用户需要一定的时间。 d. 产品需要从其他已经被用户使用的同类产品中获得用户。 带来的效果是: a. 铺垫积累的可能用户,在产品上市前期即能进入游戏,快速形成人数规模,尽可能快的达到给产品带来的收入大于支出的情况。 b. 在产品实际进入到某一地区、某一用户群前,就已经让该区域该用户对产品功能、特点有一定了解,并保持对该产品的期待,有可能在产品实际进入时第一时间使用该产品。 c. 把用户所期望、但是正在使用的产品所没有的特点放在自己的产品中,降低同类其他产品建立起来的壁垒。
二. 线上线下关联 在“增值服务可行”那一段文字里曾经说过线下活动对网游的必要性。线下活动不光是网络游戏开发规模限制的的必要补充手段,也不仅仅运营手段,线下活动现在和以后,都可以算作是网络游戏内容的一部分。 网游因为其使用的是网络介质,而网络介质的本身特性会反映到游戏中,所以其社会性无法回避。用户会通过网络进行游戏,也会通过网络自发的形成有组织的行为,当有组织的行为达到某个规模时,会演变成非固定组织形式的团体甚至是有固定组织形式的团体。作为有共同兴趣的组织的成员,在交流时话题必然从游戏内容扩展到私人领域、个人爱好。而在这些话题的交流中,用户有直接面对面交流的需求也会随之产生。 游戏提供方根据游戏内容,和用户在游戏历程中的诉求变化,主动定期为用户提供线下活动如聚会、比赛和获得其他整合资源提供的机会等,可以做到 a. 通过游戏外的内容补足游戏内因为时间、成本和人员压力来不及实现的乐趣。 b. 发挥网络的社会性质,利用线下活动建立较为稳固社群关系,让用户即使不因为游戏内容而留在游戏内,也会因为人际关系留在游戏内。 c. 利用其他整合资源增加对用户的利益吸引点,使其因为希望获得更多的利益而留在游戏内。 d. 现成的宣传造势方法。
三. IGA IGA在某段时间的投资热度表现是因为投资者对当前已有增长点不看好,然后寻找可能增长点时的利益估计虚高表现,其实际盈利表现远远不如预期。 IGA虽然目前在全世界的预估收益值高,但这些收益被众多的游戏产品和平台分散了。 从IGA运营商来说,这些产品分属大大小小不少于不同的公司、集团、乃至游戏平台,有错综复杂的利益关系和各自的利益诉求,因此单凭一家和少数几家不可能将这些预估收益纳入自己囊中。从游戏开发商来说,在进行游戏内容制作时已经投入了全部精力,那么再投入相当多的成本去给游戏加入定制的广告内容,这个成本是否在承受范围内?同时这个成本是否值得付出都是不可预见的。 部分IGA运营商提出了给游戏内部嵌入统一的广告平台的想法,也有拿出实际平台解决方案的运营商,但在实际应用中会遇到各种问题: a. 嵌入平台需要对方产品提供接口,而接口的开发需要增加额外的工作量。 b. 嵌入平台需要提供实时在线更新功能,对于不在线即可游玩的单机游戏而言,该方式的广告投放效果极其有限。 c. 受众一致性:游戏用户这个群体的对信息接收有较统一的筛选机制,对某些信息非常敏感,但对另外一些信息完全没有兴趣。 d. 受众关注焦点专一:主要集中在游戏内容体验上,对于其他不能对游戏进程造成影响的信息关注度不高。 e. 广告主对游戏用户的有效转化率无从参照。因为广告主所需要的是广告投放之后的效果,用户是否为广告主所提供的产品和服务买账才是关键。 缺少如下内容:地面推广、UGC、区域推广;之后有时间再补上吧…… |
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Posted: 14 Jul 2008 12:48 AM CDT 这样就可以完全靠自己做东西,尤其是没有公会,自己独立游戏的玩家. 一开始的任务和物品中,松树枝铁砂矿生皮的需求量很大,这些都很好卖. 若只靠采集材料赚钱,学两中采集技能也可以~. 提醒的也是趁早物以稀为贵刚开始很好卖的. 还有苹果的一点个人经验 ...
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Posted: 15 Jul 2008 10:45 AM CDT 美国当地时间2008年7月14日,Square Enix公司在E3新闻发布会上宣布了让所有人震惊的消息:取消《最终幻想13(FF13)》在PS3上独占,改为在PS3和xbox360上多平台发售。所有人都没有想到,因为《最终幻想》正统续作自PS以来一直由PS系主机独占,也是PS系主机最受欢迎的游戏系列。不仅是索饭不会想到今天这样的消息,连软饭也从不敢奢望能在xbox系主机上玩到FF的正统续作。Square Enix公司让所有人大吃一惊。作为软饭的我,听到这一消息的那一刻,我兴奋的几乎大叫起来。这一消息意味着PS系最重要的一员也不再忠诚的支持它了。 金钱是万能的。微软凭借其雄厚的资金实力在次世代游戏战中再次打败了SONY。这次唯一的失意者就是SONY,而微软和Square Enix则是双赢,前者可以凭借FF在日本的号召力打开日本市场,而后者则能依靠微软的资金继续生存下去。另外,我们广大玩家也是受益者,从开始玩电玩开始,FF就是一个让人有着无限期待和幻想的游戏,以前只有PS系主机玩家才能享受玩FF最新作的乐趣,如今,有更多人可以享受这一待遇了。 这一次变故更加确认了游戏产业将来的发展轨道是多机种的,第三方游戏商不能像以前一样只抱着一款主机不放了,要想生存,必须照顾到所有主机玩家。PS3和xbox360各有优点,而目前360略胜一筹。 标签 PS3, xbox360, 最新游戏, 最终幻想相关日志 |
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Inside the Developers Studio: Matt Morton Posted: 15 Jul 2008 10:01 AM CDT Today, E3 attendees will have the chance to go hands on with the stellar PixelJunk Eden. Like fellow PixelJunkie Deb Mars, Matt Morton is working on, and is really excited by this upcoming PLAYSTATION Network game. He was also happy to answer these questions (question-asker in parentheses):
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Matt Morton is an Associate Producer at Sony Santa Monica. He has worked on nearly every type, genre and style of video game and continues to look for the next interesting, new, but most importantly: FUN game. What do you want to know about PixelJunk Eden? Ask and I’ll get the answers. For the next interview, we leave Santa Monica and head over to Burbank… home of Insomniac Games. |
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Posted: 15 Jul 2008 07:59 AM CDT 奥运契机将引爆网页游戏井喷(下) 由于时间和内容的关系 后面的34将只在线下交流,抱歉。或许已经写出来的对于某些人能够有一些启发。更多内容将在小范围交流
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Posted: 15 Jul 2008 10:19 AM CDT E3 is always a big time of year for game industry wonks like myself, so I thought I would share my thoughts on "the other guys," since some of you definitely own the other systems. Microsoft's presser is already in the books, and most of the chatter is Microsoft's Avatar system and "casual" gaming overtures: all of which are blatant Wii ripoffs. The avatars, developed by Rare, fail to have the iconic look of Miis, and are of course totally late to the party. Let's face: The Japanese are far better at cuteness than a UK based game developer. These overtures have, in fact, angered many Xbox fans. You have to remember that the 360 is supposed to be the hardcore gamer's console of choice. Hence the now famous "Wii60" moniker: that is, owning a Wii to get that unique, new experience, while owning a 360 to get traditional games, or "hardcore" games. However, what is missed by many is that, despite Sony gaining incredible ground this year (the PS3 is here to stay, no doubt- I even went out and bought one), the PS3's slow start has cost them, big time: Final Fantasy XIII is now a cross platform title- Sony loses another exclusive title. Really, Microsoft should have focused all of its efforts in declaring itself the "winner" amongst the hardcore. But the problem is, Microsoft has never been intent on having the best game console. Instead, it wants to dominate the living room, and it wants your console and your PC talking to each other in an epic entertainment hub. Ironically, Nintendo, by making a console that was simple and fun, have in fact grabbed all that extra audience Microsofit (and Sony) were hoping to get. That isn't a fad, that's a fact of this generation, and the identities have been set. The good news for Microsoft, though, is that they are winning the early war for the hardcore gamers, but they are squandering that with silly avatar system announcements. Overall, I'd say the Microsoft presser is a microcosm of their whole situation in the industry right now: they have inherent advantages, but make many small mistakes that limit their success. See full article. Related Entries: How to beat identity fraud - 28 November 2006 |
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Ocean Summits and Virtual Fish: Games for a Sustainable Future Posted: 15 Jul 2008 04:00 AM CDT
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Posted: 15 Jul 2008 09:31 AM CDT |
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Huge news from E3: Nintendo Announces Motion Plus Posted: 15 Jul 2008 09:56 AM CDT We are mere hours away from Nintendo's big press conference- and we already had one small dissapointment: no Kid Icarus at E3. However, any sadness over that vanished when the Motion Plus add on was announced. Check out the details from Nintendo's official site: Nintendo's upcoming Wii MotionPlus accessory for the revolutionary Wii Remote controller again redefines game control, by more quickly and accurately reflecting motions in a 3-D space. The Wii MotionPlus accessory attaches to the end of the Wii Remote and, combined with the accelerometer and the sensor bar, allows for more comprehensive tracking of a player's arm position and orientation, providing players with an unmatched level of precision and immersion. Every slight movement players make with their wrist or arm is rendered identically in real time on the screen, providing a true 1:1 response in their game play. The Wii MotionPlus accessory reconfirms Nintendo's commitment to making games intuitive and accessible for everyone. Nintendo will reveal more details about the Wii MotionPlus accessory and other topics Tuesday morning at its E3 media briefing. And pic: From Nintendo.com I think this is a huge, megaton announcement. After initial excitement, many of us have realized the limitations on the Wii's hardware. Great as it is, the actual applications have been mostly limited to waggle (waving the controller to approximate button presses) and IR control (using an on screen pointer to simulate something like a light gun game). The technology just hasn't been enough to do some of the exciting things that we all hoped Wii can do. Now, with this add on, the possibilities are endless. I fully expect Nintendo to have a really fantastic game(s) to show off the new tech, and you can bet the third parties are excited. Way to go Nintendo: this is epic win. via gonintendo. See full article. Related Entries: Woman dies in Nintendo Wii competition - 15 January 2007 Wii News Channel launches - 26 January 2007 VW Passat Blue Motion: Das Fünf-Liter-Auto - 13 Februar 2007 Yes, yes, another article about Nintendo Wii in Retirement Centers - 06 December 2007 |
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Posted: 15 Jul 2008 03:24 AM CDT 首先,低调向大家介绍UCDChina的新LOGO。并提醒关注UCDChina的新网站: 本期书友会的重要通知:
各举办城市聚会地点及书友会详细介绍:http://ucdchina.org/book/about 提醒: 特别感谢,北京书友会场地及酒水赞助单位: 转载请注明出自UCDChina.com,谢谢。 相关文章
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Top 10 Pitfalls Using Scrum Methodology for Video Game Development Posted: 15 Jul 2008 11:00 AM CDT |
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Posted: 15 Jul 2008 12:48 AM CDT |
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Posted: 15 Jul 2008 04:28 AM CDT -7月14日上午消息,网页游戏公司51wan(51wan.com)总裁刘阳接受采访时表示,网游经过十年发展仍未解决公信问题。而尽管行业呈现出寡头格局局面,但草根网游仍有崛起的机会。 网游仍未解决公信问题
中国网络游戏产业已经十年历程,刘阳在谈到产业得失时表示,网游产业规模在十年间得到了膨胀发展,得到了公众和政府的认可,是朝阳产业,但目前网游仍没有解决公信问题,很多人妖魔化网游,无法将其与正常娱乐形式同等看待,如电视,电影,上网,旅游等。虽然有部分人沉迷网游,但那涉及到游戏方式问题,由此就把网游看作洪水猛兽,也是一种误解。
在刘阳认看来,网游所面临的公信问题,存在的原因也是多方面,但最主要是我们国家互联网发展时间比较晚,最初接受互联网方式的人群主要以学生为主,而网游作为互联网娱乐服务的一部分,所以整体接受年龄偏窄,用户群一开始就被划分为玩家和家长。
她认为现在政府所采取的措施如规范网吧管理、防沉迷、治理游戏暴力等,都是有效果的。而随着用户年龄群的扩大,公众对网游的认识慢慢也会趋于正常。
草根网游仍有机会
谈到目前网游市场格局,刘阳认为现阶段有寡头割据的趋势,但随着游戏新创意的出现,新的机会也会出现。
刘阳认为任何行业都会经历四个阶段,一是鱼龙混杂,大家都在抢机会;二是优胜劣汰,各家在资本、人才、执行层面进行角逐;三是寡头割据;最后才能形成稳定的格局。但网游产业与传统产业又不尽相同,游戏更像是创意产业,比拼的不仅仅是资本,经验,更多的是比人的智慧,更偏向于创意,草根英雄也能成功。
对于未来的趋势,刘阳认为网游整体规模和发展肯定将继续高速增长,中国的人口和创意型人才在世界是领先的,但中国网游的整个产值在目前还不是领先,她预计以后会有三种方向,一是中国游戏海外扩张程度将扩大;二是随着3G到来,游戏的类型和终端会出现更多结合,比如网游会在家用电视机,手机等终端得到更多应用;三是轻游戏,社区化游戏将会得到更多发展。
网页游戏人群将会超过传统网游
近期51wan获得金山《剑侠情缘》网页版品牌授权,刘阳透露将对该游戏进行二次开发,包括首次考虑融入战旗和回合制战斗模式等,目前这款游戏已完成70%,正在封测阶段。
业内人士担心,网页游戏引入客户端后,将会与原有游戏存在竞争关系,刘阳认为,与客户端游戏相比,网页游戏更强调休闲和策略性,针对大多是白领、轻游戏人群及体验式用户,由于游戏特质以及用户群不同,它将会与客户端游戏平行发展,是互补关系,并不存在竞争。
同时,在网页游戏普遍存在相互模仿的大环境下,引入传统游戏领域客户端进行适当开发,能对网页游戏市场起到一定教育作用。
对于网页游戏未来市场前景,刘阳表示乐观,她预计08年市值将会呈现十倍规模增长,达到5亿元,而未来更会翻番增长。
刘阳认为,从用户群上说,网页游戏由于用户更容易简单理解,将与客户端游戏相当甚至超过传统网游。而在产值上,可能产生更多的形式比如电子商务以及广告等,她解释称,国内网页游戏目前成熟的盈利模式是道具买卖,但随着互联网消费型用户数量的增加,达到一定消费规模后,将有产生电子商务转换的可能。
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Posted: 15 Jul 2008 04:21 AM CDT 根据艾瑞咨询最新发布的《2008年第二季度中国网络游戏市场监测报告》研究显示,2008年Q2中国网络游戏市场规模首次超过50亿元,达到50.8亿元。在运营商收入排名方面,腾讯首次超过九城排名第四。
互联网企业多元化发展首选网游 纯游戏运营商面临挑战
08年Q2盛大网络以8亿元稳坐游戏行业老大位置,网易、巨人、腾讯和九城分列二至五位。就目前的市场格局而言,越来越多的互联网企业将网络游戏作为多元化经营的突破口,其中网易、腾讯、搜狐等门户网站更是成绩斐然,这三家收入已占到网络游戏总市场规模的27%,预计这一比例还有5-10%左右的上升空间。
运营商差距缩小 市场竞争变数增大
从市场份额的格局来看,排名第二的网易比第八位搜狐的收入高出2.4亿元,其差距仅是一款成功产品的贡献值。纵观二至八名的运营商,大部分运营商情况是依靠单款明星产品拉动企业营收,一旦这款产品出现下滑或成功推出另一款明星产品,都将对排名产生巨大影响。
从产品推广的时间轴来看,Q2通常是Q3暑期档的预热,在此期间各运营商都会推出新产品以刺激Q3暑期档的营收。随着Q2预热期过后,在Q3各家运营商新产品的贡献度将逐步明朗,因此艾瑞分析认为,在Q3二至八名运营商的排名可能出现较大变化,产品老化且没有新产品支撑的运营商排名将持续下降。
综上所述,2008第二季度中国网络游戏市场正处于调整阶段,各大运营商都在为Q3的Chinajoy和暑期档作最后的准备。艾瑞分析认为,在Q2平静的市场背后,Q3更为激烈的竞争即将到来。
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Joss Whedon Goes Indie With a... Supervillain Musical Posted: 15 Jul 2008 03:00 AM CDT No, I am not making this crap up. For Joss Whedon / Nathan Fillion / Neil Patrick Harris fans out there... uh... ya gotta see this. "Because the world's a mess, and I just need to... rule it!": ![]() Doctor Horrible's Sing Along Blog This is a limited-time, one week, Internet miniseries. Episode 1 is out now. Episodes 2 and 3 are going to be out later in the week. After Sunday night, though, they are going to disappear. To be released later as a for-pay download. And as a DVD. Which, Joss Whedon hopes, "people will embrace instead of getting all piratey. We have big dreams, people, and one of them is paying our crew. " Joss Whedon explains what he's doing in this post. Basically, this is Joss Whedon and friends getting together during last year's writer's strike and "going indie" in the television way, circumventing the system. As he explains, "I finally decided to do something very ambitious, very exciting, very mid-life-crisisy. Aided only by everyone I had worked with, was related to or had ever met, I single-handedly created this unique little epic. A supervillain musical, of which, as we all know, there are far too few." Tip o' the hat to Raph Koster for this link. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 15 Jul 2008 02:00 AM CDT 网页游戏QQ群人员统计
许彬
艾瑞市场咨询
其他地区: 嵇秀清 杭州天极峰 CHINAJOY期间准备在上海做一次网页游戏主题的交流聚会,由于申请加入QQ群的人很多,特此将现有群成员公布一下,请申请人员酌情考虑。
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Posted: 15 Jul 2008 03:56 PM CDT |
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Posted: 14 Jul 2008 10:56 PM CDT
文/Leeforce
上周末,和导演朋友一起去电影院看了吴宇森的『赤壁』。因为之前有个朋友曾经在『赤壁』的美术组里做过一些工作,所以我们特地来到电影院观摩。
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Report Card: Space Marine Units (Part 1) Posted: 14 Jul 2008 10:40 PM CDT
The following article, therefore, is an assessment of every unit in the Space Marine Codex, as they operated under the 4th edition rules. Mind you, this is no hard-tested, quantitatively analyzed assessment; rather, it is my personal opinion of each unit, based on my experiences – and the experiences of many others – in countless battles with and against these units. You may agree with my opinions; you may not. If you don’t agree, feel free to comment with your own opinions. I have decided to ‘rate’ each unit in the form of a letter grade, ranging from A (high) to F (low), with a C being about average. About 50% of the grade is how the unit compares to other units within the Space Marine Codex, particularly with those that fulfill the same role on the battlefield or those that occupy the same place on the force organization chart. The other 50% of the grade is how the unit compares to units from other codexes, again, particularly with those that fulfill the same role or that occupy the same place on the force organization chart. In the end, though, the grade represents my gut feeling about how good the unit is. My review is too long to put into one article, so I decided to break it up into three parts. The first part covers HQ, Troops and Transports, the second part covers Elites and Fast Attack, and the third part covers Heavy Support and Special Characters. One more caveat: I play Ultramarines, and my experiences are necessarily adapted from that perspective. Therefore, all ratings will be from the perspective of an Ultramarine player, or (if you prefer) from a straight codex chapter without any of the traits. The ratings might be different if playing with a traited chapter. And without further ado… HQ This unit’s effectiveness really depends on whether you field a shooty army or a choppy army. I find this unit to be a must-take in any shooty army. Since I field primarily shooty armies, this is the HQ unit that I usually field. Having leadership 10 for your whole army is very good, and the relatively low point cost – especially compared to the other HQ choices – is another big advantage. Close combat armies would do well, however, to take a Chaplain or Librarian instead. In the end, this is a good unit, but it lacks any special abilities that would make it an excellent unit. For close combat armies, I find this to be the must-take unit. The Reclusiarch is actually better than the Master of Sanctity – one less wound for 15 fewer points – but you still get the Fearless ability & Litanies of Hate, and the free Crozius Arcanum & Rosarius. The ‘free’ equipment is a big advantage, assuming you don’t replace the Crozius with some other weapon, and making a unit fearless is quite good. While this unit is very good, I don’t think it stacks up with some of the really great HQ units available to some other armies, so I can’t justify giving it an A. Librarian: B-
An extremely customizable unit, the Command Squad was one of the most improved from 3rd edition to 4th edition. They are a below average long-range fire support squad, and are too expensive if you give all of them terminator honors. But if you are willing to limit them to just special weapons, a veteran skill, and a few specialists, this unit can be very good. Apothecaries are a must-take, as even 2 ignored failed saves for the entire game is enough to justify the points cost, and anything extra is just gravy. It is worth remembering that if you want your independent character to be able to drop-pod in or ride in a transport, you have to take a Command Squad for them. As the power-armored version is cheaper (or more numerous) and more flexible than the terminator version, I find that it is usually the better choice.
This unit shares the same advantages and disadvantages as a regular Terminator Squad [see part 2 for my analysis], but with less flexibility (must stay with independent character) and less survivability (bigger target). As compared to a normal terminator squad, this unit takes up no spot on the force org chart, so if you were strapped for elites choices you could field a Terminator Command squad and squeeze in an ‘extra’ elites choice. Alternatively, if you were strapped for heavy support choices, you could field one of these, give them a Land Raider transport, and squeeze in an ‘extra’ heavy support choice – though this option is expensive! While the squeezing in of an extra heavy support choice is nice, I usually prefer the power armored command squad because I can buy more models for the same points, and thus have more ablative wounds to soak incoming fire. Still, assault cannons are assault cannons, and you can never go wrong with them. Good, but not great. Troops Tactical squads are better than most other troops in the game. They are not the best basic troops, but they are certainly above average. They are much more flexible than most basic troops. Consider, for example, that while fire warriors are better shooters, tactical marines are decent shooters but also fare much better in close combat. Or consider hormaguants and genestealers, which are much better in close combat, but have no shooting and much less durability. Tactical marines epitomize the unit that is not the best at any one thing, but makes up for it by being above average at almost everything. Large drop-pod units, small las-plas or fire support squads, veteran sergeant-led assault units, this unit can do it all, and forms the perfect backbone for the space marine army. This unit seems like it might be even better than the tactical squad, but it is not. The lack of a special weapon or AP 2 heavy weapons limit this unit’s effectiveness as a fire support unit. Sure you can get sniper rifles for the whole unit, but that makes them expensive and a tasty target for enemy shooting, especially considering the lower armor save. I also find that sniper rifles, in general, are only effective against poorly armored opponents – further limiting this unit’s flexibility. The greatest asset this unit possesses is its ability to infiltrate, and its dirt-cheap cost if taken without upgrades. A small un-upgraded unit of scouts makes for an excellent harassment unit, counter-attack unit, or cannon fodder unit. And you can greatly increase their punch by buying a veteran sergeant with a powerfist. Don’t get me wrong, this is a good unit, but not quite as useful as a tactical squad. Transport Vehicles Rhinos were really good in 3rd edition, and got totally nerfed in 4th. Compared to the transport units other armies have access to, this is probably the worst in the game (Wave Serpents, Dark Eldar Raiders, Ork Trukks, Chimeras, and Devilfish APCs are all better). Even Chaos Rhinos are better thanks to having access to better upgrades. Comparisons aside, this unit just isn’t worth 50 points. You can’t assault when you get out of it, and it is so easy to blow up / penetrate that it is laughable. It’s no coincidence that all Space Marine players take both extra armor and smoke launchers whenever they take Rhinos. The reason is because the unit just doesn’t have the necessary protection to get the job done without them. The much more effective way to transport your units across the battlefield is by using a drop pod, which can’t get shot on the way to its destination and costs 60% of the points that a Rhino does. This unit is still a bad transport unit. It is no better at surviving than the Rhino, and is probably worse considering it makes a more attractive target, thanks to the shiny gun on top and the greater points value. Still, at least this unit has its uses. By putting a gun on top, you add a little more firepower to your army, and more importantly you add one more target to the list that your opponent must deal with. On its own this is not a big deal, but if you take several razorbacks, in conjunction with lots of other small units, you can create a real target selection problem for your opponent. It doesn’t work with every army build, and even when it does, the Razorbacks are usually some of the first to go because they are easy to kill. Still, at least it’s a viable strategy. Heck, in a pinch you can even use this unit to transport something! An outstanding unit. One of the best transports in the game. Never gets shot before delivering its cargo. Can drop units off anywhere on the board, even behind enemy lines. Unlike every other deep striking unit in the game, it is NOT destroyed when it scatters into enemy units. And it comes with a gun. For 30 points. That alone warrants a high grade, but the fact that you can also transport Terminators (which are generally non-transportable), and Dreadnoughts (which can’t be transported by anything else at all) makes drop pods even better. Additionally, a skilled player can use the line-of-sight blocking feature of the drop pods to his advantage, covering the dropped unit from enemy fire while isolating a portion of the enemy force. You can use just one or two pods, or you can put your whole army in them – either way works fine. The only disadvantage with drop pods is that they are considered immobilized as soon as they touch down, which gives your opponent 15 points per pod right off the bat. Oh well, I suppose you can’t have everything. Conclusion Space Marines have a very good, but not great, selection of HQ choices and Troops choices. Aside from Drop Pods, the Transports leave something to be desired, but all in all, Space Marine players should be pleased that they have a good backbone to build off of given the above average Troops and HQ choices. |
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Posted: 14 Jul 2008 10:27 PM CDT Hey everyone I have a beta coming out for my game if you want to try it lolyes. |
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《奥罗拉:内部机密》(Aurora:The Secret Within)[Bin] Posted: 14 Jul 2008 03:57 PM CDT 游戏名称:Aurora:The Secret Within 游戏类型:Sci-Fi Adventure 游戏发行:Lexicon Entertainment、Tri Synergy 游戏制作:BluMiAl Studios 游戏简介:1950年,美国新墨西哥州西南部小镇罗斯威尔,美国军方中传出耸人听闻的消息:这里出现了外星人和坠毁的飞碟。大名鼎鼎的“51 区”就此诞生。 在这个BluMiAl Studios开发的第一款冒险游戏中,玩家以第一人称视角扮演侦探Pileggi,他负责调查当地农民神秘失 踪事件,随着调查的深入,他发现自己曾经看到听到的都不是事实,而是人为制造的幻觉。51区的秘密其实源于军方穿越时间旅行的计划。 ? ??? ?? 哕 荥哌唼? ? 荥哌唼? ? 圮 曹 ? 苒? ? 曹 哌圹圮? ?苒? 槽? 咣圹?槽圮 苘圹圮苓 ? 槽圮苘苘苘圹圹圮 ?苒圻圹??槽鄄 ? ? 苒圹圻哌哌?槽鄄 槽圹圻鄄膊? 苘苘苘槽鄄 槽鄄 槽鄄?苒鄄 槽圮 槽鄄 鞍? 苒? 哌哌哌膊膊苓膊策卟膊? 哌? 鄄膊? 膊膊 膊膊哌膊曹?膊膊 ?膊膊 膊膊 鞍?膊膊 北北? 薇北臂薇? 薇北?膊膊厕北北 ?北北 北北 薇北臂鼙北 ?北北 北北 鞍?北北 鞍鞍??鞍鞍拜鞍 ?鞍鞍鞍鞍鞍薨鞍??鞍鞍 鞍鞍 ?鞍鞍鞍鞍??鞍鞍 鞍鞍 ? 鞍鞍 北北??北北陛北 ?北北避北北北北??北北 北北 ?北北陛北??北北 北策苒圹苓脖? 薏膊?稗膊膊膊膊 稗膊膊草膊膊薏膊草 膊膊 膊膊 稗膊膊膊膊??膊膊 膊膊策 卟膊膊 咣鄄 苒槽圻苒圻 槽圹鄄圹圻 槽圹曹懿圹曹槽? 槽圹?咣鄄 槽圻 槽圻 ??咣鄄 ? 哕圹哌 圻 苒槽圻 圻 ? 圹圹圻哌 ? ?捋鄄圯 ?咣圮圹??策 ? 咣 苓? ? 苒圹哌 ?唼苘 哌圹圹苘荥? ? 哌圹圮苘苘圹?Eboy 哕荥? ? 哌哌哌 S K i D R O W 苓 -> T H E L E A D i N G F O R C E <- 哕 哕 苓 哌哌哌哌哌哌哌哌哌?哌哌? ?proudly presents ? 哌哌?哌哌哌哌哌哌哌哌哌? ?圹鄄膊脖北?Aurora The Secret Within / Lexicon Entertainment 氨北膊膊圹圹 ? 避苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘? ? ? ? RELEASE DATE : 14-07-2008 PROTECTION : Vista ? ? GAME TYPE : Adventure DISKS : 1 CD ? ? ? 咣策哌哌哌哌哌哌哌咣圻哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌 哌? ? 咣?Release Notes: 咣? ?? 荥 薏 苘苘苘苘苘苘苘苘苒圮 ?? ? 苒?? ?? 哌? ??The American military have released ground-breaking news: a ?? ??flying saucer has crashed near Roswell. The statement is ?? ??promptly withdrawn, but the media are not to be fooled. While ?? ??this stunning event is frantically broadcast over the radio ?? ??waves, detective Pileggi becomes involved in a mysterious case ?? ??regarding the disappearance of a local farmer. During the ?? ??course of the investigation, he will discover that everything ?? ??he has believed to be true throughout his life is nothing but ?? ??an illusion. His world is shattered into pieces. Will our ?? ??detective be able to solve the mystery hidden within Aurora? ?? ??揂urora - The secret within?is a classic 憄oint and click? ?? ??adventure, immersing the player in a world of puzzles and ?? ??mysteries just waiting to be solved. ?? ?? ?? ??40s noir placing within New Mexico ?? ?? ?? ??3D rooms exploration ?? ?? ?? ??Original soundtrack and audio effects ?? ?? ?? ??3D interactive animated characters ?? ?? ?? ??Logical, mathematical riddles and puzzles that gradually get ?? ??harder ?? ?? ?? ??Multiple choice dialogues, influencing the story ?? ?? ?? ??3D cutscene movies ?? ?? ?? ??Multiple endings ?? ?? ?? 咣策哌哌哌哌哌哌哌咣圻哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌 哌? ? 咣?Install Notes: 咣? ?? 荥 薏 苘苘苘苘苘苘苘苘苒圮 ?? ? 苒?? ?? 哌? ??1. Unpack Release ?? ??2. Mount/Burn Image ?? ??3. Install Game ?? ??4. Check our cracktro out, it's located in the SKIDROW dir on ?? ?? the CD ?? ??5. If you plan to play this game in Vista, then first run ?? ?? 'Patch Aurora.exe', also located in the SKIDROW directory ?? ??6. Play the game ?? ?? ?? ??Remember to check our cracktro first! :P ?? ?? ?? 咣策哌哌哌哌哌哌哌咣圻哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌 哌? ? 咣?Greetings: 咣? ?? 荥 薏 苘苘苘苘苘苘苘苘苒圮 ?? ? 苒?? ?? 哌? ??Salutes to our old Amiga friends from: ?? ?? ?? ??FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX ?? ??DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY ?? ??THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX ?? ?? ?? ??Salutes to our new friends in: ?? ?? ?? ??0x0007 - UNLEASHED - TiNYiSO - BREWERS - RELOADED - ENiGMA ?? ??ELECTRIC DRUGGIES - AVENGED - ADDONiA - HATRED - DAWN ?? 圮败苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘苒馨 哌鄄? Logo and layout by: Eboy/SAE 懿圻? 苓哌 薏草 Last updated 21/07/2007 by [XXX] 薏草 荥哌? 哕 哌哌?? 哌?哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌 哌? ?哌哌? 苓 ? |
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Posted: 15 Jul 2008 07:31 AM CDT So let's see... what's going on in the open source gaming world today? On the forum of FreeOrion are a bunch of awesome looking nebulae. Nice desktop backgrounds and even nicer galaxy view backgrounds! I started a small smiley making competition for LÖVE. You can win a copy of a print version of my favorite web comic! OpenDungeons (to be renamed) has been started and a forum was created on the FreeGameDev.net forums. "Another Dungeon Keeper clone!" you say? Well, the thing is that Dungeon Digger's development kind of stagnated... And the other thing is that Dungeon Keeper is/was pretty awesome... So far, the game features a simple level editor (which I slightly fell in love with already - just think of the possibilities!) and some neat monsters are preparing for their way into the project's CVS! There have been multiple (mostly bugfixing) releases of the action platform game Blob Wars : Blob And Conquer. But I have two problems with the game: 1. The controls are explosively sensitive and I was so far unable to overcome the first platform sequence in the first level. 2. The turning speed of my character is depending on the distance between bob and the camera, so when bob is standing back to a wall, it will be impossible to aim because the turning speed will be 40 degrees per 1 point mouse movement... This apparently will not change: Please note: the camera is not going to get much better than this. Minor niggles, etc. can be ironed out, but a full blown, intelligent and dynamic camera, as found in many multi million dollar budget games is not going to happen.You can take a look at the first level of the game and at my issues with it in this gameplay video. Also let me tell you that I appreciate very much, how Parallel Realities gave Blob Wars : Metal Blob Solid a nice story and setting, and made it a fun to play game. So I'm not giving up on the 3d platform/shooter just yet! I just found out that ja2-stracciatella, is based on the unfree (although open) Jagged Alliance 2 source code. :( FIFE 2008.1 has been released! The flexible, isometric 2d game engine has seen many changes: It is now licensed under the LGPL (GPL before), dependencies have been removed (no more tinyxml), it features a small example game and muuuuuuch moooooooore. What *really* makes me interested in this release, is the inclusion of a map editor! I unfortunately haven't been able to compile FIFE (apparently due to an error in the unstable Debian sid distribution), so as soon as I install Arch Linux, I'll be bombarding you with mapping videos again! FIFE Is no Fallout Emulator btw! Speaking of FIFE: OpenAnno 2008.0 was completed (the game uses FIFE as an engine.) There have been some art and code and documentation additions. And new teammates also! :) OpenAnno will be represented at a german indy game dev meeting that I'll be visiting this weekend.This just in: Simutrans 100.0 (r1867) has been released! Last time I checked it, the game was a Transport Tycoon Deluxe clone with pretty graphics and a deadly/unfair AI. |
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GameCareerGuide.com's Game Design Challenge: iPhone Exclusive Posted: 16 Jul 2008 04:00 AM CDT |
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Posted: 16 Jul 2008 10:48 AM CDT 游戏影响 宫本茂:对我来说,关于电子游戏,最有趣的事就是拿起手柄,然后用它控制角色在屏幕上的走。 铃木裕:我喜欢把我的爱好,比如桌球,品酒,电影,把它们在我的游戏里实现。 宫本茂:当我到了40岁以后,我开始喜欢游泳和园艺,它们对于我最新的游戏确实有启发。 游戏如何开始,不要害怕终止一个游戏的制作 铃木裕:我从一个一般的观点开始:我头脑中的一张图片。像莎木,我去了一个城市,看看现实中的城市是什么样子的。我画了很多草图和绘画,所以我可以自己画出城市的草图,把它们给设计者看。 宫本茂:最近,我作为一个制作人和我下面的策划一起,所以我把更多的留给我的策划们。一般,我开始时会做一个流程图,画出我要求工作的进度,还画出一个草图表示我想要的东西。可以拿它和泥塑相比:把它作出来,然后改变它。有时这对我的策划有些困难,因为我会掌握全局,打碎它,说:"不,这不对。"让小组中的每个人都了解一个人的想法几乎不可能。我把这个看作我们要做和我们要忽略的基本的概念。 铃木裕:要做出一个好游戏,不能害怕把一切推倒重来。我对于我的小组感觉不好,因为这会让他们感到灰心。一次我组里的一个家伙气的把他的电脑拿起来砸到地上去了。 宫本茂:如果我这么做,我的策划也会不想和我工作的。 测试 宫本茂:有的测试让一般的人玩游戏,看看他们有什么反应。有的测试让信得过的人玩游戏,让他们给你些建设性的反馈。在最后,我们会让没有玩过游戏的和核心玩家测试——很广范围的人——来看他们什么反映。 铃木裕:街机方面,我喜欢的是本地测试,让人们玩,站在后面观察他们。有时,有个老家伙看着他们玩游戏让他们很不自在。我就会拿出笔记本,听他们的反馈,把它们实现到游戏里。在家用机方面,我们会从日本Sega和美国Sega的测试部得到反馈。对于VR战士4,我们雇了专家——那些VF系列的骨灰级玩家。我观察他们,把他们的反馈做到游戏里。 本地化的悲哀 宫本茂:本地化是个很困难的过程。在欧洲我们要把我们的游戏翻译成5种不同的语言。我们在日本开发我们的游戏,不过我们必须在制作时时刻想到翻译。很难找到聪明的翻译。欧洲的玩家经常对于我们的游戏在那里发行的晚而不满,但是我们要从日语翻译成英语再到欧洲的5种语言。我希望玩家能玩到有尽可能好的文本和本地化的游戏。这对我很重要。我的很多游戏本质上事基于动作的,和环境有很多互动的。我们试着参考很多文化方面的东西。动物森林很难因为它是基于日本节日和文化的,这些必须翻译成美国节日和文化。 铃木裕:我们在欧洲也有相同的问题,从翻译过来的英语翻译成欧洲的5种语言。像VR战士的游戏比较容易因为英语是世界范围的。像莎木那样的游戏是个痛苦的过程,因为我们必须要重新录各种语言的录音。所有的本地化加起来大约有80种声音。 宫本茂:那很贵! 铃木裕:我玩塞尔达时,对于所有的文本都很欣赏。 成人化游戏 铃木裕:成人化游戏的数量每年都在增长。是时候推出一个基于品酒的游戏了, 宫本茂:作为对象的人们越广,玩家就越多。 木裕:人们开始将注意力集中于现实——现实的声音,现实的图像——你忘了乐趣的核心是什么。对我来说,这是这种互动媒体最重要的部分。 宫本茂:最近,有很多成人化游戏,它们不应该卖给年少的玩家。尽管这对于一个互动媒体是个奇怪的事情。最近,我很迷惑即使是成人,他们应当玩什么类型的游戏,去做什么样的事。 铃木裕:直到最近开发者才被告知不能让酒精,香烟,血出现在游戏里。你会奇怪为什么这些能出现在电影里,而不能在游戏里。不过后来这被允许了。但是,我不相信没有头脑的使用。这是个互动艺术形式。酒精,香烟,血应该用在有意义的地方。 系列 宫本茂:即使是作续集,我们在开发的早期也做很多的实验,最后,我们要把整个系统慢慢拆下。 铃木裕:因为以前遗留的东西,做RPG的续集或者像莎木这样冒险游戏的续集要用很多人。新系统使得小组变得越来越大。关于VR战士,我们每一款作品都要重建引擎。小组也变得越来越大。 宫本茂:每个地区喜欢的东西不同,这是个需要了解的东西。比如,拉力赛车在欧洲受欢迎,橄榄球在美国流行。在农业国家,因为教育的关系,能玩很长时间的游戏受欢迎。你必须考虑影响每个区域的文化。 新硬件 宫本茂:当你发行了更多的产品后,你必须找出新的方法,让玩家们找到有趣的感觉。有时,因为硬件的限制,很难找出新的方法。你必须使得硬件的发展和游戏性相称。 铃木裕:我从大学毕业时,拿到的是工科学位,所以那些硬件的挑战真的让我热血沸腾。近来,硬件的发展都有了戏剧性飞跃。每次飞跃,都有新的事情变得可能。要做出一个能动的树,以前我们要自己做出来,现在硬件就可以实现了。 取消的项目 宫本茂:相对等项目比较大了再取消,我们趋向于在早期就取消项目。我回忆起一个游戏,我们作了很多,而必须取消。那是星际火狐2,硬件进化了。从这个我学到,因为硬件的进步是这么快,花太多时间在一个项目是不好的。 铃木裕:说真的,我没有取消过任何项目——只有些我们拿走并且全部重做的项目。我这么做过。一次,我有一个200页的关于一个"某"Harrier的设计文档。这是一个对于Harrier(译者:可能是鹞式飞机)的技术模拟。我就是在Harrier前面加了个"太空",并且把文档全部改了(应该是太空哈利了吧)。 |
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Posted: 16 Jul 2008 10:05 AM CDT 刚刚某位业内朋友从QQ上发给了我一些CHINA JOY的现场照片,于是我就传了上来,大家看看明天准备开放的CHINA JOY现场情况吧! |
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Inside the Developers Studio: Brian Allgeier Posted: 16 Jul 2008 10:07 AM CDT During yesterday’s E3 Press Conference, Insomniac Games’ Brian Allgeier officially revealed Ratchet & Clank: Quest for Booty. In this latest E3 interview, Brian talks about Q4B, what Insomniac looks for in a job applicant, and answers your questions (question-asker in parentheses): |
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For more info on Ratchet & Clank: Quest for Booty, click here, or download yesterday’s press conference trailer from the PLAYSTATION Store. We wrap up our E3 Developers’ series interviews tomorrow with one of the stars of yesterday’s press conference, Insomniac Games’ President Ted Price. |
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Measuring Responsiveness in Video Games Posted: 16 Jul 2008 11:00 AM CDT
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Posted: 16 Jul 2008 07:20 AM CDT 来源: www.levelup.cn 时间:2008-7-15 编辑: 六段音速 微软Xbox Live业务高级经理Marc Whitten在出席E3发布会后参加了Larry Hryb博客的访谈节目,其间透露了不少有关Xbox Live秋季升级计划的新情报。 除了之前报道的虚拟形象系统以外,Whitten透露升级后X360将支持游戏完全安装功能,玩家可以直接将游戏存储到硬盘上,避开光驱读取以加快游戏运行时的速度和稳定性。当然,安装后你依然需要光碟以证明游戏是通过合法渠道获得,但还不清楚具体验证方法如何。 另外,Whitten还确认今后X360用户将可以通过PC或任何其他能够连接到互联网的设备直接访问Xbox Live Marketplace(不知道这其中是不是也包括PS3),而且可以直接购买新游戏、试玩或XBLA版游戏。 Xbox Live社区新增的在线聚会功能,将允许玩家与最多8名好友进行即时的在线活动和游戏,可以随时切换而且不分新旧游戏。玩家还可以通过在线聚会共享照片,一起观看Netflix提供的在线视频。 最后,Whitten确认秋季升级后X360将支持16X10尺寸的显示设备(通过VGA或HDMI端口),同时对应1440×900或1680×1050两种规格的分辨率。他表示在今后的几个月里还将陆续公开有关此次升级的更多详细信息。 标签 XBOX Live, xbox360, 补丁相关日志
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Posted: 16 Jul 2008 07:13 AM CDT 来源: www.levelup.cn 时间:2008-7-16 编辑: 光年 《神鬼寓言2》的创造者Peter Molyneux在本届的E3上表示“游戏已经制作完成了”。也就是说接下来的几个月制作组不会再往游戏中加入新的东西。在10月的发售日之前重点会是测试和除bug的阶段。微软为玩家提供了多段游戏的影像,第一段是玩家在童年时期的流程(很短)。其次式战斗部分的影像。最后还有一个可以自由行动和互动的广阔区域的演示。 你的童年部分将会和预告片中一样以一只鸟往你的身上拉了一坨屎为开场。你和你的姐姐是流浪的孩子,而她最大的愿望就是有一天能住进Bowerstone城堡。不过看起来这是一个不可能实现的梦。 游戏开场不久你就碰到了一个向你兜售古代饰品的人。你非礼的挤进围观的人群,发现这个男人的货品中有一个据说可以事先打开它的人愿望的魔盒。旁边的一个女士给你出主意让你去拿五个金币来买下这个盒子。那就是你的第一个任务。 游戏中想赚取这第一桶金你有很多小任务可以做。比如有人会找你在相机前作丑怪的动作然后付给你报酬。回来的路上你碰到一个恶霸在欺负一个穷人和一条无助的狗。该出手时就出手,你可以拿起练习的木剑学会基础的战斗。之后你的童年时期就结束了。 得到盒子之后,你许下了这个愿望。不过第二天早上好像真的应验了。你被带去见城堡的主人。不过他看起来只是想找两个穷孩子取乐而已,最后还把你扔出了窗子。这一部分的战斗更加有趣,是我们第一次见到合作战斗的部分,不过城堡中有很多怪物和敌人给你很多机会体验战斗。 有趣的是这个场景和前作是有关联的,在前作的500年后曾经热闹的老城Oakdale已经变成了一片废墟。 格斗和远距离的战斗中,你的按键节奏扮演了重要的角色。不过两种战斗的切换并没有预想的那么快,想要打出两拳然后跳到远处开枪不是那么容易的事。 魔法的确让人很惊艳。每种魔力都有五个等级,你按住B键的时间越长,魔力的等级越高。会有一个计量槽向你展示不同蓄力的效果。如果你不进行瞄准的话魔法攻击就会变成范围攻击,可以让你从被围攻的状态中脱离出来。比如有一种魔法会召唤6只空气刃,然后向不同的敌人飞去。 演示的开放城市部分,正式展示了《神鬼寓言II》的独一无二之处。你可以创建一个独一无二的角色,塑造一个独一无二的世界。在新作中城镇中有着更多的人口。而每个人对你的看法都不相同。假设你向其中一些市民扔一个火球。他们会慌忙的逃开。几天之后再回来,他们还是会用很谨慎并且带有厌恶的表情看着你。惹恼太多的市民就会有城镇的守卫来对付你。如果你拒绝缴纳罚金或是不想蹲一阵子监狱,那么你就会永远成为城中的非法之徒。这座城市也将不再欢迎你。好玩的是如果你成了英雄,你还可以找雕塑家为你雕一尊雕像,然后放到城中供人们观瞻和敬仰。 这款游戏完成度已经很高了,喜欢的玩家只需静待今年10月的《神鬼寓言II》就可以了。 标签 Fable, xbox360, 最新游戏相关日志
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Posted: 16 Jul 2008 07:02 AM CDT 张孟苏的神话转瞬间即告破灭,不知害苦了多少时评家,言论轻率要付出代价,廉价的赞歌容易贬值……今日自我洗白之文纷纷出炉,读者当不难看出其中或隐或显的失落情绪。
道德高尚,低分高能,意外遇上伯乐,而且还是国外的大腕,这是特别符合中国平民理想的一件事,“张良巧遇黄石公”的现代翻版,加上原本就对高考录取制度怨声载道的社会呼声,媒体的发酵作用就显得愈加明显。 谁都希望自己是个天才,至少也是个人才,现实却很残酷,被埋没的人总是不计其数,因此才需要这样在体制外“巧遇伯乐”的幻想,创造出“一步登天,出人投地”,丑小鸭变白天鹅的神话,困境中寻求捷径是人之常情。 与此同时,受到争议的“美少女作家”,蒋方舟却安然被清华录取了。先前有人将她与张孟苏相提并论,称其体现了不拘一格降人才什么的,最终事实却表明,社会阶层不同,相似的举动最终带来的是不一样的结果。 不必引用网上对其母代笔的质疑,我们只需要想一想,蒋方舟“7岁开始写作、现已出版9部作品”,在目前严肃文学出版萎靡不振的情况下是多么地罕见?更何况她还写过专栏,出版社也配合炒作?……这样的情况下,要真有那么点天才,那岂不早就该轰轰烈烈大红大紫了? 可惜事情却相当不尽人意,蒋方舟既没有吸引成年人的瞩目,也没有被同龄或低龄人的追捧所包围。写到这里不妨拿韩寒来做个比较,不管其人现在如何,当年所引发的轰动是毋庸置疑的,最初那几篇文字也是倍受赞誉的——然而蒋方舟年龄更低,捧得不少,写得更多,却远远没有这个效果,搞来搞去都没有大卖或出名,因此连她自己所说的“过气”都称不上,清华降分录取事件反倒是她有史以来第一次真正意义上的轰动效应! 两相对比一目了然:韩寒虽然与教育体制无缘,但新概念作文同样是一场竞赛,他到底还是通过竞争上来的;蒋方舟则远离竞争,一直生长在“培养天才”的温室中,一再被“天才天才”地捧了上来。 这一点正好符合中国精英知识分子的幻想,有人拿钱钟书来替她辩解,本人不禁要反问一句:钱钟书难道不正是被同样拔高的对象吗? 他的父亲钱基博,本就是相当的名人,厉害的父亲生出了厉害的儿子,“龙生龙,凤生凤”,学术地位与家族地位一脉相承,上层精英梦寐以求的东西莫过于此,我们为什么不能琢磨琢磨,当初清华破格录取他的时候,钱基博的声名还有家族威望,在中间有没有起作用? 人,生来就是难以公平的。生于书香门第的,受到的文化教育,平常百姓哪里比得上!然而历史却告诉人们,上层社会中所产生的天才,数量上要远远少于草根阶级,苦难也是一种财富,甚至是天才得以成就的动力……国内某些精英所竭力推崇的“家学渊源”,其真实用意并不在学术上。 ——被清华破格录取的钱钟书,与只有小学文化程度,考不上北大坚持旁听的沈从文相比,最终谁的文化成就要大些?前者远远不及后者,这就是人才与天才的区别。 中国社会充满了被拔高甚至假造的“天才”,从钱钟书到韩寒,从韩寒到蒋方舟,造星技术越来越高明,立得住的东西却越来越少。比起王勃即席赋出《滕王阁序》,门德尔松17岁完成《仲夏夜之梦》,这些千古流芳的伟大作品来,何为“天才的创造”,还用得着争辩么? 大学录取问题,是社会资源分配问题的缩影,折射出不同价值观的冲突。时评给张孟苏所唱的赞歌,往往突出她“助人为乐”这一条,且不论此事是真是假,但从重视道德品质这一点来看,平民化的价值取向显露无疑。录取神话虽然破灭了,草率时评受到谴责的同时,也应该表扬他们的确明明白白表达出了梦想,中国平民百姓的梦想。 与之相对的是,蒋方舟所受的追捧,则不时流露出“精英主义”的寒气。最具代表性的大概要算十年砍柴的《文学的梦代代相传,祝福蒋方舟》一文了,虽然他在文中以“我们那代人”自居,然而细细琢磨我们不难发现,蒋方舟这种个案哪里能牵涉到“一代人”呢?再怎么特招也不可招一代人。当年清华特招钱钟书被传为佳话,但并非人人都是特招,绝大多数还是通过考试成绩录取的。真要借此提倡素质教育的话,张孟苏未露馅之前岂不更靠谱些? 显然十年砍柴将他自己而不是“一代人”代入体验了一把,首当其冲他想到的是自己也是像蒋方舟那样大大的“天才”,只可叹生不逢时没有享受到如此厚待——与之恰恰相反的是,普通民众看到这种新闻,最为关注的却是社会公平问题, 因为蒋到底有多少才华存在着广泛争议,她的“天才”缺乏压倒性多数的认可。 由此又引出了话语权的问题,天才的认定,决定权在谁手里?清华当然有自主招生的权利,但是我们也不要忘记,这是一所利用全中国资源来建设的公立学校。而考试是在通常情况下最具决定权的东西,带有直接的客观性和竞争性,特招则削弱或者回避了考试这个渠道,而且降分60又很像是特别为蒋方舟而量身定做的,如果她考得差些,估计降个80分100分都没问题。 中国的教育体制以及考试制度,目前自然是问题多多,受到的指责可谓数不胜数,但是在热闹的批评声中,却隐藏了种种截然不同的利益考量。根据本人的观察,大部分老百姓所持的观点,主要还是集中在学校教授的内容实不实用,考试能不能反映真实水平上面,平民百姓哪个不渴望自己的子女学到点赖以谋生的真本事,而不是嘴上空谈纸上功夫!理工科类的热门,传统中文科目的冷落也正说明了这一点,至于废除考试本身,完全是另外一回事。 因此郑渊洁力挺蒋方舟就显得相当可笑,而且可悲。“没有破例就没有大师”,很多大师没受多少正规教育是个事实,然而这种特招的情况却是正好相反的事:有人以天才为名,要求优先获得正规渠道下最优质的教育,与之相似应该是尖子班少年班之类,而在郑的童话里几时对优等生有过好感? 仔细考察一下郑渊洁,不难发现他正好就是那种天赋很强,但又缺乏家庭培养和正规教育,以致才气虽然显露无疑但却难以再提高再升华的典型:在边缘领域里摸爬滚打了这么多年,一直被所谓“主流文学”冷眼旁观究竟是为了什么?还不是因为没入那个圈子……他的童话原本所代表的,正是那些在社会上被忽视被压抑与良好教育环境绝缘的差生,不妨说是穷人的志气,然而蒋方舟却是那种从小到大就被众星捧月似的照料,成长过程中占尽社会优质资源,连清华录取也要特别招待的“学生贵族”,如此力挺但愿只是一时糊涂。 中国教育制度的确很有改革的必要,学习内容与考试方式都值得反复商榷,然而这却不是削弱或者废除考试的理由。国外同样充满考试,某些以素质教育为名而引导民众反对高考制度的人,为什么不去呼吁美国停考GRE?为什么不去呼吁常春藤名校就看推荐信,取消考试成绩这一项重要指标? 退一万步来说,如果真的取消了考试制度,那应该用什么代替? 假设张孟苏真的因为“助人为乐”而被录取了,那不正是汉代的“举孝廉”么?然而当时民谣却说,“举秀才,不知书;举孝廉,父别居。” 蒋方舟呢?她并不是因奥赛获奖而特招的那类人,那些人只是避开了高考但却没有避开更加严峻的考试,体育生的竞赛成绩一样是板上钉钉,而她虽然参加了高考,起根本作用的却是“天才”这个名号,录取的关键在于几位招生人员的权威认可,这不是“九品中正制”是什么? “我是从魏晋穿越而来的,要当大师”(蒋方舟语),写到这里我总算明白了其中的“微言大义”:魏晋这个中华民族的黑暗年代,正是号称“盖以论人才优劣,非谓世胄高卑”的九品中正制盛行时期。何谓“九品中正”?简而言之,就是人分九品,由“中正”这个评议官来决定,然后以此来确定前途命运。这种看上去很美很公正的制度,事实上却很快沦为豪门大族垄断权利的工具,那时候门第不够任凭你再怎么“孝廉”都没有用,到西晋时终于形成了“上品无寒门,下品无势族”的局面,接下来不多久便是“五胡乱华”了…… |
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Posted: 16 Jul 2008 07:06 AM CDT E3是所有玩家的节日,索尼在发布会的最后阶段,以一段激动人心的宣传片确认了玩家们期待已久的《战神III(God of War III)》。宣传片全部为预渲染后的影片,表现效果相当震撼。本人虽然没有玩过《战神》1代和2代,但在PSP上玩过《战神》前传,游戏做的还不错,对它有一定好感。可惜《战神》在xbox360上暂时没有,只能希望它有朝一日跨平台发售了。 《战神》跨平台也不是不可能,《战神》系列的开发商已经离开了SONY公司。我认为作为一个商人,应该选择多平台发售,这也是目前的一个趋势。不管将来《战神3》有没有360版的,现在先羡慕一下有PS3的玩家。 标签 PS3, xbox360, 战神, 最新游戏相关日志 |
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Posted: 16 Jul 2008 06:49 AM CDT WordPress 2.6 发布了,我在第一时间将Blog进行了升级。虽然在使用上没有很大的改变,但感觉速度快了一些,在管理页面的右上角有一个“加速”按钮,应该就是为网页加速用的。 WordPress 2.6 的主要改进有: 日志版本修订 标签 wordpress, 日志相关日志
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Flagship: Still Afloat... For Now Posted: 16 Jul 2008 06:35 AM CDT Scoop courtesy of Rock Paper Shotgun: Flagship At Half-Mast But Still AfloatSo Bill Roper, and pretty much the same gang that started the company... what, three years ago?... is still there. For now. But the glorious pseudo-MMO Hellgate: London will no longer be functioning as a subscription service.Okay. Assuming by some miracle they are able to keep the company an ongoing concern, I'd like to relate a story I heard from some guys who have worked on an indie MMOG, Puzzle Pirates. From what I have been told, once upon a time, Puzzle Pirates was also trying to be a subscription MMOG (That's Massively Multiplayer Online Game, for those not in the know). It wasn't doing so well. It seems that with roughly ninety-eight-trillion MMOG's out there, not a lot of people were willing to commit to shelling out a monthly fee. Enough to keep the company going, but not the kind of growth they wanted to achieve. Well, then, apparently, the creators one day had an amazing epiphany of sorts. Instead of trying to get people to buy a subscription, why not sell them the privileges of a subscription account piecemeal? Primarily in access to cool new content and ... well... stuff. Without commitments. Sales soared. Revenues increased substantially. This was, apparently, a stroke of genius. Sorta like hooking someone on a drug, right... the first one's free? (Oh, man, I did NOT just go there, did I? Crap.) Anyway, it shows there's more than one way to skin a cat. Or to get people to pay you money and thank you for it, rather than resenting you for treating them like second-class citizens because they only paid an expensive retail cost for what they expected to be a full game. Oh, wait. Woops. I'm projecting here. We were talking about Puzzle Pirates, weren't we? Yeah, that. My bad. Okay. Hellgate: London. Flagship Studios. Well, I wish 'em the best. Really, I do. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 16 Jul 2008 05:31 AM CDT 最好要有从项目规划、设计到测试和商业化的全过程的人,来担任我们的独立游戏制作人。 3.能力,这里指的是继承和批判的能力。没有继承就谈不上学习和吸收优秀的游戏设计思路,没有批判就无从创新和突破。这个问题上首先是看策划,我从来不相信那些有一点 ...
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Posted: 16 Jul 2008 02:39 AM CDT 唉……【ストレンヂア 無皇刃譚】……真好看,太好看了T^T決定攢錢買限定版DVD和CD……¥ 10,293媽媽……(伸手ing)羅狼好萌!風午好萌!無名氏好萌!正太好萌!狗狗好萌!統統都好萌啊啊啊!BGM也贊〜哈哈哈哈(?)!只是里面的漢語……orz身為天朝人,很多吾輩聽不明白……一時興奮囧物……工口涂鴉慎入……
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Posted: 15 Jul 2008 07:41 PM CDT 美服魔兽面市4年多,能做到今天,被封了无数回还能屹立不倒的工作室,对封号、对魔兽,早就麻木了。美服魔兽已从暴利游戏转变成了微利游戏,1G现在的出货价格跌破3分,一天出三千G还是要赔的底朝天。记得1G一块钱的日子么?多么美好。
最近很多美服工作室都在论坛和博客问我,今后该怎么办?我一般会建议工作室去开发新的游戏。但至少半数以上工作室确实没有开发新游的能力,只会打魔兽。难道这样的工作室只能倒闭么?这倒不见得。美服魔兽的金矿仍然很大,就看你有没有能力挖下去。 首先说封号吧,大封被扫,属于正常。但你的号要是天天挨封,30级以下的号也挨封,那就说明你基础工作做的不好。暴雪日常封号的依据就是线路问题,你只要能解决线路就可以规避日常封号的风险,如果这都做不到,那还是趁早转国服吧。至于大封号,周期并不固定,但有迹可循,每次大封号之前暴雪都会招募大量客服,多留意新闻消息吧。 现在,一个成号三个月不被封,天天产金,结果还是赔钱。这说明: 1、你的上家不够硬,不够铁,价格压的太狠了。工作室天天在欧美魔兽里泡着,不可能看不到交易网站的喊话广告吧?看看价格,算算你被剥削了多少。 2、赚钱模式太单一。很多能挺到现在的工作室,都不是只靠金币赚钱的。金币的收入是最不稳定的,搞好非金币业务才是工作室不死的秘诀。 代练,在金币价格很高的时期,往往因为利润低而被工作室忽视。其实代练业务的收入是非常稳定的,每个大型交易网站都有固定的一批代练工作室做下家,大多数并非是和网站内部人有什么特殊关系,而是从一开始就跟随代练业务做下来的。当你发现金币不赚钱,想接代练单的时候,人家已经把这套业务练的很熟了。 练成号,不少人应该听说过吧。无论是否处于封号时期,成号的交易一直非常繁荣。成号的用途和买家我应该不用多说了,难点在于如何交易。目前多数成号交易都是利用海外的一些网站,很不方便,也很难找,但这种交易正在逐渐转向国内,比如4U的C2C平台。 高级代练,主要包括代下副本、代刷战场、代刷荣誉、代刷竞技场等,别说这些你不会,只要打过一年国服的,这些都应该很熟练了,何况老外的水平普遍菜。 赚钱方法还有很多,以后我再与大家一一道来,但有一点是可以肯定的,决不是你打的币越多,赚的钱越多,玩家的消费能力才是最关键的。看看拍卖行吧,最值钱的材料不过500G,假设你是一个T6级别的玩家,给你一万G,你花的出去么?如果你是个欧美魔兽玩家,你想要的肯定不只是金币,动动脑子啊,工作室! |
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Posted: 16 Jul 2008 02:49 AM CDT 她们分别是《战争与和平》,《死魂灵》,《城堡》,《且听风吟》,《时间回旋》
随着卡夫卡和村上春树进入书目,我就像基努·里维斯在电影Lake House中那样,仿佛看到未来的自己,拨开迷雾和硝烟,走过十九世纪,回到二十世纪。我在这儿种下小树,大雨为它固土。 ![]() ![]() |
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Posted: 16 Jul 2008 02:00 AM CDT
Looking at the current Nintendo releases, this shift in focus is even more apparent. Wii Fit may just about qualify as a game, but Cooking Guide: Can't Decide What to Eat? is about as far from the world of games as could possibly be imagined. Now I'm not saying that Nintendo shouldn't be experimenting with new ways to sell software to the mass market, nor that their recent experiments aren't extremely interesting developments in a normally predictable industry, but Nintendo can scarcely claim that their focus is solely on games any more. There's a deep irony to the way that the Sony and Microsoft CEOs try to downplay Nintendo's enormous success in the last few years by saying how great it is that Nintendo are bringing "new people into the market", because it's clear that the kind of person who is being brought into the console market by BrainAge or Cooking Guide isn't going to be shelling out on a PS3 or Xbox 360 any time soon, or indeed, ever. What this makes me wonder is: does targeting the mass market consumer inherently mean moving away from games? Looking at Nintendo at the moment, it seems very much the case. I've suggested before that for the videogames industry, the mass market is our long tail. The centre of cashflow in videogames are the hobbyists, the players who buy and play many games over the course of each year. Even with the outrageous sales figures that a mass market game can rack up (tens of millions, versus the old familiar game styles that top out at a few million units at best), the mass market doesn't look like an attractive option for most game developers: they don't know how to develop for it, they don't have a marketing spend big enough to skip over the hobbyists, and even if they made the perfect mass market product there's every chance it would sink without a trace. The change at Nintendo is apparent: games are only part of Nintendo's focus now. What is less clear is what this change means for the rest of us. Because if this new wider market can only be hit by Nintendo first party software, which may be substantially the case, most developers would do better to continue to compete for a tiny share of a successful hobbyist marketplace, such as the first person shooter market, or the RPG market, even if most of the titles in these over-competed markets do fail miserably. And in that respect, the change in Nintendo is really 'business as usual' - because Nintendo's problem has always been that it can make and sell its own 'first party' software in large numbers, but third party developers struggle to make a profit on a Nintendo platform. The ability to sell software out into the deep corners of the mass market is good news for Nintendo - it has made them a lot of money, and will continue to do so. I'm rather less sure it's good news for anyone else. |
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Internets not happy with Nintendo's E3 Presser Posted: 16 Jul 2008 03:06 AM CDT "Winers." So all is said and done at Nintendo's E3 presser. Here were my thoughts: Great on the hardware end, below average on software. Animal Crossing was something we all knew about, so that wasn't a big deal. Wii Music is exciting, but the IGN guys are talking it down pretty badly. I disagree with them fundamentally, which deserves a seperate post (which I'll make later this week). Still, we expected a Kid Icarus game, and maybe some news of something else, anything else. It seems, though, that the AAA games just aren't ready for prime time yet. They are clearly in development, but they are not ready for imminent, 2008 release. On the hardware front, I thought Nintendo had a great conference. I'm pumped about Motion Plus, and the possibilities it can provide. I'm also excited about the voice chat solution. That's 2 major solutions to issues we'd been discussing on this blog for months and months. I only expected one solution to be unveiled, and that was the storage space problem; so I'm pleasantly surprised that we have two big items coming out on the hardware side. So, all in all, there is plenty to be happy about. But you wouldn't know it from the internets. My goodness, the forums that I lurk at are foaming at the mouth. It seems the word on the street is: 1. No hardcore games announced, other than Animal Crossing. That's a legit beef. Let's hope for more such announcements later in the year. 2. Motion Plus is what should have been released a year and a half ago. This is crap. A company tries totally untested tech, on a console that nobody thinks can sell, so it is understandable that they would be conservative. Now that they have succeeded, they are expanding the capabilities of the console, even when they don't actually have to yet. They could have waited on Wii 2.0 for such changes. I don't buy this gripe, and I think it is hogwash. All in all, the amount of bile on the net is sickening- let's get a grip, folks. There was plenty of good stuff here, and some of the things you wanted to see were probably just too early in development. That isn't to say Nintendo had a great conference- no, I'd give it about a C. But it simply is not the dismal failure some seem to think it is. See full article. Related Entries: Nintendo's Best Sellers - 27 February 2007 Nintendo Wii Music - 16 October 2007 Endless Ocean Video On Nintendo's Official Site - 21 January 2008 Huge news from E3: Nintendo Announces Motion Plus - 15 July 2008 |
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Hohe Erwartungen für die gering armer Mann (High Expectations for the Lowly Poor Man) by TheParadox Posted: 16 Jul 2008 01:57 AM CDT This game takes place in Germany. You start out as a child create your character and age realistically. Dieses Spiel findet in Deutschland. Sie starten als Kind erstellen Sie Ihren Charakter und Alter realistisch. |
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Posted: 15 Jul 2008 11:59 PM CDT ?????????3??????????????????????????????????????????????????????????????????????????????E3?????????Bethesda????????????????????????????????????????????????????????????3???????????????????????????????????????????????????????????????????????????????????????E3????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????3???????????????????????????????????????????????????12??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????4?????????AI?????????????????????????????????????????????????????????????????????[??????]???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????AI???????????????????????????????????????????????????????????????????????????????????????FPS?????????????????????Camera???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ????????????????????????????????????????????????3000????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????????????????????????? ????????????????????????????????? |
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Making an Environment Conducive to Cybersex Posted: 16 Jul 2008 12:27 AM CDT Since it's release last week, Google Lively has been getting a decent amount of attention for being a bit "too lively." At any given time a handful of rooms on the constantly updating popular rooms list are sexual in nature. Some example: "Bears: Gay bears and cubs. Hairy men,” “Pussy room. Let’s talk about…sex,” “Europe Sex Friends: Have Fun and Meetings in Real Life.” At first glance it would appear that Lively--which is little more than a 3D chat program--has already become a cybersex haven. Heading into Lively for cybersex reveals another story, however. I write a weekly cybersex advice column for The Village Voice, so I'm often exploring new locales for internet trysts. Having heard about Lively's liveliness, I was excited to settle in with the new world this past weekend. To my disappointment, despite trying a number of rooms and a number of chat partners, I could never get a proper session of cybersex going. Heading into Lively for cybersex reveals another story, however. I write a weekly cybersex advice column for The Village Voice, so I'm often exploring new locales for internet trysts. Having heard about Lively's liveliness, I was excited to settle in with the new world this past weekend. To my disappointment, despite trying a number of rooms and a number of chat partners, I could never get a proper session of cybersex going. I don't blame my potential partners--who, in keeping with the generally frenetic air in Lively's rooms, had little to no attention spans. I don't blame the embedded videos, which were awkward to watch instead of sexy. I don't even blame the fact that finding a partner who spoke English was next to impossible. Instead I blame the game's chat program, which makes private chat such a pain that it would drive any cybersex enthusiast running. Lively's lack of liveliness brings up an interesting question: what elements of a virtual world make it more or less conducive to cybersex? Emergent sex will pop up in any game that gives players even minimal freedom of speech. Still, some worlds lend themselves to it--like Second Life, where chat is uncensored, building pose balls is easy enough, and finding a private space is as simple as wandering into 95% of the world, which can often feel abandoned. Other worlds, like Club Penguin, have all but eliminated sex by carefully controlling communication and imagery. Though Lively offers its users a good deal of freedom (at least in what they say; there's no nudity in the game), it seems to have quelled its potential sexiness with an annoying chat system. Then again, maybe other people are suffering through. Have any Terra Nova readers or writers have sex on Lively yet? |
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Posted: 17 Jul 2008 10:52 AM CDT
Some highlights from the errata: PHB:
MM:
DMG:
It seems like most of the PHB and MM changes are corrections, whereas the Skill Challenge changes in the DMG feel like a major overhaul in reaction to people’s complaints that they are simply too hard. I haven’t had time to fully ponder how the lower DC’s but easier failure translates into different skill challenges, but I’m very curious to see how it works out. This does kind of invalidate much of Keith Baker’s famous blog post though, because his whole claim was that the numbers did in fact work and now Wizards has gone in and torn all of the numbers down. Thoughts? |
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Posted: 17 Jul 2008 05:39 AM CDT 紧急通知: GA第20期3D游戏美术精英班名额已满,请近期有学习意向的学员转报第21期3D游戏美术精英班。 21期精美班将于2008年8月11日开课,21期同样延续人人有礼活动: 在2008年8月11日前报读第21期3D精美班的学员,报名即可获赠Wacom手写板(非凡630)或IPOD Shuffle一个。 报名咨询热线:021-52729274*8007 |
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Posted: 17 Jul 2008 10:19 AM CDT 来源: www.levelup.cn 时间:2008-7-17 编辑: 六段音速 7月15日E3 2008正式开展前,Bungie官方在官网上放出消息说将有一款新作首次对外公布,同时开始了倒计时。然而就在今天早些时候,Bungie突然宣布原定于今天公布新作的计划临时取消,原因是“来自发行商方面的要求。” 关于这款新作的真面目,微软的Don Mattrick在昨天E3发布会结束后向媒体确认,Bungie正在开发的这款游戏是《光环》系列新作,并非微软与彼德·杰克逊合作的项目,而是一款此前从未公布过的游戏。不难想象本作应该就是E3前外界传闻的“没有士官长的新《光环》”,不过Mattrick并没有做出详细的解释。 毫无疑问,这款新《光环》的发行商正是微软自己,那么他们究竟是出于什么考虑在最后一分钟终止了Bungie公布游戏的计划呢?微软官方显然是有着自己的考虑。 Mattrick今天在接受美国洛杉矶时报记者采访时透露,微软之所以临时取消《光环》新作公布,是因为在发布会召开前最后一刻,从某个匿名消息渠道掌握了竞争对手“已然弹尽粮绝且没有重大消息可以公开”这一情报后,决定暂缓Bungie新作的公开,并等待日后在“专门的发布会上正式对外公布”。 Mattrick所说的竞争对手,相信大家已经心中有数,至于微软是如何掌握到对手发布会的内容,恐怕我们永远也不会知道。不过可以肯定的是,凭借积极的第三方战略和高超的情报战,微软在今年的E3上已经取得了压倒性的胜利。 标签 Halo, xbox360, 最新游戏相关日志
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Posted: 17 Jul 2008 10:24 AM CDT I'm heading camping out into the wilds of Mount Unpluggedfrominternet for a couple of days, where I will be exposed to the great day-star and all kinds of allergy-inciting substances. I'll be back Saturday night, but I won't be able to respond to messages or emails for a couple of days. Nevertheless, some Frayed Knights work WILL be getting done while I'm away. It'll be a nice chance to recharge some batteries. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Stop Having Fun: My Game is Better than your Game Posted: 17 Jul 2008 09:54 AM CDT
Now, the primary conflict that’s been in my face lately is what I’ve alluded to above: 3.xe D&D for 4e D&D. For my gaming groups and I, the change was more than welcome, but that’s because of our playstyle. I’ve been running D&D with a battlemap since 3e came out (with a few mini-campaigns in there where I tried otherwise, but found that my awful spacial sense prevented me from taking advantage of all the rules that were intended to be there.) Our group likes it when there’s some semblance of balance between the classes. We like to kick some butt when playing D&D (though not necessarily in every RPG we play.) We have a healthy mix of min-maxers and those who don’t care to optimize as much. (I also strongly believe in the Stormwind Fallacy, since I play with plenty of people who can min-max with the best of them and have had incredibly deep character story arcs.) There’s also been some other side-conflicts that have erupted independent of the edition wars. For instance, as alluded to above, there’s lots of complaints about “min-maxers” and “munchkins.” You also hear plenty of the old cliche of “that’s not role-playing, that’s roll-playing!” I could certainly argue the specific points that have been raised, but I’m going to go broader: why is “roll-playing” bad? If you have a group that really enjoys nothing but combat, rolling dice, and blowing stuff up, who are we to step and say “you’re doing it wrong!” Yes, I’m sure we all have “bad gamer” stories, but I find that many of those more stem from an anti-social PLAYER that an inherently worse PLAYSTYLE. But it’s not just limited to D&D by any means. In fact, I’ve been somewhat shocked to find that players of different editions come together to gang up on LARPers! LARPing is a pretty close cousin to tabletop roleplaying games, probably even closer than boardgames of the same genre. Again, yes, there are plenty of stories of LARPing making others look bad (and some things that draw the derision of the mainstream and cause bad associations), but again, I’m not going to say that what they’re doing is worse than what I enjoy, and to go onto LARP message boards and tell them to stop having fun. We can even move out of this field and find similar conflicts: Fallout 1/2 versus Fallout 3. Some people really enjoy turn-based games, whereas others don’t. Some people DO just want Oblivion with Guns. Is that wrong? Arguments can be made that it’s far from the original spirit of the game, but I don’t believe that makes it any worse. (I’ve heard the same argument for Fallout as I’ve heard with D&D: “they should have just called it something else.” That goes back to “what is the essence of a game.”) Even the humble boardgame is not safe from this type of rhetoric. A ways back on Boardgamegeek, there was a huge conflict over Eurogames vs. Ameritrash, two styles of boardgames with very different design philosophies. There have been huge, long threads hashing out what is better. My design philosophies tend to lean heavily towards the Euro end of things for a variety of reasons (even if my game falls somewhere in the middle), but I can’t fault anyone for wanting to pick up a handful of dice and trying to blast each other. There are design philosophies that I would argue for any game (and as a critic and a designer, I am going to be opinionated about any game you put in front of me) but I’m not going to tell anyone not to enjoy a game, unless the game designer is a real dick or something. Now, lest I be branded a hypocrite, I’m sure I’ve fallen prey to some of the same accusations at some point during my long gaming career and my almost-three year career here. But I will say that I’ve tried very hard not to go out of my way to drop into an online discussion about a product I’m not fond of and complain that it’s not like another product I like. I find it’s much more useful to look at a game in terms of its design goals and audience, and assess it from there. And if I’m not part of that audience… I let it pass on by. To close, I’d like to quote from the seminar run by Mike Mearls at Origins: Whenever there’s a new edition of D&D, there are some people who buy all new stuff, some people who wait to decide, and some people who like the way it is now so won’t change. Pathfinder is good for people who don’t want to move. It’s good for everyone since it keeps people playing games. Getting more people to play games is essential to the survival of game companies, to game conventions, and to the hobby in general. Telling people not to have fun only damages our hobby as a whole. |
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E3: PlayStation.Blog Reader Meet-up Recap Posted: 17 Jul 2008 09:03 AM CDT
Since we had never done anything like this before, I would’ve been *very happy* if 20-25 people had shown up. In reality, it was more like 3x that, as roughtly 75 people showed up at King Taco to play PSP, talk about E3, and eat some of the most delicious quesadillas known to man. For those of you who missed it, we played a series of Hot Shots Golf Open Tee 2 tournaments, awarding and raffling off prizes such as copies of Civilization Revolution and Top Spin 3 from 2K Games (thanks Charlie!), and awesome autographed swag from Naughty Dog (thanks Arne!). The grand prize, a limited edition gunmetal grey Metal Gear Solid 4 PS3 bundle, went to Bill of Torrance, CA, on the merit of his Hot Shots prowess. He may not be as good at the game as I am (I had to represent), but he now has a rarer PS3 than I do. Extra special thanks to Marcelo and everyone at King Taco on Pico – both the hospitality and food were unparalleled. I strongly recommend the carnitas and horchata (which I drank my weight in). But perhaps the best part was meeting readers of the PS Blog. We’re here for you, and fortunately, you’re all a lot… calmer, shall we say, in person. We’ll definitely have to do this again. For pics, click here, or check out these links. Thanks again! * Check Out Blog |
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Posted: 17 Jul 2008 09:36 AM CDT Our pen-and-paper RPG playing group has an annoying tendency to try and fight impossible odds. We left poor John dazed and confused when our group of 4th level characters managed to wipe out an elder werewolf. Improved Trip, plus some Enlarged wolves summoned with a wand in tight quarters managed to give us some pretty amazing advantages and pull off the impossible. On the other hand, I've had the players try and go toe-to-toe against a giant ape demon that they've had no business trying to fight. By the time they realized they were way out of their league, it was too late to avoid casualties. I had to frantically figure out how to give them a plausible escape route to avoid a total wipeout. This is hardly unique to us. I remember, as a kid, trying to take some non-verbal cues from the Dungeon Master to try and figure out if we were facing a combat encounter, or an "Oh, time to pretend to be blown away by epic coolness of our enemy" encounter. You really didn't want to guess wrong on those. Sometimes it would be obvious, if you knew the game. When you encountered a huge red dragon or a beholder at level three, you knew that it was time to negotiate, not fight. Single-player computer RPGs kept it pretty simple. There were really four situations: #1 - You could kill it. No guarantee that you WOULD, but it was designed to be smacked down. #2 - You were over your head and would die, but you could re-load a saved game. #3 - You were watching a cut scene or dialog sequence. #4 - Said creature was unable to be targeted in an attack. Later, some multiplayer computer RPGs (AKA "MUDs" or other flavors of "Multi User..." something-or-another) instituted a command to gauge the danger of a monster called "Consider", or "Con" for short. It was made even more popular in EverQuest, but in modern MMORPGs, enemies are frequently color-coded automatically for your convenience. Few things pissed off players more than seeing a "mob" under-conned. Meaning, they are much, much harder than their color-coding suggests. Except, maybe, in a single-player game, being forced into a whiny, sniveling dialog sequence or cut-scene with a bad guy they figure they are powerful enough to take down. Assuming there is a point to be found here, it might be this: I like the idea of having things beyond the characters' (current) capabilities to take down, which requires some other strategy than just "brute force." Like, oh, I don't know... avoidance. Or negotiation. Or treachery. Or... well, something other than a stand-up fight. However, too often, such a thing really comes across as little more than smacking the player upside the head with the plot hammer. Like my young D&D playing, searching for clues from the DM that we were facing his pet NPC that he really didn't want us killing. The problem is that the players are supposed to be heroic, and dealing with "impossible" enemies is what heroes do. So simply having a peasant warn the player, "Oh, beware the dragon, who has killed a hundred men this year!" is more like an invitation. I've talked about "brute force" problem before, in general. But specifically - assuming you are taking the approach that not everything the players encounter is designed to be easy enough to take down in due course. Assume, secondly, that you are trying to be all non-plot-hammer-esque, and you want to preserve the option for the player to TRY and take down said uber-foe. They can give it a shot, and maybe even come back later (after they've leveled up a bit) and take him down. But what you don't want to do is let the players think they are supposed to fight. What's the best way to do it? And while I'm looking specifically at computer RPGs here, some suggestions for pen & paper to avoid future total party wipeouts that would be similarly applicable would be nice. Should enemies be color-coded, to represent some practiced calculation on the part of wary characters? This is the simplest solution, but it also takes out a few elements of surprise. Like the bunny rabbit from Monty Python. Should it be an active skill for the characters? Sort of like an "appraise" skill for item value, but for enemy difficulty? Maybe a dramatic cut-scene the player sees when he or she gets close? The bad guy wiping out another group of adventurers? Okay, I hate this idea as a general rule, though done once in a while for dramatic effect, it's cool. Or should we just stick with the tried-and-true "oops-reload-saved-game" system? |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 17 Jul 2008 07:18 AM CDT |
收工回家,今年CJ不如往年了哎! |
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Posted: 17 Jul 2008 04:01 AM CDT 正所谓条条大路通罗马,前面提到的三位GA学员有着各自完全不同的教育背景和学习经历,最终都完成了同一个梦想。在这个过程中他们遇到的问题,和努力的重点,都是各不相同的。 在游戏美术领域,科班毕业的美术院校学生无疑是最具有优势的,他们受过专业、系统的美术教育,有扎实的基础,出色的艺术感觉,纯熟的绘画技法,这些对于一个游戏美工来说都是至关重要的。这一类人也是游戏公司比较欢迎的,因为他们往往具有很大的潜力,有很大的上升空间。但这一类学生面临的共同问题是他们学习的是传统意义上的美术,几乎没有接触过数码图形技术,不会使用各种软件。更不用说游戏行业内部的标准和流程,以及一些先进的技术手段。没有这些基本的技能,就算美术功底再好,也很难叩开游戏公司的大门。 因此,像李星这样的学生,其实努力的目标是很明确的。一是熟练掌握游戏开发中使用的各种软件;二是尽快适应一种全新的绘画方式;三是了解游戏开发的流程和一些重要的技术手段。虽然要学的东西非常多,但相对于美术方面的积累和提高,学习这些基本知识和技能还是一个比较容易见效的过程。应该说,这三类学生中,距离游戏行业最近的就是这第一类。 第二类是一些相关专业毕业的学生,这些专业并非纯粹的美术专业,但或多或少都跟美术有一些联系。他们在美术方面虽然不如美院的学生那么专业,但也都具备基本的手绘技能,有一定的美术感觉。例如建筑专业,工业设计专业,平面设计专业等等。这类学生的一个特点是,往往比第一类学生的软件应用能力强。甚至有一些能够比较熟练的应用3d软件。他们成为游戏美工的可能性也非常大,相对第一类学生来说,在软件方面的障碍更小。但摆在他们面前的有两个问题:第一,在技术方面并不了解游戏制作的特殊性。虽然他们有一定软件基础,或许在工作中也曾经应用过相应的软件,但游戏开发中的一些标准,习惯,以及一些特有的技术手段是他们无法掌握的。假如以往的经验形成了一定的思维定势,走入了一些技术误区,甚至有可能局限他在游戏领域的发展。第二个问题是,虽然他们比第一类学生在软件方面有优势,可能入行更容易一些,但在美术功底方面的不足可能会逐渐体现出来,限制今后的职业发展。 针对这两个问题,这一类相关专业学生的努力方向就应该有所不同。在初期的学习阶段,应该注重游戏开发实际工作能力的培养,站在一个游戏美术的角度去逐步养成一些应有的操作习惯,多把注意力放在游戏开发中特有的一些技术手段的学习上。像杨沈杰那样主动去参与一个小的项目开发会是非常好的学习方法。而更长期的学习重点还应该放在提高自己的艺术修养和美术功力上,作为一个游戏美术设计师,这将会是贯穿整个职业生涯的长期过程,只有不断的提高,才能获得更大的发展空间。 像余静这样的第三类学生应该说是面临最大困难的一类。甚至在很多人看来,让一个完完全全的门外汉在一两年里成为合格的游戏美术设计师根本就是一个不可能完成的任务。在几年前,游戏美术完全依靠手绘的时代,确实如此。不过近几年诞生了许多新软件,大大方便了3D模型的制作;以往完全依靠手绘的模型贴图,现在也可以通过修改一些现成的素材来完成。这使非美术专业的学生从事游戏美术设计工作成为可能。当然这会需要付出很大的努力。 对于第三类的学生来说,成为游戏美术设计师的道路无疑会比前两类学生更漫长也更艰难。除了坚持和努力之外,明确目标非常重要。很明显,这一类学生想在短期内达到美术院校学生的水平不是很现实。然而了解游戏公司的项目开发的话就不难知道,一个游戏中既有做角色,怪物,武器这些复杂物体的设计师。也有负责制作场景的设计师,一把椅子,一扇门,一盏路灯,这些物件的制作其实并不复杂,并不是高不可攀的。而且往往这些场景物件的制作量又很大,需要的美术设计师职位也很多。所以对于第三类学生,我们的建议是把有限的时间和精力用在一个点上。对于复杂物体模型的准确把握,这不是一朝一夕可以提高的,不如把精力更多地用在贴图的绘制上。一些简单的东西,如果做得精益求精,虽然看起来不炫不酷,也一样能够赢得工作的机会。 总的来说,游戏美工虽然是一个技术性、专业性很强的职业,但也并不是高不可攀。更重要的是,绝大部分游戏公司对于游戏美术的选拨都本着唯才是举的原则,这与很多行业是不同的,游戏美术设计师往往并不看重学历和证书。只要技术过关,作品能符合游戏公司的要求,实际制作考试能够体现出自己的水平,就可以成功就业。相信所有怀着游戏梦想的年轻人,只要目标明确,方法得当,都可以到达成功的彼岸。 |
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Posted: 17 Jul 2008 02:36 AM CDT (出于保护个人信息安全,本文涉及人物均为化名) 一款游戏的开发需要游戏策划,游戏程序,游戏美工三个团队的分工合作来完成。如果说游戏策划赋予了一款游戏灵魂和骨架,游戏程序让游戏得以运转,那么游戏美工就是为游戏增添血肉。所有在一款游戏里面可以看到的角色,敌人,场景,物件无不出自游戏美工之手。毫不夸张地说,游戏美工就是游戏虚拟世界中的造物主。在一个游戏的开发团队中,人数最多,工作量最大的,就是游戏美工人员。如今,游戏开发这一行业在国内得以飞速发展,游戏美工这个职业也吸引了越来越多年轻人的目光。那么究竟怎样才能成为一名游戏美工呢? 我们走进国内著名的专业游戏培训学校,GA游戏教育基地,回顾过去几年中GA培养的数百名游戏美术人才。不难发现,所有这些学员大体可以分成三类。这三类学员的成长轨迹,代表了三种典型的通往游戏开发领域的途径。下面三个学员的真实经历,或许可以给我们一些启发。 李星从小就对美术有浓厚的兴趣,父母很早就开始培养他,希望他能在美术领域有所成就。从小学开始他就一直坚持参加各种美术培训班,最终顺利考上四川美院。大学四年,李星逐渐喜欢上了游戏,刚开始是喜欢玩,后来逐渐对游戏制作产生了浓厚的兴趣。大学毕业之后,李星决定做一名游戏美术设计师。然而尽管在美术方面功底扎实,但是对于游戏开发必须掌握的3D图形技术,李星却一窍不通。几次应聘游戏公司,都因为没有相关经验,也没有必要的软件技能而功败垂成。几次碰壁后,李星报名学习了GA的游戏美术课程。刚开始,由于软件方面基础为零,学得很累。坚持了一段时间后,他逐渐掌握了3dmax和ps等软件工具,也慢慢适应了用电脑作为绘画工具的工作方式。这时他在美术方面的深厚实力开始逐步展现出来,成为了同期学员中的佼佼者。毕业之后,李星的毕业作品得到了多家著名游戏公司的赞赏,顺利拿到了工作合同。走上工作岗位之后,科班出身的李星很快体现出过人的美术实力,工作表现受到公司的充分肯定,短短一年多时间已经成为该公司主美。 李星手绘作品: 李星3D作品
杨沈杰大学学的是室内设计专业。毕业之后辗转了多家企业,一直从事室内装潢效果图制作方面的工作。然而这个职位竞争激烈,薪金福利待遇也一直不如人意。杨沈杰仔细考虑了自己的状况后决定转行做游戏美工。看了很多游戏公司的招聘要求,杨沈杰觉得自己会用3d软件,能制作各种物件的模型,贴图,应该完全可以胜任。然而他信心满满地参加了几家公司的考试后,却发现并非那么容易。所谓隔行如隔山,同是使用3d软件来制作各种物件,游戏公司的要求远远高于一般的效果图制作。在朋友的介绍下,杨沈杰参加了GA的游戏美术课程的学习。5个月的学习过程中,杨沈杰越来越感觉到3d图形技术在游戏中的应用,有许多特殊的技术和标准,这些都是以前根本不知道的。另一方面,之前制作效果图,在贴图方面几乎都是使用材质,自己手绘的能力也急待提高。在GA学习期间,杨沈杰几乎天天披星戴月,学习到深夜。最终他不仅顺利完成学业,还用业余时间组织了一个项目小组,以徐家汇教堂为蓝本制作了一个精美的游戏关卡。这为其应聘就业增添了一个重要的砝码,最终杨沈杰顺利被EPIC GAMES录用。 杨沈杰制作的游戏关卡截图 杨沈杰制作的游戏关卡引擎编辑过程截图
和以上两位同学相比,余静同学成为游戏美工的道路就要艰难很多。余静所学的专业跟美术以及设计没有丝毫的关系,毕业之后从事的是销售业务的工作,可以说是地地道道的门外汉。出于对游戏的热爱,余静还是说服家人,决定改行做游戏美工。由于没有任何美术方面的基础,也从来没有接触过3d软件,余静第一次到GA求学时,甚至没有办法通过入学测试。而她没有轻易放弃,自己花了一年时间参加素描、色彩等传统美术培训班的学习。同时,找了很多3dmax方面的书籍自学软件。时隔一年之后考核通过,进入GA开始学习游戏美术课程。由于基础比较欠缺,虽然软件方面通过下功夫多做多练,能够赶上同学的步伐,但是美术方面的能力却不是一朝一夕能够提高的。毕业之后余静的应聘考试远不如同期的其他同学那么顺利,开始的几次都被游戏公司拒绝了。GA的就业指导老师帮她分析原因,寻找对策。一个重要的原因是,余静应聘了几个职位都是角色制作,角色设计师在美术基础上的要求是非常严格的。余静仅仅参加过一年的业余学习,与美术专业的应聘者竞争肯定是吃亏的。想明白这个道理后,余静改变了策略,精心制作了一些并不复杂的物件和场景,仔细观察生活中的真实物体,下了大功夫把这些看似简单的东西做得非常细致精细。果然,新的作品赢得了游戏公司的认可,最终顺利成为一名游戏场景设计师。 余静制作的3d场景作品 余静制作的3d场景作品局部细节图 |
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Posted: 17 Jul 2008 02:16 AM CDT 7月15日,由新加坡资讯通信发展管理局带领游戏开发公司组成的一个企业代表团参观了GA游戏教育基地。 今年四月,新加坡领媒体发展局的官员曾和北京、上海的多家著名高校及专业培训机构就人才引进的意向有过初步接触。并把一些优秀毕业生的相关资料带回了新加坡。其中GA游戏教育基地的学员作品引起了许多新加坡游戏企业的注意,这些企业对于引进大陆的年轻游戏人才都表示了浓厚的兴趣。 此次新加坡资讯通信发展管理局带领的游戏企业代表团,主要希望通过参观和交流增进中新两国游戏开发领域的相互了解,寻求相互合作的机会;同时也希望能够吸引优秀的游戏开发人才赴新加坡工作。对于国内从事游戏培训时间最长,为游戏行业输送了大量优秀人才的GA游戏教育基地,参观团具有浓厚的兴趣。参观过程中企业代表对于GA学员的作品都十分赞赏,并表示如有可能,希望能够引进GA的学员赴新加坡工作。代表团特别对掌握UNREAL(虚幻)引擎使用技能的GA学员表示出浓厚的兴趣,全球使用范围最广、同时也是最高端的游戏引擎使用人才在国外特别受到欢迎。为此新加坡方面也希望GA有机会去新加坡开设分支机构。 近几年,大陆游戏产业发展很快,这个行业成为了一个就业热点,越来越多年轻人热衷于学习游戏开发,造就了许多有才华有潜力的游戏人才。新加坡政府一贯重视海外人才的引进,对中新两国的人才交流起到了重要的积极作用,相信很快就会有许多国内的游戏英才赴新加坡工作,而GA学员的身影也会出现在大洋的彼岸。 代表团正在参观GA
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Posted: 17 Jul 2008 07:30 PM CDT |
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Posted: 17 Jul 2008 04:56 AM CDT We often fool ourselves And say that it's love Only cause when it's gone We end up being lonely So how are we to know That it just isn't so That we just have to let each other go There were many times When we shared precious moments But later realized they were only stolen moments So how are we to know That it just wasn't so That we just had to let each other go If loving you is all that means to me When being happy is all I hope you'd be Then loving you must mean I really have to set you free Each day remains my love for you Keeps growing stronger But everytime we meet Makes leaving you so much harder So how are we to know That this just wasn't so That we just have to let each other go If loving you is all that means to me When being happy is all I hope you'd be Then loving you must mean I really have to set you free Letting go is not an easy task When smiling feels like I must wear this lonely mask It hurts deep inside And I just cannot hide That there's anguish at the thought That we should have to part If loving you is all that means to me When being happy is all I hope you'd be Then loving you must mean I really have to set you free If loving you is all that means to me When being happy is all I hope you'd be Then loving you must mean I really have to set you free ![]() ![]() |
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《一个世纪儿的忏悔》读毕,第四批书到了,又是一年ChinaJoy Posted: 17 Jul 2008 04:21 AM CDT 昨晚上看完了缪赛的《一个世纪儿的忏悔》。我之前对这本书完完全全不了解,只是喜欢书的名字。全书看下来,又是一场风花雪月的故事,神经过渡敏感的主人公沃达夫,也就是缪赛本人的化身,因为曾受到过情妇的欺骗,从而失去了爱的能力,或者说,失去了爱一个人最基本的前提,信任。以及其他从时代和社会上所染的毛病,导致他在和年轻的大他十岁的寡妇比埃松太太,也就是乔治·桑谈恋爱后,不断的怀疑,不断的追求完美无猜的爱情,最后伤害了自己,也伤害了对方,不得不以分手告终。有趣的是,缪赛在书的开头部分,就提到了我刚刚看完的另一部爱情小说,少年维特之烦恼。(与此类似的巧合是,前天晚上我看的电影《触不到的恋人》美版中,桑德拉·布洛克她妈妈在包里放的那本亡夫平生最爱的小说,也居然就是我刚刚看过的《罪与罚》)
《一个世纪儿的忏悔》中主人公和乔治·桑动不动脱口而出的对爱情的长篇感言,看得叫人喘不过气来。也许是我们这个时代的爱情已经变得更轻,更便当,也许是缪赛和乔治·桑的口才水平和对此事的敏感范围都比普通人高深的多,反正,这样铺陈的爱情心理活动,似乎已经不是两个世纪后的今天,人们所看重的了。 缪赛在全书开头的序章中,提到法国大革命后半个世纪中弥漫的世纪病,所论也详,所思也深,文采更是飞扬,几乎是后来人回顾当代的范文。这篇似乎跟爱情完全无关的论述,给后来整个故事的发展,奠定了一个有根有据的画面背景。 很难说这本书适合什么人,在什么阶段去看,对于我而言,既然我整个的目的就是没有目的,所以我读这本书的经历,也就几乎完全置身于事外,好像灯塔的看守人,远远的,看主人公在感情的漩涡中进出,在嫉妒的潮水中起伏。 守望者沉默不语,守望者内心平静,守望者扶住塔基,守望者坚定脚步。 上午去China Joy会场,公司成立以来,这已经是第三次去了。一样是鼎沸无比的群情,一样是罗裳难掩的肉林,一样是高下立判的游戏,一样是漫无目的喧嚣,一样是木头泡沫的空壳……。一切都那么相似,唯一的差别是四年前我来去如风,咋咋呼呼,四年后我已身无轻重,好似置身事外。忘了是一家什么公司,拿《三国杀》做宣传,用名片换了一套。巧的是,三国杀的设计师的同班同学,这几天正住在我家…… 下午刚回公司,第四批书到了,这一次来得真快,她们分别是: 《兄弟》(上),《源泉》(Ayn Rand),《心是孤独的猎手》(Carson McCullers) 《如果在冬夜,一个旅人》,《喧哗与骚动》 就这样,慢慢读,轻轻的走,从一条河流漂向另一条河流。 ![]() ![]() |
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Posted: 17 Jul 2008 03:35 AM CDT 大家都知道,如果一杯水放48小时以上就不能喝了,再放10天就变臭水了。养过鱼的人也是一样,要经常定期给鱼缸换水,否则水臭了,鱼也就死了。我曾经养了一缸鱼,放在阳台上一个多星期忘记换水,结果一看,水黑黑的,鱼全死了。
我们都知道:“流水不腐”,只有流动的水是最清澈健康的,不流动的水,就会变成死水一潭,最后变成臭水。
人体的80%是由水组成,每一个细胞每一个内脏就像一杯水,他们也要呼吸、氧气、换水。自然也遵守这个原理,人要经常给自己的身体内部换换水,才能永葆健康。而换水的方式有好多种:健康饮食、多多运动,多多喝水,才能让人体内部加速循环,让身体更健康。
出汗运动和有氧运动是最好的换水方式,当一个人运动到出很多汗,皮肤毛孔全部张开,身体排汗,毛孔吸氧,然后喝一大瓶健康的矿泉水,这是最健康的换水方式。
我曾经在电视上看到采访一个老太太,50多岁,曾经有很多病,糖尿病、高血压,也很胖,一直为多种疾病困扰。后来她发狠心,到儿子的公司跑业务,50多岁的人做送材料的累活,从来都是步行,再远也走路,1-2年下来,人瘦了,走路的速度比马还快,再去医院检查,什么病都没有了
我经常买《健康文摘》这样的养生报纸,观察所有能活到100岁的长寿老人,他们长寿的最关键因素有3条:
1、饮食健康:他们一般爱吃流质食物,比如稀粥、菜汤。
2、每天运动:100多岁还下地劳动,都是一些闲不住的人。
3、家庭和睦:儿孙满堂,子女孝顺,老人自己的性格乐观,经常有好心情。
以上三条如果有任何一条出问题,那么一个人的健康也就肯定出现问题。
为了你的健康,为了你的家人,给身体换换水吧!
我这几天正在进行一个断食计划,计划断食7-10天,不仅不吃饭,还要每天外出步行8-15公里,喝二瓶矿泉水,出一身汗。现在已经进行到第四天了,感觉很舒服,没有任何异常的感觉。我要用自己的实际行动,来证明我所总结的养生心得,而不会只是读书看报,把道听途说的东西转述给别人去试验。
实践是检验真理的一切标准 |
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gameloft智乐软件(北京)有限公司-原创游戏策划(深圳) Posted: 16 Jul 2008 01:42 PM CDT 有足够乐趣创造性的关卡设计 -通过文字描述出流程图 -参与分镜头设计 -及一些相关的内容工作 -和项目组可以保持有力的沟通合作,监控整个的开发流程确保制作出高质量,高观念和视觉效果的成品 4. 联系国际开发资源和本地designer,分享关键知识和设计策略 ...
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Posted: 17 Jul 2008 12:56 AM CDT “你是風兒我是沙”畫完了想起這首歌……噴血。SAI涂鴉真爽,這手感啊!!!不過這別扭的pose……是不小心畫完了頭硬加上去的orz原本只想涂個頭玩玩……小風午啊〜乃兩手抓,兩手都要硬啊!(那個意思XD)師太,師太。風午DD好口耐的説,動畫里被同行YJ吐槽像沒了丈夫的怨婦〜人家是在等羅狼蜀薯回家啦〜(這個人認為美少年就是用來暖被窩的)可惜丫死太慘……無名氏真牛X,一口氣推到好幾個,勤受!
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Sponsored Feature: Looks Aren't Everything: Making Games Act Real |
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Posted: 16 Jul 2008 11:00 AM CDT |
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E3 Day 3 PLAYSTATION Store Update Posted: 16 Jul 2008 10:56 PM CDT Hey again, everyone! Here’s your daily dose of fresh E3 content, including Part 1 of yesterday’s press conference (downloadable for PS3 and PSP). We had to break it up into three parts since the file size is huge due to the 720p high-def quality of the video. See you again tomorrow! PS3 StoreDownloadable Games
Videos
Themes and Wallpapers
PS Store for PC (PSP)
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Posted: 16 Jul 2008 10:54 PM CDT 三花聚顶,内丹学术语。在古代,「花」与「华」通,「华」乃是「花」的本字,故而「三花」就是「三华」,表示人体精气神之荣华。 所谓「聚顶」就是精气神混一而聚于玄关一窍。萧廷芝《金丹大成集》说:「问三花聚顶。答曰:神气精混而为一也。玄关一窍,乃神气精之穴也。」这里的「顶」有特指意义,它表示「天宫内院」。所谓「天宫」指脑部,「内院」就是以印堂穴与百会学垂直线为中心点的脑部内空间。「三花聚顶」是一种内丹功的上乘状态,这种状态的出现必须经过循序渐进的炼养过程。古代道教内丹家由于害怕泄漏天机,又担心大道失传,便以含蓄的符号象征方式来表达。于是,有关「三花」的名称便有许多转换的形式。从本质上看,「三花」的内在意义乃是「三阳」。所谓「三阳」也就是阴中之阳,阳中之阳,阴阳中之阳。「三阳」之说来自五行与天干的转换。在中国古代,以「水」代表北方,于天干为壬癸,在人体则与肾脏相对应;以「火」代表南方,于天干为丙丁,在人体则与心脏相对应;以金代表西方,于天干为庚辛,在人体则与肺脏相对应。肾主精,心主神、肺主气。水在北方为阴方,所对应的天干壬癸,一阴一阳,壬为阳,癸为阴,所谓「阴中之阳」指的就是代表北方两个天干之中的「壬」;火在南方为阳方,所对应的天干丙丁,也是一阴一阳,丙为阳而丁为阴,所谓「阳中之阳」指的是代表南方两个丙丁中的丙;金在西方为阴方,所对应的肺脏吐故纳新,交接内外表里,故有阴阳转换之性,所谓「阴阳中之阳」指的是代表西方和肺脏的天干庚辛中的「庚」。内丹学讲究「炼精化气」就是去肾水中的癸,而升壬;「炼气化神」就是去肺金中的辛,而升庚;「炼神返虚」,也就是去心火中的丁,而升丙。其壬、庚、丙,象征精气神中的「三阳」,经过进火而升华,最后聚于泥丸宫,这就叫做「三花聚顶」。顶者,鼎也。革故鼎新,脱胎换骨,则成圣明境界,到了这样的境界,则骨体荣华焕发,光芒四射。此时,精气神已从分的状态而回归于「合」的状态,恍若金花片片自现于空中,这是内功的美好结果,所以,「花」也就是「华」。
所谓“三花聚顶”“五气朝元”。“三花”与“五气”,都是比喻的代名词。三花即是“精”“气”“神”。“五气”,便是心、肝、脾、肺、肾或另用五行的代号,即是金、木、水、火、土等;至于印度的瑜伽术中,却以上行气、下行气、中行气、左行气、右行气等叫做五气。名词不同,实际上都是共通的。聚顶的顶,当然是指头顶的“宫会穴”,也就是道家所谓的“泥洹宫”,密宗所谓的“顶轮”和“梵穴轮”的连带关系。不过朝元的“元”,却有不同的说法:有些根据医学经脉穴道的观念,便说这个“元”是指“关元穴”的部位,也就是一般所谓的“下丹田”,有些人却认为这个“元”是指“会阴穴”,也就是密宗和瑜伽术所谓的“海底”。谁是谁非,从来就无确证,除非真是修炼到家的神仙肯出来当场指证,或许可息此一争端。不过,从学理和中国文字学的诠解,以及经验的求证。我们认为这个“元”字与本源的源字通用。换言之,所谓“元”,便是指原来的本位现象而已,所谓“五气朝元”,也就是说人体内部的腑脏之气,各归原来的本位,充满、和谐、均衡而没有窒塞。我们简略地从学理上解释过这两句话的意义以后,再从实证的现象来作说明。 “三花聚顶”的景象:静坐到达精化为气的阶段。奇经八脉的通畅情况,犹如以往所说,已一步步获得了实证。从此渐渐到达忘去身体的感觉,周身如婴儿似的柔和轻软,非常安适妥贴,若存若亡。此时,唯一还有感觉的便是头脑的反应。再渐渐的静定下去,眼前的目光便有返照的现象。到此忽然会进入几同完全忘我的境界,只有头顶“泥洹宫”“百会穴”部分,感觉如天窗的开启,如阳光的透射,豁然开朗而呈现无比的清凉之感。犹如乘虚而下的一股清虚之气,下降而遍洒及于全身。道家丹经所谓的“醍醐灌顶”,便是形容这种境界。不过,到此程度,最怕的是学理不明,观念不清,内心如果存有丝毫的幻想,或潜意识中存有强烈的宗教意识,可能便会心神出窍;如果再配合其他的幻觉;便有许多类似神秘性的景象出现了。对此种种境象,必须要一一扫除,不落筌蹄才为究竟。 |
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Innocent Redemption - Sci - fi, Fps / Rpg / Rts by Dragunai Posted: 18 Jul 2008 10:34 AM CDT There are many kinds of gamers in the world and seeing as how I'm one of those who likes a mulitude of genré's and I understand what other gamers like, I consider this idea one that should win over many gamers. Overview:
Choose how the war is won: The map of Europe is segmented into each country and each country has several zones where you will fight. On the map screen you can choose where to deploy, what team you will take and what the area is worth to you in terms of resources and stratergy. Develop your character: Starting off as a 17yr old Dutch girl who comes from a strict military background you must use everything you learnt from your father to survive. As you play the game you will develop your skills becoming more powerful as you progress. Skills: melee - Fist fighting, knifes, swords and other items you pick up.
As you upgrade your skills you can learn to use new weapons in each catergory or build and repair equipment in the field. It also increases accuracy, reload times and allows you to customise your weapons and ammo. Lead your people to victory: Innocent Redemption features a squad command system, You can equip and skill up your squad the same way you do yourself. You can have a maximum of 4 other team mates with you, each one will develop its skills to be something useful to you, for example you can have an expert hacker, a sniper, medic and Machine gun expert in your team to back you up. Using the shift click command system you may gives orders to your team mates by holding down shift to bring up the command menu where your cross hair is, this will list your soldiers, then when you go on their name it offers their commands. For exmaple you can order your medic to heal the sniper while he takes up a position on a balcony and begins defending the hacker as he opens an eletronic door.
Entrench: The rts element or real time stratergy is brought in by the fact that you can setup bases in each country that you cna use to fight from. When your force grows big enough you can setup to deploy 2 or 3 squads in 1 zone to clean up numerous objectives at once. Deploying characters with high engineering allows you to use resouces you obtain from DIY stores and lumber yards to build outsposts in cities where you have a hard battle on your hands, allowed you to setup medics and ammo stores and letting you have somewhere to run to if your out number or low on ammo. These bases will come with their own armed guards (spare team mates you don't take into the field) this element allows players to setup bases in bad areas or hard missions so as to make it easier or more interesting. Conclusion: The basic idea of the game is that your leading a war against an unknown enemy who has shattered the EU meaning everyone still alive is sitting bait and its up to you to save them. Theres 5 characters total and each one will fight to take different parts of europe. Meaning that their stories will cross over and explain parts you didn't get from others. It also means you can break up the boredem of 1 character taking all of europe back (something to the effect of 50 missions). Develop your character, develop their team, conduct your battles in the order you want, build outposts to give you a foward position then fight your way to a europe free of this evil with a selection of weapons, armour and sci-fi elements. |
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Hey! You Got Your Science Fiction In My Fantasy! Posted: 18 Jul 2008 10:27 AM CDT Back at the birth of RPGs (generally acknowledged to be around 1974, the time of the first publication of the D&D rules), science fiction and fantasy were really not very distinct. I mean, Anne McCaffrey insisted that her Dragonriders of Pern series was science fiction, not fantasy. You had the covers of Heavy Metal magazine, which often consisted of a scantily-armored chick with a sword and a blaster. And even the movie Star Wars, possibly the greatest impact science fiction had on our culture, was really as much fantasy as science fiction. And back in the 70's and early 80's, we seemed cool with that. Well, okay, I was only a kid, and wouldn't have understood the difference much otherwise. But it seemed that Dungeons & Dragons games often had a mix of powered armor, vibro-blades, and laser rifles muddying the waters of homebrewed Middle Earths. On the computer front, the early Ultima games mixed hover cars, space ships, evil computers, and time travel pretty freely. Somewhere in the mid 80's (subjective time), the dividing line came down. Fantasy, as a genre, began standing on its own on the shelves of the bookstores, instead of being lumped into the anemic "science fiction" shelves. People started drawing a hard line between what constituted fantasy and what was required of science fiction. The term "speculative fiction" had been coined to include both genres, and began coming into vogue sometime after that to prevent the terms for the specific genres from getting misused with broader meanings. And suddenly, even in RPGs, it was no longer cool to stick fusion-powered armor in your fantasy games. Well, most of them. We still had the genre-melding games like Shadowrun and stuff designed specifically around that concept. But there was mostly an assumption that anyone mixing the two genres was ignorant of the important distinction. Because, you know, if that sword is electrified by a fusion battery or something in its hilt, it's SF! But if it is electrified by magic, it's F! Silly people! And I also note that around that time, Ultima IV excised the last of the trappings of science fiction from the world. I was among those purists, and I remember getting annoyed with Wizardry 7's mix of space ships and robots and hoverbikes and shock-rods with my good ol' sword and sorcery. Although I think part of my resentment came more from not getting access to said devices early in the game, when all my enemies had them. But I got over it. Somehow, I managed to swallow Final Fantasy VII's magic-and-mecha environment. And I, like millions of other fanboys across the globe, got really pissed when Lucas tried to throw that midi-chlorian crap into Star Wars to try and make it more like "real" SF. It seems that in terms of popular fiction, we're starting to get a blend. I say this mainly as a person who stays ignorant of the trends in publishing and fandom, and mainly as some guy who sleepily notes some impact on the pop-culture he participates in - because if it wasn't for pop-culture, I'd probably have no culture at all. But it seems like "modern fantasy" (AKA urban fantasy) is gaining steam as a subgenre. Think Harry Potter, Harry Dresden, Supernatural, Heroes, etc. We've got magic and high-speed personal computers mixing freely now - something which would have subjected authors in the early 1970s to the kinds of criticism reserved for the likes of McCaffrey. But high-speed personal computers are no longer science fiction. But could some kind of limited family reunion be far behind? Might it no longer be taboo to have wizards on space ships? We had vampires wielding ultraviolet laser guns in a Blade movie a few years back... oh, wait. That movie sucked. Nevermind. What about computer RPGs? Besides Final Fantasy's typical genre-blending, we do have some urban fantasy games on the market. Vampire the Masquerade: Bloodlines is one not-too-recent game that comes to mind, though the science fiction elements were pretty limited and standard for a first-person shooter. Oh, wait, it was an RPG. Fallout was ostensibly science fiction, though I think it fell into the Star Wars zone as "science fantasy." I expect more of the same with the upcoming Fallout 3, which I hope to enjoy down to it's last pseudo-science drop. So what do you think? Do you draw a hard line between fantasy and science fiction, and do you get a bad taste in your mouth when one crosses over into your RPG or Adventure game preferences? Does it have to be a "golem" rather than a "robot" in your fantasy RPG? Or are you more of a mix-and-match type of person, who doesn't mind finding out that dragons came from a genetic engineering experiment on a crashed space ship millennia ago? |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Redefining Game Narrative: Ubisoft's Patrick Redding On Far Cry 2 Posted: 18 Jul 2008 11:00 AM CDT |
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Posted: 18 Jul 2008 08:26 AM CDT |
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Posted: 18 Jul 2008 03:15 AM CDT 我们经常谈的观点是第三代网游,就是这个道理,我们也提到一个词叫做“独立游戏,至尊体系”,我们希望在蓝港在线大的平台下面可以培育出非常好的游戏设计人才,在未来市场里面还是用产品取胜说话,赢得更大的公司发展的机会,这是我的心得和体会,谢谢 ...
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Posted: 18 Jul 2008 07:43 AM CDT 我们的肩上都有一对翅膀 一半是光明 一半是黑暗 我们用光明的一翼刺穿黑暗 而用黑暗的一翼腐蚀光明 |
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《终极刺客:血钱》(Hitman: Blood Money) 3DM简体中文汉化版 Posted: 18 Jul 2008 05:10 AM CDT 做源服务器:eDonkeyServer No1 开发厂商:IO Interactive 发行厂商:Eidos Interactive 游戏语种:简体中文 游戏类型:Action 官方网址:http://www.hitmanbloodmoney.com/ 讨论专区:http://3dmgame.chnren.com/bbs/showforum-288.html [QUOTE]3DM汉化版详细说明+汉化效果截图 [/QUOTE][QUOTE] 通关存档(中文版英文版通用) [/QUOTE][QUOTE]【使用说明】 安装:解压缩,进入游戏安装目录下找到HitmanBloodMoney.exe,运行即可。 卸载:删除游戏安装目录即可顺利卸载 (集成了2008年7月18日下午3DM后续制作的“报纸文字显示补丁”)[/QUOTE] 【游戏简介】 较之前三款作品,《Blood Money》在玩法上有了新的突破,不光是“代号47”的角色定位有了重大转变,游戏的自由度以及动作成分都有了很大的改变,就连前三作对于杀手职业本能-“暗杀”真正意义上的定义没有执行到底,在新作中也以“恶名系统”真实的表现,下面就为玩家一一介绍。首先是我们熟悉的光头杀手“代号47”在新作中不仅是杀手,还是“被猎杀者”,似乎随着一款系列知名度的增加,制作小组就会想些新花样来吸引玩家,在《彩虹六号:锁定》(Rainbow Six: Lockdown)中也是如此,彩虹六号队员不再是“猎人”、“追捕者”,而是成为“猎物”,“被追杀者”,开始一场自救行动。在前三代作品中都是讲述“代号47”精彩的暗杀生涯,“代号47”是基因工程的产物,拥有各种残酷的杀人技巧与暴力因子,受雇于杀手集团ICA,经常执行各种难度不同的暗杀任务,在《Blood Money》中,一个比ICA更强大的杀手集团正在兴起,旗下有着许多优秀杀手,为了占取强势的地位,他们试图毁灭ICA,在此之后的一系列突袭中,ICA的成员接连遇害,“代号47”也在一次看似平常的行动中与ICA失去了联络,他预感到自己将成为下一个目标,于是他前往美国寻找事情的真相。可以说《Blood Money》是该系列的一个转折点,前三作中风光无限的ICA的一个劫难,剧情设定也将杀手集团间的杀戮,延伸至顶级杀手间的较量。 【游戏截图】 |
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Posted: 18 Jul 2008 04:33 AM CDT 从来不是一个喜欢PK的人,尤其是在电视上。众目睽睽,一争胜负,胜者尚可骄傲,败者却只能脸面扫地。
而人生第一次属于电视的PK,竟然在一档全新的益智节目---“智赢天下”,而本周日晚10点,全国的观众都将通过云南卫视,看到我的窘态、失误和冒汗,还好,结果我赢了。
当节目组邀请我和在“上班这点事”中的“死对头”温喜庆一起作为选手来参加节目的时候,我的脑子里顿时闪过两个念头。其一,绝对不能输给温喜庆,不然要被他笑话一辈子。其二,更加不能输给以前的自己,因为上中学的时候,地理课上我基本都是“低空飞行”。于是乎,很紧张,赶紧去看了几个国家的基本资料,贪了个“半饱”,又突然想到:这么简单的问题肯定不会作为题目,看了也是白看,于是,一时间,倍感压力。
在独自开车去录制现场的路上,始终有点担心:要是一会一道问题都回答不出来,怎么办?要是两人之间的差距太大,怎么办?…… 连自己都很惊讶自己怎么那么不喜欢PK? 天生就是一个喜欢面子的人,天生也是一个怕丟面子的人,这个年纪,怕失去很多,因此就怕。
当真站在台上,掌声响起,灯光亮堂,心逐渐平静,气自然顺畅。自己对自己说,“知之为知之,不知为不知,是为知也”。其实,重要的不是结果,而是参与的过程,只要真诚,只要本色,只要坦然。
于是,杂念一除,灵感渐近。不再“患得患失”,自然思如泉涌。题目不少,有的的确不难,有的要转换思路,还有的要敢于“相信直觉”。 已经忘记自己到底回答了多少题目,只记得一题比一题答得流畅,一道比一道回得自信。
尤其是当主持人问我参加活动有什么感言的时候,我不仅想起来04年曾经去过的那片海滩,泰国的PHATONG BEACH。蓝蓝的海水,热热的阳光,亲切的人群……然而这一些都随着之后不久的SUNAMI台风被摧毁得烟消云散。我的内心无比牵挂,已经和那时候一起去的朋友商量好,等到一切安排好,一定要再去那片海滩,一定要再去表现自己的支持。联系到,汶川大地震之后的重建工作,我们这些身在远方的人们,所做的不仅仅是捐钱捐物,更是要去再多去旅游,再多去支持,再多去握住那些需要帮助的手。
后来,节目导演告诉我,当我说这些话的时候,台下有些观众眼含热泪。听闻此言,内心更是一片感动。个人的“脸面”比起灾区的支援,实在是不足挂齿。一时间,还真有点为自己的“死要面子”而感到羞愧。
“金钱决定旅行的长度,眼界决定旅行的宽度,而心灵决定旅行的深度”。心怀坦然,心中有爱,再难的PK都可以是思想的碰撞,再险的题目都可以是趣味的挑战。
“智赢天下”,拥有的不仅仅是智慧,而是心智;赢得的不仅仅是天下,而是属于自己的内心世界。
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Posted: 18 Jul 2008 04:54 AM CDT 先说一个简单的例子。 比如战斗,假设只有3种属性:攻击、防御、HP。回合制,两人对打,一人一回合出手一次,攻击-防御=伤害(打血量)。问:能做出多少种技能? 答案:不计其数。我试着列举一些:增加/降低攻击/防御数值的、增加/降低攻击/防御百分比的、忽视防御的固定伤害、百分比伤害、吸血百分比/一定数值、禁止对方出手若干回合、出手两下/三下/四下、……,其中增加攻击又可以分为若干回合增加、或是永久性增加、或是降低防御为代价增加、或是降低气血为代价增加……,等等等等,增益的减益的加成的减成的吸收的百分比的,就这三项属性,外加一个“回合”属性,就是如此多的技能。 难道这些真的都可以变成技能吗? 且不说这些不同的技能,相互间有很多是可以相互替代的,单单就让玩家掌握各个不同技能用法,给技能命名,都是一件头疼的事,玩家时间宝贵,哪能如此挥霍? 更重要的是,无论技能多么复杂,最终结果只有一个:“K掉对手”。 要是认为,只要能做出技能来的,都搞进去,那对玩家和策划来讲,都是灾难。 因为——技能多不等于好玩有趣,没经过大脑的设计,只是按规则,觉得那个地儿可以加上某某某的设计,都是对玩家的不负责任。 所以(请注意这个因果关系转折是如此地大,以至于一般人无法理解),那些宣传自己有若干若干多的技能、若干若干多的宠物、如此如此丰富的任务的网游,我本能地反感——靠排列组合搞出来的数目庞大,没有任何意义。 而我指的是更广义一点的“排列组合”。 比如《春秋Q传》,出了个元神,很好的设计,但元神的收费项目是如此复杂,以至于我和LP研究了好久。单技能打书一项,就有绑定、技能提取卡、技能增加等一系列道具。把这些项目看作属性,所有属性排列组合看起来都可以做为收费项目。 但真的这样搞,玩家就傻乎乎的买单吗?收费项目这样做,个人认为是对产品的极大不负责任。 如此这般的设计,在其它游戏中也可见一斑。比如说“涨经验”这一项属性,就可以衍生出许多排列组合得来的设置,比如:涨若干经验、涨若干等级、若干时间双倍经验、若干经验内双倍经验、三倍/四倍……经验、若干时间内不停涨经验、买其它人经验、出售经验……。这样一来,要设计收费项目,岂不也是太简单的事情了? 由是以自律。 |
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Posted: 16 Jul 2008 09:02 PM CDT 事实上,Samorost是一个很有玩头的独立游戏,出自一个名叫雅各布·德沃斯基(JakubDvorsky,我怀疑第一关那个抽烟的家伙就是他:)的网页动画设计师之手。不过在设计这个游戏的时候,他还只是布拉格艺术建筑与设计学院的学生,Samorost在他手中被设计成超 ...
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Posted: 18 Jul 2008 01:47 AM CDT I found an interesting blog entry covering a post-mortem of a failed tech start startup: http://diffle-history.blogspot.com/ If you're thinking of starting your own small tech business, including a game development firm, I think that blog is required reading. It's not 100% gospel, but it can give you the much needed perspective on your business. Read on for my take on a few of the issues. The first bold header, that you need a ton of money to build a platform, isn't quite correct. I think that you can try to build a platform, but you do need an advantage. That advantage may be a lot of money, or it may be an experienced team. If you get a bunch of experienced people from the area you're focusing on, they can help you avoid the dead-ends that a younger entrepreneur might stumble into; as Jessica Mulligan has said, the experienced developers know where the bodies are buried. Of course, these experienced people usually don't come cheap, so you may need a lot of money anyway. Also, as a game developer you can't just focus on one project and expect long-term success. Games are a hit-driven business, and putting all your eggs in one project means that you are taking a lot more risk. Of course, the reality for an inexperienced development company is that this is the only option you might have, contractually. A smart developer figures out how to re-use your assets. But, it's sometimes hard to know how to do that without having some previous experience to give you perspective on how to do that. I think the last bit is probably the most important tip of all: know your limitations. Sometimes people get into the middle of a project and get in over their heads. The classic newbie mistake is to think you're going to beat the biggest game out there with 1/4 the team members and 1/10th the budget. Even as you get more experienced there's the temptation to try to bite off more than you can chew. Even when you're slogging through development there's the temptation to add just one more cool feature to the game, not realizing that that one cool feature is actually a bundle of a dozen features put into one. So, what do you think of these tips? |
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Miyamoto: We are still working on core games Posted: 17 Jul 2008 11:27 PM CDT ![]() Fanboy hate is embarassing (image by Rob Howard for House of Nintendo). Amid all of the turmoil surrounding the Nintendo press conference, Miyamoto has come out and made his attempt to calm the masses. And, to his credit, he didn't just shrug his shoulders and diss the core gamer (which is what Reggie seems to do in these situations). He said: I think that there's probably one other element to it, and that's that our view of how we use E3 has changed. For a very long time, E3 was an event where - and certainly Nintendo included - catered specifically to the core gamer. Now we look at more ... an opportunity for us to introduce new concepts and new types of play that we intend to bring to the broader audience, particularly because of the media that gathers at E3 now. So while attending an E3 event like this, they might be given the impression that Nintendo is no longer focusing on the games that appeal to the core gamer, in fact we're still working on many of those titles, but it's just not the type of event where we'll be showcasing that anymore. There there, disappointed core gamer! Your games are coming! Just relax, and one dose of The Conduit and call me in the morning. Seriously though, I wish Nintendo had made some indication of this in their presser. Announcing the new Pikmin game would have been a good idea also. So much of Nintendo's showing at E3 this year can be summed up with this: great content and poor execution. In reality, we have improvement to the control scheme, voice chat, Animal Crossing and Pikmin, extremely likely Zelda and a confirmed Pikmin title, and of course there's the Conduit, High Voltage's amazing FPS game that is knocking everybody's socks off with its fast play and Xbox 360/PS3 type graphics. Via gonintendo. See full article. Related Entries: |
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Posted: 18 Jul 2008 02:34 PM CDT 场景状态 四季副本 |
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《疯狂机器2》(Crazy Machines 2)CLONE版 Posted: 17 Jul 2008 08:48 PM CDT ![]() 做源服务器:eDonkeyServer No1 制作: Novitas 发行: Viva Media 类型: Puzzle 游戏讨论及更多游戏资讯 欢迎访问3DM游戏网: http://3dmgame.chnren.com/bbs/ [QUOTE]安装序列号 3K8FV-PHTR5-AZ03Z-CD54S-MV4N7 游戏正常安装后,用最新Daemon Tools加载mds文件,即可绕过加密并进入游戏 Daemon Tools这里有下载(08年7月17日最新版): http://www.thegamethecg.com/thread-3716-1-1.html [/QUOTE] 【游戏简介】 疯狂机器系列的上手度比较简单,操作菜单简单友好,留给玩家发挥想象力的空间也很大。同时,这个类型的解迷游戏又以困难的迷题而著称,每通过一个关卡都需要你的反复实验。游戏模拟了真实的重力空间,设计了各种道具和场景,在创作上可以说充满了创意,这也是游戏的成功之处。每当你遇到困难感到山穷水尽的时候,不妨转换一下思维,也许会豁然开朗,解开游戏的迷题。大量新奇的关卡和道具会让人感到目不暇接。模拟真实的空间力学使得每一处小的变化会带来不同的结果。投入到游戏中可以让你体验到从未感受的乐趣。 【游戏截图】 ................................................................................ ........................:~:,..........:~~:...................................... .......77777777.....77777777777:..77777777777I.7777777777777.7777777777777777=.. ......====7777......7~.....I7777..7+.....:7777.777....77777777777I+~............ .........,7777............~777I..........7777.777.....77777.7777................ .........7777...........~777I.........,7777..........77777.777.................. ........7777:.......77777777:.....77777777+........77777=+777................... ........7777............777777........+77777......77777:.777~................... .......7777~.............?7777.........,7777....=77777.......................... .......7777.............7777?.........+7777.....77777........................... ......7777.....~......I7777..~......+7777.....~77777:........................... ..77777777777.7777777777:...I777777777=.......777777............................ ................................................................................ ................................................................................ GAME: Crazy Machines 2 (Viva Media) Release Date: June 20, 2008 Game Genre: Puzzle Solving/Invention Release Type: Full ISO ******************************************************************************** \\Installation// 1. Mount the image with daemon tools CD-KEY: 3K8FV-PHTR5-AZ03Z-CD54S-MV4N7 2. Follow the on-screen installation instructions 3. Boot and enjoy ! \\The Crew// Provider - Soul Shredder Crackers - Bollo66, Soul Shredder, TheGodfather |
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Posted: 17 Jul 2008 09:27 PM CDT |
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Posted: 17 Jul 2008 07:55 PM CDT 竟然坚持了四天,每天早上7:30起床,绕天河公园晨跑两圈。 要不是本本突然扑了,我也没能下这样的决心,9点就上床躺着玩玛里奥赛车,玩累就睡了。 以前在做一个健身决定之前,总是想太多。想着怎样怎样做,才能发挥最大效率效果效用,怎样才是最科学最方便最省事最立竿见影的健身方法,于是网上苦搜什么乱七八糟健身减肥法,严格规定了时间、活动量、活动时长、吃什么喝什么,不能吃什么不能喝什么。结果证明两个字;狗P。因为不适合自己,也没那个毅力,于是放弃了无数次。 渐渐总结出来,其实一开始,不能想太多,蒙着头上路就行了,只有两个字最重要;坚持。啥破事儿坚持久了也成经典了。管他慢跑快跑还是器械训练,不能坚持下来全都白搭。 所以我决定,跑步一定要坚持下来。管他什么晨跑不能减肥的理论,先把一个习惯养好,再来培养其它的。 |
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Posted: 17 Jul 2008 07:15 PM CDT
To the right you see Dr. Manhattan from the trailer, but honestly you just have to watch it to see everything for yourself. Needless to say, I’m excited. I think that all of the characters look pretty much spot on and though the feel definitely reminds me a bit too much of 300 (and I loved 300), I’d rather this not ride on the coatails of another movie and stand as fantastic all on its own. We’ll just have to wait until March and see! |
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Posted: 17 Jul 2008 06:36 PM CDT PS1 Classics for PS3/PSPRayman ($5.99) Downloadable GamesElefunk - Free Demo, or Purchase ($4.99) Game Demos (Free)NARUTO: Ultimate Ninja Storm Playable Demo Game Videos (Free)Sid Meier’s Civilization Revolution Behind the Scenes Trailer PS3 Themes (free)Elefunk Theme E3 Videos and TrailersPlayStation E3 2008 Press Conference – Part 2 PlayStation E3 2008 Press Conference – Part 3 PURE Trailer Project Origin Trailer Rag Doll Kung Fu Fists of Plastic Trailer Brother in Arms: Hell’s Highway Tank Mayhem Trailer Prince of Persia Trailer Mercenaries 2: World in Flames E3 Trailer Movie and Blu-ray Trailers (free)Starship Troopers 3: Marauder Trailer PLAYSTATION Store for PCHere is this week’s content release for the PLAYSTATION Store for PC. To download these games to your PSP, navigate to http://store.playstation.com. There, you’ll find descriptions of the content and directions on how to get started. For more on the PLAYSTATION Store for PC, please click here. Downloadable GamesSTAR TREK: Tactical Assault ($19.99) (also downloadable via PS3) Rayman ($5.99) E3 VideoPlayStation E3 2008 Press Conference – Part 1 PlayStation E3 2008 Press Conference – Part 2 PlayStation E3 2008 Press Conference – Part 3 |
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Posted: 17 Jul 2008 06:11 PM CDT Age of Kurian: Darkened Sun A very nice game. More info later... |
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Posted: 17 Jul 2008 05:51 PM CDT ![]() In a move echoing that of Steam, World of Warcraft is set to get an achievements system with a points score, in essance, doing exactly what Microsoft did for the 360. Much like with the xBox Live system, the achievements mean very little in real terms and cannot be used for anything in game, oh, apart from boasting to other players! Via WoW See full article. Related Entries: Microsoft Clarifies Gamerscore Policy - 02 February 2007 Earn Real-Life Awards for In-Game Achievements - 07 February 2007 Gamer Builds Achievement-Earning Robot - 19 February 2007 African-American Achievements in Aviation and Aerospace - 23 February 2008 |
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Posted: 18 Jul 2008 11:23 PM CDT 这回不再说其他生硬的东西,就来说说游戏的虚拟交易,这一个玩家既熟悉又陌生,既追捧又痛恨的交易现象。 其实此文已经构思良久,而一直没有写出来是感觉其中涉及的东西太多怕有所疏漏,再者更多地学习一些经济方面的常识也能更好的了解WOW的虚拟交易。OK,切入正题,对于这个问题我将分五个部分来逐步讲述。
一,庞大的需求造就庞大的市场 有需求才会有市场,有人卖有人买交易才会完成,这是WOW虚拟交易存在的根本原因。我将就金币交易、代练交易、帐号交易三个虚拟交易的主要组成部分来深入分析这一根本原因。 1, 金币交易 这是最常见的一种交易,它贯穿古今中外(呃,有点夸张)。金币的庞大需求是多方面的:其一,学技能与洗天赋,前者为一次性投入,并不算多,但后者是玩家在后期一个很重要的花费,并且具有持续性;其二,坐骑花费,尽管是一次性花费,但是费用巨大,这也是促成玩家购买金币的最直接动力之一;其三,开荒的花销,且不说昂贵的药水,光就是修理装备就是一个不低的花销,而且具有很强的持续性;其四为一些NPC贩卖的道具花费,比如声望物品、配方和附魔物品。这是金币的硬需求,是直接交给系统的,除此之外还有玩家之间所形成的交易需求,即软需求:其一,材料及配方的花费,由于专业技能的加强使得玩家制造品变成非常实用,因此材料与配方的需求也同样得到加强了;其二,附魔与珠宝的花费,由于获取紫装的途径大为增加,因此玩家一身紫的机会增加了不少,而另一方面又造成了更新换代快,两个方面共同造成了附魔与珠宝的需求非常大;其三,聪明智慧(重音)的中国玩家所发明的G团形式,将金币的需求大为增加了,这是造成大额金币交易的最主要原因。
2, 代练交易 代练具体可分为等级代练、荣誉代练与竞技场代练。
等级代练——WOW游戏体验大致分为二个阶段,一是满级之前,一是满级之后,满级之前的乐趣基本上也只有在新服能跟上大部队的玩家才能够体会到,对于老服或者不是太宅的新服玩家来说,练级更多的是种痛苦而不是快乐,因为那个升级过程很可能是个孤独的过程,对于注重互动性体验的中国玩家来说,这一过程漫长而无趣,因此代练成了一种解脱的方式。从根源上来讲,WOW的等级代练永远有着它的需求,无法消除的,这是由WOW的游戏方式所决定的。
荣誉代练——由于战场的奖励物质化,在玩家急功近利的心态驱动下便很容易演变成荣誉代练。阵营的失衡导致部落方排队时间过长而更为认真地打好每一场战役,联盟方排队时间短却大部分人心浮气燥,混战场的人多这使得战场在大部分情况下是个一边倒的情况,并无多少乐趣可言,经历漫长的无趣活动去拿自己心仪的装备,这在很多人看来不算是一个明智的选择,因此才有了荣誉代练的需求,可见如果战场方式不得到改善,这种代练交易同样不会停止。
竞技场代练——竞技场是一个相对强调平衡的娱乐场所,但遗憾的是并非每个中国玩家都喜欢平衡、接受平衡——否则征途就不会成功了。而正是这部分喜欢以金钱来换取不平等优势的玩家存在,使得竞技场代练也同样一直存在。而该种代练更深层次的原因其实与荣誉代练是一样的,那就是竞技场系统的奖励同样过于物质化,中国玩家就是这样,只要有物质化的奖励存在,就总会有急功近利的人迫不及待地想得到这些奖励,因此这类交易也会长时间存在。
3, 帐号交易 这是虚拟交易的最高级表现形式,如果说前二种只是玩家跳过其中的某种过程的话,那么帐号交易就是玩家要跳过多个过程甚至全部过程所选择的捷径。从需求的玩家种类上分,可以分为三类:一类是对WOW不是太了解但又想体验,可是又不想经历漫长的角色养成阶段的那类人,对于他们来说只想体验游戏的第二阶段,因此不会把时间浪费在升级和一些简单的装备收集等角色培养上面,这便是买号的最直接理由;第二类是对WOW有所了解,想体验不同职业的乐趣但又没有足够的精力去重新练号的那类人,与其花大把的时间与精力去重新练个号不如花少量的钱去买个号,这便是他们买号的理由;第三类是出于陪朋友,老婆/老公等原因而买号,无论他们是否熟悉WOW,角色养成的这一过程都是他们所不希望看到的,更希望的是一来就可以直接与对方共同游戏。由此可见,从根源上来讲帐号交易同样不可避免。
就这样,在庞大的需求下,WOW的虚拟交易才能够得以发展。在中国,虚拟交易有一条铁的定律:只要有买方市场,那么就一定有与之相对应的卖方市场,买方市场越大,由此而生的虚拟交易市场就越大,游戏也越火,这是由很多原因共同造成的,在很长一段时间内不可能得到改变,任何企图制止这种交易的产商行为都是一种违背市场客观规律的行为,是不可能成功的。
二,庞大的产出造就快速的通货膨胀 很显然,BLZ意识到了玩家对于金币的需求,而为了阻止虚拟交易升温,BLZ的方法不是别的,而是大幅提高金币产出——我让你能以更少的时间来获取更多的金钱,这样一来现金购金对你吸引力总降低了吧?这是一种典型的美国式思维,美国在解决自己国家发生经济困难时最拿手的就是让美元贬值来保护本国经济利益,比如说最近的美国次贷危机,美国就让美元大幅贬值,美国的利益得到保护了,而其他持有美国外汇的国家却受美元贬值影响而损失惨重,BLZ的这种做法与让美元贬值来保护自己利益几乎是完全一样的——通过扩大货币产出,金币贬值了,因此对金币的需求减少了,从某种程度上来说BLZ的利益得到保护了。但是——回到美元贬值的问题。美元贬值,美国的国家利益能得到保护,但这种保护并不是没有代价的,而代价就是牺牲了美国公民的经济利益:假设某美国公民持有10W美金,美元贬值50%,那么他的财富就缩水50%,相当于只有5W美金了,这就是为什么亚洲金融风暴发生时,周边国家的货币纷纷贬值,而中国坚持不贬值的主要原因——这是一种对人民负责的态度。再回到WOW来,BLZ通过提高货币产出来让金币贬值,其直接后果就是造成了快速的通货膨胀,而在快速通货膨胀下,无论是工作室还是普通玩家,只要他们手里持有金币,不可避免地会出现财富缩水,BLZ通过这种宁可错杀一千,也不放走一个的强硬手段让无数正常玩家蒙受了巨大的游戏经济损失。
在高通胀下,游戏本身也受到了巨大的影响: 1, 与现实货币的汇率直线下降。 说的直观点就是金币价格下降,点卡价格不断提高,对于不同类型的玩家有不同的影响:对于非RMB玩家来说,他们主要通过金币换点卡来获取游戏时间,点卡价格上升无疑地严重加大了他们的负担,特别是工作室,利润会直线减少;对于自给自足的亚RMB玩家来说,由于极少参与点卡交易,因此点卡价格是否涨对他们影响不大;对于RMB玩家来说,点卡越是涨他们越高兴,因为同样的RMB可以获得更多的金币。 2, 游戏内物价相对稳定。 游戏内的物价取决于供求关系,尽管金币不断贬值,但是游戏物资的需求并没有相对扩大,相反地在某种程度上由于产能的扩大甚至还会出现供过于求的情况同样贬值,换句话说就是无论是打材料的也好,倒卖经商的也好,在金币贬值的情况下从拍卖行并不能获取更多的金币,而受金币贬值影响,自己的财富无论是材料还是其他的物资也同样在贬值。但是,尽管在贬值,对于大多数正常玩家(能够正常支付点卡花费的玩家)来讲,他们正常的游戏体验并没有受到多大影响,而非RMB玩家的损失则很严重,这便是BLZ能够肆无忌惮让金币贬值的重要原因。 3, 对正常新手玩家的经济门槛提高。 BLZ扩大金币产出,并不是针对所有玩家的,而是仅仅针对满级玩家,也就是说新手玩家并没有得到任何实惠。老玩家的经济实力越来越强,而新手玩家的经济实力得不到任何照顾,这对于吸引新血是极为不利的,而现状也应证了这个观点:在G团流行的国服,新手玩家缺少老玩家那样足够的经济实力而难以获得入门装备,而缺少这些入门装备又会被大型副本拒之门外,难以参加大型副本又使得装备提升慢,等等经过一系列的恶性循环,会严重打击新手玩家的游戏积极性。除了RMB玩家有兴趣加入老服外,亚RMB玩家、非RMB玩家基本没什么兴趣去老服。 4, 对金币交易影响各异。 可以分为两类,一是没G团的服,二是有G团的服。在没G团的服,由于玩家获取金币的难度变得更低,他们可以更容易地满足自己的需求,因此这些服的金币交易必然会大幅下降——因为买方市场在缩小,所以整个虚拟交易市场肯定也随之而缩小;在有G团的服则不一样,G团的存在会人为地扩大金币的作用,使得金币的需求丝毫不会减少,因此在有G团的服并不会像BLZ所希望的那样虚拟交易会受到打压,在金币贬值的情况下只会促使工作室和交易中介方改变囤积的方案而采用快进快出的方案而已。
因此综合以上,BLZ这种提高金币产出来打压虚拟交易的方法最少在国内来看并没有取得他们的预想效果,这是一种变相的减少非RMB玩家的利益,提高RMB玩家利益的手段,在一定程度上工作室的利润是降低了,生存空间是缩小了,有助于扼制虚拟交易的进行,但从另一角度上来讲,虽然环境恶化,但是现实利益还在,所以在客观上加剧了工作室之间的竞争,促使他们更加疯狂地通过发布广告、盗号等手段来生存,这无异于是在破坏整个游戏环境,无异于在吞噬游戏寿命,在游戏经济形势恶化的情况下,正常玩家的游戏环境也被破坏殆尽。
三,游戏之内,对游戏秩序的破坏 虚拟交易在某种程度上满足了玩家的一种需求,如我在第一节所说的那样,因此从这方面来讲它具有合理性,对于大部分网游来说有序的虚拟交易可以在一定程度上增强游戏的生命力;但虚拟交易在一方面带给玩家实惠的同时,不可避免地会对玩家的游戏体验产生破坏性的影响,放在WOW上来说它主要表现在以下几个方面: 1, 刷屏现象普遍,严重影响玩家正常游戏 国服的WOW已经成为了刷子的天堂,这是由中国的国情决定的。失败的教育体系教出了一群不知廉耻的商人,为了提高自己的知名度,为了打广告他们在游戏里刷屏干扰其他玩家的正常游戏从来就不觉得这是一件很不要脸的事,相反的他们还会觉得很光荣,因为通过这样的刷屏他们的东西好卖了,此可谓现实生活中某些人要钱不要脸在游戏中的真实写照。在现实生活中你骂大街,四处张贴垃圾广告好歹还会有有关部门来管,而在游戏中基本上没有相关部门管,由于虚拟身份的特殊性,运营商即使是有责任心、有决心管也会因为各种客观原因局限而有心无力,更何况是九城这种只认得钱,没有一点责任感的运营商。所以,虚拟交易的广告刷屏现象是教育的失败,是社会现状的悲哀,是工作室为了生计的无奈,更是广大正常玩家的无奈。 2, 外挂横行,严重破坏游戏平衡 外挂的作用主要是两种,一是辅助,二是作弊。WOW由于功能比较完善,再加上开放UI许多热心玩家制作辅助插件的原因使得WOW没有因为需要辅助而使用外挂的必要。但是作弊则在每个游戏中都会出现,究其原因是因为利益的驱使,而究其根本原因则是诚信的散失,为什么就会有些人这么不注重诚信呢?——那是因为诚信不值钱,尤其是这种虚拟身份,即使在现实中是一条狗,可是网上别人也并不知道在和一条狗玩,所以诚信对他们来说一文不值——这又是中国教育的失败!回到正题,在通货膨胀的背景下,由于工作室从正常途径来获取金币会变得越来越难,那么他们就会想尽办法走歪门邪道,比如说利用外挂作弊来获取高额回报。所谓道高一尺,魔高一丈,BLZ即使你本事再大能不断地发展反外挂技术,可那些计算机系的高材生也不是盖的,他们同样也会钻研更高、精、尖的外挂技术,即使是要冒着被封号的巨大风险,但必竟有着高回报放在那儿呢,这块蛋糕你不做,总会有其他人做。 3, 盗号现象层出不穷,玩家深恶痛绝 与前两种相比,盗号可谓是人见人诛了,因为前两种没有直接侵犯玩家的虚拟财产,而盗号是直接侵犯了玩家的虚拟财产,所以没有哪个正常玩家对于盗号不深恶痛绝的。虚拟交易的工作室也大致分为两种,一类是正常合法经营的,他们是通过正常的手工打金、代练来获得收益;另一类则是使用外挂、盗号等非法手段来获取巨额利润的工作室,如果说前一种只是在缓慢地影响游戏寿命的话,那么第二种则是在大幅破坏玩家正常游戏体验严重影响游戏寿命了。盗号木马由来已久,然而其真正地发展起来则是因为中国网游业的大发展,与之相匹配的杀毒产商也是如此。盗取游戏帐号几乎是一种一本万利的投资方式,在这个看不见摸不着的虚拟世界中,盗号行为几乎没有任何风险,更为搞笑的是很多所谓的经济学家还认为虚拟财产不是财产,这更加助长了盗号者们的嚣张气焰——如果虚拟财产从法律的角度来讲它不属于财产,那么就无异于是默认了盗取他人虚拟财产是合法的,你说盗号者高兴不?所以随着BLZ不断地让金币贬值,工作室的生存压力也不断地增加,这便无异于是逼良为娼了——从正规途径越来越难得到利润,那么就只好走盗号这类的歪门邪道,这就是为什么金币越是不值钱,盗号也越凶的真实原因。
一个正常的游戏秩序离不开玩家、产商、法律的三方面共同维护,然而遗憾的是WOW在这三方面均不足:由中国失败的教育所教出来和残酷的社会现实所逼出来的大量素质低下的玩家充斥着游戏,不知游戏秩序为何物;见钱眼开、唯利是图的运营商根本就不重视玩家感受,即使客服质量差玩家也必须要忍受,因为自己是垄断者,而玩家则是待宰的羔羊;中国的法律体系一向以落后、跟不上时代而出名,对于这样一个成长还不到10年的新兴产业缺乏相应的法律条文来规范更是预料之中的事实,法律的空白滋生了大量钻法律空子的投机之徒,如果有一天真正立法了盗号要判刑,要坐牢,那么我就不信盗号现象会像现在这样肆无忌惮。
四,游戏之外,对实体经济的冲击 我曾经看过一篇文章,题目为《CCTV发话人民币升值源自WOW虚拟交易》,文中加载了CCTV去年关于WOW工作室的一个报道,没有明显的赞扬或者指责,但却让人深思,当然这篇文章的题目的确是太过夸张了,CCTV根本没有说人民币升值源自WOW虚拟交易,或许这题目只是为了吸引眼球而已。
谈论虚拟交易,如果只讲对游戏本身的影响的话,那么就未免太肤浅了,因为虚拟交易不仅对玩家的正常游戏体验息息相关,而且也已经渗透到了现实经济中来,对现实经济形成了一定的影响,主要表现在以下几个方面: 1, 对于就业的意义 中国人口多,而教育却相对落后,虽然每个行业都有各种各样的人才缺口,但是合适的人才却不多,毕业即失业是广泛流传于中国学生中的一句话。据相关数据反应,中国的失业人口最少有1400W(不算农村的),而中国游戏产业的直接从业人员仅有2-3W,但从事虚拟交易的人员最保守估计也超过50W,乐观估计则超过100W,50W是个什么概念?——相当于中国股改第一股,中部崛起重要力量的三一重工员工数的80倍,中国最大的房地产商万科员工数的31倍,甚至还超过了中国最大的上市公司中国石油的总员工数!你敢说虚拟交易对于社会没有一点贡献吗?说来也可笑,网游产业在每年给社会创造上百亿财富,带动相关产业多增加几百亿产值,还提供数以百万计的工作岗位的同时,却在不断地遭受社会舆论的质疑,遭受不负责任的媒体的肆意扭曲和批判,中国有几个受到过如此妖魔化的产业?这也是中国特色的悲哀。
因此对于任何想抹杀这个产业的,无论是国家相关部门也好,或者是游戏产商也好,我认为他们不但是不懂经济,同样也是对社会的不负责。
2, 对于金融秩序的影响 虚拟交易是一个游走在法律边缘的灰色产业,由于行业不规范,因此它对我国的金融秩序有着深远的影响,我就说两个典型的问题。
第一个是不法分子可能会利用虚拟交易来敛财,甚至洗钱。因为虚拟交易不同于实体交易,它是一种以B2C电子商务模式为基础的,不需要像现实做生意那样还要租地和交税,对于虚拟交易来说这些都不是必须的,因此利用这个漏洞有组织有预谋的人可以很快招集一堆人马来干活,他们甚至不需要经过工商注册,也不会得到任何监管,更别说上缴税收了,除去工人的工资,其他的收益全数为老板所独吞——这是一个极为暴利的行业,由于法律的空白,他们更可以开发利用外挂、木马来疯狂敛财从而对游戏产业本身产生致命影响。由于缺乏监管和足够的透明度,洗钱也变得非常容易。这一切都对正常的金融秩序构成了威协。
第二个就是以WOW为代表的游戏,工作室通过在美服、欧服打金售金对于我国经济的影响。由于欧美生活水平比中国高不少,因此在美服、欧服从事虚拟交易可以拥有比在国服干高的多的利润,因此出现了WOW奇特的“中国金币农民”现象,在廉价劳动力的巨大优势下,源源不断的美元、欧元流入国内,表面上看是给我国带来了大量的外汇收入,但是实际上这对于国家的金融秩序的确是如电视节目所说的那样带来了隐患。因为首先无论怎样,一个不能忽略的事实就是这些外汇没有得到任何监管,国家不知道到底流入了多少,而正常的外汇流入是经过国家相关部门统计的,而这些统计数据对于国家的宏观调控政策有着非常重要的意义。其次,这些外汇属于热钱,而这些从国家机关眼皮子底下溜走的热钱你无从知道它们的去向如何,如果数量过多进入股市、楼市,可能会造成一种振荡,这也是一种不确定因素。最后,我们假如这些热钱数额巨大,多到足够引起汇率变动时,那么必然会是人民币升值,而人民币升值对于我国其他的出口型企业会造成严重的不利影响,进而影响整个国家经济——也许现在来看还为时过早,但由于缺乏监管,谁也不能保证多年以后照这种速度发展下去会不会变成这样。谈到这里我算是明白了为什么BLZ要用不惜通货膨胀加速的代价来提高金币产出了,由于美服、欧服的G团不是很流行(个人估计,如有相关人员提供数据不胜感激),金币产出的提高有助于减少金币需求,从而达到限制虚拟交易的目的,而最终的目的就是有效地阻止美元的流出,保护本国的经济利益。很明显,通过金币产能扩大、大力封杀打金帐号等,中国在美服、欧服的工作室已经面临了一个生存的问题了,BLZ完美地达成了他们的目的。—吞虚拟交易来说这些都不是必须的,因此利用这个漏洞相它是一种基于这是一个在
3, 规范虚拟交易的意义 根据中国游戏产业报告显示,06我国网游产业市场规模为65.4亿,而虚拟交易市场保守估计约为70亿,乐观估计为80-100亿——超过网游产业本身的市场规模!当然,我无从知道这个数据是真是假,但是就我的经验来说,很多从事虚拟交易较为成功的,他们的收入超过网游公司的大部分员工甚至中层管理的收入是不争的事实。因此,规范这个市场有着意味深长的意义。
对玩家来说,规范这个市场有助于保护他们的利益。目前的虚拟交易大部分是建立在对中介网站的信任基础上,但如果没国家相关部门做监督,法律做保障,这种信任是空洞的,换句话说玩家参与虚拟交易会有一个受骗的风险,如果市场规范化了,那么玩家对于虚拟交易安全隐患的担忧完全消除,那么这个市场就完全可以做的更大。
对产商来说,虽然这个市场赚的钱不是属于自己的,但适当的虚拟交易可以促进一个游戏的繁荣,甚至延长一个濒临死亡的游戏的生命是一个不争的事实,如此一来就变相地使自己得到实惠。现在的问题主要是虚拟交易市场混乱,而这种混乱严重地干扰了玩家的正常游戏,因此也极大地缩短了游戏的寿命,所以才会有很多产商抵制虚拟交易。
对虚拟交易从业人员来说,规范这个市场可以让他们从赚不明不白的钱变成赚明白钱,从单纯的破坏游戏平衡,破坏正常玩家的游戏环境变成从某种程度上促进游戏繁荣,帮助玩家更好的获得游戏体验的重大转变,自己一方面正名了,能抬起头来光明正大地工作了,另一方面也有助于延长游戏寿命,实现长期收益。
对于社会来说,规范市场可以更好地保护从业者的利益,缓解社会就业压力,有效地杜绝像黑网吧一样的黑工作室的存在,不仅有利于维护虚拟交易市场的秩序,也有利于维护网游市场的秩序,让二者实现互惠双赢。除此以外,规范市场也有助于国家对这一行业进行征税,从而让这一行业回报整个社会。
五,一些硬性思考 在去掉浮燥,回归理性之后,有很多问题值得我们进行思考。 1, 暴雪的霸王条款是否合理? 类似于这样的霸王条款很多,但暴雪是个典型,谁让暴雪树大招风呢?暴雪蛮横地宣布游戏中的所有数据归暴雪所有,那么自然也包括玩家辛辛苦苦所得来的虚拟财产,暴雪这样做无疑是出于以下两点考虑:1,所有权归暴雪,那么自然而然地运营商便无权对玩家的财产进行干涉,在一定程度上可以对运营商形成一种威慑力:你干的好就接着干,干的不好把所有数据交出来我换代理或者干脆自己代理,我肯定不会受制于你;2,可以更有效地打击虚拟交易,维护游戏环境:因为所有权归我,所以如果你有违规行为,那么我就可以毫无顾虑封掉你的号,因为这一纸契约在,你去告也告不动。我国合同法明文规定:任何违背法律的合同、合约都是无效的。但是由于虚拟财产的归属在法律上还没有一个明确的界定,所以暴雪的这个霸王条款具有一种近似合法合同的效力,换句话说,如果玩家因为虚拟交易而被暴雪封号,那么他去法院告也是难以胜诉的。
从暴雪自己的角度来说,推出这样的霸王条款是必要的,也是有一定合理性的,它有助于帮助暴雪规范玩家行为,从而给玩家创造一个舒适的游戏环境,但是不要忘记,暴雪是一个美国公司,这种霸王条款是一种美国式的思维,而中国的网游市场与美国的网游市场有很大不同,暴雪显然知道这一点,所以才会把WOW交给中国的代理商运营而不是自己运营。暴雪能够推出这一霸王条款是有足够的底气的:金字招牌够响亮、游戏够精品、对玩家的游戏体验够重视,一句话——不怕你因为这个霸王条款而不来玩,但换做国内产商,就未必适合这一霸王条款了。如果一个国内产商敢推出这种霸王条款,那么就意味着你必须要在服务上下足功夫才不至于让玩家觉得自己辛苦半天才到手的虚拟财产并不属于自己而离开游戏,这就表示玩家在遭受盗号之类的损失后你也需要全权负责追回,很显然99%的国内产商没有这个能力。
其实一个最核心的问题便是在中国运营的游戏必须要能够迎合玩家口味,而不是去改变玩家口味,如果某个产商自大地认为现在的玩家口味不行,游戏方式不健康,我要通过这样的霸王条款来改变你,来帮你纠正自己的错误,那么OK,我从精神上支持你,但这样的做法毫无疑问会受到惨重的失败——所以WOW国内的代理商才没有把这个霸王条款当回事,中国玩家花4000RMB买个火鸡,哦不,凤凰坐骑,九城也没有封他号,因为他不敢!别说九城一个小小的代理,即使是暴雪,我也不相信他有这个魄力敢封,因为这其中牵涉的经济利益太多了。但是欧美又有所不同,这主要取决于玩家素质、游戏理念和收入的差异,很多欧美玩家一来不认为虚拟交易很合理,二来也没有必要,而大部分中国玩家恰恰相反,所以欧服玩家花7000欧元买的双刀贼号暴雪就敢封,而国服玩家花4000RMB买个鸟九城也不敢封的原因。
2, 虚拟交易是否合理? 存在即合理用来形容虚拟交易再合适不过,它的合理性来源于三个方面,一是游戏自身设计的局限性,二是玩家需求的多样性,三是社会分配的差异性。
先说第一个原因,也就是游戏自身设计的局限性。我们都知道,虚拟交易最流行的莫过于MMORPG,而MMORPG的核心三因素是打怪、做任务、PK,对于大部分MMORPG来说PK是充满乐趣的(当然是指不会被对方乱虐的前提下),而打怪做任务未必有趣,即使你做的很有趣,但这种乐趣也不可延续,也许玩家头几次觉得有趣,但是打怪打久了,任务做多了一样会觉得很无趣,但又不得不做这些事,因为你不做而别人做了那么你就落后了,而落后就要挨打,怎么办?丢给代练,把这些无趣的事情给他们来干便是解决途径。实际上不仅是代练,金币交易、帐号交易从根源上来讲也是这样。这便是游戏自身设计的局限性,你完全不可能设计一个完美的游戏,所以虚拟交易便是对这种局限性的一种弥补,难道不合理?
再说第二个原因,也就是玩家需求的多样性。随着玩家逐渐走向成熟,他们的口味和着重点也开始细分,然而MMORPG在不断满足玩家多样性需求的同时也不可避免地会出现一些一部分玩家叫好,另一部分玩家却讨厌的玩法,比如说现在已经很普遍的生活、生产技能玩法,并不是每个玩家都会喜欢,但如果不接受这种玩法你就会无法得到某些实惠,怎么办?一,硬着头皮去干这些自己不喜欢干的事;二,交给代练。打钱与培养角色同样如此。除此以外还有一个原因就是玩家游戏时间的差异,通常来说玩游戏是越宅越厉害,但并非每个人都能宅,但每个人都希望自己的角色强大,那么如何让自己游戏时间不够的情况下不至于被宅男宅女拉开距离?同样的,虚拟交易。
最后说第三个原因:社会分配的差异性。我国的社会分配不均是个不争的事实,不仅东西部收入水平差异巨大,沿海与内地收入差异巨大,城市与农村收入差异巨大,即使是在同一家公司,同一个企业,底层与高层之间的收入差距同样巨大,正是这种种的差距导致了社会分配的严重不均,什么按劳分配为主体,那完全是扯蛋,哄小孩的。所以高收入的玩家在玩游戏时就不得不考虑一个机会成本的因素,即如果这种费时间费精力的事我自己不干,通过虚拟交易让其他人来干,省下的这些时间和精力我拿去干我的正经事,哪个更划算?我相信通常来说都是后者更划算。而对于低收入甚至无收入的玩家来说,既然帮别人玩游戏能赚到钱,那么何乐而不为呢?于是这种由分配不均而导致的收入差异最终使得虚拟交易的买卖双方成交。
3,在设计游戏时是否需要将虚拟交易考虑进去? 这是最后一个需要考虑的问题。BLZ对虚拟交易的打压在国内几乎没有起到任何作用,相反地还更多地影响到正常玩家的游戏体验,这让我们不得不深思:既然虚拟交易野火烧不尽,春风吹又生,那么何不对其进行一些剪裁,让他们成为一片绿茵,让玩家走着躺着都舒服呢?对于虚拟交易,我的态度是宜疏不宜堵,它如同水一样,控制得当可以灌溉发电造福人类,控制不当则会泛滥成灾危害四方,现在的虚拟交易显然已经演变成洪水了,因为缺乏管理,缺乏有效的控制,而对付洪水最有效的办法永远是疏而不是堵。既然虚拟交易从根源上无法制止,那么在开发游戏时不如将其考虑进去,为其修建一个大水库将其存起来慢慢利用。WOW并不是针对中国市场而开发,所以完全没有考虑给虚拟交易留一个水库,所以中国的虚拟交易才会如洪水一样泛滥成灾了,因为BLZ疏通的小河小溪根本容不下如此之多的水,不发洪水那才怪呢。
题外话:我的游戏理念 游戏理念,说通俗点就是玩游戏的目的是什么?如果在很久以前,我玩网游的目的也无非是去获得一种虚拟的成就感和满足感,去得到大家的赞许和羡慕,满足自己的虚荣心而已,而对于在游戏中是否得到足够的乐趣,是在玩游戏还是在被游戏玩这些问题是从来没有考虑的。但是现在不一样了,也许是玩的东西多了,也许是要做的事情多了,也许是自己的游戏理念变得更为成熟和理智了,现在的我玩游戏考虑的最主要问题是自己能否得到足够的乐趣,是在玩游戏还是在被游戏玩,而成就感和满足感则是处于一个次要的地位了,因此我现在才不会为了某一装备,推倒某一BOSS而连续游戏数10小时以上,所以对于很多问题如虚拟交易才有了更深层次的看法。
特别警告:那些像苍蝇一样的工作室们,我这里不适合你们来,如果非要来苍蝇拍伺候!
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Posted: 19 Jul 2008 07:44 AM CDT BSP(二叉空间分割)树是另一种类型的空间分割技术,其已经在游戏工业上应用了许多年(Doom是第一个使用BSP树的商业游戏)。尽管在今天BSP树已经没像过去那么受欢迎了,但现在仍在广泛地采用这项技术。 当你看一下BSP在碰撞检测方面那极度干净漂亮和高速的效率,立刻能让你眼前一亮。不但BSP树在多边形剪切方面表现出色,而且还能让我们有效地自由运用world-object式的碰撞检测。BSP树的遍历是使用BSP的一个基本技术。碰撞检测本质上减少了树的遍历或搜索。这种方法很有用因为它能在早期排除大量的多边形,所以在最后我们仅仅是对少数面进行碰撞检测。正如我前面所说的,用找出两个物体间的分隔面的方法适合于判断两个物体是否相交。如果分隔面存在,就没有发生碰撞。因此我们递归地遍历world树并判断分割面是否和包围球或包围盒相交。我们还可以通过检测每一个物体的多边形来提高精确度。进行这种检测最简单的一个方法是测试看看物体的所有部分是否都在分割面的一侧。这种运算真的很简单,我们用迪卡尔平面等式 ax + by + cz + d = 0 去判断点位于平面的哪一侧。如果满足等式,点在平面上;如果ax + by + cz + d > 0那么点在平面的正面;如果ax + by + cz + d < 0点在平面的背面。 在碰撞没发生的时候有一个重要的事情需要注意,就是一个物体(或它的包围盒)必须在分割面的正面或背面。如果在平面的正面和背面都有顶点,说明物体与这个平面相交了。(以上载选自百度百科) Bsp分割算法简述 Preview 趁这段时间有空,遂埋头钻研BSP,一周之后,分割和自动Portal生成均已解决,遂做此文,希望能对初学者有所帮助,亦希望能抛砖引玉,众位高手能不吝赐教。 本文先就BSP中相对简单的分割部分做一个简单的介绍,自动Portal生成的资料正在整理,希望能尽快放出。 BSP者,原理很简单:它试图将所有的板(在BSP中叫做平面)组织成一棵树,每个平面均将它所在的空间分割为前后两个部分,这两个部分又分别被另外的平面分割成更小的空间……直到最后,按照前面所说的算法,确定每一个房间(在BSP中叫做叶子)相对于眼睛的遮挡顺序。 这是一个非常标准的二分法,仅按照“前”和“后”两个逻辑上的概念来切分空间,这使得它在以“房间”为单位组成的室内场景里是不二之选。为什么?请接着看: 在判断遮挡顺序的时候,BSP空间的算法极为简单:只需要从树根开始,简单判断人的位置与所有平面的前后关系:前则正子树(在平面“前”方的空间)在前,负子树(在平面“后”方的空间)在后;后则正子树在后,负子树在前。以此递归到叶子(叶子总是一个房间),就可以确定人处于哪一个房间之中、其他房间的遮挡关系如何。 这个其实很简单:因为所有的平面均将其所处的空间分为前后两个部分,所以,每一个房间,均是由若干平面的“前”“后”来决定的,通过人与这些平面前后关系的判断,自然而然就可以直接定位到所需的房间之中了。这就是BSP算法的特别之处。
如图:空间ABC由A、B、C三个独立的房间组成,首先,分割平面1将空间分成了平面正向的A房间和平面负向的BC空间,BC空间被2紧接着分割为平面2正向的C房间和负向的B房间。注意这里平面的方向一般由墙壁面向的方向而定。 如果有一个人处于C房间内,那么如何判断所有房间的遮挡顺序呢?从树根开始,由于人处于平面1的“后”面,所以,BC空间应该先于A房间(后:先负后正),然后,由于人处于分割平面2的“前”面,所以,C房间应该先于B房间(前:先正后负)。这样,整个房间离人由近到远的顺序就可以确定了:C-B-A。仅需要通过两次平面的前后判断(总共六次乘法、两次加法、两次大小判断),就可以确定空间的先后顺序,算法的威力可见一斑! BSP分割的目标是将空间划分为一个个叶凸体,也就是一个凸面体。一个个凸面体才有排序的可能,很难想象一个非凸面体在空间中如何排序。如图左:从箭头方向看过去,到底凹多面体A是在B的前面?还是B在凹多面体A的前面?而如果是右边的,两个凸多面体,情况就不一样了,A和B方向的前后,根据视点的位置永远是唯一的。这就是BSP的优势,只需要知道视点的位置,空间所有凸体的位置顺序都可以马上确定,但如果是凹体,对不起,那就确定不了了,所以,BSP划分空间结构化面的结果必然是一个个凸面体。
这里面唯一想强调的一点是,如果您分析过Quake3的BSP格式,那么您会发现过去有时候一个房间会被几个柱子分割得乱七八糟,只是为了少渲染几个面。现在大不必这么兴师动众,一个房间就留外面的6个结构化面,柱子什么的只算作细节Mesh,不参与分割,这样产生的结果,与Portal筛选结合之后,效率未必就差。而且,结构更符合逻辑,在以后自动路点和路径计算的时候,会有一些优势。想想看,被一个很不规则的柱子(或箱子等其他物体)划分得乱七八糟的空间,一个房间就有很多个叶子,到底哪些叶子是人能走到的?哪些叶子是人走不到的?哪些叶子需要在AI中被考虑?哪些叶子可以排除?一个不以逻辑构成的空间,必然在逻辑的处理上要处处碰壁。所以,最好还是一个叶子就是一个房间、或者一个走廊;柱子、箱子啊什么的全都用细节Mesh,就可以了。 注意,BSP划分出的凸体其实主要是为了后面BSP分析而进行的,而不是渲染。早先的时候硬件很糟糕,没有Z缓冲,那时候省一个三角形比现在重要得多。现在?有时候宁可多画一堆三角形也不会去浪费那个CPU资源进行三角形的逐个筛选。所以,尽量减少结构化面,使结构化面的房间组成凸体,但细节面把房间装点成什么样,那就无所谓了,即便细节面将这个空间又变成了一个凹体,也是无所谓的,如图:
由于是一个老算法了,因此BSP分割算法早已经不是什么神秘的东西,这个算法有很多例子,推荐《BSP技术详解》(翻译后的名称如此),唯一的遗憾是这篇文章的伪代码需要花点心思。另外,《3D游戏 卷2 动画与高级实时渲染技术》所带的FLY 3D引擎也有很完整的代码,虽然整个看下来比伪代码还难懂,但是每个函数基本上都还算清晰,也是一个难得的备选资料。 准备工作:场景数据 进入工作状态,第一个问题是场景数据的配置。BSP的难度一定程度上不是算法本身带来的,BSP算法很简单也很明确,并没有太多复杂的东西在里面。复杂的是大凡好的BSP都需要和编辑器结合起来,以进行Portal、Brush、Entity和Path Point诸如此类的定制,直接从3D Max导出一个Mesh然后就进行分析,这个从实践上限制太多、意义不大,所以,与其说BSP分割很难,倒不如说是BSP的编辑器难做。记得一本老书上曾经说过,BSP编辑器的代码是BSP分割算法的10倍有余,仔细想想,确实如此,而且只会有过之而无不及。 在实践中,我采用了《3D游戏》的方法,这个方法是,通过在3D Max中物体的名称来区分一个物体的这些面是属于“结构化面”(分割平面)、“细节面”(不参与分割的面)还是Entity。由于3D Max Script支持使用前缀将一组物体放入一个Array中,所以,使用一个简单而明确的前缀是一个很好的思路,《3D游戏》使用了*、&这些符号,而我则使用了S(Split)、D(Detail)、E(Entity)。例如SBox01说明这个Box01的所有面均是结构化面,要参与BSP分割和分析,而DSphere01则说明这个Sphere01在BSP的分割和分析中将会被忽略。这中间的主要工作集中在3DMAX Script的撰写(或者插件的撰写),所以就不再多说了,对这个技术还比较生疏的,可以参考网上相关的内容。 从3DMAX中读出来Object后,其所有的顶点和面索引都已知了,将所有顶点组织成一个顶点表,所有的结构化三角形组织成一个结构化三角形表(这里的三角形是指顶点索引),这个比较简单,应该不是问题。 数据进入我们的程序,第一件事情就是要首先计算出所有的平面,因为不同的结构化面可能共用一个平面,所以,这里先需要计算出所有的平面并在平面和结构化面中建立关系,以防止同一个平面被两次以上使用,影响BSP二分逻辑的正确性。D3DX给出了专门的函数D3DXPlaneFromPoints,可以很方便地从一个三角形产生出一个平面来。一个新的平面算出来后,检查一下这个平面是否已经生成过了,如果没有,就算作一个新平面并记录其ID,否则就要舍弃这个新平面,转而采用原有平面的ID。直到最后,为所有的结构化三角形给出其对应的平面ID。这中间注意一下D3DX的平面公式是ax+by+cz+d=0,用的是+d,不是-d,在之后的计算中需要注意。 准备好顶点表、结构化三角形表和平面表之后,分割就可以正式开始了。相对于3DMax Script和插件而言,BSP分割的算法本身容易得让人崩溃,不多说了,下面开始! BSP分割 首先,自然是要先产生一个根节点,并把所有的顶点表、结构化三角形表和平面表一股脑塞进这个根节点中咯。 然后,分割的流程大抵如下: 这样,等一切结束的时候,就是一棵完整的BSP树了,所有的节点中仅保留有节点的分割平面和两个下级节点,而渲染严重相关的结构化三角形和细节面则全都在叶子里。最后,只需要顺根递归,将所有的节点组织成节点表就可以了。我在这里分别是将节点组织成了节点表,将叶子组织成了叶子表。您也可以通过为节点加一个Is Leaf属性来将它们统一放到一个节点表里。 现在,面临最主要的问题是,在所有的结构化面中,如何寻找一个分割平面? 首先,分割平面必须是对于凹多面体而言的,已经形成了凸多面体的空间就不必要分割了。对于一个凹体而言,分割平面必须在平面的正负方向均出现三角形。如此递归分割下去,就能保证将空间最终分割成大量凸多面体集合。如下图左,1、4在平面的一方没有出现三角形,应被舍弃,2、3均可以作为备选的分割平面:
分割平面的选取是一个比较“笨”的办法,可偷懒的机会不多,只能是for each的判断。对于每一个平面,算出一个用于判断的值,在所有值中最大(或者最小,视算法而定)的那个平面就是最佳分割平面。最简单的,永远只选取第一个结构化三角形的平面分割,但是这样分割下来的空间会惨不忍睹。分割出来的结果最好是让一棵树平衡的那个做法。因为平衡二叉树的操作比不平衡二叉树要快,冗余度要小很多。 计算出最优平衡二叉树几乎是不可能的,但在近似层面上保证二叉树尽可能平衡的算法很多,《3D游戏》采用的是: 这个值最小的那个就是最好的平面。也就是说,正负向三角形数量最接近、且切开三角形最少的那个平面就是最好的分割平面。 如上图右,7、3、5均可以作为分割平面,但是,非常明显:3就比7和5要好得多,因为其正负方向的三角形数最接近,且没有切割任何三角形。 这个算法在实际使用上,并不一定能生成最优树,但它简单而且直观。没有最好的算法,只有最适合的算法,算法的选择不是唯一的,基本上应该根据空间的特点进行,所以这里就不再多说了。总之,能尽量分割出平衡二叉树的方法就是好的方法。 关于分割一个三角形 上篇文档写完后,做了一个比较复杂的场景,进行分割后发现原算法的一些问题,在此做一个补充。根据此补充,原文档将被删掉重新修改完后再发,对各位读者造成的不便,希望大家能够见谅。 在上篇文章里谈到的分割算法里有关被分割面的处理,采取的是直接将被分割面正负都放的策略。当时认为这只会对AABB的计算产生影响,所以也就堂而皇之这么写上去了。这个算法虽然简单,但是在之后的Portal处理时会面临很多困难,这一点也是我开始没有考虑到的。 在将场景变得复杂之后,这个问题就越发显现出来:在有些叶子,将会仅包括若干被分割的共享三角形,且这些三角形根本无法构成封闭空间。然而,这些叶子却被送入了Portal计算,最后出来的Portal非常诡异,甚至包括了在同一面上的若干个Portal。 用更多的思路更改Portal算法,倒不如从根本上将空间分割得更为合理,也就是采取标准的做法:将被分割三角形分割开,分割为多个三角形,分别放入相应空间。 顺序访问原三角形的边,设边的第一个顶点是v0,第二个顶点是v1。
首先,为了生成顶点顺序与原三角形一致的三角形(即顺时针三角形生成后仍是顺时针,逆时针三角形生成后仍是逆时针),我们必须要按照相应的顺序遍历原三角形的边:v0-v1、v1-v2、v2-v0,只有顺序访问原三角形的边才能保证生成后的三角形的顺序。如果一开始的顺序就很诡异,那么最后生成出来的三角形顺序将很难保证,代码也会很不直观。
第三,注意法线的切分,如果两个顶点的法线方向正好相反(当然,这是特殊情况),那么最后生成的新顶点的法线会是0!在这种情况下,法线需要单独作一下处理,我的处理是将整个面的法线赋给这个顶点,当然,您也可能有更好的方式。 转自:http://school.ogdev.net/ArticleShow.asp?id=5935&categoryid=5 |
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Posted: 19 Jul 2008 10:26 PM CDT |
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Posted: 19 Jul 2008 06:25 AM CDT 最近在公司里和主程争论过这个问题。但由于争论的内容有些文不对题,而对方也无法理解我的想法,因此在此只字不提。 对于游戏的摄像机,大家通常会理解为跟随主角的摄像机。不过对于深入式的RPG设计,不仅仅如此,除了游戏的基本摄像机以外,在一些游戏中,会出现游戏中即时播放的情景剧,这些情景剧会用到其他的摄像机。 因此在游戏之中,我们需要将摄像机定义为一个对象,也是一个实体。这样的好处是,可以让策划去定制多个摄像机,来制作游戏中的情景剧。这个概念更像是拍摄电影的概念,多个镜头对应着不同的视角,使玩家所见的画面能够跟着镜头随时切换,使得电视剧式的游戏情景剧制作起来更为便利。 例如我们经常所看见的游戏宣传片,有很多就是在游戏之中即时播放的视频,这些情节都来自游戏的脚本编制。通过脚本之中对于游戏镜头的操作,便可以顺畅的完成所预期的剧情表现。这种功能,在3dmax中也有所应用,相信用过3dmax的美术设计师会有更深的了解。 (摄像机以下简称为镜头) 镜头的参数 镜头的参数大同小异,通常最基本的参数就是镜头的类型。 镜头类型一般分为绑定对象的镜头和非绑定对象的镜头。两者其一更多的用在游戏玩法之中,其二更多的用在情节剧的播放之中。
镜头的控制参数
除此之外,镜头还会针对其他实体有所是否可见的判定,例如在实体——单位上,针对大体积单位,如DND中的巨龙角色,其可视距离可能是1000,而小体积单位,如DND中的食尸鬼角色,其可视距离可能是300。 对于实体的可视距离判断,通常权重小于镜头对象上的可视距离。即镜头看的见你(镜头本身的可视距离),才会判断是否显示你(其他实体身上的可视距离参数)。 摄像机的应用 关于镜头的应用,十分广泛。例如最近公布的大作《暗黑破坏神III》之中,就用了大量的镜头摇摆功能来表现游戏战斗的打击爽快感。而在《极品飞车:地下狂飙》之中,则使用镜头的自动摆设功能,实现了赛车比赛录像功能。 从游戏设计的层面上来说,镜头给游戏的表现给予了无穷无尽的可能。通过镜头的一些功能,我们可以模拟几乎CG、影视之中的各种特技。而作为一款好的RPG游戏,甚至是ARPG游戏,镜头的应用当然是必不可少的功能点之一。 在魔兽争霸3之中,战役关卡设计用到了很多的情节剧,而无数的玩家沉迷于这些情节,为未来的魔兽世界的剧情深度做了良好的铺垫。由此我们可以看到镜头应用的可行性和价值性。 以下是魔兽争霸3脚本中所提供的镜头功能接口一览:
如上图,触发器编辑器(Trigger Editor)是魔兽争霸3世界编辑器中最强大的功能之一!而对于镜头功能的提供也十分全面。 JASS脚本镜头应用接口一览:
上图并非所有的镜头接口,不过从功能的数量上,我们已经可以了解到,镜头控制这块也算是一个不大不小的游戏系统了。 关于镜头的应用,我认为更多的是在对游戏的设计以及游戏的宣传上会涉及到的内容(以上魔兽争霸3的应用已经十分典型了),根据游戏的种类以及定位,我们对镜头的需求或多或少有着很大的变化。大家在有兴趣的时候,可以去研究一下影视制作以及镜头之间的关系。
《使命召唤》的情节片设计是PC游戏中最为卓越的! 欧美FPS大作《使命召唤4》就是镜头应用到极致的游戏之一。这种应用在很多FPS游戏中也较为常见,例如《CRYSIS》、《虚幻竞技场》等。 |
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Posted: 19 Jul 2008 05:11 AM CDT 云风日志里的载录,最近被程序忽悠过这方面的内容,算是学习一下: 作为 3d engine ,我们设计者就应该严格的考虑每个功能到底应该提供怎样的接口给人使用。可以最佳的满足问题解决的需要。作为 3d engine 的实现者,我们满脑子可以是矩阵变换、空间矢量、线性代数这些东西。但一旦反应到使用人的一边,这些就不再应该是他们描述问题的语言。engine 需要做的就是隐藏这些细节,换一种方式提供出来。又不能失去使用上的灵活性(比如只能做 RTS 而不能用于 fps)。 下面谈谈最近在做的摄像机的接口。尚未定型,暂作记录。 对于 3d api 来说,摄象机就是绝对空间中一个矢量,有绝对空间坐标和朝向。再加上焦距等一系列属性,便可以描述出要渲染的视野。 但对于要解决的问题(一个可以玩的游戏)来说,这不是合适的描述语言。我们关注的摄象机其实可以是一个实体,它在存在于虚拟世界空间中,它自身的位置往往相对于虚拟场景中的另一个实体,而非以世界绝对坐标的形式提供。比如是 fps 游戏,摄象机可能在主角的身后;对于 RTS ,它在地面的上方;对于赛车,它在驾驶位;对于 日式 RPG 它可能固定在场景中由编辑器预先设定好的位置上,等等。 所以,摄象机只需要绑定在虚拟场景中的一个物件上即可。或者它本身就是一个(不可被渲染的)虚拟物件。 而摄象机的朝向呢? 设置它的朝向不应该让使用者提供一个矩阵,这会让人不知所措。在逻辑表达中,大多数情况下,我们只需要让摄象机指向一个物体即可(对于引擎,还要进一步跟踪这个物体,而不需要每个渲染帧都要求使用者不停的刷新摄象机的状态)。这个物体可以在虚拟世界中真实存在,也可以是一个不被渲染的虚拟物体。比如 FPS 游戏中,我们可以让摄象机指向主角面前 10 米远的地方的虚拟物体。 少数时候,我们需要让摄象机指向一个坐标值(往往在写 demo 的时候用)。当然,我们可以排除后一种情况,当需要让摄象机指向一个特定坐标的时候,我们可以为在这个坐标点上创建一个虚拟物体(如同上一段中提示的 fps 游戏的摄象机设计)。但,我们只需要的是物体的坐标不是?而不是需要物体的全部。 这是一个典型的,可以用面向对象方法解决的问题。我们需要的是:具有获取坐标能力的东西,不管它是什么。 所以,我们可以给虚拟世界中的物件都提供一个方法,这个方法可以取出一个接口,一个获取特定坐标的接口。注意,“取出一个接口”在 C++ 中可以让对象继承这个接口的方式提供出来,但不一定必须如此(如果有 gc 的机制,临时创建一个仅含有这个接口的对象更加方便)。如果在 COM 中,那么就是调用 QueryInterface 得到。实现手法并不重要。 这样一个接口背后的实现需要做的事情是,获取自己相对一个指定坐标系的相对位置。它有可能得到一个非法的相对位置。这是因为,对象本身和目标可能并不在一个世界中。 如果我们需要指定一个特定坐标,可以做一个特别的实现封装一组矢量:比如,将一个位置信息绑定在主角面前 10 米处。 转自:http://blog.codingnow.com/2008/06/camera_interface.html#more
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Posted: 19 Jul 2008 03:36 AM CDT 《流星蝴蝶剑》是款不错的动作类角色扮演游戏,而今年CHINA JOY给我印象最深的也是流星,此流星非彼流星,《流星Online》是昱泉国际开发的《流星蝴蝶剑》的续作,并且是网络版。 由于现在我所在的游戏公司的主程是昱泉的前任制作人,因此了解到《流星Online》的渲染引擎是以虚幻3作为参照标准进行开发的,难怪在CHINA JOY,我玩起这款游戏时,受到了视觉上的强烈震撼力。
《流星Online》在游戏的战斗系统上和以往没什么很大的改观,主要是画面以及美术技术上的提升。另外一方面,也支持网络对战了,不过看CHINA JOY上的试玩版,我认为将来更多的可能是在PVP上的玩法。嗯,确实,《流星蝴蝶剑》不就是一款竞技游戏吗?
第一次玩《流星蝴蝶剑》的日子已经很难追溯了,总之玩过一阵子,然而现在又想不出太多的细节了。 |
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Posted: 18 Jul 2008 10:20 PM CDT 游戏引擎虽然为游戏开发工作提供了便利,但是因为引擎是基于API模式,游戏开发商在得到引擎后仍然需要投入较多的人力财力进行复杂的游戏程序编码工作,而这部分工作存在着较大的可重复性。那么是否可能存在这样一种解决方案,游戏引擎商提供游戏开发平台软件,让游戏开发商可以尽可能从复杂的二次编码工作解脱出来。这也是我从一开始设计Creature3D引擎的时候就设定的目标。经过多年的努力及近年来的游戏开发实践,终于形成一套Creature3D游戏开发平台软件。基于Creature3D平台,游戏开发商将不再需要进行复杂的编码工作,不需要读懂引擎里复杂而繁多的API,对于程序的投入最低并且也不会遭遇到程序障碍。
我会在我的播客上公布一些从Creature3D开发的游戏里录制的视频,在播客上的视频画质损失太大,有兴趣的朋友可以联系我索取。 如有需要索取Creature3D平台软件及游戏DEMO,可以在博客里留言或与我联系。 |
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Posted: 18 Jul 2008 11:21 PM CDT
Dr. Horrible is complete, and it’s brilliant. Go watch it now, before it goes away on Sunday. BTW — low budget? The credits go on for a while…! |
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Posted: 18 Jul 2008 11:05 PM CDT 一年一度的chinajoy游戏盛会即将于08年7月17日在上海新国际博览中心再次拉开帷幕,作为游戏界最热闹的互动娱乐展会,无疑在此期间,各游戏厂商亮相自己的新产品。 杭州五花马网络游戏公司将借助本次chinajoy机会,亮相一款大型MMORPG多人在线网络游戏——《峥嵘天下online》,此款游戏将会年底或2009年年初推出,由国内顶尖开发团队历时两年的秘密研发,之前没有任何市面推广举动,是想给中国的游戏玩家打造一个真实的古代仙侠游戏世界。 《峥嵘天下》是一款即时制大型多人网络全3DMMORPG游戏。游戏的设计将遵循Easy&Fun的设计原则,强调“成长与体验”的乐趣并辅以丰富而艺术的特效。 整个游戏以我们原创的东方架空世界为游戏背景。以充满东方文化气息的“仙侠”为内容主体表现和玩家操控对象。以强调游戏战术策略为设计思想核心。 《峥嵘天下》的画面表现采用了Full3D技术,通过此技术将更好的体现角色与场景的丰富与差异。逼真写实的画面效果,以及源自电影技法的镜头运用,将使整个游戏过程充满了动感和临场感。 《峥嵘天下》将是一款包括——战斗,收集(装备、秘籍),养成(法宝、神器、神兽培养),经营(帮会建设/个人商会),策略(大型互动阵营对抗/战场),探险(中小型多人合作副本)等多方面游戏模式的综合型MMORPG。 游戏的主要玩法将仍然是玩家所广为接受的第三人称角度,控制单一角色行动的方式来作为基础游戏模式。上述的各种游戏模式将贯穿整个游戏过程。 |
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Report Card: Space Marine Units (Part 3) Posted: 18 Jul 2008 10:31 PM CDT And now for the third and final installment of my analysis of every unit in Codex: Space Marines. The first part contains the overview and my grades for HQ, Troops and Transports. The second part contains my grades for Elites and Fast Attack. This final part contains my grades for Heavy Support and Ultramarines Special Units and Special Characters. I have also included a summary at the end, which lists the complete report card, but without the details. Heavy Support The weapons upgrades seem like they are overpriced, and other armies’ heavy weapons units seem like they are better (e.g. Chaos Havocs), but I just can’t seem to make a shooty army without this unit. Maybe its because they are one of the best firepower units in the space marine codex. They are more durable than a predator: more models = more enemy firepower necessary to take them out AND you have to kill 2-6 models (depending on unit size) before there is any loss of firepower. Unlike a predator, which can be destroyed in one hit, or even if not destroyed, will be unable to fire for a complete turn if even damaged (which is almost as bad!). Not to mention that this unit typically has cover saves, whereas the predator might have cover, which might grant it hull down…you see what I mean. Devastators are simply more durable than other heavy firepower units. Plus you can transport them, or, in a pinch, assault with them. And finally, this unit is good because of the excellent variety of weapons configurations. Players will argue all day as to the best way to arm them. The reason is because there are many different weapon configurations that work well. This is a fairly one-dimensional unit, but boy does it strike terror into the heart of your opponent! Power of the Machine Spirit is highly recommended for this unit, even though you have a good chance of never firing a shot with this thing. That’s because this unit tends to attract a disproportionate amount of fire, which, fortunately, insulates the rest of the army from harm. I see that as an advantage. Alternatively, you can hide the unit behind cover and pop out to shoot something (with power of machine spirit) or just shut down one of the approaches to your lines. All of this makes the Vindicator a great unit for a shooty army. And when you do shoot you will almost certainly kill something, even if it is a regular grunt that was just standing in the wrong place at the wrong time. This is an average, shooty tank. Nothing especially good, nothing especially bad. In an all mechanized force, these will probably be preferable to Devastators, if only because you are trying to have as many armored units as possible. Otherwise, I feel that Devastators are better because they are more durable, have more guns and have a greater variety of guns. The Predator Annihilator can’t move and shoot well if you take lascannon sponsons (again, better to use Devastators), and if you take heavy bolter sponsons then your weapons will not work well together as you will mix anti-infantry with anti-vehicle. At least they are pretty cheap. First of all, let me say that there is no reason this should be a separate unit from the Annihilator. They should be the same unit, with an option to upgrade to twin-linked lascannons for + 20 points. Having said that, this unit falls into the same boat as its brother – decent, but there are other units in the codex that are better at doing what this unit does (land speeders, in this case). I do like that the autocannon and the heavy bolter sponsons work well together, and work well while moving. Still, there are plenty of other units in the codex that have long-range anti-infantry weapons, and this is not the best of them. If you are playing escalation, this unit is useless. If you are not playing escalation, but are facing a power-armor equivalent enemy, this unit is bad. If you are not playing escalation, and are facing a hoard army, this unit is very good. That about sums it up for this unit. Too bad, really, because in 3rd edition Whirlwinds were my favorite unit. Unfortunately, the increased chance of scattering (thanks to the change in the indirect fire rules), the advent of escalation missions, and the increased point cost made me all but retire this unit to the shelf. Castellan mines aren’t that good because they have no AP value, and anyone who tries to fire with this unit directly, as in, NOT using indirect fire, is a fool. So that leaves us with a unit that is very limited in its usefulness, albeit extremely useful in those situations where it is actually useful. It has armor 14 all around, packs great firepower, and can even transport units. What else do you want? Yes, it does come with a hefty price tag, but people underestimate just how good AV 14 all around is. This is the only vehicle (plus the Crusader variant, obviously) in the entire codex that I am fairly confident will survive to the end of the battle in most of the games I play with it. Even if your opponent concentrates his fire against it for the whole game, it still stands a good chance of surviving. In fact, many players will simply ignore a Land Raider and never fire anything at it unless they have nothing else to shoot – they just don’t think its worth the effort of trying to kill it. That’s how good AV 14 all around is. If it were just a beefed up Rhino, the price tag would be too much, but since it comes with three good weapons, and the Power of the Machine Spirit (which has good synergy with all of the twin-linked weapons, by the way), I’d say the price is a fair deal. Throw in the fact that this unit has a special, unique ability (not written in the codex, but instead in the basic book) that allows units to assault after disembarking (despite it being closed-top), and I’d say we have a pretty special unit here. The only thing keeping it from being an A is that it is expensive in conjunction with it being vulnerable to a lucky shot from your opponent. A more specialized version of the regular Land Raider, this unit shares many of the advantages and disadvantages of its brother. It is better at delivering a close combat unit, and better against light infantry, but much worse at long range. Also, since you are always carrying an assault unit in one of these, you are basically shoe-horned into the ‘strategy’ of charging straight at the enemy, whereas with the normal Land Raider you are more free to adapt to the situation. Still, the Crusader is noticeably better in the areas where it has an advantage. In the end, I’d say it’s about even. Ultramarines Special Characters and Units While they are usable against all enemies, they are really only good against Tyranids. And even against tyranids, they aren’t as good as they seem (especially if you are facing a Monstrous Creature Tyranid army). This is because their special krak grenade attack doesn’t benefit from preferred enemy against monstrous creatures (preferred enemy doesn’t work against monstrous creatures…I know, its ridiculous, but that’s what the rule is). They also lack the options and customizability that makes units like Veteran Squads so good. In the end, this is a unit that performs well enough, but there are better units to take – even against Tyranids. This is the classic example of a unit that is very powerful, but very expensive. Able to dish out large amounts of damage, but unable to take a comparable amount of damage. Such is the definition of a balanced unit. Hence the grade. The uniqueness of the unit is also tempered by the lack of any options. Honor Guard (as a unit upgrade): D This unit is simply too expensive for what it does. A veteran sergeant with a power fist is much better, yet costs the same. Alternatively, a veteran sergeant with a power weapon is about the same, yet costs less. Aside from the coolness factor, you would only take one if you wanted to use an honor guard in addition to a veteran sergeant within a unit. While there are situations where you would want to do that, they are few and far between. It also doesn’t help that they can only be added to command squads, tactical squads, and devastator squads. Would be much better if they could have been added to, say, an assault squad. Cassius is overpriced. He costs 75 points more than a Reclusiarch (his stat line matches the Reclusiarch), has minimal equipment, and two so-so special abilities to show for it. It’s not that he’s bad, its just that you can construct your own Chaplain that will probably be better, especially since Cassius is on foot and most chaplains are equipped with jump packs or are mounted on a bike. Oh yeah, I almost forgot that one of his abilities is only useful against Tyranids. Tigrius is so good, it’s not even funny. He’s just 50 points more than a regular Epistolary, but doesn’t pay extra for psychic powers. While he lacks some things that appear to be no-brainers for most space marine characters (terminator honors, any form of invulnerable save), he more than makes up for it with his special abilities. For one, he can choose any two psychic powers, after both armies have been selected, after you see your opponent’s army, and after deployment. That, alone, is enough to make him the best special character in the codex, Ultramarine or otherwise. But then, on top of that, he DOUBLES the range of all of his psychic powers. This, in conjunction with the power Fear of the Darkness, is incredibly effective against most armies, and absolutely devastating against low leadership armies. Plus, he still retains the advantages of normal librarians – negates enemy psychic powers, has a weapon that ignores armor saves and can auto-kill an enemy, etc. He is easily the best character in the entire codex.
Marneus is unique in that he is the only special character in the codex who can be equipped in two different ways – either in artificer armor with an Iron Halo, or in Terminator armor. Unless you plan to deep strike him, the artificer armor variant is superior. Marneus is a very good special character – lots of power-fist attacks, good armor save, good invulnerable save, 4 wounds, confers leadership 10 on the entire army, and can choose to pass or fail any morale check. Disadvantages include a high price tag, inability to be accompanied by normal command squads or terminator command squads, and the basic problem of being an independent character armed with a power-fist instead of a power weapon. In other words, he is vulnerable to hidden fists and to Dreadnought close combat weapon attacks, which can instantly kill him, sometimes before he attacks. Still, if you want a close combat machine, Marneus is your guy. Conclusion: Space Marines have fairly good, but not great, heavy support. Land Raiders and Land Raider Crusaders are definitely good, and Vindicators are fairly good too, but everything else is average compared to what other armies can field. I’d much rather have the heavy support options from Imperial Guard or Chaos. Or even Eldar or Tau. Still, there is enough to get the job done. As for Special Characters, I find the squads to be really lacking, but the characters on the whole are good. It would have been better had they made Cassius more powerful and Tigrius less powerful, but you don’t always get what you want. At least Marneus Calgar is a good character in this edition. We’ll see if he stays good in 5th edition. Summary: Commander: B+ Chaplain: B+ Librarian: B- |
Command Squad (power armor): B+ |
Command Squad (terminator): B Tactical Squad: B Scout Squad: B- Rhino: D- Razorback: C- Drop Pod: A Terminator Squad: B+ Terminator Assault Squad: C- Veteran Squad: B Dreadnought: B+ Techmarine: D Assault Squad: C Land Speeder Squad: A Bike Squad: C Attack Bike Squad: C+ Scout Bike Squad: D+ Devastator Squad: B Vindicator: B Predator Annihilator: C Predator Destructor: C Whirlwind: C- Land Raider: A- Land Raider Crusader: A- Tyranid War Veterans: C- Honor Guard (squad): C Honor Guard (unit upgrade): D Cassius: C Tigrius: A+ Marneus Calgar: B+ And that’s everything. Feel free to comment, critique, etc. I hope you enjoyed it! |
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Posted: 18 Jul 2008 07:52 PM CDT orz完全沒時間原本畫完的頭發,效果不順眼又全部刪掉于是變成了現在這種涂色風格。不曉得來不來的及。
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Posted: 06 Jul 2008 01:14 AM CDT 不过,Michael Abrash却表示Valve很早便认识到这一点,而且,也正是这一点,造就了日后这款平衡度极高的游戏:“在大部分情况下,光靠关卡设计师,是不能设计出游戏的,”他说。“因此,Valve认为有必要委任一个具有写作能力的专门人员来设计游戏。 ...
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Posted: 18 Jul 2008 05:20 PM CDT The Sims 2: Life is a strategic life simulation game. - Platform: PC.
Overview / Gameplay: The Sims 2: Life is not a full game, but the latest expansion pack to The Sims 2. Here, as the name suggests, players take total control of their Sims' lives - just as in real life. They can either decide to complete certain tasks and challenges in the Life Mode, or they may discover the game at their own pace in the Free Play Mode (Sandbox). What makes the game very notable is the fact that it incorporates many of the previous expansion packs in one, giving players the ability to have pets, go to college (university), visit the neighbourhood, start a business, go on vacation, and switch between seasons. Online play is a new factor in this installment. Create A Sim: Create A Sim has been improved in many ways. Now, players will be able to create, customize and render specific parts of the body like eyebrows, eyebrow color, lips, mouth, nose and so much more. Obviously, players will also be able to select from over 1 000 hair styles, hair colors, skin types and skin tones, piercings, tattoos, make-up, accessories (earrings, necklaces, rings, watches, wrist bands), skirts, jackets, shoes (high-heels, running shoes), fur wearings and even different shades of mascara and blush, and facial hair exclusively for men. Finally, there is an option to be permenantly gay, bisexual or lesbian. Choose from baby, toddler, child, pre-teen, teen, adult or senior - both male or female. Create A Pet is almost the same as Create A Sim. Create A Home: Create A Home allows players to create their dream house in distinct neighbourhoods, whether it's a fancy 1st class mansion, a brick cottage, a western villa or a basic bungalo. Choose from different brick patterns and colors, outdoor stairways and various windows and doors, both unique and simple. Surroundings include trees, flowers and paths, where as players may create gardens and grow fruits and vegetables. Underground and overground pools, balconies and gazebos may also be built. Indoor furniture: tables, beds (bunk-beds, queen size, king size, single, etc.), sofas, chairs, televisions, radios, computers, desks, fridges, stoves, fans, air conditioners, pinball machines, video game systems, counters, drawers, wardrobes, book cases, etc... Players have the ability to create 10-floor buildings for the first time ever, using a variety of staircases at their disposal; even spinning stairs. New Features: - Demon: Now, occasionally at night, the demon might pop up and steal goods and torment sims for the fun of it.
Online Play: Once Online Play is selected, you'll be able to choose a neighbourhood and interact with other players online, free of charge. Although you cannot build a home, you may build a sim or a family and go around town and meet and interact with online guests. You'll be able to stay at hotels or motels, a feature available exclusively online and in this game.
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Inside the Developers Studio: Ted Price Posted: 18 Jul 2008 04:05 PM CDT After all the build-up, we’ve finally reached the end of E3. Not coincidentally, we also present our final E3 developer interview: Insomniac Games President and CEO Ted Price. In this segment, Mr. Price talks about the best way get a foot in the door of the videogames business, his most difficult days as a developer, and answers the questions *you* asked (question-asker in parentheses): |
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Thanks to Ted, and everyone at Insomniac Games and SCEA Santa Monica who helped me put these interviews together. And thanks to all of you that watched (tens of thousands), commented, and asked the questions we’ve used. While this wraps up our E3 interview, it does *not* wrap up our E3 coverage. Stay tuned to the blog for more, including MAG details. IDS Series Links: |
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Posted: 18 Jul 2008 07:22 AM CDT 国内的开源社区为什么一直不能成型,国内的独立游戏项目为什么几乎都做不出来,甚至国外的一流开源项目也很少有国人能够参与,我想原因无非三点,一是国内程序员的收入水平较低(或者生活质量要求较高?),加班比较多,大多数没有时间和精力在业余时间 ...
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Posted: 18 Jul 2008 03:00 PM CDT Dave Pottinger 1Up Halo Wars Interview: This is an extensive pre-E3 interview with Designer Dave Pottinger that should be very interesting to anyone looking forward to the game. This was actually a 40 minute phone interview, transcribed almost as spoken, into about 7000 words of text. There is a lot to digest, but you can read about the trade-offs the design team has made along the way, how we tried to keep true to the Halo universe, where we had to fill in gaps, the trials of bringing RTS to the console, and much more. This is not only a good look inside the Halo Wars development, but really inside game development itself. http://www.1up.com/do/previewPage?pager.offset=0&cId=3168633 Halo Wars at E3: Coverage of Halo Wars launched with an extensive interview with designer Dave Pottinger on cable channel G4. While Dave was answering questions, Justin Rouse was driving the demo you see. Our guys were well prepared with stuff we wanted to show, but were thrown off a bit when the G4 hosts had a list of questions and stuff they wanted to cover. Dave and Justin were able to extemporize well and accommodate G4, and we are very happy with how the presentation went. Our hosts seemed impressed, both on screen and off. Dwayne Gravitt of our IT team got our auditorium set up so we could all catch the original G4 show as it was first broadcast. So there was a brief pause at work while most of the studio watched Dave and Justin do their thing. (And immediate cheering thereafter.) The first day of the show was international media for us so not a lot of coverage we could see, but the second day picked up considerably. We are especially happy to read the stuff from skeptics who come away impressed. Below are links to the G4 video and other important outlet coverage already on the Internet. Our community team is trying to keep current with information appearing on Halo Wars as it pops up and provide one site from which you can link to it all, so check our site to see what other information appears in the days to come. The G4 video interview is here: The 5 Long Years video news is here: Excellent in-game footage from E3 is here: Gametrailers in-game footage is here: IGN hands-on with Halo Wars is here: Gamespot co-op hands-on is here: One stop shop for as much of the coverage as we can find is here: E3 Demo Stations: Here is a photo of one of our demo stations taken by Chris Rippy (Halo Wars Producer) on Monday, the day before the show opened. At this point everything is set up and running properly, ready to go. We have several of these and press people will be moving between different publisher stations throughout the show. In addition to Chris, the ES contingent to E3 is made up of three designers from the team- Dave Pottinger, Graeme Devine, and Justin Rouse. All four will be doing demonstrations at these machines, giving interviews as the opportunity arises, and helping the media reps get some hands on experience in their own 1v1 and 2v2 games.
Here is another Chris Rippy camera photo of Dave actually doing a demonstration to the media.
Halo Wars Release Date: This has been kept under wraps and is still not finalized, but at E3 we are saying we expect to see the game published in the first half of 2009. hopefully the first half of the first half . Halo Wars Builds: For those keeping track, Sergio Tacconi just created archive build #816. Cardboard Halo Weapons: With over 100 employees checking out the Internet now and then, some amazing stuff related to our games gets found and passed around. Check out the weapons this young man has made out of cardboard. http://www.youtube.com/watch?v=e45J0SCXO5s&eurl=http://maxconsole.net/ Flagship Studios Closes Down: Word is going around that this studio founded in 2003 by several key people from Blizzard North (of Diablo fame) closed down recently. Their big title is Hellgate London, which must not have been a big hit. It is always disappointing to see promising studios go away. This one looked like a good bet being headed up by the creative minds behind one of the great game franchises of recent years. Maybe we’ll learn more about what went wrong. Perhaps the PC market had changed too much under them, or they just took too long to bring their game to market, or the overall Blizzard culture/support was critically important to past successes. Talent and passion are not enough in this industry. Those have to be fashioned into a strong business proposition as well. Here is what Voodoo Extreme had to say about the studio closing. Hold the Eulogy for PC Gaming: Gabe Newell is the outspoken head of Valve Software, creators of the Half Life series, the Orange Box, and Steam, their digital download service. He couldn’t disagree more with those who think the PC is on its way out as a game platform and he is investing heavily in businesses aligning with that belief. Read why he maintains such a strongly favorable vision of the PC’s future in this interview with Eurogamer. I think he makes compelling points. http://www.eurogamer.net/article.php?article_id=160866&page=1 Final Comment on Halo Wars: I hope this photo taken by designer Graeme Devine sums up how the game did at E3. We couldn’t be happier. All the hard work to date and especially the extra time put in over the last six weeks is reflected in this achievement.
Bruce Shelley |
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Posted: 18 Jul 2008 02:15 PM CDT 不知不觉在北京呆了快1年半了,不知不觉08年奥运就要到了,说实在还没感觉到什么很热烈的气氛额 哈哈,好耶!!期待有更多好事发生啊 每天早上非常不情愿的起来,洗漱完毕,出小区奔500米外地铁,新的一天开始喽 天通苑离地5不远也不近,要走上个10分钟 比较喜欢坐地铁,虽然有公交,还是喜欢地铁的气氛,这可以看到一天人们忙碌的开始
不过,就是人多了点,尤其这段时间,转到13号线上人要挤暴了 经过漫长的50分钟磨难,没吃早餐的我现在基本上已经挤的不知饿饱了 转趟公交,就到了俺公司楼下了 南是信息大厦,西是我们公司所在大厦,东为中关村创业大厦,北是上地实验中学,加上附近林林种种的写楼,俨然中国小硅谷啊 其实,里面才是大厦的亮点
然后是标准的上班族时间表,12点下,1点上,6点半下;然后,重复以上的行程,之不过,要颠倒着走了 忙碌的日子,很开心哦 |
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Posted: 18 Jul 2008 12:27 PM CDT 又是一天过去,终于从BLOG群的八佰伴钱柜聚会回来。。。。 感谢感谢CCTV,感谢MTV,感谢17173,感谢ALI,感谢。。。。 话说,今天的收获真的是。。。。 承接昨天的打算,今天的老龙很认真地照昨天的规划,8点起床,10点出门。。。10点20抵达会场,然后。。。没有去排队买票,也没有问参展的厂商朋友们拿参展证入场,而是在门口一楼咖啡厅门口站了十分钟,终于等到两位PLMM。。。嗯,特别说明,其中一位应当是34B,另一位是32B。。。。起身进场后。。。抢到了一张桌子。。。在付出了75块钱的点餐费后,获得了那张咖啡桌的使用权。。。 原本只是想逃离CJ场馆内糟杂的环境和不良的沟通空间,但结果却清晰地表明,我今天做了我这两个月来最明智的选择,而今后如果再有机会参与CJ,我肯定会再次做类似的事情。。。 凭借位置的优势和足够好的视野,咖啡桌很快成为我和我认识的一堆朋友见面聊天交流的根据地。。。虽然在白河愁大人出现关,略微有些无聊(足足无聊了十一分半钟)。。。但,咖啡桌的优势,很快就体现了出来。。。 以下同学排名,不分先后。。。 白河同学出现,使得桌子的使用正式进入了规范状态,因为之后,再也没有人过来问另外两张椅子的归属权,反而,我们从旁边桌抢了好几张桌子。。。 然后是风贼同学和大胡子同学(和陆小凤大人略有不同,陆小凤大人的眉毛象胡子,而胡子大人。。。没有胡子。。。)再然后是王同学、施同学、朱同学、时同学、张同学、许同学、刘同学(有三位同学都姓刘)、董同学、欧阳同学、吴同学、舒同学、梁同学、崔同学等等。。。。以及一堆熟悉到不用说姓名的同学。。。等等。。。从上午十点半落座到下午四点我进孕婴童展馆参观。。。前前后后大约有十五六波人坐下、起身、招呼、交换名片、熟悉、交谈、离开。。。。 很直接地说。。。效率和成绩,都远比昨天场馆内混乱的环境和不良的交流究竟要好太多。。。 其实正如昨天所说的那样,参加CJ,对很多业内的朋友来说,无非是找一个合适的机会,与产业圈中的一些不常有机会见面的朋友,或平时无事不登三宝殿的业界同行,提供一个虽然短暂,但却有效的、相互平等的。。。可以打下良好关系基础的。。。见面会。。。 在这样的前提下。。。(前提如下:你必须派了人进会场拍CJ大波照或下午盛大展台的SG红色小裤裤照、你必须没有对任何厂商的礼品有任何野望包括今年最火的小兔子、同时你必须预先认识一堆人并约好了三五波人)。。。今天所在的咖啡厅,无疑是最棒的平台。。。 这里视线良好。。。好到可以清楚地看到下午1点半的时候,有个从展馆出来汗湿半身的MM,穿的丁字。。。 这里是战略要地。。。带着目的参观的业界同行以及没带目的参观的业界同行,路过时总会往咖啡厅里望一眼,以期能够有所惊喜。。。 这里是上上选的交流空间。。。虽然不算太安静,噪音平均在80分贝,但与场馆内比起来,简直是天堂。。。虽然空间并不大,但比起场馆里人挤人,同样是天堂。。。虽然饮料很贵(15块一听的可口可乐),但与场馆内到处找不到水喝,这里至少有甜到发腻的冰咖。。。 这里是不错的采访空间。。。好几个采访都是在这里进行。。。 这里是拦截熟人的最佳场所。。。不管是进场还是离场。。。没有哪位朋友会介意我们的拦截。。。哪怕他急着去听休闲的论坛。。。 还能有什么不满意的呢?。。。。呃。。。 说起来,在11点半以前,确实是很让人不满意的。。。因为只有角落里的四张桌子能够抽烟。。。不过很显然,在11点半之后,那四张桌子中的两张,被我们这些人成功占据,直到4点二十的时候,我们离场。。。 再说起来,空间毕竟小了些,当一个四人桌周围摆了七张椅子的时候,第八张椅子确实比较难摆。。。于是有一些朋友,其实是看人较多不利于沟通,而提前离开的。。。 不过,这两个终归是小问题,总的来说。。。。今天的咖啡厅帮了我太多的忙,以至于我虽然前后一共付出的200块饮料费,但仍然感觉略微有些对不起咖啡厅的老板。。。200块6个小时。。。。在场馆入口的那个位置,实在是太便宜了。。。 于是,我想。。。如果我明年还来参观CJ,如果我明年仍然象今年这样有一堆事情要做。。。那么,明年我一定提前把那个咖啡厅包下来。。。呃,我是指,包下那四张可以抽烟的桌子。。。。到时候,相信能够更好地与兄弟姐妹们沟通交流。。。 唉。。。。大家有什么收获没。。。除了盛大下午4点多的红色小裤裤Show之外。。。
PS:因为坐了半天,于是晚上多了个临时的聚会,凑了凑人,正好两桌。。。真的是没想到啊。。。 PS2:晚上17173Blog的聚会,感谢CCTV,感谢MTV,感谢17173,感谢ALI。。。感谢纤夫的爱。。。 PS3:号称要上传视频和全员转载推荐的,尽快啦。。。我一定转载。。。 PS4:还没推出,预估在2010年后。。。
后记:说实话,那家咖啡厅的东西。。。很不好吃。。。
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Live Demo: Valkyria Chronicles, PS3 exclusive SRPG Posted: 18 Jul 2008 11:43 AM CDT E3 may now be over, but the games shown off at the event will be a part of our lives throughout this holiday season and beyond. One title that will occupy the lives of PLAYSTATION 3 owners for hours upon hours this fall is Valkyria Chronicles. This PS3-exclusive strategy-JRPG from Sega (to clarify, NOT a PSP game), is utilizing the power of the console to push its dynamic and visually arresting Canvas Engine. The graphics in Valkyria Chronicles appear similar to an animated watercolor painting, with a bit of the colored-pencil-sketch action seen A-ha’s 1980’s “Take On Me” video. As you’ll see in the video below – it really works. Speaking of the video, it features Sega Associate Producer Christopher Kaminski detailing the unique battle system found in Valkyria Chronicles – it completely takes the Strategy RPG genre “off the grid.”
We’ll have more on Valkyria Chronicles here on the PlayStation.Blog as we near its November release date. |
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Posted: 19 Jul 2008 01:46 AM CDT |
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Posted: 20 Jul 2008 09:35 AM CDT 二战时期日本昭和天皇裕仁的一名侍从的日记近日被公开。香港《文汇报》报道,这位侍从当时日夜伴随裕仁左右,他在日记中披露了日皇在中日战争期间,后悔与中国开战,并抱怨日军主帅低估了中国的军力,以致日军长期久攻不下而终告战败。 已故的小仓库次曾任昭和天皇侍从,其后担任东京都立大学法经系主任,他在二次大战时期所写的长达600 页的日记副本被发现,并刊登在昨日出版的《文艺春秋》4月号上,其中记载了昭和天皇裕仁自1939年至1945年日本战败期间,未曾对公众发表的言论,包括他曾说“满洲事变(918事变)令人饱尝痛苦”。 日本在1931年对中国发动首场战事,侵占中国东北三省并在该处建立伪满洲国,于1937年全面侵华。 3年后,即1940年,日皇已开始暗地埋怨日方的军事专家,低估了中国的军力:“每个人都对战争判断错误……特别是陆军的专责部门……应尽快结束战事,并在未来10年重整国防军力。”但如火如荼的战事已一发不可收拾。 承认低估中国军力 惧怕当时中苏联手 偷袭珍珠港后,美国加入战事,成为中国一方的同盟国,日军形势岌岌可危,日皇又开始懊悔,他说:“开始一场战争前必须深思熟虑,开战以后便难以中断……决定何时结束战争十分重要。”但眼见战事已不能回转,便又补充说:“一旦开始了,便要进行到底。” 一年后,裕仁宣布日本无条件投降,并放弃皇位,让美国进驻日本。后来因美国对前苏联的种种政治因素考虑,天皇的名位得以恢复,裕仁于1989年逝世。(中国新闻网) |
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Posted: 18 Jul 2008 09:30 AM CDT (新的博客开通了,我也在考虑要不要把这太监文章做成完成…..) 这篇文章在我的脑海中酝酿了很久。到底要不要写呢?怎么写呢? 在bbs上看到太多太多的所谓的游戏创意(策划?),洋洋洒洒几十页高谈阔论,动辄大谈MMORPG,恢弘的世界观,横空出世的技能,光怪陆离的npc……在钦佩那些新人非凡的想象力之外,我也在感叹,好多人连创意和策划之间的区别都没有搞懂。 你到底是在满足自己的幻想欲,还是在因为某家游戏公司把你拒绝,只好在bbs上发泄发泄?或者是语不惊人死不休,借此引起某些公司的注意好让你一步登天? 终于,受不了这些“才华横溢”的年轻策划师的滔天唾沫,我打算拿一款游戏来剖析剖析,从头到尾,看看游戏是怎么练成的。在此有些事情要说清楚。 2、狐狸大言不惭,倒不是有多么了不起。实际上这款游戏的策划很多地方存在问题,我打算一并讲出来,对于新人来说这些都是宝贵的经验。 3、这款游戏,策划是我策划的、美术是我监督的,程序是我自己写的,从头到尾,了如指掌,所以才敢在这里放肆一下。况且我认为,真正的策划人员,要是你没有上万行的代码经验,都不叫“策划”。之所以要这么说,是因为掌握编程技能对于策划来说,实在必不可少。越来越多的游戏,都产生于引擎(或者是编辑器)之上。程序要做的工作实际只是数学建模,接下来,策划就要用脚本语言来编写任务了。 4、手机游戏很小,因为很小,所以很适合我们拿来做分析。写《游戏设计理论》的作者Chris Crawford说过“……这不是因为它们更好,而是因为它们更简单。大多数现代游戏都是许多不同思想的混合,难于从这些游戏中学习组件的概念。大多数较老的游戏都具有清晰的概念跳跃”。这也是我反感一些人动不动就要策划什么MMORPG的原因,连最基本的概念都没搞懂的人,面对MMORPG,更多的可能只是作为玩家的激情,而不是作为策划人的理性。 5、某些原因使我现在比较空闲,为了增加博客的人气,动了编排汉字的想法,有任何意见的人都可以在我的博客来YY一下,欢迎YY。 6、关于本游戏的介绍可以在这里看到http://foxjokul.spaces.live.com/blog/cns!C1EF00802AA3908B!265.entry 我在游戏学院讲课的时候,说得最多的就是:“玩游戏和做游戏纯粹是两码事!”好多刚毕业的大学生公布出来的简历,最辉煌的事迹就是玩了n多游戏。你上大学到底是去读书的还是去玩游戏的? 不要以为游戏玩得多,就对游戏很了解。虽然很多游戏公司招聘的时候都要求有一定的“玩龄”,但是根据我当年应聘的经验,以及现在招聘别人的经验,所谓的“玩龄”只占招聘条件的10%不到。公司,不管是什么游戏公司,首先是做事。工作永远是放在第一位的。我们制作游戏的,通常晚上加班到10点以后,临近最后期限,通宵加班也是家常便饭,至于周六周日,就当从来不存在。有些应聘的学生居然还问我周末加班吗?有加班费吗?我晕! 所以不要指望游戏公司就是在玩游戏的享受中完成工作,又不是代练公司。 做事需要掌握做事的方法和技能。如果你是大学的应届毕业生,你告诉我大学四年你最精彩的就是游戏辉煌历史,我绝对不会聘用你。这个道理很简单,学生最首要的事情就是学习。不是要求你一定要把专业学得很好,而是说,你应该选择一门你最喜爱的学科,把它学好,这是你立足社会的技能。你连这个技能都没有,就会玩游戏,这难道不是玩物丧志吗?所以我会认为你缺乏足够的自制能力,没有远大的抱负,而不会聘用你。 可能有些人会说,我玩游戏就是为了做游戏策划。这恰恰是我这些文字要解决的问题。 首先,这样的人简单的认为 玩游戏=能做策划=能进游戏公司。 我现在要说 玩游戏=浪费时间+浪费金钱+智力下降+丧失自制力+荒废学业…… 策划这个技能,并不是依靠你大量的玩游戏而积累起来的。很多所谓的策划人在发表文章的时候都谈到“涉猎各种类型的游戏”,对新人“循循善诱”,“谆谆教导”,你们要有“大量游戏的经验”,这是步入策划的敲门砖。 这是纯粹的误导!误人子弟!遗臭万年!狐狸在此要宝刀除妖,清扫宇宙了!(这里并非针对某些人,而是就某些现象作出说明) 到底玩游戏对你进入策划这行有没有帮助,我在论坛上看到有人出了个主意,我觉得非常好,他说,尝试把《魔兽世界》的操作写成说明文档,交给程序使用,能写出来的,就算你没白玩这个游戏。这位仁兄其实说出了一个非常关键的地方,就是你玩游戏,究竟是为了学习策划而去玩的吗?还是纯粹出于感官的需求,纯粹为了happy一下而去玩的? 你告诉我你当年玩游戏,通宵达旦,所有网游你都有100级以上的号……学习策划需要你“通宵达旦”?还100级以上号,花了爹妈多少血汗钱呐?这叫“为了学习策划”?根本就是“以学习之名,行玩乐之实”! 话说回来,我们来看看这个文档应该怎么写: 1、把所有的需要用到键值写出来 2、按键的延迟时间(如果有的话) 3、键值对应的动作列表(注意在不同的状态下,键值对应的动作都是相同的吗) 好,主要内容是这些,看看应该怎么编排这个文档。前提条件是调理清晰,一目了然。首先你要建立一张表,把有效键值按顺序罗列出来。什么顺序?最好是ASCII对照表的顺序。注意你的文档是给程序看的,专业一点吧。 其次,我们可以按状态的不同来分类:平常状态、战斗状态、潜水状态、坐骑状态、飞行状态、菜单状态(就是调出菜单的时候)、其它状态(中毒或者眩晕)等等。你能想到多少?把它罗列完全,然后分类列表。按键在这些状态下,是全部有效?还是全部失效?还是部分失效?有按键延迟时间吗?如果有,是多少时间?请以毫秒为单位写出来。 写一个结构清晰,井井有条的设计文档,这正是策划所要求的基本技能。请问,这和你玩多少游戏有关系吗? 这篇文章,以“观念”为名,正是树立一个正确的学习观、游戏观、工作观。下一篇文章,我们来将着重讨论一下创意和策划之间的区别,以及创意从哪里来,什么样的创意是好的创意。谢谢,请不要鼓掌,更不要掉眼泪。 更多的文章请访问我的新博客http://foxjokul.host.wvpmx.com |
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Posted: 18 Jul 2008 12:38 AM CDT 个人空间开通后的第一弹! |
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Posted: 20 Jul 2008 09:13 AM CDT 我搬家了! 终于受不了这里缓慢的速度和弱弱的功能(我甚至不能添加google的广告)。 我的新地址: http://foxjokul.host.wvpmx.com/ 这是一个免费的自由空间,我就在这里安家吧。欢迎大家常来,我尽量盘活它~~ ![]() ![]() |
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Posted: 20 Jul 2008 09:01 AM CDT 在QQ 视频和新浪视频网站都可以搜到。 第二部的故事梗概是: “天下第一剑客盖聂携故人之子天明为躲避秦王追杀,踏上了风起云涌的荆棘之途。 始皇帝嬴政勒令宰相李斯不惜一切铲除抗秦势力。李斯以盖聂为诱饵引天下第一刺客团首领卫庄出山,借其对盖聂的仇恨实现“以江湖对江湖”的策略。 逃亡路上,盖聂、天明结识了墨家众高手、楚国大将后人项少羽和谜样少女高月,一行人在命运的引领下进入被誉为世间最后一片净土的墨家机关城。 机关城隐匿于绝岭雄峰之间,集结了墨家深厚的智慧,是天下所有反秦势力最后的堡垒。 面对固若金汤的墨家机关城,卫庄却向秦王许诺,只需一天时间便能将其攻破。 秦王派出庞大的精锐之师随卫庄攻城,与墨家世代为仇的公输家族首领公输仇也加入了卫庄的阵营,机关城严密的防守工事受到了前所未有的挑战。 卫庄刺客团中的数名高手亦纷纷出动,一时间,机关城内杀机迭起、暗流涌动。 ” 看到机关城的种种,不由得让我想起了上周刚看过的赤壁,其中有一个八卦阵场面。从这个故事梗概上来看,“夜尽天明”里似乎对墨家如何设计机关和使用机关着墨不少,兼具古今两种味道。 不了解“秦时明月”的朋友,这里有我之前发过的一篇博文以供参考: http://sodme.dev.blog.163.com/blog/static/5478002008418103956274/ |
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Posted: 20 Jul 2008 06:19 AM CDT 最近总是感觉有一种慕名的压力左右着我,不能言语它是什么!只感觉它令我做什么事都积极性不高。虽然偶尔的吃喝玩乐暂时解脱了自己,但是结束后落差却显得更大!静心想想;觉得自己似乎好久没进步了。工作上没有精益求精,生活品质也没怎么提高,感情上 ...
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Posted: 20 Jul 2008 07:25 AM CDT 周末跟同事聊天,问了一下最近公司新项目的一些需求。发现现在无论是玩家还是策划,纷纷要求引擎可以实现自动寻路。虽然我对此不以为然,但其实这也不是什么难题,打算随便做一个好了。 我们现在的 engine 是用矢量线段描述场景中的障碍的。这些线段无所谓人工标记还是从场景模型中自动生成出来,又或者是用传统的打格子的方法变换出来。在这些障碍线构成的矢量场景中寻路其实不是什么难事。 我们只需要在场景中标记出若干 waypoint ,这些 waypoint 一般在大片无障碍区域的中央,以及分叉路口。游戏中故意设计迷宫为难玩家绕来绕去又没有什么玩点内容在里面是没有什么意义的。(除非是“不可思议的迷宫”这种以迷宫为重要玩法的游戏)所以,大多数游戏场景,路径的拓扑关系复杂度非常有限。 waypoint 靠人工设置就足够了。 btw, 自动生成 waypoint 也不是难事,反正这个东西不会是性能要点,机器生成 waypoint 不会比人工设置的糟糕太多。算法就不展开谈了。waypoint 的设置要点是:场景中所有可达区域都能看到至少一个 waypoint ,这个要求可以用程序检测。 我们把所有 waypoint 间可以直线连接的线路连起来,得到一张图。可以预存下这张图,以后的工作则非常简单。 每次需要得到场景中任意两点间的路径,就从起始点和目标点各取一个临近可见的 waypoint 。之后求这两个 waypoint 间在图上的最短路径。Dijkstra 算法即可。 得到路径后,角色在场景中行走时,间隙的判断是否可以直接看到路径上的下一个 waypoint ,只要可以看到,就沿直线方向朝路径上最远可见的 waypoint 移动。最终可以得到一条较为自然的运动轨迹。 嗯,没啥高深的算法,随便写写就能实现了吧。 最近在公司附近的一个小区会所办了张健身年卡。几年没动了,体力和力量都下降了不少。关键是平时精神不太好,感觉没前几年有活力。是应该每天流点汗,吃好睡好,这样脑子更好使。 已经坚持去了三次了,重量大了会有点头晕,得控制一下。刚开始恢复,浑身肌肉酸痛。昨天做了几组深蹲,今天走路都有点痛。不过这几天居然有了不小的食欲。白切牛肉可以吃一大盘,冰箱里的鸡蛋一扫而光。是个好兆头。 |
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Posted: 10 Jul 2008 01:23 AM CDT 甚至在离预期的beta测试前还剩几周的时间,我们都还决然而然地将ACT IV的关卡设计案忍痛弃之,因为这些关卡显得有点太过空旷与相似了,以至于到最后一分钟,我们都还在为设计出更好的关卡而奔忙着. 可以这么说,Diablo II是四十多名暴雪员工历经三年努力才砺练 ...
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WAR, WAR, Never changes?????????3???????????????????????????????????? Posted: 20 Jul 2008 01:47 AM CDT
??????????????? ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ??????????????? ??????????????????????????????????????????????????????/????????????????????????????????? Bethesda Game Studios????????????????????????????????????????????????3????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????FPS????????????????????????????????????3?????? ???????????????????????????????????????47???????????????????????????????????????????????????????????????????????????????????????????????????????????????Vault 101?????????????????????????????????????????????????????????DNA???????????????????????????????????????Vault 101???????????????????????????????????????????????????????????????Vault???????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????(You are SPECIAL)???????????????S.P.E.C.I.A.L??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????pip- boy 3000??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????Vault??????????????????????????????????????????????????????????????????????????????.?????????????????????????????? ???????????????????????????????????????????????????????????????????????????18??????????????????14????????????????????????????????????????????????????????? ?????????????????????20?????? ?????????????????????????????????????????????VATS??????????????????VATS???Vault-tec Assisted Targeting System?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? Bethesda??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????VATS?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????????????????????????????????????????????????????????????? ??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ??????????????????????????????????????????????????????????????????Dogmeat??????????????????????????????????????????????????????NPC???Dogmeat????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ????????????Karma????????????????????????????????????????????????????????????????????????NPC???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ??????3????????????????????????????????????????????????????????????????????????????????????????????????????????? ??????3???????????? ????????????????????????????????????Bethesda??????117???5???????????????????????????Interplay??????????????????????????????????????????Interplay????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????Bethesda??????????????????????????? ??????3??????????????????????????? ?????????????????????Interplay??????????????????????????????3???????????????????????????Van Buren???Bethesda???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????3???RPG????????????????????????????????? ????????????3????????????????????????????????????????????????????????????4???????????????????????????????????????????????????RPG????????????????????????????????????????????????3?????????????????????????????????4???????????? ????????????????????????3???????????????????????????OFLC????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????OFLC??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????3???????????????????????????????????????Bethesda??????????????????????????????OFLC??????????????????????????????????????????????????? ????????????????????????????????????????????????3????????????????????????????????????????????????????????????????????????NTRPG.org???????????????????????????????????????????????????????????? ??????????????????????????????????????? |
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Posted: 19 Jul 2008 09:55 PM CDT 开店短短一个月内,Reebok在在线游戏Second Life所建立的虚拟世界中,就卖出了2万7千双球鞋。这些消费者都是在Second Life的虚拟世界中,走入Reebok的虚拟专卖店,选择自己想要的款式、颜色,订购之后再由宅配将同款式、合尺寸的实体球鞋送到家中。这种完全不触及实体店面的新型态销售方式,也让Reebok面临了新的问题,该怎么在在线游戏的虚拟世界中提供实时的客户服务?
Second Life是美国林顿软件公司(Linden Lab)推出的万人在线角色扮演游戏,提供一个和真实世界相仿,完全虚拟的世界,让玩家展开第二次的人生。也因此,随着游戏大受欢迎,越来越多真实世界的知名商店和机构,都进驻游戏中,例如亚马逊书店、瑞典大使馆等,都在虚拟世界中建立了自己的「实体」店面。Reebok也是其中一员,为了解决虚拟世界中顾客们的售后服务问题,他们开始找寻各种可用的通讯方案。 在这个时候,通常只被视为提升内部通讯效率的整合通讯方案,却成为Reebok解决这个问题所采用的技术。Reebok采用了北电和微软合作推出的整合通讯方案,来进行整个虚拟世界客服系统的建置。 北电亚太区产品营销总监Philip Goldie表示,整个架构是透过和Second Life程序整合,将整合通讯软件内嵌到程序中,玩家只要在在线点选固定的对象,就会跳出可拨打VoIP电话的窗口,填入相关信息拨号后,就会自动连回Reebok的客服中心,由客服人员处理产品相关问题,提供服务。 北电产品与解决方案营销经理Darren Leffler指出,透过这样的方法,玩家不需要安装任何其他的终端软件,在相对应的对象被点选时,例如虚拟的客服人员,Second Life的终端软件会自动呼叫VoIP的套件。而Reebok的客服中心电话系统,则只需要透过CTI(Computer Telephony Integration,计算机电话整合接口)的介接,就能达到接听用户客服电话的能力。而整合通讯技术,正是最适合与不同软件整合的方案,这也正是为什么Reebok选择使用整合通讯软件来解决实时客服问题的原因。 北电亚太区企业解决方案技术经理Mitch Radomir表示,类似的做法,也可以套用在其他网页应用上,Mitch Radomir说:「我们现有的整合通讯技术,已经可以和各种Web应用做整合,例如ASP网页应用,这将能够让企业有效的提供在线实时的客户服务功能。」他指出,目前北电也有用类似的方法,与自己内部的信息查阅系统整合 |
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基于<b>XNA</b>的3D角色骨骼蒙皮动画3D Skinned-mesh animation on <b>XNA</b> Posted: 16 Jul 2008 12:14 AM CDT 最近,微软发布了其新一代游戏平台XNA.介绍了XNA及其开发工具,并结合3D角色骨骼动画实例进一步了解XNA.对3D角色动画,特别是骨骼蒙皮动画的原理和实现过程进行了描述.
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《黑暗史诗2》(FATE Undiscovered Realms)完整硬盘版 Posted: 做源服务器:eDonkeyServer No1 制作发行:WildTangent 游戏类型:ARPG 官方网站:http://games.wildtangent.com/fate/default.html 讨论专区:http://3dmgame.chnren.com/bbs/showforum-163.html 窗口化方法 . 游戏秘籍 [quote]【病毒扫描】 安全通过: 卡巴斯基8.0.0.357 病毒库:2008-7-19 其他杀毒软件概不负责,目前仅发现“金山毒霸”误报 [/quote][QUOTE]【版本说明】 1、英文版 2、全音乐、全动画、无删减、无降质 3、自动识别路径生成注册表 |
[/QUOTE][QUOTE]【安装步骤】 1、解压缩 2、双击setup.bat开始安装 (安装过程不再有任何强制步骤,乾乾净净一气呵成;建议VISTA用户事先关闭UAC) |
3、用桌面快捷进游戏或用游戏目录下的play.bat |
4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 5、将来不想玩了,运行“卸载.reg”可以去除安装时生成的注册表。[/QUOTE] 【游戏简介】 |
《暗黑史诗2》可以说是Dibblo的Q版3D版本,整个游戏体积不大,但是可玩性非常高。可以有个宠物帮忙杀敌,它血空的时候不会死而是在旁边转悠喘气(当然也就没法战斗),玩家甚至可以让它帮忙扛着战利品,包袱满了还可以让它回去卖,这点很人性化。另外,可以找NPC把宝石从装备里面挖出来,有的NPC保留装备废掉宝石而有的NPC保留宝石而废掉装备。 |
【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 |
5、关闭金山毒霸,推荐卡巴斯基 6、更新XP补丁、更新显卡驱动 [/QUOTE] |
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Posted: 19 Jul 2008 04:19 PM CDT 以下回答可以肯定为真。问答载自:http://bbs.xoyo.com/frame.php?frameon=yes&referer=http%3A//bbs.xoyo.com/forumdisplay.php%3Ffid%3D764%26page%3D1 问:剑三有没有奇遇系统? ——蚊子:这个设计很好,值得借鉴。 问:武侠小说里 主角都是死不了的 剑侠3是不是这样 跳涯就有奇遇 ——蚊子:和WOW差不多,理论上来说也是如此。 问:坐骑的情况? ——蚊子:鳄鱼,乌龟,大象,不太武侠。 问:武器分类? 问:一个玩家是否可以不用动任何脑筋就砍翻N个怪,要是这样估计又是外挂横行了。希望是做成练级过程中是不可能同时打过几个怪的这样也提高玩家之间的协作 问:前段时间报道的你们引进了美国什么技术是否运用到了剑3?很期待它给剑3带来的玩家与环境物品的互动效果 问:游戏电脑配置? ——蚊子:这一点上毋庸置疑! 问:做个技能.即能吹出一段曲子.这样我们就能在某个风景很好的地方,自我陶醉一把了.当然也可以做很多曲子,这非常简单!!!!!!! ——蚊子:玩家的点子确实不错。 问:3D来了哈,各位水友也看看天下2近战打斗的画面,我只想知道,剑侠3比不比这好! ——蚊子:剑侠3增加了动作混合,角色动作切分。这个技术上要点制作成本。 问:看到有采访上提到过,剑三轻功希望可以做到在跳到墙上然后改变方向再跳,或者向卧虎藏龙里在竹林上穿梭那样的效果?请问现在这部分怎么样了,技术上能达到了吗?现在的轻功作到什么程度了?还有能偷漏下剑三目前的客户端有多大吗? ——蚊子:轻功是一大亮点,不过这个招式确实值得研究,中国武术一大特色——飞檐走壁。 问:宝剑是否有剑鞘 ——蚊子:一个游戏细节,也是剑侠情缘3开发时间长的原因之一。 问:副本都有什么形式 ——蚊子:剑侠情缘3应该着重设计副本了,并且借用了很多魔兽争霸3自定义地图的创意。 问:我只想问问: 发有没有出现黄,绿,紫的那种混混头,看起来不伦不类 ——蚊子:花钱买头发,应该有的盈利点。 问:能否达到竞技水平那么高 ——蚊子:莫非有别样的战斗方式?还是3D自吹呢? 问:FB里是否有过场剧情?战场是国家利益的冲突还是江湖帮派之间? ——蚊子:这个设计应该是有的,因为剑侠情缘3的最大特色就是电影式武侠网游。 问:可以在游戏中和其他人分享自己喜欢的音乐啊 比如和MM在一起时可以营造出浪漫的气氛,而不必听游戏里那千篇一律的东西 你们除了模仿WOW 真的连点自己的创意都没有了吗? ——蚊子:游戏中集成了语音系统? 问:电影中的剧情都有什么用 ——蚊子:剑侠情缘3的背景设计确实很庞大。 问:动作多吗 ——蚊子:动作肯定不会少了。 问:剑三宣传的那个琴棋书画的生活系统能偷漏点不? ——蚊子:琴棋书画,武侠乃至中国特色之一。 问:那不说这个 客栈可以说下吧 是怎么样的 ——蚊子:玩家所提的想法很不错,可以针对客栈这个概念抽象化一些游戏系统,并且具有中国味。 问:3D在吗,你看无极那个剑侠3视频了么,是真的假的 ——蚊子:视频在哪里? 问:成长系统吗 ——蚊子:没有成长系统?可能么?程序员大人胡扯了吧! 问:能不能飞啊,有没有天气系统 ——蚊子:这里又来了,轻功…… 问:有白天黑夜,天气系统,没有季节 还有所谓四平八稳的游戏是否是 将一些以往游戏的优点集合起来 的游戏的游戏呢? ——蚊子:轻功、生活、剧情任务,除了轻功有点新鲜,其他的好俗。JX2关于生活系统就有很多了。至于剧情任务,会有很多情节片吧! 问:是否有自动寻路系统呢?自动打怪有吗? ——蚊子:这个大势所迫,顶多找个不能做的技术理由忽悠上层了,否则非做不可。 问:有没有门派特色轻功啊 差点忘问这个了 ——蚊子:看来轻功确是一大特色。 问:我觉得大家都被征途害了,3D游戏开了自动寻路,是没有前途的。 ——蚊子:侧面放映JX3人员对寻路很反感,不过呢,我觉得自动寻路挺好的。 问:剑3的地图有多大? 有魔兽一半大吗? ——蚊子:这也是剑侠情缘3做了足足5年的原因。 问:我想要四季变化啊 几时能实现啊 ——蚊子:四季变化,这个太扯了,估计要做3、4个5年才有可能做出来,除非有更好的技术。 问:剑三引擎所调用的那个什么物理引擎 这次在视频里有开启吗 ?还是默认就是开启的? ——蚊子:确实有这么强大吗,最近策划玩单机游戏玩疯了吧,不过物理特性确实是世界潮流,而中国网游还未成潮流。 问:我来凑热闹,我想问下3D,就视频而言,发现战斗动作幅度是不小,但速度却很快,所以想问下,这是否在掩饰着什么不良的东西? ——蚊子:这个就不多说了! 问:四季有点也很真实不过要求很高!有白天和黑夜吧???里面的时间和真实的时间一样吗?还是象古代的时间子、丑、寅、卯、辰、巳、午、未、申、酉??? ——蚊子:4小时循环一次,挺合理 问:还有关于技能看视频里打斗场面很流畅 也很帅 请问下是否像有玩家所说的 移动后技能不会被打断,还是那个技能释放起来本来就是移动的?再就是女主角好象有个向后越起 却中途转向 回身一招 用的是传说中那个可以在 ... ——蚊子:击飞了,看来有点物理特性,不过应该是客户端做假吧,也只能这样了。 问:可以问问题了?那我也问个,剑网3的生活技能也是分采集和制造吗?采集的话是剑网2那钟固定地图,还是野外大地图随机出呢? ——蚊子:和WOW没什么区别,采集是生活系统之一。 问:选人物的界面有 插件管理 的按钮 请问下插件的可运用范围广吗?可以由玩家扩展的类别多吗? ——蚊子:和WOW没什么区别,可以给予玩家后期的一些便利功能,最大特点是可以避免一些外挂。 问:这回惨了,如果在瀑布场景一般显卡负担不了,一定要专门的物理加速卡了? ——蚊子:2G内存,8600GT,这个配置很可怕了!剑侠情缘3按照这个配置单,估计要等到明年中旬才能出来吧。 问:3D你说可以不可以做个技能让雪落在身上的时候可以用手拍落,不然时间长了雪多了会影响行动能力。这样我觉得至少增加了游戏乐趣。 ——蚊子:玩家提出的细节设计之一,如今全世界没有引擎能做的到的细节。 问:以前提过这个问题,但好象没答案.如果能象WOW那样能大多数房子能进的话就好了。但看3D的回答好象很不确切啊.... 可怜可怜我把,3D大哥...我不要、看那些贴图啊............ ... ——蚊子:这个告诉开发者,室内尽量少做。要成本地! 问:以前3D说剑侠3回给玩家一个编辑器,类似于WAR3的RPG那样,可以自己编写自己的故事放出来供大家玩.现在这个功能还会有吗?很期待一个准确的答案! ——蚊子:WAR3的RPG确实给了剑侠情缘3很多参考,但是真有这种编辑器,不太实际。若有,估计JX3还要等5年。 问:玩家的数据多久备份一次 ——蚊子:通常游戏基本会有的功能。 问:有没有规划玩家跨服远征这样的比赛 分地区,最后进行全国联赛。 ——蚊子:近年来的热潮,从WOW的夸服行动开始,各大游戏竞相模仿。不过呢,这个功能确实很好,但是也减少了盈利性。 问:会不会又把我们当成金山的测试员,还得给金山钱的那种。 ——蚊子:用户体验实验室,好想法!这不就是免费的测试员么? 问:想问下摆摊还是象以前那样城里随便摆吗,感觉这样很乱,很影响在城里逛的心情。能否设立个市场专区或者寄售商店之类的。 ——蚊子:有银行还有摆摊,做的东西真够多的,完全可以理解为什么要花这么久去做了。有些功能确实有些多余。 问:上次有人提意见说人物相貌太少,曾经玩完美世界的时候见过人物全身的DIY,觉得不错.我觉得剑侠能不能有乔装系统!!做为一种技能或者道具!!武侠小说里不是有易容术这种东西吗?这样可以实现人物身材样貌的千变万化,又不用学习完美那样一开始就把身材相貌定死了!! ——蚊子:化妆,潮流,很重要。 问:运镖,劫镖系统怎么样 ——蚊子:运镖也是潮流,很重要,《征途》里的重要玩法之一。 问:你说过不是录象有个脱离本人的视角模式的功能吗?如果长时间排不进去可不可以系统随机分配一个游戏中玩家的视角,这样即使玩不到游戏也可以看到游戏,应该也是很过瘾的。大家有没在网吧等位子的经历?看一个人玩自己在玩的游戏也是很有乐趣的啊 ——蚊子:想法不错,让某些玩家可以有意淫欲。例如老公偷窥老婆在做什么?当然,这些只是YY。 问:剑三的操作能不能实现边走边释放技能 比如WOW中的盗贼式的攻击? 看视屏中某个和尚的PK走位,貌似已经实现了? ——蚊子:OK,有了动作混合和身体拆分,就是为了做边走边释放技能的…… 问:3D能不能说更清楚点?比如做个比较, 有没有WOW的大?或则是它的几分之几?或则有没有天下2的地图大? 答:魔兽的地图因为比较难参照,艾泽拉斯两块大陆面积,从100平方公里到900平方公里都有说法。实际游戏进行的区域还要小很多。剑三的游戏进行区域公测时候面积应该在200平方公里上下,所以已经很大了。天下2没有仔细跑过,应该也和这个差不多 ——蚊子:我猜剑侠情缘3的场景肯定比魔兽世界第一版(非燃烧远征)要大。 问:突然袭击,如点穴什么的也可以 ——蚊子:点穴。很好很有武侠风,可惜现在做仙侠游戏,可能用不着。 问:视频里和尚说郭女什么什么不能破坏寺规要大打出手的时候,有个镜头用了景深(Depth of Field)效果,这个是引擎支持的还是后期编辑的?看了天骄3的视频他们支持实时软阴影,多光源变化,动态游戏场景==效果了,什么时候你们会放出个DEMO表现下引擎实力?是否会有超远视距?这个对PK比较有用呀 另外~~问下,你们有个请玩家体验虽然弄几个视频头24小时监视的活动什么时候开始,我在珠海这边的 是否有可能参加?另外希望你们能在动作的连贯性,柔和性上多下功夫. ——蚊子:景深,似乎不难做,只是加个模糊的蒙版,如果程序做的好,还可以优化渲染引擎呢。而且景深所表现的效果也比较写真,容易让玩家融入游戏的剧情之中,用来做帮助的标识也不错。 问:剑网3是不是没有语音系统~~还是要我自己准备TS?打3D游戏用惯了TS指挥副本和PK~还能聊天~~所以少了就很不方便! ——蚊子:果然有语音系统,未来网络游戏聊天方式的趋势。 问:想问一下3D人物的操作方面 比如用W A S D来控制人物的行走 ~(W前),是要一直按着W人物才会往前走吗?还是向神泣那样~连点两下W就会自己往前走。。。。。。 ——蚊子:有动作类游戏的特性,但是做的能有多好,就难说了。而且大家一起冲刺的时候,对服务端的运算量也会有所增加。 问:哇~这个冲刺应该就是视频里郭襄MM用的那个吧 那两下A或两下D 会不会是五少说的 左/右侧移(快速左/右侧移) 呢? 后翻身(快速后翻身移动)同理两下S。。。 ——蚊子:同上。 问:想问下3D 剑3的BOSS设计是向剑1那样 团队可以击杀甚至单挑 还是向剑2BOSS那样无聊? 有没有新颖的设计?比如说可以看BOSS装备==? ——蚊子:泰坦之旅也是我们参考过的游戏,至于和NPC比试,这个设定很多游戏都有,比较具有武侠特色的设计。 问:昨天的金山调查里有关于更新的提问,我想问下剑3的更新方式???不知道是不是我这的问题,更新文件下载还是可以的,就是两个文件之间的对比时间让人无法忍受(就是两个文件之间下载的间隔时间,不知道是不是在对比)。基本上更新个剑2要10多分钟这样子,用在下载的时间也就2分钟左右。 ——蚊子:更新时间长一直是危害游戏盈利的一大毒瘤,而频繁更新更是恶心至极。 问:非暴力职业策划武侠游戏 打打杀杀无可厚非 不过人是多样的 剑侠里专门聊天的人也不少 答:其实我看来这主意不错,我也这样提过,策划们没啥兴趣 。不过现在的游戏,主要还是以角色成长为主,说白了就是一切为攻击和防御。这是最安全的设计哈哈 ——蚊子:聊天的职业,有想法。不过能不能做,还没分析过,大致看起来也有优点。 问:1.人物有受伤造型!这里的效果并不是仅指对人物各方面属性的影响.而是玩家实实在在能看到的.比如说人物在生命值减少到20%时,人物会用手捂在受伤部分或嘴角流血之类的.最好能作到每个门派有各自的受伤造型! 答:1.人物有受伤造型 这个主意不错,但是工作量还是很大,能人力资源缓解了就可以考虑做。 ——蚊子:这个应该好好去看看暗黑之门以及其他最新的RPG游戏,利用物理系统达到死亡动作不一致的效果。 3、NPC语音回复这个也是一个工作量问题了。语音一般都是后期找专业人士来配,我们配恐怕一不小心又出剑侠世界巫女 ——蚊子:个人觉得配音,一定要做好!嗯。 问题 ——蚊子:技能破解,很不错的想法。武侠里常见! 5.物品绑定问题 这个需要服务器那边做很多事情,我个人比较喜欢用U盾 1.仅收费运营 这个我们也想,但是老实说我们对这样干信心不足,要不然也不会两手准备,当然,还有一个原因是满足各种类型的用户。我们的策划是支持收费的,这点你们放心 ——蚊子:玩家的想法挺有意思,部分值得参考。 问:我想知道以前说过的玩家自建副本功能还有没有了?这样问也就等于同时问了另一个问题:自建家园系统有没有 ——蚊子:曾经UO有过这样的设计,而SL也带来了这种概念。现在很多游戏在尝试这种设计。 问:从目前的资料来看剑侠3还是一个比较保守的传统类型游戏那么在吸引玩家的功能上有哪些创新呢 ——蚊子:风物志,可能学的寻仙。而且单机游戏里也很常见。 问:3D,能肯定地告诉我剑三技能是用什么形式来表达的吗?不希望用华丽的魔法来表达,就象视频里的纯动作多好(还得加强下)。远功内功用空气波动的形式来体现,这才像武侠 ——蚊子:谈到技术就要花时间的呃。 问:能给讲讲剑3里的暗器吗 ——蚊子:想知道暗器有什么特性。 问:能不能简单介绍下剑3的FB,剑3的FB多吗?每个级别段都有吗?是不是想魔兽一样每个FB都有自已的故事,任务,进去之后推BOSS,刷装备,不会像剑一的跑船,打时间,剑二的藏剑一样那么恶心吧。。? ——蚊子:BOSS的故事,结合电影叙事,很有代入感。我很推崇这种设计。 问:任务副本系统怎么样?全都是需要团队的协作吗?我想说下毕竟自由玩家还是很多的,也有很多人反感大规模工会的PVE,能否做一些单人两人的小任务之类方便自由玩家和一些情侣玩家? ——蚊子:国内玩家心理的需求就是个人主义。 问:关外沙漠地图有没有? ——蚊子:有龙门客栈电影里的那场绝世一战么? 问:有没有纯粹水底的地图? ——蚊子:水底制作,消耗工作量和时间的活。 问:有没仇恨系统? ——蚊子:有了仇恨系统啊,还有那么多系统呢,在线能达到1W吗?优化也是工作量啊! 几个游戏展示视频,画面一般,但是细节很多: http://jx.update.kingsoft.com/jx3/other/jx320080307.rmvb http://jx.update.kingsoft.com/jx/sword3video_high.rar |
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Ubisoft steals from pirates? Oh Dear! Posted: 19 Jul 2008 03:58 PM CDT ![]() Ubisoft have always had, much like all other companies, strict anti-piracy rules on their forums, but it looks like they have made a bit of a faux pas here; by releasing a nocd bypass for Direct2Drive users. This seems okay to start with, as the new patch was incompatible with the physical media free direct2drive system...until you realize that the nocd patch they released was actually stolen from a piracy group known as RELOADED. That's really quite sad Ubi...fan's have caught you this time! See full article. Related Entries: Dear Amy - Desperate Love in Online Poker Rooms - 30 November 2005 Ubisoft senkt Preise! - 04 Juni 2007 |
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Ubisoft steals from pirates? Oh Dear! Posted: 19 Jul 2008 03:53 PM CDT ![]() Ubisoft have always had, much like all other companies, strict anti-piracy rules on their forums, but it looks like they have made a bit of a faux pas here; by releasing a nocd bypass for Direct2Drive users. This seems okay to start with, as the new patch was incompatible with the physical media free direct2drive system...until you realize that the nocd patch they released was actually stolen from a piracy group known as RELOADED. That's really quite sad Ubi...fan's have caught you this time! See full article. |
Related Entries: Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
Posted: 19 Jul 2008 01:57 PM CDT Hey everyone, we hope you enjoyed our posts during this E3 week. Over the next week we’ll be bringing you more news on titles you heard about this week, title-specific information on games supporting trophies and PS3-specific features of some releases that are just around the corner, and a report from Comic-Con International, where the public will get a chance to go hands-on with some of our upcoming titles for the first time. Also, we’ve seen the questions/requests you’ve been posting during the week, and we’ll be working on getting you answers.
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Courtesy of David “Point Man” Brothers |
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computer game - World of War Craft Spirts Unleashed by Chase Posted: 19 Jul 2008 12:20 PM CDT You will log in to World of War Craft. Who you can be on the bad team is Gobblins, Ghost Pirates, Ogers or Werewolfs. Who you can be on the good team is a Polar Bears with golden armor, Dragons, Elfs, or a Griffen. Worlds are a swamp, the north pole, Mountains, Sea with Islands. Attacks:
About the Game:
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Posted: 18 Jul 2008 07:22 AM CDT |
sourceforge,全球最大的开源代码社区。在7月初的某天(具体时间不太确定,我是这个时间发现的),在中国境内被封锁IP了。我尚不知国内有多少在sourceforge上维护的项目,至少对于我这样经常与开源项目打交道的普通程序员来说,这无异于一场灾难。通过代理不是不能上,是实在太慢。在网上搜了一下想了解被封的原因,没搜到所以然来,倒是看到一个blog上的评论很实在,封锁sourcefoge长期来看起码造成中国软件行业的发展滞后5年。这种估计实在不为过,我接触过的几乎所有的开源项目,都是在sourceforge上维护的。若少了这些代码,不知道可怜的中国程序们要努力多少年才能弥补...
最近也有不错的事,就是手头的项目告一段落,前段时间的疯狂加班也划上句号。这是我参加的第三个单机项目,无论是公司还是自己,经过了这么久的积累,终于可以拿出一个比较得意的作品了,类型是动作RPG。还在关注这个市场的朋友可以稍等等,素质在国产单机游戏里绝对是超一流了。不过寰宇方面的审批从仙剑4出事之后就一直不顺利,上市时间还是未知数。再上一个大富翁产品,也还在寰宇那儿压着,台湾都出n久了...
单机游戏的市场确实很没落,但是上次仙剑4的热销还是再一次提振了大家的信心。希望单机市场真的只是在等优秀的作品而已。上软解散,北软早已放弃单机,大宇和宇峻都在忙不迭迟的转向Online,
今年会不会是国产单机的最后一年,且看着吧。自己手头的单机工作完成后,也又会开一个网游项目了(上一个网游项目也快上了,要等奥运结束才能进idc)。
有了闲下来的时间,就想要做点什么事情。正赶上sourceforge被封,就关于开源想了些事情。国内的开源社区为什么一直不能成型,国内的独立游戏项目为什么几乎都做不出来,甚至国外的一流开源项目也很少有国人能够参与,我想原因无非三点,一是国内程序员的收入水平较低(或者生活质量要求较高?),加班比较多,大多数没有时间和精力在业余时间参与开源项目,公司一般也不会做开源项目。二是国内程序员交流不多,缺少成熟的技术社区(国内的人气较旺的社区,都是以行业外的学生为主)。
三是国人较功利,生活节奏相对较快且合作意识较差(这些都是相对于发达国家的程序员说的,而不是在国内的行业间比较,
我说的情况可能在游戏圈比较普遍,不是指整个中国程序员行业)
于是就想到要自己出来写点东西,也算是给国内游戏行业做点事情。其实自己是很想把自己的代码开源的,但一方面是公司的东西自己没这个权力,另外代码质量自觉得还未够做开源维护的高度。写的东西暂时定是一些游戏开发技术类的教程或者是讨论,现在比较想的是写成一个系列,系统的讲解游戏开发的各项关键技术。面向的对象可能是行业内的人,而不会是学生或者是初学者,因为从零开始的文章写起来太累了,对行业内的交流也没有什么帮助。初步计划是这样,能不能坚持下去就看状态了...题目,就叫木瓜的游戏制造,打造真实的游戏之xxxx...
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Posted: 19 Jul 2008 11:34 AM CDT 《时间回旋》,原名Spin,加拿大作家Rober Charles Wilson著,2006雨果奖最佳长篇小说,大约用了三天的时间看完,其中一半归功于周五晚上。豆瓣上一个豆列显示,近二十五年来的雨果奖最佳长篇已经超过一半被译介到内地。粗算下来,我也看过不少。最近五六年最佳长篇常常被高奇幻(哈里·波特与火焰杯),或神幻小说(美国众神),历史架空魔幻(大魔法师)占据,《时间回旋》证明了只要有最顶尖的科幻作品,雨果奖并不会偏心。Spin这部作品构思很宏大,其中超级智能生物的最小活动范围也是整个银河系,文明的产物最终反哺文明,时间的长河虽然没有尽头,但却能一起度过。推荐阅读科幻文学博士猫昌兄的专业书评。虽然描写的是末世,作者却显然并未在这本书中用尽全部构思,结尾处希望迭起,让人觉得他大概,话只说三分。作为530页的四十万字长篇小说,作者采取的情节架构方式是这样的,主线为时间顺流的流水帐,穿插十来段故事结局时候的事情(低一个量级的流水帐),这样就避免了因为时间跨度太大,导致读者看了后面忘了前面的情况。因为不断有动作元素充沛的小流水帐在大流水帐之间进行微调。甚至很有可能的是,作者先用短中篇的形式把小流水帐部分写就,然后站在主人公的角度来穿插回忆事情的由来和源流。由于两部作品的阅读时间如此之近,核心的矛盾中心又如此近似(都是整个地球被超级智能体所包围),让我不得不拿代表中国长篇科幻最高水平的三体I·II和 《时间回旋》进行小小的对比。从故事内容的广度和深度而言,两者难分仲伯,三体所欠缺的,是 《时间回旋》中那种贯穿全书的人文精神,三体也有,不过那似乎是作者硬加进故事本身中去的,有时候是为了让故事不显得太没人情味,而故意所设,有时候则是故事背景的需要而设。 《时间回旋》则不是这样,在这本书中,罗顿一家四口和主角泰勒一家两口,六个人之间感情上的千般瓜葛成为书中实际上的主线内容,外星人火星人这样那样的危机,凡事实际上都是围绕他们之间关系的起落而来。看 《时间回旋》让我想起多年前翻译的2005年雨果奖最佳短篇《和我的猫一起旅行》。和Spin一样,它也总有一股弥漫不去的忧伤。
周六晚,发福的法师,妮可,孤竹无名三人来家里玩,自制牛奶西瓜汁招待他们,玩了一局三国杀。 ![]() ![]() |
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Posted: 19 Jul 2008 09:35 AM CDT 游戏是个很实际的东西,尽管PC上的游戏只是软件,非硬件,但是其结构和运行机制却很实际,玩家的想法也很实际。因此在游戏未出现之前,游戏策划只能纸上谈兵。 什么是纸上谈兵?这个很容易就想起三国时期的诸葛亮,或是封神榜里的闻太师。那些军师,无论是现代的还是古代的,都是谋划者中的一类典型例子。 抽象来看,军师和游戏策划都是策划者,包括其他的策划,例如营销策划。 策划所拥有的特质就是,具有预见性,设计性和相当的抽象能力,能够把见到的专业事物区分并归类。所谓纸上来谈兵,需要一些很重要的基础。 第一点, 是经验;第二点,是预见性,第三点,是抽象能力,第三点,是运用工具的基本能力。
总得来说,策划有一种境界,叫做纸上谈兵。 无论是数值策划也好,关卡设计也好,还是剧情策划也好,亦或是系统策划也好。一定要具备有纸上谈兵的能力,在系统或是关卡或是剧情或是数值未做出实际的内容前,就能模拟自己的玩法,模拟自己的设计会使玩家受到什么样的心里变化。而主策划以及制作人,得预计游戏推出之后的情况。 等等一切,在游戏推出之前都是纸上谈兵,因此,纸上谈兵,也是策划的一种境界,境界越深,功力越高。飞升成仙之人不过为宫本茂这类有名的制作人…… |
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Posted: 21 Jul 2008 10:43 AM CDT 周日晚上,蹲在家里看了两部电影,American Beauty和Zodiac。
American Beauty获奖那年,学校在体育馆(华东最棒的手球馆)里播放这部片子,当然,用的是投影仪。票价我记得是2块钱,和陈岗一起去看的。演到本宁和地产大王床戏的那一段时,陈岗摇着头,说道:“啧啧,太夸张了,竟然当着这么多新生的面,公然播放这样的镜头,哎-哟-哟-”可怜我那时啥也看不清,整个片子也完全没看懂,也不知道凯文·斯派息是哪郭。今天回过头来看,发现这部电影,它包含了那么多的社会元素,单是表面的就有父子关系,母子关系,夫妻关系,父女关系,母女关系,邻居关系,邻居的小孩之间的关系,同性恋和邻居之间的关系,闺蜜关系,第三者,公司上下级关系等等。深层次的更包括中年男子对女儿同学的性幻想,严肃军官压抑在心底的同性恋之情,竞争不过他就和他上床来吸取其商道精华的中年女人,随时用DV记录死亡和时间流逝本身的毒贩,用所谓的绩效评估来掩饰自己无卵直接让人滚的新任广告公司主管。台词很妙,很值得背诵,比一万部什么主妇,欲望都市之流都要好。 Zodiac是一个破案的片子,我原来以为是恐怖片,可是我有庆幸它不是恐怖片,因为我无胆一个人看恐怖片,单是恐怖片的封面就把我吓得不清,这些人为什么每次都要用绿色扁脸痴呆大头娃娃做封面?大三的时候,储俊在我们寝室边用个小脸盆洗衣服,边看七宗罪,看完了跟我说很好看。我没看全,后来有许多机会可以看,但是第一印象不是很佳,一直没有去碰。罢了。没想到Zodiac不仅是七宗罪类型的连环谋杀案,还是同一个导演干的好事,这片子请允许我称之为纪录片,因为到头来也没有告诉我杀人犯到底是谁。没有阴谋论(也没有理想主义),就像我的最爱,伪纪录片《JFK》。看起来真是很让人抓狂,但又会一直安慰自己,小雷,是大卫·芬奇哎,芬奇郭郭不会让偶们失望的。我好脾气,也看完了,硬是用三个小时看完了,因为多少有悬念挂着,一直想知道真凶会不会就是那个漫画家自己。 周一大楼电力故障,下午早早回家,缩在KFC的角落看杨必翻译的《名利场》,从60页开始,毕脱从男爵出场,直到上册结束,一路上为译者流畅的,毫无翻译腔,味道纯正的白话文折服。杨必,吾师。 ![]() ![]() |
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Fate 2: Released But Half-Baked? Posted: 21 Jul 2008 10:13 AM CDT As reported by Hanako in the forums, Fate: Undiscovered Realms (AKA Fate 2) is now released. Unfortunately, its been having some problems. I had trouble downloading it, and after downloading it, I was unable to get it to install. It froze on me at the 16% point. Other people are reporting problems getting it to run. Now, as a programmer, I'm sympathetic. I know it is hard for an indie (or at least, non-traditional) developer to test on a wide variety of configurations. Our sample set (three people?) is pretty tiny, also. But - it really does sound like it needs a little more time baking. I'm trying to re-download, in case it was just a corrupted download on my end. I'll keep you posted. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 21 Jul 2008 09:39 AM CDT Keep it simple , stupid . stupid 不是愚蠢的愚,而是大智若愚的愚。有时候,我们写程序做设计就是不够智慧,就只有点聪明。觉得自己可以把复杂的问题用巧妙的方法解决。这个巧妙的方法,保正了效率,节约的内存。真可谓聪明。 但聪明不是智慧,真正的智慧是看到将来。在不断的演化中它们还能不能保持这个巧妙。如果不那么巧妙,我们到底会损失些什么,我们真正需要什么,而失去的那些换来的到底是什么。 simple 也不是为了避免麻烦。保持 simple 比解决麻烦要麻烦的多。 最近老有人跟我说啥 2.5D 3D 什么的,有点反感这个词。纯属不懂瞎参合。当然我也知道名词就是用来区分不同事物的,不能强求。 人就是奇怪,明明不相信数学可以解释这个世界,偏偏又喜欢拿数值去套所有的概念。一切都是一维数轴上的点。不是多一点,就是少一点。 我决定改天也造个新词儿出来。 嗯,我们不做 3d 游戏,多俗。2.5D ? 太土了。我们是 2.71828 D 。哦,记不住没关系,反正也没做完,暂时称为 2.7D 吧。 |
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Tor.com launches — many free books Posted: 21 Jul 2008 10:15 AM CDT Tor.com, the new website for Tor Books, has launched officially. And they’re offering up for free download the bunches of books that they were giving away to newsletter subscribers in their run-up to launch. Among the books you can grab in DRM-free formats: Old Man’s War, Spin, Farthing, Crystal Rain, and much more. Plus a zillion gorgeous wallpapers from cover art. Oh, and they cover games a bit too. |
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Posted: 21 Jul 2008 09:50 AM CDT 穷生活咱捱的过,品位生活咱也不含糊,永不丢人 |
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Posted: 21 Jul 2008 01:31 AM CDT |
这些日子忙死了!体力都觉得有些不知了。呵呵!新的游戏出现的频率越来越快,而且制作的视频宣传也还算不错。好在手头的事情逐渐明确开始进行中,期待有个好收成。不过可能还要等上一段时间,抽空上来给朋友发个韩国手游的宣传视频瞅瞅。
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Q's Hidden Genius: Reo Yonaga Speaks Posted: 21 Jul 2008 11:00 AM CDT
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《疯狂机器2》(Crazy Machines 2)破解版[Bin] Posted: 21 Jul 2008 07:19 AM CDT 游戏名称:疯狂机器2 英文名称:Crazy Machines II 游戏制作:FAKT Software GmBHgame 游戏发行:Viva Media 游戏语种:英文 游戏类型:Puzzle 官方网站:http://www.crazymachines2.com |
【游戏简介】 疯狂机器系列的上手度比较简单,操作菜单简单友好,留给玩家发挥想象力的空间也很大。同时,这个类型的解迷游戏又以困难的迷题而著称,每通过一个关卡都需要你的反复实验。游戏模拟了真实的重力空间,设计了各种道具和场景,在创作上可以说充满了创意,这也是游戏的成功之处。每当你遇到困难感到山穷水尽的时候,不妨转换一下思维,也许会豁然开朗,解开游戏的迷题。大量新奇的关卡和道具会让人感到目不暇接。模拟真实的空间力学使得每一处小的变化会带来不同的结果。投入到游戏中可以让你体验到从未感受的乐趣。 |
卟苘 薏策 ?? ?苘? ? ? 掭 苘槽圹?苘圹圯 哕 苒? 苓 苘圹苘卟圹? 捋圹? 捋?捋? 苘苓? 败圹圻 咣鄄圹?苒圹圹 ? 槽蒇? 苒圹? 安圹圯 薏槽圹槽圹圹圹圹舶 避 槽圹?捋圹蒈圹圮? 捋圹? 苓懿圹郯 槽圹圮? 膊圹苘 ? 槽圹?圹圹圹哌圹圹? 圹圹? 掭 膊圹? 槽圹鄄圹圮? 槽圹圯 咣苘 槽圹?圹圹? 捋圹圯 圹圹? ?鄄圹? 槽圹郾圹圹圻 ? 槽圹? 捋圻 槽圹?圹鄄卑 圹圹?圹圹? 鄄圹? 槽圹郯圹圹? 哕 槽圹? 苘 ?苘懿圹圹捋圻甙 圹圹?圹圹? 鄄圹? 槽圹?圹圹? ? 槽圹? 苘圹圹曹槽圹膊圹圹? 苘圻 圹圹郯圹圹? ?鄄圹? 槽圹?圹圹? 苒 槽圹? 圹圹舶鄄圹郾槽圹? 苒圹? 圹圹郯圹圹? ?鄄圹? 槽圹?槽圹? 苘圹圯 槽圹? 圹圹?鄄圹郯槽圹?捋圹? 圹圹郾圹圹? ?鄄圹? 槽圹?圹圹? 捋圹郯 槽圹? 圹圹?鄄圹?槽圹?圹圹? ?槽圹郾圹圹? 掭鄄圹郯 槽圹?槽圹? 圹圹? 槽圹? 圹圹?鄄圹?槽圹郯圹圹? ?槽圹鄄圹圹? 咣槽圹?槽圹?槽圹? 圹圹? 槽圹? 圹圹?鄄圹?槽圹郾圹圹郯 ?槽圹鄄圹圹舶 苘槽圹舶圹圹?槽圹? 圹圹? 槽圹? 圹圹?鄄圹?槽圹鄄圹圹郾 掭槽圹圹圹圹舶苒圻哌哌圹膊圹圹 槽圹郯 圹圹? 槽圹? ?圹圹?圹圹郯槽圹鄄圹圹鄄 懿哌 咣圹圯?懿槽圹膊苓槽圹郯槽圹郾 圹圹? 槽圹? ?圹圹舶圹圹鄄槽圹郾圹圹圹? 哕 捋圹圮圹圹圻哌圹圯圹圹鄄捋圹鄄 圹圹? 辈圹? ?圹圹膊圹圻哌槽圹郯圹圹圯 苘槽圹哌? 捋咿槽圹哌苓圹圹苘圹圹? 氨槽圯 掭捋圹策? 槽圹?槽圹? 哌?苒圮 ?苓哌 ?苘?圹圹? ?咣圮哕圹? 槽圹?捋圹圯 捋鄄? ? ?圹圹? 咣圹? 咣圹圹?卟槽圮 苒膊? ?圹圹? ? 薏圹? 哌膊膊苘鄄策? ? ?圹圹? 败苓 苓 懿策圹? 哕? 哌卟? ?苓 ? ?? 捋圹舶 苘膊?苘槽圹圹圹圻 咣圹圹圹曹苘 卟曹? 薏? 哕掭 懿策哕 懿?苓哌? 斑咣哌哌圹馨苒圻哌卟策 苓 苒膊? 掭哕? 苘苓?苘哌 薏苒? ? 咣槽? 弑 苘懿膊策? 苓 卟曹膊策?? 卟? 佰圹? ? 苘懿膊哌懿哌 ?? 苘膊膊策? ?? ?? 哕 槽圹? ?? 懿槽圻 懿? 懿? 懿槽圻 ?? 哕? 卟?咣圹圹苓 卟苻膊圹? 薏? 薏? 薏槽圯 ? 卟曹 薏?捋鄄??? 薏葸膊圹苘 卟? 卟苘 咣膊圮 哕 薏草 懿? 圹? 掭 懿? 捋卟槽圹苘圹圮苘哌鄄苘苓卟曹 ?? 苒哌苘哌 捋? 苓 哌 ??卟槽?哌哌哌卟膊膊苒圮苓?? ?? 掭 苓 苘膊懿膊膊? ? 懿膊膊膊膊膊膊?薏?薏膊膊膊膊苘懿策膊膊? 哕 掭 苓 ?懿膊哌哌哌哌咻 ?捱哌哌哌哌哌哌?苓? 哌哌哌哌哌哌哌哌哌卟膊曹安苓? 苘? 茌薏? Crazy Machines II (c) Viva Media 哌草安?哕 策 懿?圯 ?薏? ? ?苒圻 ? Protection ......: SolidShield 1.9.6.4 ? 咣圮? 捋草 ? ? 薏圯 圮卟曹 ? Date ............: July 2761 Number of Discs .........: 1 ? 懿策? 鄄曹苓? 哌苘膊 脖?苘膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊卑 GAME NOTES 安膊膊苘 氨 卑懿膊哌哌哌? 哌哌卟膊馨 稗策 卟? 圯 ? ?捋 ? ? With Crazy Machines II you can perform the most daring ? ? ? ? experiments and explore the world of crazy science. Feel ? ? ? ? the action of kinetic forces while taming liquids and soft ? ? ? ? objects, enabling them to unleash new ideas without ? ? ? ? limitations and become the master of the most dangerous ? ? ? ? chain reactions of the physical world. ? ? ? ? ? ? ? ? ? ? ? 苘膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊膊脖?INSTALL NOTES 氨膊膊苘 ? 懿膊哌哌哌? 哌卟膊? 薏? 卟? 圯 ? ?捋 ? ? ~ Unpack ? ? ? ? ~ Burn or mount ? ? ? ? ~ Install, insert any serial ? ? ? ? ~ Copy the crack from the ViTALiTY folder ? ? ? ? ~ Rest in pieces ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 苘? 懿? 苒斑膊? ? ? ? 圯 苒圹? 懿蒈膊曹 苒圹苻圹? ?苒鄄 哌 ? 捋 ? ? 薏? ? 槽? 苘苓 鄄?懿?圹槽圯 苘圹 圹曹?? 苒圹? ? 懿? ? ? 卟膊苘圮 槽? 槽圯槽圮槽? 懿咣鄄圹?薏圹 圹膊圹? 圹? 苒苘懿膊? ? 掭 哌膊膊?槽??槽?槽?槽?捋?圹槽? 槽郯圹脖圹??圹?懿膊膊哌 掭 哕 槽??槽郯槽郯槽郯圹?圹圹? 槽郾圹舶圹??圹? 苓 ? 槽??槽郾槽郾槽郾圹?圹槽? 槽鄄圹?圹??圹? ? 槽??槽鄄槽圻槽鄄圹哌甙苒圹圮?咣圹?圹??圹? 捋圯咿圹葸??圻圻? 懿卟? 咣 捋鄄 捋圯咿圹? 咣圮圹? 卟槽馨苒膊苓? ? 掭 圻?苓圹苒圻 ?哌苘 咣?苓? ?鄄? ? 卟槽馨苒膊苓咣鄄? ? 哕 苓 卟鄄? ???鄄? ? 咣草苓 ? 安? 卟鄄? 苘苻鄄? ? ? 安? 苒哌卟膊? ? 圻 薏? 掭 ? ?? |
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Posted: 21 Jul 2008 04:34 AM CDT 开启了HDR、景深模糊、运动模糊、实时软阴影等 http://cid-cc7befe115bfbec3.skydrive.live.com/browse.aspx/Public |
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Posted: 20 Jul 2008 10:21 PM CDT CHINAJOY后有报道提出“网游企业拟建首个友好联盟减少口水战”,可见吾道不孤,经过此前的多次实践,逐渐总结一些经验和教训,提出一下设想。 地点1:国家大剧院 具体方案参考以前的网页游戏的那次聚会。
地点2:北京游艺春秋创始人兼CEO陈澍老大慷慨提供的公司会议室,具体地点:北京市海淀区海淀文化艺术中心 中关村大街和知春路的交汇处,地铁10号线海淀黄庄站。 时间:不定期的周六和周日,具体时间将在相关QQ群和圈子范围内通知。 主题:游戏领域相关主题,每次交流主题由发起召集者提出,参与者认可。 发起方式:相关圈子内核心成员视情况发起,发起人可提出主题和相应参与人员要求,参与规则等等。
规则与规律: 时间一般在周六或周日的下午,天气状况良好, 人员总数一般控制在十人以内,以六人为宜,人员为线上熟悉人员或具有引荐人,没有明显的利益冲突。 联系方式:网页游戏QQ群 网络游戏市场及运营QQ群 电话 QQ MSN 以及私人邀请 消费方式:随喜制,参与者自主自愿分担活动消费, 喝茶聊天谈合作交朋友。 注意事项:交流内容非经允许或提前说明,将不做公开。参与者酌情考虑交流的深度和信息准确性。
目的:通过不定期组织沙龙座谈等聚会方式,逐渐形成交流沟通的平台。有个说话的地方。
地点1:国家大剧院 已经有了一个很好的开头,第一次的聚会参与者都感觉有所收获。 地点2还需要一个好的开始,前期已经有了很好的铺垫,未来将不断努力,改正与提高,希望能够得到各方的支持与帮助。
奥运之前准备再次探讨网页游戏相关主题,希望能够将未来看得更清晰。
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Posted: 21 Jul 2008 03:07 AM CDT 记得离开光宇的时候我和大家说,我不会离开的,我的兄弟们、我的《三国》产品…… 为此一直在找机会。眼看着腾讯开发了三国系的《QQ三国》、完美开发了三国系的《赤壁》、光通运营了《三国无双OL》步入市场。上周去天津,风云已经开发《三国鼎立》。对于我能做的仅仅是“忍”。 这是个飞跃时代,我们都太容易躁动、冲动、盲动而不图远虑。谁还会去膜拜越王勾践的卧薪尝胆呢? 事实是我们在很多事情上,很多时候要经历艰熬。朋友告诉我要学会忍耐和等待。 上周,我期盼的那暴风雨还真来了。新的项目马上要开始了,我们和东方娱乐签约联合开发《三国》。就是陈好、陆毅出演的大牌导演高希希开镜的那个。在以往与“三国”有关的影视作品中,我们都会看到“尊刘贬曹”的现象,这次合作的电视剧《三国》会以一种新的文化视角来欣赏,让它更符合现代人的欣赏口味、审美情趣。这正是我当年做《三国鼎立OL》的定位,下步我来开发的网游《三国》也会同时会改变以往三国系GAME形式定位。 高导和剧组演员 几个明星演员 我们时常在传统理性和前卫感性上选择,在没有正确答案前,一切都需要等。 我相信忍耐和等待后会有结果,我知道这仅仅是一个新的开始,一切都将改变。 |
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Posted: 21 Jul 2008 09:36 AM CDT Archimedes claimed, "Give me a lever long enough and a fulcrum on which to place it, and I shall move the world." I think Archimedes was a game developer, and the rest of his quote (translated from ancient greek) reads, "... because I really need to move the world 200 units in the positive Y direction so I can stick the new sewer passages in before next week's milestone." Game development has changed a lot since I first got in the business. Once upon a time (before my time), it was more about programming wizardry. Now it's much more data driven. And while programming wizardry is still a significant part of things, the bottlenecks I keep seeing are found in the tools and the tools pipeline. Well, the tools are the various editors, modeling packages, and so forth that you can use to make content for your game. One of the problems with tools over the years is that they have gotten significantly more powerful, but not easier to use. In Doom's heyday, a solid level could be cranked out in a single day. Maybe another day or two for polish. Nowadays, a level generating approximately equal amounts of gameplay might take an entire man-month to create. Herb Flower, of LinkRealms, was talking to me last year about his days with ReWolf, doing a commercial half-life mod. He said that back in the late 90's, the mod scene was vibrant and alive for all of these games. But now - not so much. In part, it is because of the commercial viability of the mod scene - teams are very likely to fall apart over squabbles of who gets what potential share. But it's also in part due to the complexity of making mods. The requirements for what constitutes "acceptible" quality is much higher, and neither the tools nor the modmakers can keep up. The tools pipeline is a whole 'nother story. This is the path that takes all the content generated by the tools, and imports it into the game. This has been the weakest link in the chain everywhere I have worked, including my own Rampant Games. The process is typically slow, tedious, and error prone. This makes it hard for the artists and designers to actually see and test their work. Somehow, miraculously, old data finds its way creeping into the build, and things that were fixed days ago become broken again. Something silly like a missing texture won't be detected until twenty minutes into a 30-minute process, which forces you to start over from scratch. Annoyances like that, which compound upon each other, until what should have taken less than an hour ends up taking all day long. Just think about it - what if making a game level were not much more difficult than sketching it out on graph paper? (And yes, before you say anything, I do know about SketchUp). Could we compress the amount of time it takes to do 90% of the work? Could we begin working on "meta-tools" - tools to make tools - for game development? I look at the (relative) simplicity of putting together Neverwinter Nights modules. Sure, there was some missing power there, but the thousands of user-created mods that came out is evidence of what that level of productivity you could get from designers and content creators when you make it simple, easy, and error-resistant. (Yes, I have been fiddling around with level editors this weekend, how did you know?) Frankly, if we want to talk about making better games, we should quit thinking about better pixel shaders or more realistic hair movement. The limiting factor is no longer in those technological elements, but in what I'd consider logistical ones. A skilled designer, animator, artist, or even programmer with a world-class set of tools and a painless, fast, error-free pipeline can be 100 times more productive. Which would mean better gameplay, better polish, and more innovation. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 20 Jul 2008 11:18 PM CDT CHINA
JOY终于结束了,短短三天……为了这短短三天,我机会“操劳”了一个多月。虽然在游戏圈里混了也快五年,但由于以前不是个策划,就是一个运营。第一次以一个市场部的角色,配合其他同事从组委会的沟通到场馆的搭建、再到公关公司的对比和最后活动确认。虽然每件事情我都知道该怎么做,但是真正亲手做起来还真的发现问题不少——于是这样一届CHINA
JOY,我就始终留在了W2-13《真三国无双OL》的展台,对于其他展台的印象只能是在路过的时候看过几家,然后多看了下附近兄弟公司的台,在这里姑且随便说说,因为看到的不够全面若有说的不对的地方也请指正!
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Posted: 19 Aug 2025 09:02 PM CDT ![]() 游戏名称:太空黑猩猩 英文名称:Space Chimps 游戏制作:Brash Entertainment 游戏发行:Brash Entertainment 游戏语种:英文 游戏类型:3D Platformer 官方网站:http://www.spacechimpspower.com/game 【游戏简介】 本作改编自己将於5月在美国上映的同名动画电影,该电影由Vanguard公司製作。电影的故事讲述的是第一隻被人类送往太空的黑猩猩的后代被美国航天局派往天空探索新的神秘星球,当它与同伴到达该星球后却发现他们身处险境…… 玩家在游戏中将可以体验到电影中所没有提及的故事部分,并且将控制两隻灵长类动物对抗神秘的外星人。 【游戏截图】 |
S K i D R O W |
-> T H E L E A D i N G F O R C E <- |
proudly presents ° 22222±±±°° Space Chimps / Brash Entertainment °°±±±22222 ° ± ± 2 2 2 RELEASE DATE : 21-07-2008 PROTECTION : Nothing 2 2 GAME TYPE : Action DISKS : 1 DVD 2 ° ° 2 Release Notes: ° 2 ± 2 ° Space Chimps is a 1-2 player action/adventure game that ± chronicles the quest of Ham and Luna as they overcome the perils of an alien planet in search of Earth's lost Infinity Space Probe. Alternate between playing Ham and Luna exchanging humorous banter between the two acrobatic chimps. 13 levels including 3 bosses Battle 2-player coop style or fight as 1-player with an advanced AI-controlled hero at your side. More than 35 new enemies from the Fluvian world to challenge your combat skills! Unlockable 2 multiplayer cooperative arenas utilizing the chimpball or traversing on the back of Fluvians. ° ° 2 Install Notes: ° 2 ± 2 ° 1. Unpack Release ± 2. Mount /Burn Image 3. Install Game 4. Play the game ° ° 2 Greetings: ° 2 ± 2 ° Salutes to our old Amiga friends from: ± |
FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX |
DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY |
THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX |
Salutes to our new friends in: |
0x0007 - UNLEASHED - TiNYiSO - BREWERS - RELOADED - ENiGMA |
ELECTRIC DRUGGIES - AVENGED - ADDONiA - HATRED - DAWN |
° ° 2 Logo and layout by: Eboy E 2 22 Last updated 21/07/2007 by [XXX] 22 |
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Posted: 21 Jul 2008 04:53 AM CDT
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Posted: 21 Jul 2008 01:53 AM CDT This week’s poem is a meditation on good and evil and faith and logic via Principia Mathematica, based on the news this week that some genes for violent antisocial behavior have been identified. It turns out that up to one percent of the population may have these genes. But they do not always express, because nurture and life circumstances are just as important in whether or not the person’s?? actually going to turn out antisocial, or dare I say it, evil. And yet, we have so often ascribed these behaviors, throughout history, to the Devil, or to other supernatural causes. I ended up linking this to the notion that religion exists in our mental space in a position analogous to G??del’s incompleteness theorem, which in its broadest layman interpretation states that a system cannot prove its own consistency; wasn’t there something religious, in the end, in Russell and Whitehead’s belief in complete systems, in the ability of logic to put everything into order? OK, so either you come to this blog because it sometimes leaps from game design to poems linking genetics, theology, and mathematics in rhyming hexameter — or you are wondering what the hell (no pun intended) I am on about. Shrug. Here’s the poem either way, annotated for your (in)convenience. Modus ponens These days, when evil???s gene is sequenced, and one percent If this, then that, and therefore so, logicians say. Perhaps religion is the gap that G??del saw, So all faith hides the knowing; knowing hides some faith. Have mercy, then, upon the one percent, who know |
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Posted: 21 Jul 2008 02:35 AM CDT
近期在玩一个游戏,使用外挂,外挂中有一个功能,就是在地图上自定义几个点,启动之后,角色就会在几个点之间奔跑,跑到一个点时停下把周围的的怪物都用群攻技能给打掉。打得差不多的时候就往下一个点跑。 其中有一个设定,就是“该点剩下几个怪时应该往前跑。” 我这个人有点完美主义,很多时候都设为把怪清光,直到有一天,有一个怪物被卡在地图上,我的角色打不到他,就一直站在那个点发呆。 我只好把剩余怪物数设为2,角色就抛开那个打不到的怪往下跑了。其后,我发现我打怪的效率比以前增加了几乎1倍。因为群攻技能往往不能保证把怪物全灭。当不能全灭时,就要多放一个技能。而继续往前跑,没有被消灭的怪实际上也会跟着往前。追到下一个点来等我消灭。
这个世界,有舍才有得。 |
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Weekend Design Challenge: Forming a community Posted: 21 Jul 2008 12:49 AM CDT In this weekend's exercise, explain how you would build a community for an online game on a limited budget. My thoughts after the jump. One idea I wrote about before is to build a community site on the topic of your game. This allows you to attract potential fans of your game and be able to get feedback from them. Such a site doesn't build itself overnight, though, but with some good web design and some smart word-of-mouth, you can have a pretty good community going on the cheap. Might even be possible to derive some revenue from ads. What are your thoughts? |
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Posted: 21 Jul 2008 12:45 AM CDT 巨大蘑?滿塞!!!吾輩要看名無し總受本!超想要啊啊啊啊啊啊啊!為什么就是沒有啊啊啊!名無しGG的SM啊啊啊啊!還有風午DD的年下攻本!啊啊啊啊啊啊啊啊啊啊!工口!工口!工口!D.V.D!=========================================快適的「この夜の在処」到了。非常漂亮的本子翻看……………………………………………………簡直YAOI!!!從頭推到尾〜JUST DO!DO!DO!哈哈哈哈〜太歡樂了!吾輩太開心了莔,盡情的發泄了XD大哥乃真不良,毛毛中途想逆都不行!匣保姑娘啊,乃口味變了……明明以前非常CJ的説。(這個人心里其實很高興)順手掃了,有空放下載。然后全力攢DVD!!!
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Posted: 21 Jul 2008 12:45 AM CDT 最近Webgame大行其道。不过和传统网络游戏比起来还是市场份额很小。 我的看法是,Webgame迟早超过传统网游。目前传统网络游戏能实现的,webgame迟早都能实现。什么时候是转折点?就是微软官方IE支持游戏的时候。 想想当年dos时代,PC游戏远远不及主机游戏,什么时候突飞猛进了一把?就是DirectX出现以后。如果没有DirectX,PC游戏至今无法和主机游戏匹敌(至少在中国如此)。当微软看到Webgame的趋势后,用支持游戏的IE重新占领浏览器市场,那时候,可能IE也能有很好的3D效果,传统的网络游戏一定会江河日下。 |