"game" via 柠檬杀手 in Google Reader

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Oct 26, 2007, 2:35:35 PM10/26/07
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"game" via 柠檬杀手 in Google Reader

PlayStation Brings SingStar and Buzz to New Orleans Kids

Posted: 26 Oct 2007 01:11 PM CDT

PlayStation Brings SingStar and Buzz to New Orleans Kids
A few of us just got to New Orleans for Voodoo Music Experience. We have sponsored the event for the past 8 years because, as a company, we believe that music and art are a very important part of life.

We spent Thursday morning at the New Orleans Children’s Hospital outfitting the kids with PlayStation gear and having some good old fun playing SingStar and Buzz. I learned today that Destiny’s Child’s, “Survivor,” is one popular SingStar tune.

Abigail from our Corporate Communications team organized the day and was on hand to present the hospital with a check from SCEA for $25,000. We also donated PS2 systems and games to help make their stay a little easier and happier. New Orleans’ very own Derrick Tabb from the Rebirth Brass Band, Trombone Shorty and the Lieutenant Governor Mitch Landrieu also popped in to play with the kids.

Thanks to the staff at the hospital for a great experience. Please keep these kids in your thoughts; they are truly some of the most amazing PlayStation fans that I have ever met.

We’ll be in New Orleans all weekend - so if you want to get hands-on with some new and upcoming PlayStation games, stop by the PlayStation Experience Truck at City Park. Stay tuned for more Voodoo highlights!
PlayStation Brings SingStar and Buzz to New Orleans KidsPlayStation Brings SingStar and Buzz to New Orleans KidsPlayStation Brings SingStar and Buzz to New Orleans KidsPlayStation Brings SingStar and Buzz to New Orleans Kids

Omega Five Is Alive [Clips]

Posted: 26 Oct 2007 12:20 PM CDT

As a closet shmuppet, Omega Five for Xbox Live Arcade was already on my list of must-have titles simply on the merit of its genre. Seeing it in action in this trailer has only served to put it on the list of games I will bring back in the makeshift time machine I fashion in the year 2037 to make sure I get to play it before everybody else. Seriously, I need this game right now. Why must you tease me Hudson?

Fancy, Gold-Tinted Wearable Halo Helmet [Halo]

Posted: 26 Oct 2007 12:00 PM CDT

halohelmet.jpg

I swear this is my last Halo Helmet post, and I don't mean that in a I-swear-this-is-our-last-cake-post sort of way, for reals. I was mostly over the helmet after the last two posts, but this one, well it's both functional and looks kick-ass. Someone finally gutted a helmet and then put in a gold-tinged visor so it was both functional and really neat looking. What do you think?

Legendary Helmet [High Impact Halo]

Burnout Paradise Coming Jan 22 [Announcements]

Posted: 26 Oct 2007 11:40 AM CDT

img_5916_burnout-paradise-1.jpgNames like Gran Turismo and Forza make for some great racing simulations, but many of us are just plain bad people who have no interest in racing in the real world and its subsequent simulations. Many of us just want to go fast, and maybe kill some other drivers in the process. Well our day is coming on January 22nd, when Burnout Paradise will be released for PS3 and Xbox 360. And until then, I'd appreciate anyone who sympathized with this post to drop your keys off at Kotaku HQ.

Burnout Paradise Crashes and Burns January 22 [shacknews]

Castlevania: Order Of Shadows [Impressions]

Posted: 26 Oct 2007 11:20 AM CDT

orderofshadows.jpgMy cell phone sucks. I had long suspected this was the case, but Konami Mobile confirmed it when they told me Castlevania: Order of Shadows wouldn't work on my handset. Fortunately they were so determined to get me to play the game they sent me out a loner LG VX9400 V Cast phone preloaded with the title that I now must return to them with amazing amounts of reluctance. If it weren't for the fact that they made sure the phone didn't support my carrier I would have gone into hiding just to keep my hands on it. Unfortunately the same cannot be said for Castlevania: Order of Shadows. I want to believe in mobile gaming...I really do. I figured if any game could make me a believer, Castlevania was it, but slow action and frustrating controls only served to send me running back to the game's faster DS and GBA cousins.

Desmond, Zoe, and Dolores join the Belmont clan, with Desmond being the whip-wielding main character destined to bring down the titular Order of Shadows, who plan on resurrecting the Dracula. Desmond whips his way through seven bosses, the last being the dream vampire lord himself.

The gameplay itself is a mix of old and new. While you are pretty much limited to your whip and sub-weapons, your character does gain experience and level, and the monsters have hit points. Mind you there are only 10 levels you can earn, but like many mobile games the whole experience is pretty short anyway. As you journey through the game you will unlock abilities like the back slide and double jump, opening up new levels for exploration. There's even a spell system that lets you cast one-shot magic attacks against your foes, but for the most part it's move, whip, jump, repeat...which wouldn't be all that bad were the controls a bit more responsive.

Playing video games on a phone D-pad while using the central OK button to attack took some getting used to, certainly. I died many, many times before I figured out the proper way to jump. Even once I got the hang of things, however, the response time was a bit off, as was collision detection, which led to several frustrating deaths as monsters hit me before they actually hit me.

The game is relatively aesthetically pleasing for a mobile game, though for some reason the character movement and enemies remind me of shareware PC games from the late 80's. The music is probably the highlight of the game, with passable tunes for your first go round able to be replaced with classic NES Castlevania music after you finish the game the first time. Nifty.

Having not played many full-fledged mobile gaming titles, it is hard for me to quantify my feelings on Castlevania: Order of Shadows. There is some good potential here to be sure, but the experience as a whole felt unpolished. A nice first try, and worth a look for curiosity's sake, but not quite enough to make me change my mind about cell phones as a serious gaming platform.

Soldier of Fortune Gallery [Soldier Of Fortune Payback]

Posted: 26 Oct 2007 11:00 AM CDT


That first trailer was very much gore free, but don't fret this one more than makes up for that. Hit the jump for a gallery and the official fact sheet.

SOLDIER OF FORTUNE® PAYBACK

FACT SHEET FOR ALL VERSIONS

PRODUCT DESCRIPTION:
Soldier of Fortune Payback is the long-awaited third installment of the Soldier of Fortune video game series. The saga continues with the mercenary organization known as "The Shop," where players take on the role of a hired mercenary. Players will experience all the thrill and dangers of authentic mercenary combat blasting their way through high intensity combat situations in the world's most dangerous hotspots in the Middle East, Africa, Asia and Eastern Europe. Using any means necessary, players will need to uncover a complex plot and defeat an extremist organization determined to throw the world into global conflict. Failure is not an option.

FEATURES:

• Next-Gen - Built to harness the power of next generation consoles, Soldier of Fortune Payback features the most outrageous modeling system of any of the previous Soldier of Fortune installments, allowing for shocking damage. Enemies not only react to the specific area in which they've been hit but also to the power of the weapon they've been hit with. Players will need to make sure they've finished their opponents off as they will continue to fight until a lethal blow has been delivered.

• Weapons - Players will have at their fingertips one of the most lethal arsenals of weapons ever assembled with over 30 weapons including sub-machine guns, assault rifles, sniper rifles, projectile explosives, weapon attachments and cutting-edge tactical weapons.

• Multiplayer - Your favorite individual and team based online modes to play including: Death Match, Team Death Match, Elimination, Team Elimination, Capture the Flag and Demolition. Players may choose from many options and server settings to play the game the way they want to and can choose between playing online or over a local network.

• Missions - Players will find themselves thrown into authentic mercenary situations in real world hotspots around the globe and will find themselves in high intensity combat situations with enemies virtually around every corner including terrorists, mobsters, insurgents and enemy soldiers. Players will need to survive an ambush and rescue a diplomat, infiltrate a terrorist operation, go on a search and destroy mission and much more.

• Story - Compelling new storyline that adds to the Soldier of Fortune legacy. Thomas Mason works as a freelancer for a mercenary group called "The Shop." When a routine escort mission goes horribly wrong, he finds himself deeply entrenched in an underworld struggle he can only begin to understand. Thomas Mason and his handler Cassandra Decker must uncover an extremist plot aimed at throwing the world into global chaos and creating a world full of militaristic conflicts where mercenaries will be in high demand.


Publisher: Activision, Inc.
Release Date: November 2007
Platforms:  Xbox 360™ video game and entertainment system from Microsoft
 PLAYSTATION® 3 computer entertainment system
 PC
Suggested Retail Price: $59.99 (PS3, Xbox 360)
$39.99 (PC)
ESRB Rating: "M" for Mature

Crysis Demo Drops Tomorrow [Demo]

Posted: 26 Oct 2007 10:40 AM CDT

crydemo.jpg"The most advanced video game ever created..." This is a direct quote from the Nvidia press release reminding PC gamers that the demo of Crytek's masterpiece will be available for download starting tomorrow at the graphic card manufacturer's Nzone website. Originally moved from September 25th to October 26th, presumably to allow for PC technology to catch up to the game's hardware requirements. Well now you have one more day to wish really hard for the high-end PC fairy to slip a dual-core under your pillow. Incidentally you can visit the Nzone and click on the Can You Run It button to have your system tested. The PC I am typing on passed minimums, but just barely. The monster in the living room laughs at your puny Crysis.

PSU Expansion Detailed, Dated [Phantasy Star Universe]

Posted: 26 Oct 2007 10:20 AM CDT

phantasyexpan.jpgReleased last month in Japan, Phantasy Star Universe: Ambition of the Illuminus has been making fans of the series leave a trail of anticipatory saliva everywhere they go since it was announced back in April of this year. Their wait will soon be over, as Sega has announced a November 20th release date for the expansion, with the Xbox 360 version downloadable for 1600 Microsoft Points ($20) and the PC and PS2 versions twice the price at $39.95 at your local retailer. The expansion adds a new chapter to the single player story, a casino where you can lose all of your money, along with new weapon types, Photon Arts, and clothing that you can pine over after having lost all of your cash at the casino. Hit the jump for the press releaseriffic details!

SEGA REVEALS DETAILS OF PHANTASY STAR UNIVERSE: AMBITION OF THE ILLUMINUS

Xbox 360 Expansion Pack for the Epic Sci-Fi Action RPG Soon to be Available for Download Via Xbox Live®

SAN FRANCISCO (October 25, 2007) - SEGA® of America, Inc. today released details for Phantasy Star™ Universe: Ambition of the Illuminus for the Xbox 360® video game and entertainment system from Microsoft, Playstation®2 computer entertainment system and for PC. Phantasy Star™ Universe: Ambition of the Illuminus is an expansion to the epic sci-fi action role-playing game, Phantasy Star Universe, and will be available on November 20, 2007. The Xbox Live download will be available for 1600 Microsoft Points/$20 USD and the PlayStation®2 computer entertainment system and PC versions will be available at retailers across North America for $39.95 USD.

Whether tackling quests online with a party of up to six adventurers, or fighting through the next chapters of the exciting online story missions from the original game, Phantasy Star Universe: Ambition of the Illuminus enables gamers to experience the wonders of the Gurhal System through the eyes of a personalized avatar. The expansion pack allows gamers to experience an even richer and more varied Phantasy Star experience. Players will explore exciting new levels, such as the Ruins of Old Rozenom City and the subterranean Granigs Mines, where they will encounter new and more powerful enemy types and bosses, and master additional versatile class types.

The expansion further enriches the online Phantasy Star Universe experience with newly created and enhanced gameplay and customization features. Players can commune in new and expanded lobby areas filled with colorful decorations and music, including the new Casino Voloyal where roulette and slots can earn players special casino-only items. Character and weapon customization is even deeper with the introduction of new weapon types, armor, Photon Arts, and clothing. Also, each Guardian's individual Room is upgraded with far greater options for customization.

Phantasy Star Universe: Ambition of the Illuminus continues the exciting single-player action-RPG storyline as a new Human Fundamentalist group, known as the Illuminus, disrupts the peaceful Gurhal System throwing the Gurhal Government into chaos. Using their custom-made Guardian, players embark upon a series of missions where they will meet familiar characters like Ethan Waber from Episode 1 and others including GUARDIAN instructor Laia Martinez from Episode 2.

Since its introduction in 1988, Phantasy Star has revolutionized the RPG genre by creating new standards through innovative gameplay, as well as being the first console RPG to offer an online experience in Phantasy Star Online. This new installment also expands the popular online adventure of its predecessor and continues the quest for peace in the Gurhal System.

Phantasy Star Universe: Ambition of the Illuminus is rated "T" by the ESRB. For art and assets, please visit http://segapr.segaamerica.com. Online play requires a subscription, for more detailed information, please go to the official website at www.phantasystaruniverse.com. Please note that the Xbox 360 download requires the original Phantasy Star Universe game.

UK Firm Reckons PC Games Can Run On PS3 [Playstation 3]

Posted: 26 Oct 2007 10:00 AM CDT

pc2ps3.jpgBritish company StreamMyGame have an idea. That idea is to turn PC games into an IP "game stream", which they claim:

...enables users to post hypertext links to their games on the site, which can then be played remotely by other visitors to site who click on the links.
Well hello there, world of tomorrow. Right now the plan's in its infancy, and they're only working with PC games running remotely through XP or Vista. But by the end of the year they say a Linux version of their tech will be available. If you need us to spell it out, that means, hypothetically, anyone with Linux installed on their PS3 could stream a PC game and play it via their PS3's USB keyboard and mouse.

Admittedly the science behind this is a little much for our console-addled brains, but there's a full explanation of the tech here if you're up for it. We're sure the technology, as it exists right now, might not be up to the job. We also suspect there'll be a legal obstacle or three standing in their way once game publishers find out. But hey, the concept itself, it's a nifty one.

Games shared from PC to PS3 over the Web? [iTWire]

Event Report: Church, Rigopulos Talks Game Ads At Zurich's Gamehotel

Posted: 26 Oct 2007 02:20 AM CDT

[Game biz production company Gamehotel recently held an event in Zurich that featured a "grand game battle" including notables such as Doug Church (LMNO / The Steven Spielberg project), and Alex Rigopulos (Rock Band). Alongside it was a two-day game conference featuring the duo, ARG expert Adrian Hon and other notables. Swiss journalist Guido Berger attended the event, and here writes up his impressions of the conference, particularly in relation to game marketing and in-game ...

Submissions open for Interactive Achievement Awards

Posted: 26 Oct 2007 01:06 PM CDT

The Academy of Interactive Arts and Sciences has opened submissions for the 2008 Interactive Achievement Awards

10月25日新游戏销售情况速报:FFTA2

Posted: 26 Oct 2007 10:06 AM CDT

nds《FFTA2》
首日销量:约10万

 

nds《コードギアス 反逆のルルーシュ》
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nds《胜利十一人DS:GOAL×GOAL》
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nds《天元突破グレンラガン》
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nds《アパシー ~鳴神学園都市伝説探偵局~》
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nds《ダンジョンメーカー魔法のシャベルと小さな勇者》
首日销量:约1000

 

ps2《魔塔大陆2》
首日销量:约5万

 

ps2《战神2》
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ps2《FIVB VOLLEYBALL WORLD CUP: VENUS EVOLUTION》
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ps2《家庭教師ヒットマンREBORN! Let's暗殺!? 狙われた10代目!》
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ps2《バルドバレット イクリブリアム》
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ps2《SEGA AGES 2500シリーズ Vol.31 電脳戦機バーチャロン》
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Wii《Ghost Squad》
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Wii《宝岛Z》
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Wii《Dance Dance Revolution HOTTEST PARTY》
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ps3《忌火起草》
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xbox360《BLADE STORM:百年战争》
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相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01000el7.html
nds《FFTA2》电视广告
http://blog.sina.com.cn/s/blog_4938f71b01000ekb.html
nds《胜利十一人DS:GOAL×GOAL》电视广告
http://blog.sina.com.cn/s/blog_4938f71b01000ebi.html
Wii《宝岛Z》宣传视频
http://blog.sina.com.cn/s/blog_4938f71b01000eip.html
外设泛滥的一天

Feature: 'Constructing Artificial Emotions: A Design Experiment'

Posted: 26 Oct 2007 10:46 AM CDT

Veteran game designer Daniel Cook has followed up up his much-discussed 'Chemistry Of Game Design' essay with a new in-depth Gamasutra game design article discussing how to create emotions through games, from stimulus to biofeedback. Cook, who his noted for his design notes on his own Lost Garden weblog, explains in the introduction to the piece: "The game designer's palette of emotion has traditionally been limited to boredom, frustration, and triumphant mastery. There is very ...

自己实现EarthSculptor的Splatting地形

Posted: 23 Oct 2007 12:41 AM CDT

     摘要: 在Ogre地形的基础上利用HeightMap、ColorMap、LightMap、DetialMap实现了EarthScultor软件中的地形。  阅读全文

ArenAK 2007-10-23 13:41 发表评论

Constructing Artificial Emotions: A Design Experiment

Posted: 26 Oct 2007 11:18 AM CDT

My latest essay on emotion in games is up on Gamasutra. There are pretty pictures about brains. You can read it here.

It asks that simple, innocent question,"What can we do to make games evoke emotions?" The answers are more about applying the lessons of experimental psychology than the 300 hot tricks of screenwriting.

While I was looking into this topic, I read an essay in Scientific American on 'dangerous ideas' and it got me thinking about the sort of 'unthinkable' ideas in game design. This essay contains a smattering of them and I'm curious which ones you find intriguing.
  • "Games are great a causing emotions."
  • "You can replicate meaningful religious experiences with a game."
  • "Most media such as books, movies and poetry are far more about our past experiences than any inherent value of the work. "
  • "Isolating gamers from the outside world is a highly effective strategy for maintaining service contracts."
  • "In order to increase the impact of games, we must engage the body as well as the mind." The Wii Fit is just the start, baby. That slack faced hardcore couch potato experience is about to become an experience for dinosaurs (fat, emotionally stunted dinosaurs at that)
Does it hurt to say such things out loud? I have great faith in the ability of science and reality to weed out the ideas that contain no substance. Whether any of these concepts hold water will be directly up to the efforts of talented and innovative game designers. But what if one or two of them held a kernel of truth? My god, what a brilliant future lies ahead.

I am quite looking forward to your thoughts on the essay. Grab a mug of tea, find a comfy chair and dig in.

Enjoy!
Danc.

Constructing Artificial Emotions: A Design Experiment
http://www.gamasutra.com/view/feature/1992/constructing_artificial_emotions_.php

"What's the Big Idea" by Steve Mirsky
http://www.sciam.com/article.cfm?articleID=42462F59-E7F2-99DF-3AC7F5B54F363D63&chanID=sa006&colID=15

Posted: 26 Oct 2007 07:21 AM CDT

又是一周过去了,公司和个人的事情都很忙。外加论文的事情闹心,还是写不下任何像样的东西……

在TGFC和别人讨论了一些关于GT和Forza的问题,有兴趣的人可以搜搜。当时回帖没注意,后来回头看看发现居然也打了不少字,没有在这里汇编成文真是可惜了。

今天上来,看到有人在留言中做广告……这算不算是对Blog逐渐进步的一种证明呢?

既然没有什么重点,不如再转载一段论文。这次是针对FPS游戏历史的一些考证。其中有些概念是比较特别的,估计一些纯FPS游戏玩家未必接受的了。实际上,因为FPS大多为老游戏玩家,因此肯定多数对FPS历史了如指掌。对于这些玩家,肯定会发现文中有很多漏掉的重要游戏作品。毕竟个人能量有限,所以只挑选了对自己论点有价值的作品。理解万岁…… 点击详细阅读查看

 

(σ ̄ω ̄)σ  

 

最近真是艰辛的很哪…………

Posted: 21 Oct 2007 06:41 AM CDT

该死的论文……

写论文这个东西,真的那是相当辛苦的事情。本来想写一些关于最近关注的 BlueDrop的东西的,现在也是困的不行……

虽说今天要交论文了,但是忙整了周六周日才把关于FPS历史和网游历史两块个整通畅了。然后现在文章就暂停在这里。上来说两句废话,一回接着开始写。

话说来这里不能白来,怎么也要意思一下多一些字什么。干脆从论文里摘抄一段好了,点击详细阅读查看

 

(っ ̄△ ̄)っ

 

GameOver —— F1 魔都站

Posted: 10 Oct 2007 07:58 AM CDT

前两天正好长假在家,从头到尾的看完了 世界一级方程式 中国大奖赛 的比赛全程。换个说法, F1 上海站。下文简称 魔都站。

很多人都会觉得,这次新人汉密尔顿在上海没有能够直接成为冠军是一件令人遗憾的事情。而FXCarl并不想过多的评论这件事情。把轮胎用到这样的地步,究竟是谁的责任已经不重要了。只要知道,这件事情,无论是迈凯轮还是小黑,都很祟……

因为一直比较关注成绩平平的本田车队和巴顿。而本田今年有刚好大打环保牌。看到比赛中的表现就忍不住查了查关于F1的规则资料。不看则以,看了,便有写博的欲望。

以前常常听人说,如今的F1赛事没有意思。太过超前,技术消化不到民用。一直对方程式兴趣不大的FXCarl从来也就信了这句话。结果看到规则之后,才觉得这句话简直可以说是笑话。有兴趣不妨一起看看引擎规则。而秘密,就在规则后面……

点击阅读全文查看

LiveForSpeed的悬架模拟

Posted: 19 Sep 2007 10:28 AM CDT

 LiveForSpeed

LiveForSpeed用一种巧妙的方式模拟了悬架的部分特征,其方法简单却效果良好。这种方法是源自一种简单的归纳和化简

当我们观察一台车辆的时候,我们会发现,轮胎在车辆所处的水平面上,是较少发生移动的。即轴距一般不会变化,轮距也不会有大变化——当然车祸除外。之外的,轮胎在垂直方向上的运动则是较为活跃的,可以说是无时无刻不在变化。

实际上,我们真实车辆的悬架系统,也都是针对垂直运动而设计的。毕竟车轮是沿着车辆的纵轴滚动,转轴横对车身。所以悬架系统最适合的设计方式必然是垂直于车轮的方向放置。

(双叉臂悬架 LiveForSpeed中GTR车型均为双A)

双叉臂悬架

既然轮胎只是沿着一条轴运动,而悬架的设计又刚好垂直于轮胎……那不是刚好产生了一个悬架运作平面么?即以车辆的正面进行悬架的投影,我们会发觉实际上,悬架在绝大多数时候都是在投影平面上做运动的!LiveForSpeed巧妙的运用了这一点,对悬架系统作出了平面化的抽象。这个抽象模型在游戏的驾驶过程中可以按Shift+L呼出。

为了验证LFS是在平面进行悬架模拟这个猜想,我们可以进行一个实验——以任意车速,在垂直于轮胎的方向上进行迎面撞击。结果是令人惊喜的,不管车身本身被撞得多么惨不忍睹,悬架本身却不会受到任何严重损伤。而且即使是有少量损伤(在驾驶中按F10查看)也都是在弹簧和阻尼的过载上。我们可以在做一个类似的实验,同样是以高速迎面撞击墙壁,但是在撞击墙壁前的瞬间,把方向盘拧向左侧或者右侧的Lock。结果同样令人惊喜。车架将会承受极大的伤害,呼出悬架细节显示(Shift+L)会发现车轮的固定已经严重走样了。查看损伤情况(F10)则发现有不少橙色的条状积累。

通过这次实验可以证明,实际上LFS的悬架模拟只对垂直和侧向的冲击有反映,对纵向的冲击毫无敏感。这恰好应证了我们之前的猜想, 在2D模拟中,垂直方向上是轮子的垂直运动模拟,而水平方向上的模拟则是车车轮的车轴方向的模拟。通过这个实验我们不仅知道让车轮直接迎向墙壁可以减少撞击损伤之外,还可以更清晰的了解到LFS的悬架模拟细节。

譬如说,按F10后看到的损伤提示,垂直的橙色部分是模拟细节中(Shift+L)的红色的弹簧阻尼拉长的长度,当弹簧阻尼完全报废时(呈红色),车身的重量便不再向该轮胎施加负载,因此附着力基本只剩下轮胎自身的重量作为压力,所能提供的摩擦力也非常小。LWR等横向的条分别是悬架上臂和悬架下臂的长度缩减情况。橙色条积累越多说明悬架臂缩短越多。当缩短到一定程度时,不再缩短(呈红色),此时车轮已经完全丧失行驶姿态——倾斜或缩向车体。最下行的Toe则是轮胎的纵向偏角。这个值是由撞击时冲击施加在车轮垂直运动方向为轴的转动惯量决定的,其开始为止居中,向某侧增加橙色条状即代表车轮纵偏向。

值得一说的是,黄色的悬臂和红色的弹簧阻尼都有一个点是固定不可移动的,这些点就是悬架系统在车架上的固定点。蓝色的是轴承和传统系统,也是不会有任何尺寸变化的。

BMW M3 Challenge

Posted: 12 Sep 2007 06:15 AM CDT

从上周末开始,FXCarl出现结膜炎症状。至今没有彻底好转。眼睛不好,什么都觉得不爽。吃饭尚且没有兴趣,哪又谈得上来写博呢。

不过本着一丝坚持就是胜利的信念,CodeFXCarl的大旗可不能倒掉。因此写一篇简短一些,来保持更新。介绍一款刚刚公布的免费广告赛车游戏。

没错,就是本文的标题,BMW M3 Challenge。 该游戏是BMW的官方新款M3宣传作品,官方网站

http://www.m3-challenge.com/

在Download中可以下载完整游戏。

自从上次BMW和GT系列合作做了 BMW1 系列的宣传游戏,获得良好效果之后,看来BMW对此还很是上瘾。这次《BMW M3 挑战赛》的开发商是'Blimey!' ——喂,听说过没有,GTR系列就是这个公司整的!所以品质必然是有保障的……

毕竟有基础,提供一些大众化的游戏模式并不困难,因此虽然是一款免费游戏,但是 BMW M3 Challenge 的游戏模式却该有的都有,除了适合个人游戏的比赛之外,局域网和互联网联机赛事模式也都有提供哦。这样就不用担心找不到对手了。

游戏提供两台型号的M3,分别是E220R19  和 E260R18 。颜色选择非常丰富,应该是把真实可选的颜色都制作进去了。

赛道方面,只提供了一条Nurburgring的南侧赛道,线路有 GP 和 SP 两种……实际上,要是提供北环的话,玩家会更开心的说……上次 GT 为 BMW1 制作的就是北环赛道

游戏的驾驶手感毕竟出自一系,有其自有的体系。抛开历史原因,这款 BMW M3 Challenge 的游戏手感还是相当不俗的。虽然说在拟真上有做一些受众面考虑上的让步而显得不是那么计较细节,但是总体来说,车辆的反映还是到位有余的。

游戏的硬件配置要求不是特别高,不过现在FXCarl的机器升级之后,客观说,也感受不大出来。不过如果大家的机器跑GTR2没什么问题的话,BMW M3 Challenge  一般也不会有什么障碍的。

作为一款免费游戏,《BMW M3 挑战赛》的品质是相当不错的。甚至不说别的,就是冲着这款游戏的片头影片,就值得下载它 345 MB 的安装包了。所以,不要犹豫啦。立即点击官方站点开始下载吧^^

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The Guitar Hero Recharge Kit [Peripheral]

Posted: 27 Oct 2007 12:00 PM CDT

adux_1973_5028450.jpeg For all you Guitar Hero III rockers who are ready to shred with those fancy wireless guitars, Red Octane is releasing their first party Guitar Hero Recharge Kit. The kit, available only on Red Octane's website, will recharge the batteries on your 360 or PS3 wireless GH guitar so you can keep on rockin' all through the night (Sorry Wii, no recharge for you). It is available for pre-order now and will begin shipping Oct. 30. Look for the sub standard Mad Catz version soon at a store near you.

Guitar Hero III Single Recharge Kit [Red Octane]

MGame to CDC Games: This is All Your Fault! [Only In China]

Posted: 27 Oct 2007 11:30 AM CDT

NobVampF.jpg The MMORPGs may all be clones of each other, but at least pan-Asian game related legal battles are entertaining: MGame, a South Korean company, responded this week to the two lawsuits filed last week by CDC Games (as we mentioned last weekend), which cited breached contracts and lack of technical support (among other things) as a basis for their suits. This legal battle is quickly devolving into a 'they said, they said' battle. MGame alleges that they dropped CDC Games for non-payment of license fees for the wildly popular MMO Yulgang; CDC hasn't responded to these allegations, and it looks like there might be even more heated battles soon:

In a lawsuit filed by CDC Games last week, the company claims MGame has not been providing adequate technical support for "Yulgang" and that it has not been supporting CDC in its efforts to combat piracy.

In response, MGame said it has "hired and dispatched key personnel to sincerely provide support to address those issues."

MGame Chief Executive Yi Hyoung Kwon said in a statement the company "will provide constant and stable services for 'Yulgang' in China with a new partner sometime soon,"

I love reading this stuff - it's like a soap opera, but way better and with a lot more money at stake. You can't make this stuff up. I can't wait to see what happens if MGame and CDC don't manage to iron this out, and MGame goes shopping for a new Chinese operator.

MGame Responds to CDC Lawsuits [Forbes]

3点10分到犹马镇,大赞

Posted: 27 Oct 2007 12:10 PM CDT

这片子的那部老版本我看过,很赞,没想到翻拍版本竟然可以拍到更赞,我原来还以为伊斯特伍德老了以后,美国西部片就完蛋了呢。

 

不同的人看也许会有不同的感受,但对我来说,这就是一部通篇充斥着“义”字,包装在西部元素下的江湖片,人便是江湖的主角,虽然这个江湖,是美式的江湖。

 

丹始终抵制住了巨额赃款的诱惑,哪怕付出生命的代价,也要将韦德送上3点10分的火车,可能他做这事的初衷只是为了有一笔钱能修农场保住小儿子的命,也有可能仅仅是为了满足大儿子崇拜父亲的梦想。但我想,支撑一个不算太坚强的退伍老兵,一个父亲,一个牛仔,一个孤独的人和庞大匪帮战斗,哪怕连司法官都因为恐惧而逃掉,还不退缩的原因,那是因为,他想守护一个自己真正认同的东西,那是“公义”。

 

韦德是大匪帮的BOSS,杀人如麻,枪法无敌,他当然知道自己被送上火车的下场就是被司法审判然后绞死,却一直跟着丹他们逃窜。最早,也许他只是想欣赏渺小的丹一行人如何在自己手下庞大的力量面前挣扎求生的乐趣,然而最终,丹的执着打动了韦德,或者应该说,韦德被自己从来没有理解过的“信念”所折服了,虽然还是押送者和被押送者的关系,但是韦德认同了丹。

 

所以,才有最后那一波三折的结局,因为对丹的认同,韦德给予的回报是自己的“信义”,他出乎所有人的意料,灭掉了匪帮,帮丹报了仇,还坦然的走上火车,因为铁路公司的总裁答应丹,只要韦德上了火车,丹的农场便可以保住。看到这里,我也不由得不感慨,一个男人给予另一个人最大的“信义”,便是生命。

 

但其实看到这里,我想已经没人希望韦德被绞死,片子里的两个男主角都是真正的男子汉,一个已经为了“公义”付出了生命,而另一个如果也要因为“信义”送掉性命,那绝不是我们喜欢的江湖。

 

SO,当韦德吹起口哨,他的爱马追着火车而去的时候,我笑起来了,导演还是给了我们一个小小的,令人能够继续相信“义”的结局。

 

赞到飞起的片!!

 

Xbox 360 Pro Bundle in the Wild [Spotted]

Posted: 27 Oct 2007 11:00 AM CDT

360bundle.jpg Kotakuite Pitt Rennington spotted the new Xbox 360 Pro bundle at his local Best Buy last night and snapped a photo to prove his big discovery and subsequent purchase. Rumors had been flying around about exactly when the bundle (that includes Forza 2 and Marvel Ultimate Alliance) would hit store shelves and it seems like that time is now. A run by my local Costco to check up on this also turned up the Pro Bundle as well, so if you've been waiting for word before you picked this up, consider yourself officially told.

Dead Space Trailer [Clip]

Posted: 27 Oct 2007 10:00 AM CDT

Move over Alien, there's a new scary... alien in space. GameTrailers managed to nab a world exclusive trailer for EA's upcoming space horror game, Dead Space. I'm a big fan of the survival horror genre but usually my tastes tend towards the Silent Hill, Resident Evil end of things. I have yet, to my memory (which is admittedly poor) played a horror game in outer space much less zero gravity, so I'll be anxious to check this out when it hits next year. Definitely one for lights out...

《天生罪人》(Culpa Innata)[ISO]

Posted: 27 Oct 2007 09:02 AM CDT

《天生罪人》(Culpa Innata)[ISO]
转自ftireloaded
中文名称:天生罪人
英文名称:Culpa Innata
开发商:Momentum DMT
发行商:Strategy First
游戏类型:Adventure
游戏平台:PC
官方网站:www.culpainnata.com
游戏剧情发生在近未来,2047年正是人类进化史上最黄金的时代,拥有重要资源的国家在世界联邦之下被统一,随着这个有着乌托邦社会的世界联邦的建立,这也是第一次将世界上最富裕的前民主国家整合在一起,要想成为世界联邦的公民,只有世界上最聪明、最富有、以及最健康的人才有此“最适当生存”的资格。世界联邦就像是人们梦境中的乌托邦,那是一个完美之地,在那里没有任何罪案的发生,人们都以经济上的成功为最终目标,在这个乌托邦社会中已经放弃了过去的落后,而预示着一个利己主义实现的空前年代,繁荣象征着一切。不过,世界除了“乌托邦之地”的联邦国家之外,在联邦国家边境外的土地上生存着被称为“流氓国家”的人们,同联邦国家富足形成鲜明的对比的是,流氓国家里的人们依然坚持着过着陈旧、过时信仰,生活也非常的落后。玩家在游戏中扮演的是一名名叫菲利克斯·华莱士(Phoenix Wallis)的年轻女治安员,华莱士任职于联邦中经济最为发达的阿德里亚诺波利斯(Adrianopolis)市,她被任命去调查一起命案,一位联邦市民被居住在流氓国家的俄罗斯人杀害,这起看似很平常的案件,却在华莱士的逐渐调查中意外的发现,联邦市内著名教授的意外死亡好像与这起谋杀案有着什么关联,杀人案件的背后其实隐藏着惊天的秘密,普通的杀人案不仅招来了一个地下反抗组织的关注,也让华莱士卷入了一场阴谋之中,这起案件变得越来越错综复杂。这一切的演变事件让华莱士不得不重新审视这个她曾经发誓要保护的社会联邦,她对所居住的联邦世界产生了莫大的质疑。
为了能更好的贴切游戏故事情节,制作小组精心设计了庞大的游戏世界,包括了一整个完整的联邦体系和其他国家,还有一整套的“治安员行为准则”,甚至街道场景随处可见的告示牌和牌匾都对游戏世界的军事历史做了清晰的表述,象这样花费大量工夫来营造一个虚拟的带有科幻色彩的宏大的背景世界,为幻想中的乌托邦撰写一个历史篇章,而这一切仅仅只是为了配合整个游戏剧情的需要,这在冒险游戏中确实非常之少见,由此也可以看出,制作小组的用心。游戏剧情任务是非线性发展的,玩家完成既定的任务是不分先后次序的,不过,这仅限于完成某一项任务中的某些细节的顺序,诸如:你在调查案件过程中需要找五位嫌疑犯询问,你先去找那一位嫌疑犯,可以随意选择,而没有固定的顺序要求。但游戏主线任务只能随着剧情的进展而逐步完成,只有这样才能发展剧情,倘若你没有完成任务,或是疏漏了收集某个线索或证据的话,游戏不会进入下个章节。《天生罪人》在许多方面保留了传统冒险游戏的设计理念,游戏中玩家与NPCs之间会有大量的对话,哪怕有些对话是可以选择的,但过多烦琐的对话也会让玩家感到厌恶,其实这样的设计只是为了能更好的帮助玩家理解游戏背景及人物间的关系,就连游戏中的华莱士也会有属于她的生活背景及其故事,不过,华莱士的故事与游戏整体剧情完美的结合在一起,玩家只能随着游戏的进行才能慢慢了解华莱士的个性和人生。不同对话的选项也会影响到游戏的结局,玩家在游戏中能体验到不同的游戏历程,这样的设计也让玩家即使重复游戏,也不会感觉到千篇一律,毫无任何新意。







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Culpa Innata (c) Strategy First

10/2007 :..... RELEASE.DATE .. PROTECTION .......: Serial
1 :.......... DISC(S) .. GAME.TYPE ........: Adventure


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Adrianopolis - 2047
It is the golden age in mankind's evolution. For the first time in history,
countries with significant resources have united under one World Union.
In this utopian society, "survival of the fittest" takes its next inevitable
step. Only the elite are deemed worthy to live under the World Union banner
- the smartest, healthiest, and wealthiest. Forsaking the altruistic
tendencies that have crippled individual development and economic progress
in the past, the World Union has ushered in an unprecedented era of
self-interest and fulfillment. Prosperity is a science, sex is
entertainment, disease and capital crime are non-existent, and the future
has never looked better.
But beneath a perfect world lies an unspeakable truth. That truth is ready
to surface.
A World Union citizen is murdered in Russia, one of the few remaining Rogue
States. This murder oddly coincides with the accidental death of a prominent
professor in Adrianopolis, an important border town between the World Union
and Russia. Peace Officer Phoenix Wallis is assigned to lead the
investigation of the murder. Still young and inexperienced, she will soon
make discoveries beyond her wildest imagination, as skilled hackers and
subversive characters begin taking an inexplicable interest in Phoenix.
Her investigation reveals enigmatic clues that lead her deeper and deeper
into a mystery that challenges not only her case, but her very beliefs in
the worldview she has sworn to protect.
Join Phoenix in her exciting 3D adventure. Culpa Innata welcomes you to the
World Union.

▀ ▄▀▀▄ ▄▀ ▓▄▄ ▄▀▀▄ ▓ ▓ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀
▀▀▀▀▀▀▀▀▀▀ █ █ ▓ ▀▀▀█ █ ▄ █▀▀▓ █ █ █ ▓ █ ▓ █ ▄ ▓▀ ▄ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀
▀ ▀ ▀▀ ▀▀▀ ▀ ▀▀▀ ▀▀▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀

1. Unrar.
2. Burn or mount with Daemon tools.
3. Install the game.
4. Play the game. Use the following serial when prompted: 1111-1111-1KLQW

▄▀▀ ▄▀▀█ ▄▀▀▄ ▓ ▄ ▄▀▀█ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀
▀▀▀▀▀▀▀▀▀▀▀▀ █ ▀▓ █▀▓ █ ▓ █ ▓ █▀▀ █ ▓ █ ▓ █ ▄ ▓▀ ▄ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀▀▀▀
▀▀ █ ▀▀ ▀▀ ▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀

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

Guest Post: Survey of Top Indie Graphic Adventure Games

Posted: 27 Oct 2007 10:41 AM CDT

Note By The Rampant Coyote: Today's post about indie "graphic adventure" games comes from community-member Random Gamer. He mentioned on the forums that he's recently been exploring what's happening in the AGS community, and was kind enough to share some of the highlights of what indies are doing there. Random Gamer, take it away!

I mentioned in passing on the forum that I have just gone on an "old-school" adventure gaming binge. No sooner did the words leave my keyboard then Coyote pressed me into service for some highlights of the games. Sure thing. I'm always happy to ramble at a captive audience - and it was him that inspired me to find the games, with his mention of "Emily Enough" here on this blog.

First, what do I mean by "old-school" adventure games? I'm talking games that bring back the feel of King's Quest, Police Quest, Maniac Mansion, Space Quest and - my favorite of all - Day of the Tentacle. Adventure Games. You could, if you were feeling uncharitable, summarize graphic adventure games as walking from room to room, looking at each pixel, grabbing everything that can be picked up and solving improbable puzzles using even more improbable items. You could. And there's an element of truth to those criticisms. But adventure games offer style and plot.

They tend to be wordy - and I mean that in a good way, there's lots of text to read and reading it is fun - and literate. There's often humor and in-jokes - adventure games rarely take themselves too seriously. They bring you into a world and keep you there with just a background screen and a pixelated character. Most of all, they are fun.

Fortunately for those of you, like me, who remember those old school games and itch to play them again, there's a fabulous website out there. BIG BLUE CUP is the home of Adventure Game Studio, a free adventure game engine written by Chris Jones. And on that site you can find hundreds of adventure games written in that engine. Many are short - bite sized, even - and that's a good thing.

Since I started this kick with Emily Enough a week or so ago, I've downloaded nine of the things - and finished seven. One is in progress and another is waiting for me to get back to (and, unlike the Gothic 3 game I have sitting on my hard drive, both of those games are likely to get finished). The games I picked mostly based on their descriptions and were all 'Picks of the Month' on the bigbluecup.com website - and they all were a lot of fun.


Let's Do The Time Warp Again...
Like many of the games that inspired them, they are mostly 320x200 x 256 colours. Yes, I know most of you young'uns are staring at that paltry resolution in disbelief, but you can make a wonderful adventure game without 3D graphics and lens flares. I remember the first game I ever played that had that resolution - it blew me away with the quality of the graphics, which is probably because the first bunch I played were all CGA with only 8 colours! You quickly forgive the old-school graphics and get swept away in the story.

If you get stuck, there is a great "hints and tips" forum on the bigbluecup.com website that covers all of these games - but do try things before you bail onto those forums. I had to remind myself of some of the conventions of Adventure Games - most particularly that things change when other things happen, even if they seem to have no relationship to each other. So, if you get stuck after accomplishing something, go back and talk to people, look for new things in the rooms - time only tends to pass once things happen that need to. The other thing I needed to be reminded of is the dreadful 'scrubbing' or pixel hunt. The downside of 320x200 is that it is sometimes hard to see what things are - buttons, especially, get lost. Sometimes that means you end up waving your mouse over the screen, looking for the indication that something special is below. This is not my favorite part of adventure games (and I think some of the best avoid it), but it is par for the course.

Nine Free Adventure Games
I won't go in much detail on Emily Enough, since it was detailed on Tales of the Rampant Coyote so recently, but this a great starting point to getting back in the swing of things.

After beating Emily, I downloaded Nelly Cootalot: Spoonbeaks Ahoy! by Alasdair Beckett. A lovely pirates themed game, with tastes of Monkey Island (another adventure game classic), it is wonderfully irreverent and has just a great, distinctive, hand-drawn style in 640x480. The puzzles are pretty clear and clever (the interactions with the Distinguished Ladies Club come particularly to mind) and the game is enjoyable from start to finish. Really, it was this second foray into AGS - two good games in a row - that really convinced me that some seriously good gaming fun could come from this.

Automation, by "Mr Colossal", was a winner of a "One Week, One Room" game contest. It is a short (very short), puzzle-filled, plot-light game that none-the-less manages to have a lot of charm and interest. You play an engineer/scientist who has just managed to drop his experimental robot down onto the maintenance level of a lab. You have to manipulate the environment on your floor to retrieve the robot so that you can continue your experiments. This game is fun and finishes quickly. There are a couple of pixel hunts, so if you are stuck, remember to "scrub" with your mouse to find those hots-pots.

Just Another Point And Click Adventure, by "CMonkey", is the game that I have paused - I haven't finished it yet. It is the story of Andrew and Alistair as they, in the words of the author, "go on a quest... to get a life." Somewhat juvenile in tone, with plenty of bathroom humour, it manages to still bring a real "adventure" flair to rather ordinary tasks - like just getting downstairs for breakfast. I'll be back to finish this one.

A game that has more of a serious subject matter is Sydney Finds Employment, by Ivan Dixon. It is the story of a homeless man, Sydney, and his fight to prevent the "corporations, churches and politians" from sweeping the homeless from the street. However, it definitely takes a comic approach to the subject matter and there are some very memorable moments. It is reasonably short and punchy, and the puzzles are pretty straightforward. A couple of hot-spots stumped me for awhile (one required me to revert to the hints page), but for the most part they make at least some twisted sense.

Trevor Daison in Outer Space - Chapter One, by "Knoodn", really stands out as a highlight for me. It had NO hot-spot puzzles, which is great, and I felt as if everything made sense. There was some head-scratching, but things went together quite smoothly. The tone is humorous and reminds me a great deal of Roger Wilco in Space Quest - the game starts with you waking up after a deep sleep and discovering that the space station you are on will be burning up in the atmosphere within the hour. Oh, and the rest of the crew has already left, taking the only shuttle. I truly hope there's a Chapter Two out there for me to find.

"IceMan" wrote Da New Guys, an adventure game based on, of all things, wrestling. This one is the only one so far to have multiple playable characters - you can switch back and forth. This featured a lot in classics like Maniac Mansion and Day of the Tentacle, where characters would have to set things up for each other. This ups the puzzle difficulty, in my experience, but despite being a generally impatient player, I really liked this one - even though I have no interest at all in wrestling.

Winning the most bizarre contest would be Grr! Bearly Sane by "Duzz", a twisted story of a down-on-his-luck guy named Daniel who works at a cruddy carnival under a sadistic boss. Forced to wear a smelly bear suit, piddled on by a dog and abused by children, Daniel snaps and plots revenge on his boss. The game is short and the puzzles are fairly easy, but they are made more interesting by the "anger bar" - you'll only do some things if you are angry enough. This is definitely a violent game, not for children.

Last on my list is the one I'm currently playing - "The Perils of Poom" by Michael Evans. This is a space adventure which again reminds me of Space Quest, though I suppose in fairness that any light hearted space adventure will remind me of Space Quest. You play a rather inept loser, sent off to find "Pure Poom", a very valuable drug, in exchange for lots of money. You explore strange planets, meet strange people and solve strange puzzles. I'm looking forward to seeing how this one turns out. So far, so good, though I'm currently puzzling out how not to get killed by a giant worm. I'll get there.

More Adventure Games, Please!
It is fabulous to see that the adventure game genre is alive and well. I've ranted in the past that I wanted games like "Day of the Tentacle" again and I sighed that I'd have to write my own. I'm glad other people felt the same way, so that I didn't have to. I'm really enjoying playing these - and you can't beat the price. Each is a free download. And if you want to try writing one for me to play, Adventure Game Studio itself is free. If you write it, I'll play it!

--- Random Gamer

Did you enjoy this article? Be sure and check out past articles and the comments HERE.

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

Kotaku Originals: From Soldier of Fortune to Eye of Fortune [Original]

Posted: 27 Oct 2007 09:00 AM CDT

badpumpkin.jpg

It's Saturday morning and time for another episode of Kotaku Originals. This week we learned more than we mat have wanted to know about Soldier of Fortune, the pumpkins keep rolling in and The Eye of Judgment learns what it's like to be pirated poorly.

Rock Band Demo In Guitar Hero's Base, Killin Its Doodz

Eye of Judgment Card Creating Easier Than Expected?

Guitar Center Selling Guitar Hero III

Mario Pumpkin Might "Win"

Army of Two Brings Blackwater PMCs Center Stage

Castlevania: Order Of Shadows

Soldier of Fortune Gallery

PS3 Firmware 2.0 Detailed, Hits Next Week

And Now, A Megaman Pumpkin

Eye Of Judgment Cards Copyable

Frankenreview - Ratchet & Clank Future: Tools of Destruction (PS3)

Mario's Towering Pumpkin Inferno

Nintendo Hires Two New Executives

RRoD Is Truly Frightening

Soldier of Fortune, The Game, The Magazine, The Man

Please, Go Buy Zack & Wiki Tomorrow

Soldier of Fortune Trailer

Psychonauts Sequel Not Happening (Tear)

Bad Guys Need Pumpkins Too

360 Arcade Pack Dated, Priced For Europe

Crecente and Ashcraft... In Portuguese!

Metal Gear Solid 4's Ryan Payton Speaks

Anyone For More Psychonauts?

Contra 4 Hands On Again

Why I Love the Portal Song But Would Never Buy It

Yuji Naka Spied At E For All

Ratchet and Clank Future: Tools of Destruction

I Get My Own Straitjacket (Finally)

Disgaea: Afternoon of Darkness

PGR4 Impressions

Pokemon For Sore Throats

Hallow-Wind Waker

GT5: Prologue Demo Impressions

Crash Bandicoot Now Working at Universal Studios

永远的黑岛工作室[ZT]

Posted: 24 Oct 2007 10:43 PM CDT

最初他只是《冰风谷》项目中一个小小的网站管理员,在《冬之心》里升格为设计师,而到了《冰风谷2》里,他已经是一款独立游戏的首席设计师了。更难能可贵的是,他将这个原本只是为了赚快钱而上马的项目打造成“无限”引擎体面的谢幕作品。 ...

索尼爱立信K800i

Posted: 16 Oct 2007 10:13 AM CDT

... 支持2D/3D游戏及独立游戏按键,对于JAVA程序的安装文件能够直接识别8 摄像头:内置摄像头像素:320万像素副摄像头像素:30万像素; 闪光灯:内置;氙气闪光灯变焦模式:16倍数码变焦;支持自动对焦内置像框:15个像框连拍:9张连续拍摄;能连续拍摄九 ...

两个flash游戏

Posted: 27 Oct 2007 03:04 AM CDT

Samorost系列是一个探险兼解谜类的小游戏,是一个很有玩头的独立游戏,强烈推荐,可玩性极强,幽默的画面,奇幻的冒险,天才的解谜设计,让你发挥充分的想象力。 Samorost1大致内容是游戏中的主人公某天发现有一个小行星即将撞上自己住的行星,于是坐上飞船 ...

转贴,宣布单飞!光环工作室正式脱离微软!来源:太平洋游戏网

Posted: 06 Oct 2007 07:00 AM CDT

微软与Bungie今日发表公告,宣布《光晕》系列的开发商——Bungie工作室,将脱离微软的管制成为一家独立游戏开发商,但微软仍对其保留一定权益。 Bungie与微软均同意由后者享有《光晕》的知识产权并缔结长期发行协议,后者将继续负责发行Bungie工作室的后继 ...

Posted: 26 Oct 2007 07:21 AM CDT

又是一周过去了,公司和个人的事情都很忙。外加论文的事情闹心,还是写不下任何像样的东西……

在TGFC和别人讨论了一些关于GT和Forza的问题,有兴趣的人可以搜搜。当时回帖没注意,后来回头看看发现居然也打了不少字,没有在这里汇编成文真是可惜了。

今天上来,看到有人在留言中做广告……这算不算是对Blog逐渐进步的一种证明呢?

既然没有什么重点,不如再转载一段论文。这次是针对FPS游戏历史的一些考证。其中有些概念是比较特别的,估计一些纯FPS游戏玩家未必接受的了。实际上,因为FPS大多为老游戏玩家,因此肯定多数对FPS历史了如指掌。对于这些玩家,肯定会发现文中有很多漏掉的重要游戏作品。毕竟个人能量有限,所以只挑选了对自己论点有价值的作品。理解万岁…… 点击详细阅读查看

 

(σ ̄ω ̄)σ  

 

Some Good Casual Games For the Weekend

Posted: 27 Oct 2007 06:29 AM CDT

It sure is easy to find casual games to play - the net is filled with different them. There are simulation casual games, hidden object casual games, puzzle games… you name it.

I digged some good casual games to play in the weekend.

You can get any game for $6.99 by joining the game club. There are some conditions that come with the game club, so check it out if you are interested in getting discount.

Here’s the list:

Journey to the Center of the Earth

Gorgeous exploration game that takes you to the center of the Earth.

The Scruffs

Find out what shocking family secret Grandpa Scruff has been hiding.

Safecracker

Fine game with several puzzles to crack!

Kudos Rock Legend

Ever wanted to become a rock star?

Hidden Expedition: Everest

Explore mysteries of the world as you find hidden clues.

Enjoy the games!

gcads_300x250

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

《笑傲江湖之日月神教》(Swordman1)繁体中文版

Posted: 26 Oct 2007 10:28 PM CDT

《笑傲江湖之日月神教》(Swordman1)繁体中文版
转自TWED2K
中文名称:笑傲江湖之日月神教
英文名称:Swordman1
版本:繁体中文版
发行时间:2000年06月
地区:台湾
语言:普通话
游戏类型:RPG
游戏简介:
名气鼎盛的中国武侠小说《笑傲江湖》,在台湾电玩公司精进的创作下,以科技化计算机游戏型态堂堂步出江湖了。要说本作有多“炫”?游戏如果能以全视点360度的3D互动画面进行厮杀,你觉得炫不炫?如果能成为侠客令狐冲,在宛如电影运镜般的游戏场景,演出令人熟悉不过的武侠传奇,相信是所有“笑傲”迷挤破头想抢着担当的。本款游戏的故事从田伯光掳走仪琳,到消灭东方不败之后,扶正任我行坐上武林盟主的宝座为止,收录高达90﹪以上的小说剧情。并邀请名插画创作家平凡、陈淑芬,为金庸笔下的传奇人物量身打造唯美的个性与风格,像是正气凛然的令狐冲、甜美娴静的任盈盈、鬼灵精怪岳灵珊以及拥有贵妇气质的东方不败,都令人感觉出为本作视觉感受投注的用心与诚意。
  游戏的进行不光是描写故事桥段而已,还极力营造小说文字所描写的庞大架构。游戏以5个大古城、30个迷宫、750处不同景观、220名登场角色、一千余种武功招式、250种战斗场景,加上220多段惊人的过场剧情动画,令人惊讶与感佩,如此大手笔的制作完全是要推进国产游戏创作的新境界。也因为制作小组用心以“第三人称”视点铺陈剧情,每一幕游戏画面都像是玩家在现场以参予者的角色和令狐冲一同打拼天下,不过玩家绝不会是路人甲,而是真正的令狐冲本人,当令狐冲走到哪里,镜头就绝对会跟到哪里,毫不漏失(Lose)。《笑傲江湖》游戏里还有一个特色,就是武功招数精采绝伦。为了漂亮的施展各门派独门的绝学,游戏加入了一个提示功能,玩家想对敌手使用连续技时,某一些可连续出招的武功就会出现反白提示,只要掌握住规定时间,主角出招会如入无人之境、非常的洒脱快意。
  另外游戏别出心裁的设计了“书册合成系统”,希望帮助玩家在找出失落的武功秘籍,游戏里的商店、毫不起眼的路人,可能都有着令人垂涎的绝世经典、救世医书。例如小说中提到的旷世精品:率意帖、广陵散、豁山行旅图等,可使主角自动得到失传武学,在经过细心装备与时间磨练以后,就能到处游历冒险了。所以这样气势磅礡的游戏需要有心人来体验,也愿每个尝试过的人都成为正义侠客、名符其实的豪迈英雄。
截图:

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

《PES2008》拖慢问题遭指责,Konami官方公开道歉

Posted: 26 Oct 2007 11:20 PM CDT

    日前刚刚发售的《职业进化足球2008(Pro Evolution Soccer 2008)》曾一度令无数足球游戏爱好者充满期待,但游戏的实际表现却使其一上市就遭到了不少批评甚至指责。许多玩家,特别是购买了PS3版的玩家集中反应本作线下和线上对战时丢帧拖慢现象时有出现,严重影响游戏时的流畅感。

    今天早些时候,Konami官方在《职业进化足球2008》的在线游戏大厅发表公告,就游戏中出现的拖慢等问题向玩家们道歉。Konami官方在声明中称,开发小组“已经找到了导致在线游戏时拖慢问题的原因”,并保证“正在竭尽全力研究对策以期在最短的时间内拿出具体的解决方案”。

    记者以普通玩家的身份与Konami欧洲分社公关部取得了联系,询问Konami打算采取怎样的措施来解决《职业进化足球2008》在线联机游戏过程中出现的问题。Konami官方的答复是,开发小组将在不久后放出一个下载补丁,在安装后就可以彻底解决游戏在线和线下对战时的所有帧率问题。

    据Konami官方透露,《职业进化足球2008》对战时出现的帧率问题可能涉及所有已发售版本,但目前还没有得到关于X360版和PC版出现类似PS3版时的拖慢或丢帧问题报告。

国外网站Game Radar提议SONY,微软制作自己的全明星大乱斗!

Posted: 26 Oct 2007 11:05 PM CDT

   任天堂的全明星大乱斗是一款非常有趣的游戏,各个游戏的主角在一起撕杀还是很有意思的,和任天堂的全明星大乱斗类似的游戏,其他日本厂商也曾经制作过,不过由于宣传和制作水准的不足并没有引起什么反响。
   国外网站Game Radar这次出了个新主意,用SONY PS系主机或者微软的XBOX主机上大作的主角们做一款绝无仅有的乱斗游戏,哈哈,想想还是很有意思的!它们还放出一张假想图,大家看看都有谁:
 
PS版
 
 
XBOX版

CG汉化组《游戏王决斗怪兽GX-卡片力量 2》汉化版 发布!

Posted: 26 Oct 2007 10:52 PM CDT

 

 《游戏王 决斗怪兽GX 卡片力量 2》在CG汉化组与中国游戏王联盟通力合作,为广大PSP玩家和游戏王爱好者带来了这份汉化大礼。此次补丁历时近一个月,虽然卡片经过压缩,在xinyu_gg的强大技术下还是全面告破,令卡片的汉化度完成度达到100%。使广大玩家在对战中更好的认识和利用手中的卡牌来战胜对手,享受游戏王所带来的无穷乐趣。

 

 


  此次是CG汉化组与中国游戏王联盟的首次正式合作,这次的卡片翻译是由中国游戏王联盟从新翻译,修正以前卡牌中的一些错误。此次汉化补丁发布过后,中国游戏王联盟会负责剧情的翻译,对游戏进行更加彻底的完美过程。
  PSP游戏王GX2汉化成员名单:

  程序:zxp xinyu_gg

  卡牌翻译:CHAINS(CNOCG) Backspace(CNOCG)

  其他翻译:54384538 candy123 xyq023905 暴暴 冰霜的痕迹

  声明:
  此次的汉化补丁以及汉化文本归CG汉化组所有,请勿在对其进行盗用、删减以及修改等工作,请务必保证汉化补丁的完整性,补丁仅用于学习和参考使用,游戏本身归KONAMI公司所有.

 

进入下载种子

考虑如何处理衣服时发现的

Posted: 27 Oct 2007 01:14 AM CDT

Blue Dragon DLC: Cash for Items

Posted: 26 Oct 2007 11:06 PM CDT

pic

Blue Dragoneers with MS Points to burn may be interested in this latest bit of downloadable content for their favorite RPG - 6 in-game items with various functions and status effects:
* Whimsical Mind - growth item that enhances a few randomly-picked categories by 0-4 levels
* Way of Thieves - in-battle item that can steal rare items possessed by enemy creatures
* Devee Phonograph" - allows you to listen to the "Devee-tribe dance"
* Nothing Glasses" - visualizes all "nothing" points by means of a star-looking symbol (oftentimes you'll find a lot of items that contain "nothing", followed by an English-speaking narrator saying "nothing").
* Shuffled Helmet" - item that adjusts magical and speed parameters (Magic +40 / Speed -40). Detrimental when used by itself because the speed parameter goes down by 50 points, but when equipped along with "Shuffled Breastplate" and "Shuffled Splint", this item can quadruplicate the Magic parameters and reverse the Speed parameters. So it becomes the strongest equipment in the game. (Magic +160 / Speed +40)
* Spring-wind Scarf" - adjusts characters' HP and Speed parameters by 20%
Back in my day we had to earn bonus items in our RPGs through gameplay. Kids these days just spend a couple bucks in the Live Marketplace. I'm not saying that one way is better than the other, but...okay, yes I am. Paying real money for something like this is kind of dumb.

via 1UP
See article.



"game" via 柠檬杀手 in Google Reader

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CDC Games Heading to Japan [Expansion]

Posted: 28 Oct 2007 11:30 AM CDT

minnadebattle.jpg Who'd let a few lawsuits and the threat of losing the license of your most popular game stop company expansion? Not China's CDC Games, that's for damn sure: despite being currently embroiled in two suits with South Korea's MGame, they're taking their show on the road and heading to Japan with Minna de Battle [Gemfighter in Korea and the US], which started its closed beta last week. Will CDC crash and burn, or make a successful entry into the Japanese market? Only time will tell. Full release after the jump.

CDC Games Enters Japan Market with Launch of New Online Game
Minna de Battle Begins Closed Beta Testing in Japan

BEIJING, ATLANTA - Oct. 22, 2007 - CDC Games, a business unit of CDC Corporation (NASDAQ: CHINA) and a pioneer of the "free-to-play, pay for merchandise" model for online games in China, announced today it is entering the online games market in Japan, through CDC Games Japan K.K., a subsidiary of CDC Games International (CGI), with the beginning of closed beta testing of Minna de Battle, its new multiplayer online action game.

CDC Games entrance into Japan, one of the world's largest online markets, is the latest move in its strategy to expand internationally. As previously announced, CGI launched operations in the U.S. under a new business unit called CDC Games USA last month. Already, CGI has sub-licensing agreements for publishing five new games with leading online games providers throughout Southeast Asia and Taiwan. CDC Games also has a strong roster of games including Yulgang, Eve Online, Special Force, SHAIYA, Shine Online, and Mir III, all commercially available in China. In addition, The Lord of the Rings Online™: Shadows of Angmar™, Dragonsky, Stone Age 2, ChaosGem, Come on Baby, and Red Blood are planned for launch in China.

"We are very excited to launch our first online game in Japan," said Jeffrey Longoria, president of CDC Games International. "Along with our recent launch of our U.S. operations, our plans to offer five new games for southeast Asia and Taiwan and our strong games pipeline, we are positioning ourselves to become one of the leading global online games companies with a broad and diversified international games portfolio."

Developed by Korea-based Nimonix and licensed through Gretech Corp., the free-to-play, pay-for-merchandise 3D online action game features a range of Martial Arts Skills (Taekwondo, Kung Fu, Boxing, Kobudo), boasting simple gameplay with support for gamepad input devices. Game modes include Team Play, Battle Mode, and Rumble Mode.

Minna de Battle, also known as Gemfighter outside of Japan, is already in commercial operation in Korea and the United States. In Korea, Gemfighter (Minna de Battle) has reported 1.5 million registered users. The Minna de Battle website (http://www.minbat.jp/) is now live and available for closed beta registration and download of the game in Japan. The game is expected to begin open beta next month with general commercial availability later in 2007.

GameStop No Longer Offering Xbox 360 Replacement Plans [Xbox 360]

Posted: 28 Oct 2007 11:00 AM CDT

gamestopletter.jpg Whenever I purchase a major piece of electronics, be it form Best Buy or anywhere else, I always get the store's extended replacement plan. In almost every case it's come in extremely handy especially in the case of the DS Lite I got from GameStop which I had to return three times due to burnt out pixels. But, good things don't always last forever...

GameStop is now ending their replacement plan for new Xbox 360's due to the system's high failure rate. According to a GameStop employee newsletter and information provided to website GamersReports, current replacement plans will be honored until they expire, but no new ones will be offered.

Not too terribly surprising considering the seemingly never ending rash of stories about 360 hardware failure. I can only imagine that something like that would basically be bleeding money from the company right and left. Even though Microsoft has promised that all the new systems will no longer have these issues, it looks like GameStop isn't taking any chances.

Wal-Mart Version of GH III Comes With Old Guitars? [Guitar Hero Iii]

Posted: 28 Oct 2007 10:00 AM CDT

oldguitar.jpg When I got the first email about this I thought perhaps it was some shipping mistake, but as more reports come in, it seems like something else my be afoot. Apparently, folks who have purchased Guitar Hero III from Wal-Mart are reporting that the game comes with the old guitars rather than the new ones. This problem seems to extend to both the PS and Xbox 360 versions of the game. So, if you were planning on picking up the game from Wal-Mart and you really want that wireless Les Paul, you may want to consider going to another retailer or at the very least, be sure to check the front of the box before you purchase.

Double Fine Studios Halloween Contest [Contest]

Posted: 28 Oct 2007 09:00 AM CDT

halloween03.jpgHalloween is just a few days away and it seems pumpkin carving competitions are the contests du jour. Tim Shafer's Double Fine Studios is getting in on the action with a pumpkin contest of their own taking place on their forums. Simply submit a carved pumpkin with any Double Fine or Double Fine product design and you could win some fabulous prizes. Actually, I don't know what the prizes are and neither do they, but they promise a prizes for their favorites including a Psychonauts poster autographed by Shafer himself. That alone is worth a couple hours of drawing and carving. All entries must be in by Oct. 30 and as of now the entries are rather sparse so if you're quick on the draw and have a modicum of talent, you stand a pretty good chance of winning something. Good luck and if any of you win be sure to send us your winning entry so we can post it to our ever growing jack o' lantern gallery of doom.

Double Fine Halloween Competition! [Double Fine Action Forums]
[Thanks, A.H..]

中国老百姓真的这么好骗吗

Posted: 28 Oct 2007 09:53 AM CDT

虽然前段时间和现在, 国内的股市很不错, 但我仍象以前一样, 从未看好国内的股票市场, 因为, 我不相信, 在目前中国的国情下, 在目前中国这么不完善的体制和法律下, 股票市场能多么透明, 能切实给中小股民带来什么真正的长期的收益, 在我的眼中, 中国的股票市场, 就是四个字: 投机市场!

这是一个畸形的市场.

原本, 企业上市的目的, 是为了企业更大更远的发展寻求全国人民支持一把, 借老百姓的钱先用一下, 然后切实把企业作起来, 把利润作出来, 把切实的收益还给老百姓. 而目前国内的股票市场是个什么鸟样呢? 由于市场监管的极端不到位, 企业可以尽可能的使用各种BT的手段制造虚假的利好消息和虚假的利润, 在企业管理者在位的时间内, 为自己个人或利益团体赢得更多的黑心钱, 坑害老百姓后, 把一个烂滩子丢给国家, 丢给老百姓, 所有因此而付出的代价全部最终由老百姓买单, 这是什么? 这是一种赤裸裸的诈骗呀!

尤其让我不明白的是, 为什么中国的老百姓还这么痴迷于国内的股票投资? 明知其中有诈, 还偏偏要去冒险呢? 难道每个人都傻得跟布什一样吗?

显然不是.

那, 为什么呢? 反过来想一想, 如果中国老百姓不把钱放在股市上, 那又把自己的钱投到哪里去呢? 虽然股市有风险, 但每个投机的人, 都幻想着自己不是倒霉的那一个, 或者不是一直倒霉的那一个, 既然这个市场还不完善, 那我也可以从中浑水摸鱼, 趁乱得利. 相反, 每次出现股市崩盘时, 市面上盛传的政府救市说, 让我觉得很可笑, 既然你选择了甘愿冒这种风险, 你又怎么好意思在自己输的时候让人家买单? 愿赌服输, 没这个心态, 你就不要来玩呀.

我不清楚, 投资国内股市的老百姓们, 有多少人是抱着真正投资的心态在决定自己买入的股票. 也不知道, 国内股市里到底还有多少比例有良心的上市公司在真实使用着老百姓的钱让企业创造真实的利润, 但我坚持认为, 真正的股市规则, 不是这样来玩的. 我觉得, 在制度漏洞如此之多的市场里, 让一个原本好的企业保持一颗自觉的心, 远离黑箱操作的诱惑, 是一件非常非常难的事. 企业, 是不能靠道德来约束的.

国内体制的完善, 到底还需要多长时间? 中国的老百姓, 还有多少耐心去等待体制的完善? 我们以后的路, 甚至要走得更为艰难了.

目睹一次次的股市泡沫, 一次次的股市崩盘, 有感而发.

设计了个扑克玩法

Posted: 28 Oct 2007 09:07 AM CDT

周末公司组织活动,爬山,去农家喝茶。我们一堆人聚在一起聊天打牌。桥牌的人凑不起,大多数人不会打。无聊之中自己来设计新玩法。

以下是我设计的一个。其基本规则起源于“吹牛”,或是从酒巴里摇骰子的玩法。不过经过我们一天不断的细则改良后,发现了不少玩点 :D

道具用一副扑克,去掉大小王的 52 张。四个人参于游戏,每人随机发放 13 张牌。对家为搭档,游戏中要求对家相互配合,争取胜出——任何一人出完手中的牌就算胜利,结束当局游戏。

扑克中,A 到 10 为普通牌,J Q K 花牌一共 12 张为白搭(万用牌,可以充当任何一张普通牌)。但是,替代相同牌点的多张,需要用相同的花牌。例如两张 J 可以替代两张 3 或是两张 4 ,但是一张 J 一张 Q 则不能一起使用。

游戏时,领打人可以随意出牌,出牌时将牌背面朝上放在牌桌上,宣称自己出的牌点。比如说“两张 3”,此刻他可以使用真的两张 3 (或是花牌)也可以用假的别的牌的替代。

下家可以对上家的出牌声明做出猜测,如果认为是假的,可以自行翻开牌检查(不能让其他人看见,只能自己查看)。若的确是假,前个出牌人将桌上所有牌收起,然后由翻牌人做下一轮的领打;如果检查后,发现确如上家所言,则由翻牌人将桌上所有牌收起,上家领打下一轮。

如果下家不愿意翻上家出的牌,他只能选择向牌桌上加牌。所家之牌必须是同一牌点。例如此轮打 3 那么在这一轮中所有人都必须加 3 。所加之牌的数量,至少 1 张,至多 8 张(因为同一牌点的牌加上花牌,一次最多出现 8 张)。当然,每次出牌之人可以加假牌,是否能蒙混过关,取决于他的下家是否翻牌揭穿他。(很多时候由于战术需要,即使能肯定加的是假牌也会放过)

每一轮牌就这样按固定次序(顺时针或逆时针,看大家习惯)每个人依次向牌桌加牌,直到有一人的谎言被戳穿,或是对讲真话的人没有给予信任而结束。

当某个人手上的牌少于等于五张时,需要主动报警提醒大家。一旦手上的牌出完,就获得游戏胜利结束游戏。游戏过程中,任何人都有权利询问其他人的手牌张数,如果手牌张数大于五张,则允许回答还有很多。

搭档之间不准以任何规则之外的方式交换信息。在选择检查上家的加牌时,不得将牌面信息泄露给其他人看,使搭档获得额外的信息。

在这套规则下的游戏,进行节奏很快,大约 3~5 分钟就可以结束一局。搭档培养出默契后,可以玩出很多战术策略。游戏过程往往大起大落,手上的牌可以一下打光,而在接近胜利时又突然多了起来。对心理判断和记忆力都有一定的要求,理解规则和上手玩都还算简单。


我在设计规则时,边玩边进行了许多调整。

一开始我们是四人乱战,发现因为相互提防,玩的时候没有太多好发挥的余地。后来改成了两两组队,就有趣了很多。

起初我们用的 54 张牌,只有大小王是白搭。然后发现这两张牌过于珍贵,不到游戏肯定结束的进程时,都不会使用。而且 13 种牌对记忆力的要求过高,很多记住搭档和对手手上牌的分布。大家熟悉了规则有了一定经验后,一局游戏很难结束。

把 12 张花牌进行分类,禁止不同种类的牌一次出出去也是后来做的小修订。旨在削弱其威力,并增加变化。

在调整小规则时,曾经加入一些东西,比如在某些情况下,出牌次序倒转,以此增加变化。后来证明这样只是徒增规则复杂度,并不能解决我们发现的一些平衡性问题。随后取消。

目前我们几个同事还是觉得玩起来颇有意思的。暂时还不知道是否存在一种最优策略可以最大可能的赢得游戏(比如一个同事提出的,尽量说真话原则,使得胜率较高)。毕竟这个游戏可以产生的牌局状态复杂度不够,比不得那些成熟的牌戏。

ps. 我个人不太喜欢用增加道具数量来提升复杂度的游戏规则。比如随便就动用三四副扑克的玩法。

GPU Accelerated Offline Rendering Technology

Posted: 28 Oct 2007 03:21 AM CDT

     摘要: 前言:NVIDIA Gelato、Tesla、CUDA是一股对传统基于CPU的渲染器挑战的力量。GPU在诸多方面具有软件实现无可比拟的优势比如光栅化部分,遮挡剔除,以及潜在的并行计算能力,但是编程性实在缺少基于CPU的自由度,所以在相当的一段时间内还无法充分发挥性能。本文讨论了下基于GPU、CPU这种混合体系下的渲染器架构,相当思路也是Gelato所采用的。  阅读全文

周波 2007-10-28 16:21 发表评论

The Soft Way To Get People On Your Side

Posted: 28 Oct 2007 08:33 AM CDT

I’ve recently got a chance to deal softly with people.

We got new neighbors. The new residents over my “office” (that would be corner in our apartment) were walking in such manner that we could hear their footsteps. At daytime that’s no big deal, but at nights it can be pretty annoying.

For some people, a pretty typical way to deal in this type of situation is to swear a lot and hit the ceiling with something.

That probably makes things worse, and we decided to deal with them differently.

We decided to wrote a note where we didn’t accuse them for causing the noise, and explained what was the problem. We explained that because of the old building, it would be nice if they would try to avoid stepping heavily (especially at the nighttime). This is so important that I repeat: we didn’t blame them for causing the noise (I thought they simply might not realize they were causing it).

After delivering the letter we haven’t heard those noises any more - so it looks like our friendly note had some kind of impact.

I’m not suggesting that this approach would always work, but often when you don’t blame and explain your point-of-view, you can get people on your side much easier than by trying to force them to understand.

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

無題……orz

Posted: 28 Oct 2007 02:52 AM CDT

155.5:588:433:200:147:2007-10-28-01.jpg:left:0:0::
乞食升級——>
153.6:586:433:200:147:2007-10-28-00.jpg:left:0:0::

和朋友一起演戲……喊出了很多“和諧”的口號〜!




然后一張抹得?害的草圖……好臟。

抱抱男再现网博会!

Posted: 28 Oct 2007 01:03 AM CDT

 
传说中网博会最萌的COS
这位大姐腿有点…………
非常u
非常不专业的COS,居然带相机就上场了!
感觉有点怪!有点九城GE的味道!但绝对不是!
压轴好戏!抱抱男再现网博会!
只是这次变成了牵手~~
不知道是他风格变了,还是COS早有准备?

Yet Another Blog

Posted: 28 Oct 2007 03:14 AM CDT

Yet Another XXX

这几天心情缓和了下来,源于上星期某天晚上睡觉前想通了一件事情从而否定了一个困扰心头好一阵子的一个Idea。我是这样说服自己的:“好的,如果花去我大量的时间和精力把它实现,又能怎么样呢——yet another xxx而已。”想想觉得很有道理,然后就满意地睡着了。

"yet another xxx",Linux和开源世界里经常看到,算是口头禅了吧。Linux的各种Distribution都被冠以“yet another Linux ditribution”。诸如此类的,“yet another BT client”,“yet another text editor”等等。

如果是说好东西,就是又一件好东西,有多多益善之意;如果是坏东西或者是个很一般的东西,就是说不过是有一个xxx而已,言下之意没什么大不了,仅此而已,just so so的一件玩意儿。

Attitude

有事情压在心底,心情就压抑;有好事情在心里,心情就舒缓。牢骚太甚防肠断,风物长宜放眼量。心情好与不好,就在看待事情的态度。

不觉又想起上次GDC的那位彬彬有礼的韩国大哥来。就把他最后讲的一个故事摘在这里,有人看我的Blog就与我一同分享;没人看,我就自己看,呵呵。

Lee-Actoz-gdclee_CHN

Linux与Windows

如果你像我一样虽然买不起房子,但是平时吃喝住行虽不能奢侈还算随心,唯一让小资情调底气不足的是自己电脑上要使用盗版软件而正觉得隐隐有点小郁闷的话,Linux是个不错的选择。

我很懒,最烦装系统,尤其是Windows,Windows一重装,杂七杂八的应用软件的安装盘要一个一个去找来,安装,配置,很繁琐。因此向来电脑中毒了,都是先用杀毒软件杀,杀毒软件杀不了就自己手工杀,再杀不了才重装系统。所以从政治态度上来看,一般来说我认为改良胜过革命。这种习惯的成绩很值得津津乐道一番:以前实验室的那台机子00年中进实验室的时候,上届师兄留下的刚装好不久的Win2000,后来几番中毒均被摆平,直至05年3月毕业时,系统还是好好的,5年省去了大量的装系统时间;自己用的台式机03年暑假装的XP,一直撑到今年国庆节,要不是一时失误估计还能撑到明年奥运会。

事情源于国庆节期间手工杀毒严重失误,删掉了一个系统文件导致系统非光盘无法重启。盛怒之下弃之不理。上星期突然想到这些年来,Windows其实用起来太麻烦,装Linux是个很好的选择。如是就装了个FC7。装上之后,花了点时间修饰修饰,很酷!

广告时间,这里帮Linux来个推销:

最早00年装RedHat的时候,感觉还不是太好用,主要是界面上让人觉得不爽,特别是安装界面就给人一种落后的感觉。不过经过这几年的发展,Linux事业已经兴旺发达起来了。感觉内核改动不大,界面上已经有了很大的进步。各种应用软件也都很多,十分齐全。比如一张FC7DVD啥都包含了,Office自是不在话下,开发工具,网络软件,多媒体播放器一应俱全;如果需要什么没有的软件,上网去找。安装过程可鼠标一直点到底(除了要你设定root密码要用键盘外)。另外中文支持也很不错。

远离盗版,请使用Linux;远离微软,请使用Linux!

Linux, Yet Another Windows!

game design的日志

Posted: 28 Oct 2007 01:06 AM CDT

很久没更新了。其实这纯粹属于业余爱好。没有人因为看这些就学会game design的,而且绝大多数游戏策划也不看这些。但是,不管做不做游戏,它们都是能带给人启发,而不像很多国内的策划或者“策划爱好者”,头脑里面只有如何收玩家的钱。看国内的一些文章,和一些人交流,得不到任何思想的碰撞,只能感觉到某些未经过任何思考的经验主义思维在试图压倒并征服你。所以还是那句老话,在国内做策划是很悲哀的,因为这个群体有太多的自以为是和不知所以。

http://kotaku.com/gaming/clip/poor-game-design-kills-thousands-313339.php

http://interactive.usc.edu/members/ekennerly/2007/10/world_of_warcraft_content_design.html

http://redbulldiary.blogspot.com/2007/10/top-game-design-blogs.html

http://teachgamedesign.blogspot.com/2007/10/playtesting-is-sovereign.html

 

如果打不开,就用代理吧,和谐社会绕道文明。

思念是一种很玄的东西

Posted: 28 Oct 2007 12:56 AM CDT

力图使自己心情好起来,但成效些微。一方面是工作上的,发现无法逃离某种事物的悲哀;另一方面则是从来没有过的忧郁,不时出现的“I'm losing her”的幻觉。晴天,在不开灯的房间,让所有思绪,一点一点沉淀。

Wii《mario和sonic在北京奥运会》宣传视频3

Posted: 27 Oct 2007 10:07 PM CDT

 
这次的宣传视频演示的是乒乓球比赛。我玩了Rockstar在10月18日推出的美版乒乓球游戏《Rockstar Presents Table Tennis》,感觉只是中等水平,而且一张盘里只有这样一个运动游戏难免比较单调。希望这次的《mario和sonic在北京奥运会》的乒乓球游戏能表现好一些,另外也能多做一点运动类型进去。
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000a7v
mario和sonic在北京奥运会
http://blog.sina.com.cn/u/4938f71b01000cnj
Wii/nds《mario和sonic在北京奥运会》游戏图片
http://blog.sina.com.cn/u/4938f71b01000dgj
Wii/nds《mario和sonic在北京奥运会》官网
http://blog.sina.com.cn/u/4938f71b01000dla
Wii《mario和sonic在北京奥运会》新视频
http://blog.sina.com.cn/u/4938f71b01000e27
Wii《mario和sonic在北京奥运会》CG动画
http://blog.sina.com.cn/u/4938f71b01000eew
Wii《mario和sonic在北京奥运会》宣传视频
http://blog.sina.com.cn/s/blog_4938f71b01000egc.html
Wii《mario和sonic在北京奥运会》宣传视频2

人类的十五个欲望与<b>游戏设计</b>

Posted: 10 Sep 2007 08:14 PM CDT

8,独立﹕一种对自作主张的渴望,不等不承认有些时候我们确实有必要对玩家的一些行为进行限制,比如物理地图的边界或更常见的必须按照剧情发展和关卡设计来进行游戏等等,这些限制确实是必要,但如果你有条件提高游戏的“自由度的话”我想你得游戏会更受 ...

Arcade Flyer Art Saturday: Crazy Climber [AFAS]

Posted: 27 Oct 2007 08:00 PM CDT

crazyclimberflyer.jpg We're going all the way back to 1980 for this week's Arcade Flyer Art Saturday feature, Crazy Climber. Produced by Nihon Bussan Co. Ltd., credited to Nichibutsu (whos name appears on all the buildings n the game) and eventually licensed by Taito, Crazy Climber will surely be remembered by arcade denizens of years past. Crazy Climber was an early relative of the ever popular Rampage and had the player controlling a man who for some unknown reason enjoys scaling the sides of 200 story buildings. The control was done with two joysticks, each one controlling one of the climber's hands, so some ambidextrous coordination was definitely involved while playing this one. It was eventually ported and remade for several home systems, but nothing could quite recreate that two joystick feeling.

Unlike in the real world, climbing the sides of buildings in Crazy Climber was fraught with much danger. Tin cans, soda bottles, flowerpots, fruit baskets and buckets of water were all potential hazards, dropped haphazardly out of random windows by a crazed bald headed guy with an apparent penchant for littering. Other hazards included an egg laying, pooping condor, King Kong, falling girders and signs, electrical wires, and dumbells. Opening and closing windows also posed a threat, but as long as you had one arm on a non-dangerous window, you would be fine. Certain levels contained a balloon that, if you were lucky enough to catch it, would take you up ten stories and add a nice number of points to your bonus. Once your climber finally reached the top a helicopter would swoop in to pick you up and carry you away... to the next giant building to begin your adventure anew.

We've seen quite a few flyers on the past that have mixed their mediums, but this one really goes the distance. We have a photo realistic painting as central image framed by comic book looking graphics and then embellished with real photographs of the cabinet and screenshots. Talk about an overload. The central image is a bit misleading as it presents a Towering Inferno-like scene of helicopters rescuing people off the top a burning building while the fire trucks below try to extinguish the flames. The side images also promote this "fire" theme with the illustrated climbers ascending clouds of smoke. Flames are also seen in the game's logo and smoke clouds are represented on the cabinet art, but no sign of a fire threat is present in the actual game leaving one to wonder if it was originally supposed to be part of the game and eventually exorcised for whatever reason. Or maybe it was just back story, who knows.

As an added bonus to this week's feature, iIhave included a YouTube video of some of the gameplay so you can relive the magic for yourself. Enjoy!

[Flyer courtesy TAFA]

Atari 2600 Pitfall Commercial [Clip]

Posted: 27 Oct 2007 07:00 PM CDT


It's been a while since I've posted one of these old commercials so I figured it was high time for a little retro gaming advertising goodness. For your consideration is this Atari 2600 Pifall commercial circa 1980 something. I guess they hadn't yet found the uber talent that is Jack Black to push their game so they decided to go with a bunch of crusty old British Explorer types and a completely bonkers American guy. Not quite the same somehow... except for the completely bonkers part. Interesting to note that they actually mention the name of the game's creator at the end as a selling point

WoW Pumpkin Makes Us Say WOW! [Jack O' Lantern]

Posted: 27 Oct 2007 06:00 PM CDT

wowpumpkin.jpg It wouldn't be an October day on Kotaku without a game pumpkin. So to that end I bring you this amazing World of Warcraft inspired pumpkin brought to you courtesy our friends at Wired. You know, I was starting to get pretty jaded with the whole Jack O' Lantern thing given the avalanche of pictures we've been getting lately, but this one is quite impressive. Wow, indeed!

Going Postal: The Postal 10th Anniversary Collector's Edition [Anniversary]

Posted: 27 Oct 2007 05:00 PM CDT

postal10th.jpgRunning With Scissors' Postal, the game that has a little something to offend everyone, is celebrating its 10th Anniversary with a Collector's Edition that creator Vince Desi describes as "The mother load of swag." The package includes Postal (Classic and Uncut with the bonus Special Delivery levels), Postal 2 (the full and expanded version including Share the Pain multiplayer), Postal 2 Apocalypse Weekend expansion pack (with new weapons, characters, dismemberment and 20 new maps) plus a bunch of fan-made mods including Eternal Damnation, A Week in Paradise and A Very Postal Christmas! Also included is a CD entitled Music To Go Postal By, 10 sets of Postal Babe photos, POSTAL Comics; Posters and POSTAL 3 concept art, preview screens and a sheet of nostalgia inducing Postal colorforms. All this fun comes stuffed in a Krotchy O's cereal box with word puzzles on the back and will be available on Tuesday. Part on an insane balanced breakfast, Uwe Boll not included.

Postal 10th Anniversary Collector's Edition [Running With Scissors]

Constructing Artificial Emotions: Game Design [Game Design]

Posted: 27 Oct 2007 04:30 PM CDT

gamedesignlg.jpg I love the essays put together by Daniel Cook (aka Danc) of Lost Garden - they're frequently complex, but always enlightening. This week at Gamasutra, he tackled the challenge of creating strong emotional experiences via game design: it's a powerful aspect of media and one that has been discussed in a lot of forums. He pins down the (general) problem of game design when it comes to evoking emotion - designers tend to rely on one of two methods. Either games fall back on other forms of media ("And then we show a movie of the faithful heroine being stabbed by the evil villain!") or what he terms 'copious handwaving' ('"See, this pink pulsating blob represents 'Feelings'", explains the designer to the confused player.'). His solutions? Taking a look at several different methods (most with a long history of other applications), their uses and limitations, and how technology can help. Some general thoughts?:

Here is a thought. When trying to create emotion in your players, tone down with the fixation on Hollywood, camera techniques and in-game narrative. It isn't our unique strength as a medium. Instead, explore what would happen if we, as designers, actively attempted to create and manipulate the social, psychological and physical environments of our players in order to induce artificial emotions. Toss the storyboards and scripts. Game design becomes an exercise not so dissimilar from the movie The Truman Show. You provide the carefully balanced system that sets up the appropriate physiological states and cognitive labels. The players react with predictable, measurable human drama.

OK, I'm not sure we really need to toss the storyboards in all cases, but experimentation with new ways of making the medium more powerful is never a bad thing. It's a really, really interesting piece and well worth sitting down to peruse.

Constructing Artificial Emotions: A Design Experiment [Gamasutra]

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Former Konami VP joins Krome Studios

Posted: 29 Oct 2007 01:48 PM CDT

Krome Studios has announced that Kurt Busch, former vice president of product development at Konami, has joined the company as its studio director

Wii《荣誉勋章:英雄2》街机模式

Posted: 29 Oct 2007 09:13 AM CDT

预定11月13日在美国发售的《荣誉勋章:英雄2》(Medal of Honor Heroes 2)日前公布了一段关于游戏里“街机模式”的宣传视频:
 
 
《荣誉勋章:英雄2》将在Wii和psp推出(这平台跨的……),“街机模式”则是Wii版独有的。最近Wii《Ghost Squad》玩得很爽( http://blog.sina.com.cn/s/blog_4938f71b01000enu.html ),看了这段视频自然也很期待,只希望这个模式的分量能够足一些,不要只是点缀就好了。
 
相关链接:
“Wii Zapper”宣传视频
Wii射击游戏

Study: Casual Gamers More Likely to go Mobile

Posted: 29 Oct 2007 01:04 PM CDT

A new study performed by mobile gaming company I-Play has found that casual online gamers are nearly twice as likely to play games on mobile phones compared to the average North American.

PES 08 tops UK software charts

Posted: 29 Oct 2007 12:39 PM CDT

Konami's Pro Evolution Soccer 2008 has topped the UK software charts, entering its first week at number one according to Chart-Track data

Rock Band's Track List Unveiled

Posted: 29 Oct 2007 12:41 PM CDT

EA, MTV Games and Harmonix have announced the 45 tracks players will get to rock out to this holiday season.

Hellgate: London developers speak to the public

Posted: 29 Oct 2007 12:18 PM CDT

Flagship Studios, the developers behind the upcoming Hellgate: London title, will be chatting with gamers on Halloween

不做清楚的事情尽量不说

Posted: 29 Oct 2007 12:08 PM CDT

最近写得实在是有点多——当然,都是无法公开的,这颇为可惜。不过,或许在未来某个时候我会把一些方法论提炼出来跟大家分享。前提是,我还是要把这些东西做明白。虽然说,我这个人脸皮比较厚,网上多少人说这说那的,我也早就失去了计较的兴趣,但是有一点,有些东西我没做明白我还是不希望公开。

我已经说过太多我从未操作过的事情。如果还是5年以前,这可以叫做有志气。但是到了现在这个阶段,多少就有点不负责任的味道了。特别是,不管是利益驱动还是理想驱动的,有太多的人想进这个圈子。但是说实话,在网上能作为几乎没有像样的游戏设计教程。所以他们会抓一切他们抓得住的救命稻草——顺便说一句,其实以前的我也一样。

然而,就目前来看,包括我在内的从业者在网上发布的东西过于零散。先不说这些文档有没有价值,首先断章取义肯定会出问题,对于初学者来说甚至可以说是有毒的。

从某种程度上来说,我暂时放弃了推销自己的各路理论。而且,我这个人很讨厌讲什么可玩性,但是现在我不想跟任何人辩论这个问题。不过如果你喜欢拿可玩性说事,ok,我唯一的建议是在讲什么可玩性之前请先学会把你想要的东西用一个大家都能听得懂的办法说清楚。所以,作为策划、设计者、产品经理——或者你喜欢管自己叫什么鸟都好,学会写用例,并且配合用例做UML是一项很重要的基本功。这种方式或者技术是很成熟的,在无数的行业里面被证明有效(至少比那些游戏本质理论、可玩性理论靠谱),而且很容易就能买到教材,稍微有点自学能力都能学得比较不错。不过话又说回来,用例也好,UML也罢,说到底都只是工具的了。有逻辑思维能力的大脑才是最重要的,而这点决定了你应不应该做设计的工作。

写了这么点东西,我就开始困了。这其实也没什么不好。什么时候我开始长篇大论地又写起来,说不定就意味着生活和工作都非常不顺呢,哈哈。

Something To Remember When Dealing With Clients

Posted: 29 Oct 2007 11:41 AM CDT

Don’t mess up the week numbers like I recently did.

I have a short contract work project for one client and I realized that this week is 44, not 42 like I was assuming - and I was under a deadline that I couldn’t make. It wouldn’t have been no wonder if the client would have asked me to “left the building” (so to speak) because of this mistake I did… but luckily they were extremely understanding.

I can imagine that this type of behavior won’t work 90% of the time. If you agree on some certain date, then make sure you understand that it’s important for the client. If necessary, put the client’s request to be highest priority. Certainly don’t rely on your memory (98% time I don’t rely on my memory, but for some strange reason this case fit in those 2%).

If you have a deadline when you are supposed to show milestone progress to the publisher, make certain you are showing the results you promised.

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

Lyon GDC early registration ends tomorrow

Posted: 29 Oct 2007 12:04 PM CDT

Early bird registration for the upcoming Lyon Game Developers Conference ends tomorrow

UKTI Publishes Comprehensive Report On UK Games Market

Posted: 29 Oct 2007 08:17 AM CDT

UK Trade and Investment has released a report titled "Playing For Keeps - Challenges to Sustaining a World-Class UK Games Sector," which takes a comprehensive look at the games market in the UK contrasted with other global regions, and it has made the full report text available online. Games Investor Consulting prepared the two-part report for UK Trade and Investment, the Department for Business Enterprise and Regulatory Reform, and Tiga, and the first part of ...

America's Ready to Buzz!, says Relentless Boss

Posted: 29 Oct 2007 12:16 PM CDT

Relentless Software boss David Amor thinks America is ready to embrace the company’s Buzz! franchise and really bring gaming out of the den and into the living room.

不做清楚的事情尽量不说

Posted: 29 Oct 2007 12:08 PM CDT

最近写得实在是有点多——当然,都是无法公开的,这颇为可惜。不过,或许在未来某个时候我会把一些方法论提炼出来跟大家分享。前提是,我还是要把这些东西做明白。虽然说,我这个人脸皮比较厚,网上多少人说这说那的,我也早就失去了计较的兴趣,但是有一点,有些东西我没做明白我还是不希望公开。

我已经说过太多我从未操作过的事情。如果还是5年以前,这可以叫做有志气。但是到了现在这个阶段,多少就有点不负责任的味道了。特别是,不管是利益驱动还是理想驱动的,有太多的人想进这个圈子。但是说实话,在网上能作为几乎没有像样的游戏设计教程。所以他们会抓一切他们抓得住的救命稻草——顺便说一句,其实以前的我也一样。

然而,就目前来看,包括我在内的从业者在网上发布的东西过于零散。先不说这些文档有没有价值,首先断章取义肯定会出问题,对于初学者来说甚至可以说是有毒的。

从某种程度上来说,我暂时放弃了推销自己的各路理论。而且,我这个人很讨厌讲什么可玩性,但是现在我不想跟任何人辩论这个问题。不过如果你喜欢拿可玩性说事,ok,我唯一的建议是在讲什么可玩性之前请先学会把你想要的东西用一个大家都能听得懂的办法说清楚。所以,作为策划、设计者、产品经理——或者你喜欢管自己叫什么鸟都好,学会写用例,并且配合用例做UML是一项很重要的基本功。这种方式或者技术是很成熟的,在无数的行业里面被证明有效(至少比那些游戏本质理论、可玩性理论靠谱),而且很容易就能买到教材,稍微有点自学能力都能学得比较不错。不过话又说回来,用例也好,UML也罢,说到底都只是工具的了。有逻辑思维能力的大脑才是最重要的,而这点决定了你应不应该做设计的工作。

写了这么点东西,我就开始困了。这其实也没什么不好。什么时候我开始长篇大论地又写起来,说不定就意味着生活和工作都非常不顺呢,哈哈。

Gaming Game Scores - How To Fix Game Reviews

Posted: 29 Oct 2007 10:13 AM CDT

Should video game reviews include some kind of overall score? Are they getting abused? Are they useless? Are people not bothering to read the actual review because the final score pretends to provide an adequate evaluation of the game all by itself?

The Point Problem
This topic has been brought up a lot lately with the deluge of game review sites tripping over themselves in an effort to hand out perfect 10's as quickly as possible to the most hyped releases over the last couple of months (Bioshock and Halo 3, I'm talking about you...)

They perhaps understand the dirty little secret of game reviews: Players too often do not use reviews to educate themselves as consumers, but rather to confirm their own (often pre-existing) opinion of a game. In the case of the most heavily-hyped games, most players' opinion of the games are set long before they ever play the game. Chalk it up to successful marketing - so long as the game is of decent quality and has the shiny, it doesn't even have to live up to the hype. By the time the realization sets in that the game really isn't on the level of the Second Coming, the game has already gone through several iterations of its sales half-life, and players are already following the Pied Piper Hype of the Next Big Thing. The reviews that have delayed in order to tell the true and complete story are pretty much worthless by then.

That could be a problem with or without scores, admittedly. But the little "10's" that get doled out like foil-wrapped chocolates on release day for the most heavily hyped games are just the shiny little lures to bring in eyeballs onto advertisement-laden websites. Eyeballs that belong to poor schmucks like me who are stuck at work on release day for a hotly anticipated title. We sit at our desks, counting the minutes to quitting time to go home and enjoy the hours of gaming bliss that has been promised to us for the last 90 days in a multi-million dollar marketing blitz. So we hit the websites to find affirmation that our patience will not be in vain, and we immediately screen out anything below a 90%.

Or something.

Should We Lose Scores Altogether?
GameSetWatch has a feature by Nayan Ramachandran of HDRL on game scores in reviews ... and why they are misleading, uninformative, and arbitrary. And why it is - for all practical purposes - impossible to assign a numerical value to a game's quality with anything relating to objectivity.

A quote on the challenge of meeting expectations in RPGs and general perception of value: "Role playing games, on the other hand, are notorious for lengthy play time, often ranging between 40 and 70 hours worth of gameplay for the same price as a copy of a 8 to 12 hour action game. Should the game's value be judged on how many hours it lasts, or on how much it costs relative to the total play time? Should a game without multiplayer be judged poorly because of its lack of the function, or should every game be judged purely on its own merits?"

What Scores Would Be Meaningful?
Could we live without scores? Without some measurable bottom-line of comparison? I don't know... it seems unnatural to fight against them. We crave those bottom-line evaluations. But maybe it really is the granularity and the pretense at objectivity that is really the problem, not the scoring itself.

Reviewing a game is always going to be a subjective experience. Trying to feign objectivity really comes down to lying to the reader. I know that some sites and magazines have attempted to add together weighted values in all categories for a final score. This is fundamentally wrong-headed, as we have all experienced games that were much more (or much less) than the sum of the parts. And many categories don't get represented. And the "cap" enforced by the system prevents one or two really phenomenally stand-out features from properly ... well, standing out.


Quality, Not Quantity
The industry has painted itself into a corner by rating quantity of features as highly as quality. If two games are comparable in every category, but one game features both multiplayer and single-player game, but the other only offers single-player, it's natural that a reviewer would feel compelled to give the game with "more" a higher score.

They shouldn't.

It's great if a game offers both. The fact that a game may offer both experiences may be meaningful to me, as a consumer. There have been games I passed on because they did not offer multiplayer. I prefer playing RTS games single-player, but I will be unlikely to buy the game if I can't take it online and "prove my skills" against other players, or play it with friends.

But that's not a qualitative difference. That's like making the decision between a sports simulation and a fantasy RPG in my mind. I like fantasy RPGs. I play very few sports titles, regardless of their quality. A game should receive a score based upon how well it executes against its stated or implied purpose.

Now, I would expect a reviewer to perhaps grant some leniency towards a title which attempts a far greater scope. For example, a massively multiplayer RPG having a few problems with polygons passing through each other during battles shouldn't be dinged as hard as a straightforward FPS with the same issues. They should be weighted based upon their impact on the game as a whole.

Lower the Granularity, and Lose The Grading Curve
And the whole concept of trying to compare apples to oranges on some kind of "grading curve" with games is also ludicrous. Just because one game earns top marks should not in any way preclude any other game from reaching such lofty levels if it is inferior or less ambitious in any way. Lower levels of granularity (like the well-understood, well-used four-star or five-star rating system used across multiple industries) removes this temptation.

On the flip side, a higher encourages direct comparison. After all, how do you decide whether a game should get an 87% or an 88%? Too often, this means comparing a game to every other 87 or 88 scoring game --- and the reviewer may not even agree with the score given to the preceding games.

Naturally, the standard of excellence will rise (and possibly even fall) with the change in technology and the gaming culture. Ultima IV and Doom 1 were clearly pinnacles of excellence when they were first released, but if released today they'd not quite cut the mustard for a five-out-of-five. That's okay and to be expected.

Maybe it's because I'm not a professional reviewer, but I have a very difficult time ranking my own favorite games in any kind of order. While it can be an amusing exercise, it's not something I could claim to be definitive in my own mind, let alone for anyone I'm recommending (or dis-recommending) the game to. I personally feel that the difference between an "8" and a "9" is hard to grasp as a consumer or reviewer, let alone the difference between an "8.3" and an "8.6".

Now, I admit that you can get to the point where it might feel too limited, like the Roger Ebert's "thumbs up / thumbs down" approach (and I admitted to chaffing a little under GameTunnel's 3-score system, but that was as much the labels as being limited to three levels of recommendation). But I think once you get beyond four or five levels of recommendation (or not), its just more confusing than useful.

He Shoots, He Scores...?
In the end, I think people like to see the concrete bottom line. While I personally wouldn't mind seeing review scores go away, score-less reviews will only appeal to a minority. But I think we're best served by sites that give a much less granular score, that score each game based upon their own merits rather than feature comparisons with other titles, and leave the details in the text. Let people read to find out if that three-star game is for them or not.


(Vaguely) related drivel:
* Fallout Over the Fallout 3 Trailer
* Indie RPG News Roundup, October 25th
* Game Reviews - What Are They Good For?


Discussion in the Forum, If You Feel Bold...

Did you enjoy this article? Be sure and check out past articles and the comments HERE.

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

设计师笔记:为什么设计文档如此重要

Posted: 29 Oct 2007 07:23 AM CDT

 
原作者:Ernest Adams
译者是自GAMASUTRA的链接上看到这篇文章的
链接地址如下:
 
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
译文在原文之后,烦点击进去阅读):
 
The Designer's Notebook: Why Design Documents Matter
(Page 1/3)
Next


From time to time I get questions from students, or see postings on the Internet from newbie developers, demanding to know why they should write design documents. They want to dive straight in and get modeling or coding, and they see the paperwork as a waste of time. The player will never see it, so why take the trouble to write it?

 

 

以下省略
 
-------------------------
以下译文
 
点击图片放大
 
 

跟踪玩家反馈来提高游戏设计

Posted: 29 Oct 2007 07:15 AM CDT

 
原作者:Phillip DeRosa
译者是自GAMASUTRA的链接上看到这篇文章的
链接地址如下:
 
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
译文在原文之后,烦点击进去阅读):
 
Tracking Player Feedback To Improve Game Design
(Page 1/3)
Next arrow

This article is about creating a window into player activities by using passive tracking systems to measure and improve the player experience.

We’ll start by looking at simple example from the television show to illustrate how using target audiences (potential customers) along with an iterative process of experimentation and observation can help improve product quality. We will then go over the people, tools and techniques that went into building this capability at BioWare.

 

以下省略
 
-------------------------
以下译文
 
点击图片放大
 
 

Virtual Console Adds Castlevania II, Samurai Ghost For Halloween

Posted: 29 Oct 2007 07:54 AM CDT

Nintendo has announced the addition of three new classic games to the Wii Shop Channel offerings, all of them in keeping with a Halloween theme, available as of 9:00 AM PST on October 29th. The new games include NES title Castlevania II: Simon's Quest, which casts players as whip-wielding Simon Belmont, up against Dracula once again on a quest to find the Count's hidden body parts to break an evil curse, and priced at 500 ...

PS3 Losses Could Double Initial Forecast

Posted: 29 Oct 2007 06:27 AM CDT

Operating losses in Sony's video game unit for the year ending March 2008 could potentially exceed 100 billion yen ($876 million) -- twice as much as the 50 billion yen ($438 million) originally projected, a Sony spokeswoman told Reuters. In its recently-announced financial results, Sony posted an operating loss of 96.7 billion yen ($841 million) due to the cost of PS3 hardware, even though sales of the console had reached 1.31 million units. Despite these ...

AMD's Feldstein: Future Game Hardware To Combine CPU, GPU

Posted: 29 Oct 2007 06:05 AM CDT

Both the Xbox 360 and the Wii have graphics processing units designed by AMD, and speaking in a Gamasutra-exclusive interview, the company's VP of strategic development, Bob Feldstein, provided some insight on the future of console gaming chips, speculating that GPUs and CPUs may someday be a single entity: "I'll say that what I see the future as is a combined CPU/GPU, where the delineations are not there anymore. You combine them into a chip; ...

Nintendo Announces Gift-Giving Promotion For Virtual Console

Posted: 29 Oct 2007 05:56 AM CDT

Nintendo president Satoru Iwata has revealed details of a new gift-giving feature for the Wii that will allow users to send Virtual Console games to each other online as presents. In the same address, Iwata also confirmed plans to launch the Wii console in China next year. The gift-giving feature was described as a new function of the existing Shopping Channel, with users able to purchase a game as a gift, which when accepted by ...

Electronic Arts, Rockstar Clash Over Simpsons Parody Of GTA

Posted: 29 Oct 2007 05:30 AM CDT

An unlikely feud between Electronic Arts and Rockstar Games appears to have intensified with the executive producer of EA's The Simpsons Game describing Rockstar as having "spazzed out like little babies" over a parody of Grand Theft Auto. In an earlier C& VG interview with The Simpsons Game lead designer Greg Rizzer, he revealed: "We've definitely had some reactions - we've had to pull stuff from the game", and it's believed that the GTA-related section ...

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【游戏力量】游戏叙事研究[一]

Posted: 30 Oct 2007 10:33 AM CDT

 

下载地址:ftp://211.100.15.202/[游戏力量]游戏叙事研究.pdf

引言 

      故事是人类对自身历史的一种记忆行为,人们通过各种故事形式,记忆和传播着
一定社会的文化传统和价值观念,引导着社会性格的形成。原始社会人们就开始编织
神话,围坐在篝火旁讲述那些动人的故事。于是,戏剧、小说、电影,各种叙事形式
相继出现在文化历史的舞台上。人们尝试使用一种又一种媒介形式,讲述一个又一个
虚构的故事。 
      自电影诞生以后,由于其“逼真的再现性”,使人们对于听故事有了一种全新的
体验,令其迅速成为主流叙事媒介。然而,人类对故事的胃口永远都不可满足。在经
历了视听盛宴后,甚至希望能够亲身体验那些曲折离奇的情节,亲自去创造属于自己
的故事。很明显,电影做不到、戏剧做不到、小说更不可能。好在视频游戏的发明为
我们暂时解决了这个问题。它以其独特的“虚拟性”,将人们置身于一个奇趣世界。
于是,游戏便进入了说书人的视野中,似乎是一种全新的能够令听众亲历其境的叙事
方式诞生了。 

 

                                     第一章 绪论 

      遗憾的是,事情往往都不按照人们希望的那样发展。小说、戏剧、电影、游戏
都在讲故事,但由于媒介的改变使得故事叙述方式也不尽相同。它们表面上的相似性
很容易掩盖实际上的巨大差异。在过去二十年中游戏设计师们遇到了一个棘手的问题
——游戏中的故事元素似乎未能如同图象技术那样取得令人欣喜的进步。那些存在于
文学、影视作品中的故事,一旦被改编为游戏,它们的情节将变得索然无味。如果认
为这是由于我们没有找到游戏描绘“故事”的精确方法。那么如何才能悟出视频游戏
在叙事上的独到之处呢?又是什么使其区别于电影和文学艺术呢?如何才能发挥游
戏这个媒体本身的长处呢? 
      人们遇到的首要问题便是,过去所有的叙事形式在其叙述过程中,听众只能被
动地接受故事。可游戏的情况却是听众主动参与到故事中,去讲述他们自己的故事。
对传统叙事媒介的接受时,虽然读者可以能动地理解故事,但自由度毕竟有限,一个
智商正常的人绝不会把《奥赛罗》理解成《麦克白》。但实践中我发现,如果设计师
在故事创作中稍不留神,很可能发生说书人在讲《哈姆雷特》,听众却把它当成了《狮
子王》。 
    游戏在情节上另一个要命的问题是,游戏这种媒体注重所谓的“互动性”。游戏
者在游戏中更加关注行为的控制权,希望能够掌控故事的进程,希望自己是在玩游戏,
不是被游戏在玩。因此,游戏的故事通常无法像传统叙事形式那样以线性方式展开,而
需要通过游戏者对事件的选择以非线性方式发展。这样就必然使故事情节中的“戏
剧性”变得荡然无存。 
      虽然,我们已经用游戏讲了二十多年的故事。然而对游戏的叙事研究才刚刚开
始。如果认为视频游戏是科技生产和人类精神生活链条上必然出现的一环,那么以往
所有科学知识对其进行关照和思量,毫无疑问是具有可行性和实际价值的。正是基于
这一认识,本文不揣浅陋,试图对游戏的叙事方法、与其它叙事形式的异同、叙事中
存在的问题等相关内容进行一次探讨。需要注意的是,本文是关注的是“游戏叙事”
不是“叙事游戏”。文中并不讨论游戏与故事关系,仅仅将游戏作为一种叙事媒介。
探索这种媒介的叙事特性,以及故事在其中的表现方法。

 

第二章游戏故事文本结构 

2.1 规则与故事 
     游戏是一种非常特殊的叙事媒介,特殊之处在于它要完成叙事任务必须依附于一
套人为制定的底层规则。萨伦(Katie Salen)和泽默曼(Eric Zimmerman)在他们
的游戏理论著作《游戏规则》中将游戏定义为“一个系统,在这个系统中,游戏者介
入一个由规则所定义的人为冲突,并产生可计量的结果”。如果他们的定义成立,那
么简单地说游戏就是一种规则系统。世界上任何一个游戏都必须由至少一套规则系统
支撑,从过去各种简单的纸牌游戏到今天庞大的《魔兽世界》无不如此。游戏的规则
系统并不仅仅是规定了人们在这个系统中能做什么,同样规定了人们在这个系统中能
感知到什么。这种感知包括,视觉、听觉、触觉、嗅觉、味觉。如果说感知系统在传
统游戏中并不引人注意的话,那么它在视频游戏里的重要性是显而易见的。今天的视
频游戏所要传达的信息量已远非传统游戏可比,感知系统便在其中充当重要的交际媒
介。 
     当游戏主要的规则系统为叙事服务时,游戏便成为了一种叙事媒介。首先它是一
个游戏,然后它才是一种叙事体。并且这一叙事体继承了游戏的所有特性,它必须遵
守作为一款游戏的存在法则。规则只规定了人们在一个封闭系统中的行为方式,但它
自身并没有创造一个行动主体。这一系统只能等待一个行动主体的加入,才能使其自
身得到激活。同样的作为叙事游戏,当游戏者尚未加入游戏时,游戏内并没有事件发
生,它仅仅只能作为一套规则存在。只有当游戏者参与到规则中时,游戏才能真正得
到实现,进而才有故事的发生。

2.2 游戏文本与游戏故事文本 
      本文将尚未有行动主体参与的,具有组织结构的游戏规则系统称之为游戏文本。
同时认为游戏故事文本是游戏中构成故事叙述的那一部分规则系统。这就是说,即使
一款游戏是完全的叙事游戏,即除了体验故事情节外没有其他任何玩点的游戏,也不
能认为它的故事文本等同于它的游戏文本。 

……待续

 

iSuppli: Nintendo Topples Sony Software Sales

Posted: 30 Oct 2007 01:33 PM CDT

A new report from analysts at iSuppli states that Nintendo now tops Sony as the leader of the videogame console software market.

NBC Universal Joins In-Game Ad Fray

Posted: 30 Oct 2007 01:33 PM CDT

In-game ad firm IGA Worldwide and NBC Universal have entered into a deal that is said to “validate” in-game advertising.

PREVIEW: Spore

Posted: 30 Oct 2007 01:33 PM CDT

EA takes us through a slice of life in Will Wright’s god sim.

Report: Casual Games Market Worth $2.25 bln

Posted: 30 Oct 2007 01:33 PM CDT

The Casual Games Association reports that the pick-up-and-play casual market is currently a hefty $2.25 billion industry.

Resident Evil 4 Wii Ships 1 mln

Posted: 30 Oct 2007 01:33 PM CDT

Nearly three years after the original Resident Evil 4 released on GameCube, the recent Wii edition has shown that the game has some legs.

Twinity mapped at Metaversed

Posted: 30 Oct 2007 12:20 PM CDT

Metaversed has a good article on Twinity, which appears to be a social virtual world with very firm ties to real world geography. It uses an “urban” metaphor, so you don’t freely build structures, and instead you rent apartments and the like. There’s clear potential here for the sort of geotagging/mirror world stuff I alluded to recently.

What Kind of Game Are You Making?

Posted: 30 Oct 2007 10:19 AM CDT

As many of the blog readers probably know, our team is working on an eastern themed tactical multiplayer game Edoiki. The core of the game could be described as “simple & fun tactical multiplayer game in an eastern world” - and that’s it.

And now I’d like to hear what projects are going on at the other side of the fence.

What about you? What kind of game are you making?

Is it a single-player or multiplayer game? What genre? (Strategy game? First person shooter? Some kind of casual game - if that can be called a genre?) Do you have screenshots to share?

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

FIFA Manager 08汉化效果图(442汉化小组)

Posted: 30 Oct 2007 08:00 AM CDT

      EA一辈子都不想落在人后,所以喜欢在游戏的各个领域全面出击,虽然有时候不很道德,不很光彩,但是无疑,它还是能够给我点击在新窗口中浏览此图片带来一些快乐。

      FIFA Manager 08上市了。97年EA曾经有过一个足球经理游戏,是FIFA Manager的前身,而且,这个游戏是有中文的。这个承载着EA游戏人在体育游戏领域野心的作品,也带给了喜欢足球经理类游戏的玩家无限快乐和回忆。EA的足球经理游戏一直保持到现在的特色,就是能够看到即时的比赛情况,进攻或者防守,你看到的是一个个活生生的游戏人物在运动,这种场面带给人的快乐,自然不是《FM》《CM》系列那种小圆点类球赛盘能够比拟的。虽然实时比赛场面依然是有着AI不足的硬伤,但是那些复杂的技术动作要模拟起来,也是需要一串串代码和动态捕捉的。所以EA的足球经理系列,从来没有消亡,一晃十年。

      10年来,EA始终对这个系列坚持不懈,希望敲开《FM》《CM》系列占据的市场份额。也许销售不算很好,但是严谨的德国人(《FIFA足球经理08》由位于德国科隆的Bright Future开发),对这个游戏倾注了他们全部的精力,所以今天,你在FIFA Manager 08中,能够看到无数令人惊讶的东西。得益于EA和国际足联的合作关系,那庞大的球员数据库,更是叫人望而生畏。20多个不同国家的52个联赛,并且每名球员都具备42种独立的属性,只怕这些数据已经叫一些玩家头疼了。

      FIFA足球经理的特色就是实时比赛,繁杂的数据,多种游戏形式的结合。其实严格来说,你不单单能从一个经理的角度做起,你还能做俱乐部主席之类,全权决策。甚至你可以结婚生子,并且把他养成一个大球星(模拟人生...)。或者你没事摆摆球场社区,搞搞建设,美化环境(模拟城市...)。要么去应付一下记者会,要么去度假休闲,总之,EA铁了心把一堆一个足球决策者可能经历的事情都弄了进去。虽然副作用也是明显的(看到这么多项目和数据,有几个不头大的?)。但是这些特色,也成为了它能够出到今天的基础。

      然而自从97那个EA足球经理中文版在中国昙花一现,萧条的中国市场和足球经理游戏在中国的没落也叫EA心灰意冷。2007年,FIFA Manager 08上市,有心的足球经理类爱好者终于解决了技术问题,这个游戏的汉化成为可能,10年,十年!终于那些曾经的爱好者们有了玩中文版本的可能。也许对于很多人来说,那些英文已经不再成为障碍,但是他们同样知道,这个游戏要想在中国普及就必须有中文。

      中视网元说,《FIFA足球经理08》他们会推出中文正版,我想这是再好不过的事情。不过我知道,这个推出也许需要等上一年,因为他们有太多的游戏要推出,而审批又是这样的慢。所以442小组的汉化,在这个时候,对于很多玩家来说,也许是重要无比吧。我有一个猜想,也许这个能够轻易解决的汉化问题,是因为网元和EA的合作关系,因为要推出中文,所以汉化的技术难度降低了,不然,这个曾经几年没有技术突破的汉化,怎么今天突然就这么快成了?不多说了,上汉化效果图吧。(漂亮的界面阿,这是我喜欢这个系列的一个原因。)

点击在新窗口中浏览此图片

点击在新窗口中浏览此图片

点击在新窗口中浏览此图片

点击在新窗口中浏览此图片

Tags - fifa足球经理08 , fm , cm , 442汉化小组 , 中视网元

iSuppli: Nintendo Leads Console Software Market

Posted: 30 Oct 2007 08:56 AM CDT

A new report from analyst group iSuppli has said that Nintendo has surpassed Sony as the leader in the video game console market in the third quarter of 2007, aided by a proliferation of new titles for both the Wii and the DS. According to iSuppli, worldwide revenue for Nintendo DS and Wii gaming software amounted to $1.2 billion in the third quarter, up 31.4 percent from $943.6 million in the second quarter and more ...

GCG: A Look Inside Game Universities

Posted: 30 Oct 2007 08:00 AM CDT

GameCareerGuide.com, Gamasutra's sister site for students, has begun a series of first-person accounts of the student game developer experience. The site has posted six thus far, covering a diverse range of institutions that offer game development courses, computer science, and artistic training. Both undergraduates and graduate students have shared their candid accounts of what it's like to be a student at Purdue University, McGill University, Illinois Institute of the Arts, USC's Interactive Media Division, Iowa ...

《回归之路3》(Rhem 3)破解版[Bin]

Posted: 30 Oct 2007 09:52 AM CDT

《回归之路3》(Rhem 3)破解版[Bin]
转自FTIR
游戏名称:回归之路3
英文名称:RHEM 3
游戏制作:Knut Mueller
游戏发行:Got Game Entertainment
游戏语种:英文
游戏类型:AVG (冒险解谜)
游戏平台:PC
游戏容量:1CD
官方网址:http://www.gotgameentertainment.com/rhem3
【游戏简介】(转自TLF)
"Rhem3: The secret Library"继续前两作 "Rhem" and "Rhem 2: The Cave"的故事,不过你没玩过前两作也没关系. 你的任务是再次帮助Kales和Zetais去探索他们迷人世界的一处新地方. 在看完Zetais信中的指示后,你再次开始了Rhem 的旅途...
你到达之后将与Kales见面,他发现一件神秘的宝物--黑宝石藏在 Rhem的某处.因为传送门必须两个人才能打开,而打开的时间仅足够一个人通过,因此你是唯一前往这个陌生岛屿的人.因此,你又必须再次独自去揭开谜题.
你到岛上后,就会发现黑宝石并不是唯一要解开的谜题.你将会发现新的暗道通往陌生但又十分熟悉的新环境.而要找到黑宝石,你必须找到秘密图书馆里的线索,并解开谜题.另外,你要解开Rhem的秘密还必须借助别人的帮助.比如"Rhem 2"中出现的红帽子洞穴人.不过这次他们可不会无偿帮助.
" Rhem 3: The secret Library"将带你到一个巨大而迷人的世界,到处都是奇特的交通工具和建筑,不知名的装置和机器,秘道和传送门.冒险精神,逻辑能力,注意力和解读谜语的能力将帮助玩家慢慢地但最终将解开这次新旅途的全部秘密.Rhem到处你都可以找到帮助你解开那些奇怪谜语和谜题的线索.记住找到了黑宝石只意味着rhem3的结果,但决不是...
看点:
- 一个充满挠人秘密和谜题的绝妙世界
- 很多密室和暗道等着你
- 立体声音效的背景音乐
- 无暴力元素,非线性发展
- 适合Mac和PC平台
【游戏截图】



┌──── In Their 20th Year Of Glory, FairLight Released ────┐
┌┌───────────────────────────────────────────────────────────────────────────┐
┌┘ Rhem 3 (c) Got Game Entertainment ┌┘
└───────────────────────────────────────────────────────────────────────────┘┘
: Supplied by: FAIRLIGHT : : Release Date: 10/30/2007 :
│ Cracked by: FAIRLIGHT │ │ Game Type: Puzzle │
│ Packaged by: FAIRLIGHT │ │ Image Format: BIN/CUE │
├──────────────-----──────────────────┤ ├────────────────────────────────────┤
│ CDS: 1 │ │ Protection: N/A │
│ CD1 archives: 47 x 15 MB │ │ CD1: flt-pkod.001 --> flt-pkod.047 │
│ │ │ │
│ ────────────────────────────────────┘ └─────────────────────────────────── │
│ System Requirements: An old computer │
└────────────────────────────────────────────────────────────────────────────┘
Game information:
=================
In this intricate pure-puzzle first person adventure game for PC and Mac, the
adventures of brothers Kales and Zetais continue in the mysterious land of
RHEM. Like its predecessors, RHEM 3 features non-linear gameplay, non-violent
story, and mind-bending puzzles.
Set in a labyrinthine world of hidden rooms and secret passages, strange
vehicles and odd machines, RHEM 3 opens the door to a new journey of mystery
and adventure. In search of a certain black gem, hints hidden in a secret
library and clues offered by the peculiar inhabitants of RHEM will assist you
in your quest. With an adventurous spirit, logical thinking, and keen
puzzle-solving, you will slowly but surely divine the location of this
curious black gem and unveil the secret it holds!

Installation Information:
=========================
Just extract the archives and burn/mount with your favorite software.
Install then play.
/Team FairLight

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

Sexy girls having a goodtime and Drunk Hardcore Party

Posted: 30 Oct 2007 06:34 PM CDT

Sexy girls having a goodtime
Enjoy this sexy, horny, girls having a goodtime with each other
[link]
[link]
Drunk Hardcore Party
Enjoy this sexy and sizzling hot drunk hardcore party video.

80 million created avatars in Habbo Hotel

Posted: 30 Oct 2007 11:04 AM CDT

The company behind Habbo, one of the world's largest virtual worlds for teens, announced that the site has hit 80 million created avatars

Resident Evil 4 ships 1 million on Wii

Posted: 30 Oct 2007 10:51 AM CDT

Capcom has announced it has shipped one million units worldwide of Resident Evil 4 for the Nintendo Wii.

NBC partners with IGA to sell in-game advertising

Posted: 30 Oct 2007 10:34 AM CDT

NBC Universal Digital Media has entered into an agreement with IGA Worldwide to sell a portion of the company's premium in-game advertising inventory

任天堂预计今年Vii出货量将达到400万台

Posted: 30 Oct 2007 05:11 AM CDT

2006年12月3日 http://www.mozine.cn/archives/2006/12/03/1262


据国外媒体报道,当地时间本周六,任天堂Wii游戏机在日本正式发售,随即受到在寒冷长夜当中排队等候的数千名游戏发烧友的追捧。其中一名24岁的公司职员表示,“我的朋友和家人都说我是傻瓜,他们并不明白为何要在发售当天赶到商店,因为随后将很容易买到,我觉得排队恰恰是乐趣的一部分。 阅读全文
类别:默认分类 查看评论

New BioWare Deal Hints at Star Wars MMO

Posted: 30 Oct 2007 10:06 AM CDT

LucasArts and BioWare have teamed up again, in what’s sure to lead to more discussion about a new Star Wars MMO.

Q& A: Castlevania's Igarashi On The Future Of 2D

Posted: 30 Oct 2007 05:47 AM CDT

Gamasutra had a chance to talk to Konami's Castlevania series producer Koji "IGA" Igarashi at the recent GameStop Expo trade event in Las Vegas - the retail employee-only event which included a Konami presence in its considerable layout. During the course of this interview, IGA, who started his association with the Castlevania series with Symphony Of The Night and has since worked on multiple titles in the series, including the acclaimed Castlevania: Dawn of Sorrow, ...

Independent Games Summit: Valve's Kim Swift - 'From Narbacular Drop To Portal'

Posted: 30 Oct 2007 05:08 AM CDT

The IGS organizers are continuing to put online key video lectures from this year's Independent Games Summit, which took place at Game Developers Conference 2007 last March as part of the yearly Independent Games Festival - and which will again appear as part of GDC 2008 next February. The ninth lecture is from Valve's Kim Swift, a key member of the team that was one of the Independent Game Festival's 2006 Student Showcase honorees with ...

"game" via 柠檬杀手 in Google Reader

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Video games can affect cortisol levels

Posted: 01 Nov 2007 01:41 PM CDT

More evidence that video games can control your braaaiiinss. In a good way.

Basically, a comaprison study between two groups. One group played a game which made them click on smiley faces among frowns, and the other didn’t have the smiley faces in their game.

At the end of the study, the folks who clicked on smiley faces had lower cortisol levels. Less stress.

The result was actually the creation of a new company, Mindhabits, to commercialize this. Very cool. :)

So, if the f13 people played more games with fluffy bunnies, would they be less cynical and bitter?*

——-

*Not that I want to change them. I like them this way. :)

RPS Takes On The "What Is An RPG?" Question

Posted: 01 Nov 2007 10:01 AM CDT

The far-too-clever PC gaming blog "Rock, Paper, Shotgun" has a take on a Eurogamer review of The Witcher, and takes up once again the question of what makes a computer RPG an RPG in the article, "What Sort of RPG Is The Witcher?"

Not that this isn't ripe territory for discussion. Hey, I've done it... twice! At best, my attempts managed to include just about every game commonly considered an RPG, and to exclude almost all others. But it's fuzzy territory to say the least.

The two criteria Gillen brings up are the following:

#1 - You must have control over your character's progression or creation. The bone he has to pick with the Eurogamer review (by Dan Whitehead) seems to be over whether or not you must be able to create and customize your character from the very beginning in order for it to qualify as an RPG (a requirement that would exclude nearly every jRPG ever created since the advent of the SNES).

#2 - RPGs must be an indirect test of skill - the avatar's final success or failure include the result of some statistical abstraction.

So - is it still an RPG if you are handed the character to play? Or is Dan Whitehead correct in his implication that you need to have that customization from the get-go?

Well, my own useless opinion is this: Even before I rolled my first set of dice in a "Pen And Paper" D&D Game in 1981, there was a tradition of playing "pre-gens" for quick games, particularly in tournaments. I never once heard of anybody contending that because they were being handed the character sheet for Zinethar the Cleric for the Ghost Tower of Inverness that the Advanced Dungeons & Dragons game they were about to play was now magically NOT an RPG.

Of course, I don't know if people were even calling D&D and similar games "role-playing games" when this practice first started. The game came first, and the name came later. For a while it was called "Fantasy Wargaming," "Fantasy Gaming," and even "Adventure Gaming" before "Role-Playing Game" stuck.


(Vaguely) related musings in roleplaying territory:
* What Makes a Great RPG - The Answer?
* Why Do RPGs Suck Now?
* But Is It An RPG?
* The Evolution of Computer RPGs
* The Rules of Role-Playing Games
.

Did you enjoy this article? Be sure and check out past articles and the comments HERE.

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

Girl's Gaming Guide Against ‘Boys Club’

Posted: 01 Nov 2007 12:21 PM CDT

BLOG—New flamboyantly pink gaming guide for girls published by Black Dog Media aims to cater to female gamers and criticizes the traditional ‘boys club’ attitude in videogames.

Edge 182

Posted: 01 Nov 2007 12:21 PM CDT

The December edition of Edge is on sale

New Nintendo Exec Spreads Wii Gospel

Posted: 01 Nov 2007 12:21 PM CDT

Nintendo's new marketing lead hasn't officially started her new job, but she's already beginning to spread the Nintendo gospel.

Konami stock falls on news of MGS4 delay

Posted: 01 Nov 2007 11:35 AM CDT

Konami's stock has dropped following news that Metal Gear Solid 4 has been delayed until after the holiday season

Happy Pirateween

Posted: 01 Nov 2007 11:06 AM CDT

If I had dressed up in a silly Halloween costume last night, it would have been this:

I'm not saying I did.

Konami Shares Slide on MGS4 Delay

Posted: 01 Nov 2007 11:21 AM CDT

Konami shares took a hit this week following the delay of the much-anticipated Metal Gear Solid 4.

Two Gaming World Records in One Week

Posted: 01 Nov 2007 11:21 AM CDT

BLOG - Stanford University's Folding@home program has been officially recognized by Guinness World Records as the most powerful distributed computing network in the world.

COLUMN: Down With Physics

Posted: 01 Nov 2007 11:21 AM CDT

Edge columnist Mr. Biffo asks whether leanings towards 'realism' means videogames are losing the power of being a window on fantasy.

Free Weekend of Xbox Live Inbound

Posted: 01 Nov 2007 11:21 AM CDT

Microsoft is set to offer free Xbox Live Gold access to European Xbox 360 owners later this month as part of Xtival 07.

Nintendo spent $40m on ads in first half of '07

Posted: 01 Nov 2007 10:58 AM CDT

Nintendo has spent USD 40 million (EUR 27.7m) on print, TV and outdoor media advertising between January and June 2007, according to data from Nielsen Monitor-Plus.

Blockbuster: $35 million Q3 net loss

Posted: 01 Nov 2007 10:38 AM CDT

Blockbuster has announced financial results for the third quarter, with total revenues decreasing 5.7 per cent to USD 1.24 billion

ActiveWorlds embeds on Facebook

Posted: 01 Nov 2007 10:45 AM CDT

This is cool news — Activeworlds has a Facebook app now.

They’re best known for AlphaWorld, of course, but ActiveWorlds hasn’t been inactive since then. They switched over to a browser plugin model for their client a very long time ago. I’ve often commented that Second Life is clearly a descendant of AlphaWorld, even if SL doesn’t actually draw direct inspiration from it. For example, in ActiveWorlds you build by cloning objects — not exactly prims, but similar. One cute difference is that you claim land in ActiveWorlds by laying objects on it. As in, completely covering it up. :)

There’s a sizable library of stuff made for ActiveWorlds already… and you can run your own servers. But it’s certainly orders of magnitude more complex than what a Facebook user typically encounters. It’ll be interesting to see what the adoption is like given that the most popular “virtual space” app on Facebook is this.

(I also note that “open standards” is the latest buzzword — it gets mentioned in this press release, and it’s not exactly relevant).

Discussion

Posted: 01 Nov 2007 07:38 AM CDT

Last week we completed our first Serial; this was suggested by one of our players as an alternative to the giant monolithic uberessays that I had fallen into posting. Now that we have completed this first Serial, what do people think? Was it easier to digest material in this form, or was it problematic that some of the earlier content didn't come into clear focus until later?

Share your thoughts!

Hannah Arendt's "The Human Condition"

Posted: 01 Nov 2007 07:38 AM CDT

This serial ran from September 20th to October 25th 2007, in six parts, exploring and summarising the complex and influential work of political philosophy, The Human Condition. Each of the parts ends with a link to the next one, so to read the entire serial, simply click on part one, below, and then follow the "next" links to read on.

Here are the six parts:

  1. Hannah Arendt
  2. Public versus Private
  3. Labour
  4. Work
  5. Action
  6. The Modern Age
 

Hackers reinstate violence from censored Manhunt 2

Posted: 01 Nov 2007 08:23 AM CDT

Hackers have already tampered with the code of Rockstar's Manhunt 2 to reinstate the violent scenes and images thought to have been removed from the game.

ps3《化解危机4》美日版包装

Posted: 01 Nov 2007 05:53 AM CDT

ps3《化解危机4》美版包装,预定11月20日发售:
 
 
ps3《化解危机4》日版包装,预定12月20日发售:
 
 
游戏画面:
 
 
这个游戏的画面很好,而且以namco在光枪游戏领域的造诣,相信也是很爽快的游戏,不过日版11500日元、美版89.99美元的价格对用户来说始终是一个门槛( http://blog.sina.com.cn/s/blog_4938f71b01000ebm.html )。
 
ea在fps游戏中加入了街机光枪模式( http://blog.sina.com.cn/s/blog_4938f71b01000ep5.html ),namco却在本作中加入了fps模式,双方的做法倒是异曲同工~
 

ps3/xbox360《真三国无双5》宣传视频2

Posted: 01 Nov 2007 05:48 AM CDT

预定11月11日在日本发售的ps3/xbox360《真三国无双5》宣传视频(第二个):
 
 
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01000ecr.html
ps3/xbox360《真三国无双5》发售日确定
http://blog.sina.com.cn/u/4938f71b01000dvq
ps3/xbox360《真三国无双5》发售日?
http://blog.sina.com.cn/u/4938f71b01000d79
ps3/xbox360《真三国无双5》宣传视频
http://blog.sina.com.cn/u/4938f71b01000cut
ps3《真三国无双5》官网开设
http://blog.sina.com.cn/u/4938f71b01000cso
ps3《真三国无双5》首次公布

日本10月22日-10月28日游戏销量(mc统计)

Posted: 01 Nov 2007 03:13 AM CDT

日本10月22日-10月28日游戏销量(mc统计):

 

1 nds 最终幻想战略版A2 square-enix 07/10/25 - 142,000 (142,000)
2 ps2 魔塔大陆2 banpresto 07/10/25 - 72,000 (72,000)
3 nds 胜利十一人DS:GOAL×GOAL konami 07/10/25 - 29,000 (29,000)
4 ps3 忌火起草 sega 07/10/25 - 23,000 (23,000)
5 nds DS文学全集 任天堂 07/10/18 - 21,000 (54,000)
6 nds コードギアス 反逆のルルーシュ bandai 07/10/25 - 20,000 (20,000)
7 Wii Ghost Squad sega 07/10/25 - 20,000 (20,000)
8 ps2 战神2 capcom 07/10/25 - 17,000 (17,000)
9 nds DS西村京太郎悬疑剧 tecmo 07/10/11 - 17,000 (98,000)
10 nds 口袋妖怪不可思议迷宫:时之探险队 pokemon 07/9/13 - 16,000 (537,000)
11 nds 通过实践锻炼看的力量 DS眼力练习 任天堂 07/5/31
12 nds 口袋妖怪不可思议迷宫:暗之探险队 pokemon 07/9/13
13 nds 漢検DS2+常用漢字辞典 rocket company 07/9/27
14 Wii Wii Sports 任天堂 06/12/2
15 psp GUNDAM BATTLE CHRONICLE bandai 07/10/4
16 ps2 龙珠Z Sparking! METEOR bandai 07/10/4
17 nds 太鼓达人DS namco 07/7/26
18 Wii 马里奥聚会8 任天堂 07/7/26
19 nds 天元突破グレンラガン konami 07/10/25
20 ps2 FIVB VOLLEYBALL WORLD CUP: VENUS EVOLUTION spike 07/10/25
21 ps2 SEAMAN 2 sega 07/10/18
22 Wii 銀魂 万事屋ちゅ~ぶ! ツッコマブル動画 bandai 07/10/25
23 nds 宠物蛋商店3 bandai 07/9/27
24 nds 马里奥赛车DS 任天堂 05/12/8
25 Wii 第一次的Wii 任天堂 06/12/2
26 nds 新超级马里奥兄弟 任天堂 06/5/25
27 nds 家计簿 任天堂 07/7/12
28 nds 脑白金2 任天堂 05/12/29
29 Wii 宝岛Z capcom 07/10/25
30 ps2 家庭教師ヒットマンREBORN! Let’s暗殺!? 狙われた10代目! mmv 07/10/25

 

榜评:

1、本周日本游戏市场发售了不少新作( http://blog.sina.com.cn/s/blog_4938f71b01000enk.html ),其中有7款新作进入了top10。

 

2、nds《最终幻想战略版A2》首周销量比2007年5月10日发售的psp《最终幻想战略版:狮子战争》首周15万的销量( http://blog.sina.com.cn/s/blog_4938f71b01000bkz.html )少了1万多。psp的fft是冷饭,nds的ffta2是新作,新作表现不如冷饭本就有点奇怪,而且还是在nds的日本普及量远超psp的局面下,为什么会这样呢?只能这样解释:首先,当年的ps版《fft》确实是经典,所以移植到psp后就算是冷饭也不乏捧场者;其次,nds的《ffta2》也只能算是gba《ffta》的加强版,“ffta”的风评一直不如“fft”,销量上本来就有差距;再次,对战棋游戏这类面向核心玩家的游戏来说,nds主机的普及量不见得能带来更多的优势,因为会去玩的总还是那些人。

 

3、nds《胜利十一人DS:GOAL×GOAL》的首周销量比2006年11月2日发售的《胜利十一人DS》首周接近9万的销量( http://blog.sina.com.cn/s/blog_4938f71b010007m1.html )降了好多,不过也是正常的。这个系列是konami在nds上推出的没啥诚意的作品,也许是因为前作也赚到了钱,所以才推出了续作,但群众的眼睛是雪亮的……

 

4、nds《DS文学全集》上周3万,本周2万,比较稳定,要看能稳定到什么时候。

 

5、Wii的首款光枪游戏《Ghost Squad》首日8000( http://blog.sina.com.cn/s/blog_4938f71b01000enk.html ),首周2万,这样的表现还算不错,估计最终销量应该可以突破5万,一个只有三个关卡的游戏能有这样的成绩也该知足了,希望sega就继续把什么“死亡之屋”、什么“VR战警”之类的光枪游戏尽管往Wii上面移植吧。

 

6、这里还要提一下本周发售的ps3《审判之眼》,我之前比较关注这个用摄像头来玩的卡片游戏,因为“这是在传统游戏上增加新的控制方式的一种手段,说起来和当前Wii的不少游戏有异曲同工之处。这款游戏最终能够取得什么样的成绩,也可以在一定程度上用来验证Wii的理念。”( http://blog.sina.com.cn/u/4938f71b01000byn )……现在看来,本作发售首周连top30都没有进入,这种做法似乎是失败了——传统游戏还是要用传统控制方式来玩,要使用全新的控制方式必须做出和传统不一样的游戏,也许这才是正道。


7、从上周top30掉下去的游戏有:
7 360 美丽的块魂 namco 07/10/18
10 nds 馬主ライフゲーム ウィナーズサークル 元気 07/10/18
14 ps2 银河天使2 ブロッコリー 07/10/18
18 psp 最终幻想7:危机核心 square-enix 07/9/13
19 nds タシテン +たして10にする物語+ 任天堂 07/10/10
21 ps3 RISE FROM LAIR sce 07/10/11
22 psp METAL GEAR SOLID PORTABLE OPS+ konami 07/9/20
25 ps2 实况力量棒球大联盟2 konami 07/10/4
26 nds ARCHAIC SEALED HEAT 任天堂 07/10/4
28 nds 动物之森 任天堂 05/11/23
29 Wii 龙珠Z Sparking! METEOR bandai 07/10/4
30 psp 怪物猎人p2 capcom 07/2/22

 

8、下周(11月1日)关注Wii《马里奥银河》( http://blog.sina.com.cn/s/blog_4938f71b01000ejd.html )在日本的发售。
 
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01000enk.html
10月25日新游戏销售情况速报:FFTA2
http://blog.sina.com.cn/s/blog_4938f71b01000epz.html
日本10月22日-10月28日游戏销量速报

"game" via 柠檬杀手 in Google Reader

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Nov 2, 2007, 3:06:51 PM11/2/07
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Zelda, Lucy and Heroes

Posted: 02 Nov 2007 10:58 AM CDT

Three things on the agenda for today.  I know everyone's time is limited, so we'll dive right into it:

I proclaim The Legend of Zelda: Phantom Hourglass to be the best damn Zelda game ever made.  Why has it taken so long for someone to make a nice fun little non-stupid-final-fantasy- RPG-like game on the DS.  This is why I bought my DS and only now is it starting to pay off (on a side note, if I'd bought Google stock instead of a DS I'd have several thousand dollars right now).   Praise aside, Zelda has some issue, most notably, and not uncommon for Zelda games in general, is that when you save in a dungeon you are placed back outside when you load.  I hate this.  Bad game designer.  Bad game designer.  Now, maybe there is some technical reason why they do this, but I'm more inclined to follow the old saying: "Never attribute to malice that which is adequately explained by sadism".

I also submit that Lucy, Daughter of the Devil is the best dang animated show on TV.  There are three things I love about the show:  1) The writing.  It's funny, clever and has a soul.  They pack a lot of story and humor into very short and quickly paced episodes.  2) The acting and voice style is very natural sounding.  It feels more like the actors are adlibing and I'd be surprised if they don't record all their lines while in the same room at the same time.  Most animation is done with the actors doing their lines at different times and even thousands of miles apart.  This kind of voice acting would be very hard to do in games due to pacing issues.  You want game dialog to be snappy with a flow and rhythm, but you also want players to be in control.  Problem is players don't do want you want them to do when you want them to do it.  Bad player.  Bad player.  3) The animation simple and crude.  It's a great style and could easily be done real-time in a game.  I also suspect that most gamers and game reviewers would savage a game that looked like this, which is really too bad.  When will we stop caring only about the technical testosterone level of a game.  Maybe this is why creative people like Loren Bouchard make cartoons and not games.

And finally, the TV show Heroes is dead and boring.  The first season was fantastic.  I loved it more than I've loved another human being, but dear god it should have ended.  Do we really need another year of the same story told again.  I just don't care about these people anymore and like most of the people in the real world, they are annoying and I wish they'd leave my house.  It's too bad U.S. networks can't create shows with limited runs.  Heroes would have been perfect as a one-year mini-series, but network TV executives need to club every show to death with the greed-stick containing a pointy syndication-nail pounded into it.

Playlogic closes $12.3 million funding

Posted: 02 Nov 2007 12:40 PM CDT

Playlogic announced that it has successfully closed USD 12.3 million in equity through a private placement, concluding the successful completion of the USD 10 million private placement previously announced

2007 Audi TT is Gran Turismo Awards' "Best in Show"

Posted: 02 Nov 2007 12:27 PM CDT

Sony Computer Entertainment America recently hosted the fifth annual Gran Turismo Awards in conjunction with the 2007 Specialty Equipment Market Association auto show in Las Vegas

The Dumbest Bug I’ve Ever Created

Posted: 02 Nov 2007 12:33 PM CDT

I was testing stuff yesterday… and the bug I created was really dumb.

So stupid that I just had to write about it here.

Basically my code was something like this (I’ve used pseudo code here to simplify the situation). I have a code that loops 10 times and sets random texture to a character entity:


FOR (i=0; i<10; i++)
{
SRAND(time)
value = RAND(1 - 20)
textureName = "texture" + value + ".jpg"
entity[i]->setTexture(textureName)
}

When I launched the program, for some reason the first 8 entities were getting a same texture, and the last 2 were getting some other texture. I launched it couple of times and thought that is there something wrong with making random numbers.

I decided to debug and placed a breakpoint to the line of “value”, and watched what kind of numbers it was getting. It was getting number 3, then number 9, then number 5 and so on… when I debugged - the textures were random! But the moment I launched without debugging and breakpoints, the random number wasn’t working.

After some time… I realized that I had add that SRAND call inside the loop. Basically I was resetting the random number set every time I started the loop (for those who aren’t familiar with setting seed, basically you could describe it like that the computer will start giving “certain type of random numbers” based on the seed number. The bottom line was close to this: “when next RAND call is done, give me number 3″). I was using that command every time, just before asking the random number.

And that’s why the breakpoint mode gave “proper textures”, since some time had passed between loops (as I was checking the number value). But in the non-debug/non-breakpoint mode the loop went so fast that the “time” value was always the same.

It was easy (yet embarrassing for somebody who has been programming close to two decades ;)) to fix. I simply moved the SRAND to another place and now things started work.

SRAND(time) // initialize random number generating
.
.
.
FOR (i=0; i<10; i++)
{
value = RAND(1 - 20) //give random number between 1-20
textureName = "texture" + value + ".jpg"
entity[i]->setTexture(textureName)
}

Care to share your dumbest programming bug you’ve managed to create?

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

PS3 Closing The Wii Sales Gap In Japan [The Gap]

Posted: 02 Nov 2007 11:40 AM CDT

bridging%20the%20gap%20Sleeping%20God%20Canyon.jpgWhile we try to keep you informed about international console sales, Reuters reports (pfft, have they ever beaten the original Metroid?) has done a little number crunching, analyzing the trends over the last sixth months. The big news? While the Wii is still outselling the PS3 nearly 2-to-1 (as of October), that sales deficit is a lot less bleak for Sony that it was back in June, when they were being outsold 6-to-1.

Does this mean Nintendo will lay over and die? Of course not. But it does signify that the Japanese consumer has far from given up on the PlayStation brand. So let the games begin...literally...and finally.

Wii trims lead over PS3 in Japan [via gamesindustry]

Tabula Rasa Is Live [Sweet Release]

Posted: 02 Nov 2007 11:20 AM CDT

Six years and one major revamp later, Richard Garriott's science fiction MMORPG Tabula Rasa is now live. Gamers across North America and Europe can now purchase the game and try to catch up with the preorder folks, who've been playing nonstop since October 30th. Damn head starts.

"Now the fun begins! I can't wait to join thousands of other players in this exciting galactic war," said Richard Garriott, the game's executive producer. "It is time for us to release Tabula Rasa to the players. I am eager to see player reaction to the game, and am ready to build on what we've started here. We've got plans for new features and expansions for the foreseeable future and I'm hoping the players will enjoy the game and get excited about what's in store for them next!"
NCsoft was kind enough to send me a retail copy of the game yesterday, and I have to say I am really enjoying reading the game manual in the bathroom. As soon as I have some time to actually play the game I'll let you know how that works out.

NCsoft releases Richard Garriott's Tabula Rasa Defenders of Earth band together to fight alien invaders in gaming legend's military-style online role playing game

Friday 2nd November/...NCsoft® Europe, the world's leading developer and publisher of online computer games, announced today that Richard Garriott's Tabula Rasa™, a massively multiplayer online (MMO) game for the PC where players are thrust into an exciting intergalactic struggle, has launched its commercial service in Europe and North America.

"Now the fun begins! I can't wait to join thousands of other players in this exciting galactic war," said Richard Garriott, the game's executive producer. "It is time for us to release Tabula Rasa to the players. I am eager to see player reaction to the game, and am ready to build on what we've started here. We've got plans for new features and expansions for the foreseeable future and I'm hoping the players will enjoy the game and get excited about what's in store for them next!"

Tabula Rasa, one of the most anticipated PC titles of the year, is the vision of gaming legend Richard Garriott. The game combines a rich game world and deep storyline with military combat and fast paced action. Set in a near-future science fiction backdrop, players must fight to save humanity against hostile alien enemies trying to gain control of the universe.

The game introduces several innovative elements to massively multiplayer online games, including a Character Cloning System™ that allows players to explore different character classes without having to create a new character, and dynamic battlefields where players feel the frenetic action of combat in an ongoing war.

"We are all very excited about the addition of Tabula Rasa to our catalog of games," stated Geoff Heath, CEO of NCsoft's European operation. "One of NCsoft's goals is to provide different types of online gaming products - both within the 'proven' fantasy genre and outside the genre, as well. This game is truly unique; we hope that Tabula Rasa's science fiction background and military combat action proves to be enjoyable to many types of gamers."

Sweet Eye of Judgment Schwag [Eye Of Judgment]

Posted: 02 Nov 2007 11:00 AM CDT

DSC01641.JPG

This Eye of Judgment schwag isn't just neat, it actually is useful. Sony sent me a black faux leather sack and a metal card carrying case. You put your Eye of Judgment deck in the case and then slip the case into a tiny pocket sewn into the sack. I assume you put the head of your defeated enemy in the rest of the bag after the game... or maybe it's for carting around the camera, stand and playfield. Neah, its gotta be for the heads.

DSC01643.JPG

N-Gage Service Delayed [Mobile Gaming]

Posted: 02 Nov 2007 10:40 AM CDT

ngageready.gifLook, I know you were all sitting in front of your PC with cellphones gripped in your white-knuckled fists, refreshing the N-Gage website over and over again as you anxiously awaited the next step in mobile gaming, but you're all just going to have to wait a little bit longer. Nokia has delayed the release of their N-Gage platform client, citing problems with software development holding up the software for a few weeks. Despite the setback, Nokia is confident that the website for the service will be going live by the end of the year, delivering premium mobile gaming from the likes of EA, Capcom, and Vivendi to all the good little boys and girls with compatible cellphones (read: not me.) I am actually hoping the service proves successful, so we can finally stop having the urge to look for pictures of tacos in Google whenever we write an N-Gage story.

Nokia N-Gage Gaming Service Delayed
[Next Gen]

Warhammer Online Delayed [Delay Of Game]

Posted: 02 Nov 2007 10:20 AM CDT

warhammeronline.jpgIn the latest State of the Game article for Warhammer Online, General Manager of EA Mythic Mark Jacobs reveals that the game, once slated for sometime in February of next year, has been delayed until the 2nd quarter of 2008. Wait - not delayed - the development cycle has just been extended. Phew! Had me worried there for a bit.

As many of you may have heard, we have extended WAR's development cycle until the 2nd quarter of 2008. The reason is simple; we will not release Warhammer Online until it is the game we set out to create two years ago.
After the last stage of beta testing the decided to invest more time into polishing their Realm Vs. Realm combat system, as well as adding in additional features for your enjoyment. Vague, sure, but Jacobs did at least address the EA layoffs, stating that while they did affect his team, they did not affect the game's development.

Warhammer Online - State of the Game [Warhammer Herald via SlashDot]

Who's Going to Lose: HD-DVD, Blu-Ray, or You? [PS3]

Posted: 02 Nov 2007 10:00 AM CDT

bluray_hddvd.jpg

By John Gaudiosi

Sony learned the hard way with its Betamax tape format that consumers ultimately want only one choice when it comes to new movie formats. The DVD format continues on a record pace because it was a unified disc with all of the movie studios and hardware manufacturers on board. The home entertainment industry is in turmoil with two competing formats, one backed by Sony (and others), the other by Microsoft (and others).

This war between Blu-ray Disc and HD-DVD is extremely nasty, as members from each camp throw barbs at each other. Unlike the console wars, which has Microsoft, Sony, and Nintendo actually expanding the overall videogame market, this next gen DVD battle is not helping consumers, retailers or anyone not affiliated with one of the two sides.

transformers.jpg

Having lost the Betamax war to VHS, Sony placed its new Blu-ray Disc technology in the PlayStation 3 and the majority of movie studios came on board given Sony's track record with getting PlayStations into homes around the world in record numbers. While PS3 has been slow to gain traction thus far, recent hardware price reductions have the home entertainment industry excited.

I spent two days in Los Angeles in Hollywood, Century City and Universal City checking out the latest BR-D movies and new playback functionality for BR-D players, including PS3. Execs from major Hollywood studios as well as Sony and Panasonic took time to talk about the format war.

"We want this to happen quickly because we believe the longer the continued existence of two formats goes on it's not good for the industry," said Gordon Ho, executive vice president of marketing, product and business development, Walt Disney Home Entertainment. "I think we have to have a single disc format because it's what the consumers and the retailers want."

According to those in the Blu-ray Disc camp, the writing's on the wall for rival HD-DV, the only thing that seems to be keeping the format alive is Microsoft. With Universal Studios Home Entertainment and Paramount Pictures Home Entertainment exclusively supporting the format (Warner Bros. Home Entertainment supports both next generation DVD formats), Blu-ray Disc movies are outselling HD-DVD movies by a margin of 2 to 1. (The HD-DVD counters that HD-DVD movies maintains a 4 to1 software attach rate over Blu-ray.) The Blu-ray supports say that HD-DVD should surrender, but instead are taking some "last gasp measures" to continue the consumer confusion.

The reason gamers won't be able to play the Transformers movie on PlayStation 3 is because Toshiba anted up cash to Paramount to lure the studio over to its exclusive HD-DVD camp. Previously, Paramount had released all of its titles on both platforms. According to industry insiders at the event this week, Paramount was paid as much as $150 million to make the exclusive move for an undisclosed amount of time (perhaps as long as 18 months). The studio is rumored to have been paid $50 million alone for the Transformers HD-DVD exclusive, according to executives at the conference who didn't want to be identified for this story.

"Our decision to back HD-DVD was based on having the benefit of fully experiencing and exploring both formats for the past year and after careful analysis deciding to dedicate our resources to support the format best suited for the most compelling consumer offering and the future of our business," said Alan Bell, Chief Technical Officer, Paramount Pictures. "Beyond that, it's our policy never to comment publicly on the details of company agreements."

After the Paramount HD-DVD announcement, Steven Spielberg came out saying his movies would not be released on that format. Sony Pictures Home Entertainment is releasing Spielberg's Close Encounters of the Third Kind on BR-D this fall. Michael Bay has also been outspoken about his movie only being available on HD-DVD.

The other route HD-DVD is taking to encourage consumers to upgrade to their format is lower hardware prices. Kmart is only selling HD-DVD players. Toshiba's HD-A2 player retails for under $200 at Wal-Mart, Target and Amazon.com. Consumers get five free movies with this hardware. On Black Friday, Sears will sell Toshiba's HD-A3 for under $169, which will come with seven free HD-DVD movies. (On the BR-D side, Blockbuster is only selling and renting BR-D movies.) And this Friday Wal-Mart has a limited number of players for under $100.

"With all the retail momentum behind HD-DVD, I've even seen prices as low as $164 for the $179 Xbox 360 player that include a free copy of 'Heroes: Season 1' on HD-DVD, plus the free movie in the box along with five free mail-in offer that comes with your purchase, regardless of where you buy," said Jordi Ribas, General Manager of HD-DVD, Microsoft. "I can't speak to specific numbers, but based on recent NPD data, there have been more Xbox 360 HD-DVD players sold than all Blu-ray standalone players combined. The Playstation 3 simply hasn't been the gamer changer Sony had hoped it would be."

One home entertainment executive, who supports Blu-ray Disc, said if Microsoft was serious about HD-DVD they would put it inside of the Xbox 360. In reality, many home entertainment executives believe Microsoft is doing all it can to continue the format war for as long as possible. For Microsoft, which wants digital delivery of entertainment like its Xbox Live Video Marketplace to become the key form of consumer consumption of entertainment across multiple PC and Windows Vista-enabled devices, having a clear-cut winner in the next gen DVD war is not to its benefit. The longer consumer confusion continues and the longer many consumers remain on the sidelines awaiting a single format to emerge victorious, the more digital delivery-enabled devices are sold into the market.

"There's an 800 pound gorilla trying to confuse the consumer in an effort to get control of online content in the future," said Mike Dunn, worldwide president of 20th Century Fox Home Entertainment. "A lot of people will end up paying money for a format that won't be around in 18 months."

Ribas countered that this is a completely baseless claim.

"Microsoft has a team dedicated to the success of the HD-DVD optical format and we will continue working closely with our partners to provide the best experience and value for consumers," said Ribas. "We are helping bring movie lovers a format which offers a consistent and compelling high definition experience, all at the most affordable price. Superior picture and audio are a given, you have to have this, but interactivity and web-enabled features utilizing Microsoft's HDi technology allow movies to live beyond what was stamped on the disc--this is critical. Ultimately, connected entertainment experiences are the future of our business, and HD-DVD was developed with this in mind."

Bell said this format war is not about who wins or loses. He said that currently, mainstream consumers are reluctant to invest in the next generation formats because they don't want to make the wrong decision.

"We believe the combination of affordable players and a strong slate of films can influence consumers to make an informed and gratifying decision," said Bell. "We feel we're putting our weight behind the right choice for consumers when it comes to the best in high definition home entertainment."

The game industry was once a two-horse race, but Sega and now Microsoft have proven that consumers will support three competing formats. But exclusive games are different than exclusive movies. Gamers have to buy an external HD-DVD drive to watch Transformers or Heroes and use their PS3 to watch Spider-Man 3 and Hostel II. The average consumer is not going to buy both, so in the end, one format will lose. With both camps claiming victories (which are often negated by the other camp), there's no end in sight for this battle. And that's not good for the home entertainment industry or the consumer.

Turok Tracks Dinosaurs To PC [Game Announcements]

Posted: 02 Nov 2007 09:40 AM CDT

turokmouth.jpgPreviously announced for the PlayStation 3 and Xbox 360, the dinosaur hunting has gotten too large for two consoles to contain, spilling over onto the Windows PC in the Spring of 2008. I'd bet the move has something to do with the rich history of first person shooters on the PC platform, what with their enthusiastic, dedicated fans and all.

"First person shooters have a rich history on the Windows PC platform and are known for having enthusiastic, dedicated fans," said Josh Holmes, vice president and general manager, Propaganda Games. "Turok will be an unforgettable experience ideal for the Windows PC platform when it becomes available in 2008."
See? Just had a feeling. The conversion is being pulled off by Aspyr Studios - the same company responsible for Guitar Hero III's journey onto the PC later this month - and will have all the dino-goodness of the console version, along with multiplayer for up to 16 players. Hooray for PC Turok!

TUROK TO FIGHT DINOSAURS ON WINDOWS PC

Touchstone Announces Re-Imagined Story-Driven First Person Shooter To Be Released On Windows PC In Spring 2008

LONDON, England -- (November 2, 2007) -- Turok, the epic, sci-fi first person shooter, will be released in spring 2008 for Windows PC, Touchstone announced today. Touchstone previously announced that Turok, one of next year's most anticipated games, will be available for the Xbox 360™ video game and entertainment system from Microsoft and PLAYSTATION®3 computer entertainment system. Developed by Propaganda Games, Turok for consoles will be available at retail stores on February 8th, 2008.

"First person shooters have a rich history on the Windows PC platform and are known for having enthusiastic, dedicated fans," said Josh Holmes, vice president and general manager, Propaganda Games. "Turok will be an unforgettable experience ideal for the Windows PC platform when it becomes available in 2008."

Turok is an epic, story-driven first-person shooter set on a dark, mysterious planet in the future. Players take on the role of Joseph Turok, a former black ops commando, now part of an elite special forces squad, known as Whiskey Company, which is on a mission to take down a war criminal - Turok's former mentor, Roland Kane. Set on a planet inhabited by Kane and his Mendel-Gruman Corporation soldiers, Turok must use his elite military training to elude Kane's well-trained army and the ravenous, unpredictable dinosaurs, huge insects and other massive creatures that populate the environment.

Brought to Windows PC by Aspyr Studios, Turok will feature an engaging, story-driven single player experience and multiplayer modes for up to 16 players per game

Turok is rated M for Mature by the Entertainment Software Rating Board (ESRB).

For more information about Turok, log on to www.turok.com.

Mental Health Alliance Blasts Manhunt 2 [Bang Your Head]

Posted: 02 Nov 2007 09:20 AM CDT

manhuntcrazy.jpgAs if Rockstar didn't have enough Manhunt 2 problems, what with the gore having been unlocked in versions of the game and network news programs across the country running chilling exposés about how a game you should make sure your children don't play shouldn't be played by children. Now the National Alliance on Mental Illness has come forward, calling for the company to modify the game and retailers not to sell it based on negative portrayal on the mentally ill.

"Even though some people may consider Manhunt2 to be only a game, it unfortunately perpetuates and reinforces cruel, inaccurate perceptions that people who live with mental illnesses are violent. The U.S. Surgeon General has condemned such stigmatization, identifying fear of stigma as a major barrier to people getting help when they need it. The overall contribution of mental illnesses to violence in society is exceptionally small. In fact, people living with mental illness are far more likely to be victims of violence.

Oh really? Tell it to Batman, NAMI. Have you ever been to Arkham Asylum? Those dudes are so crazy they had to order an entire truckload of them crazy buckets, and there were still a bunch of guys going bucketless. Poor Batman.

I kid of course, but Arkham Asylum is an excellent example of another fictional mental hospital where the patients would kill you in several creative ways were you to wander in on door-unlocking day (worst idea ever). If a game were made starring Batman fighting his way out of Arkham after being trapped deep inside when say, an earthquake hits, freeing all of the inmates, it would be completely awesome. It would also be fictional, and we'd recognize that, just like we recognize that Manhunt 2 is fictional.

When it comes right down to it, I seriously doubt anyone is using Manhunt 2 as a tool to learn about the mentally ill, and if by some odd chance they are, they've probably already got a pretty good idea of what being mentally ill is all about anyway.

ManHunt 2 Video Game: Blasted for Linking Mental Illness to Violence; Retailers Asked Not to Sell Based on Public Health Concern

ARLINGTON, Va., Nov. 1 /PRNewswire-USNewswire/ -- The National Alliance on Mental Illness (NAMI) today condemned the controversial video game Manhunt2 based on its irresponsible, stereotyped portrayal of people with mental illnesses, asking that it be recalled or modified, or that retailers decline to sell the game. NAMI executive director Mike Fitzpatrick issued the following statement:

"NAMI asks Rockstar Games to recall or further modify the videogame Manhunt2 due to its irresponsible, stereotyped portrayal of mental illness. We also ask retailers to be responsible in responding to public health concerns.

Even though some people may consider Manhunt2 to be only a game, it unfortunately perpetuates and reinforces cruel, inaccurate perceptions that people who live with mental illnesses are violent. The U.S. Surgeon General has condemned such stigmatization, identifying fear of stigma as a major barrier to people getting help when they need it. The overall contribution of mental illnesses to violence in society is exceptionally small. In fact, people living with mental illness are far more likely to be victims of violence.

Released on Halloween, Manhunt2 enables players to assume the role of a patient fighting to escape from the "Dixmor Asylum for the Criminally Insane." The patient uses a variety of sickening techniques to torture and kill security offices and others in his way.

Manhunt2 initially received an "Adults Only" rating for players ages 18 and older in the United States. This rating would have limited the game's market; several major retailers will not sell games with that rating. Rockstar made some small changes to the game, including the removal of a graphic scene with castration, and received a new rating of "Mature" for players ages 17 and older. The British Board of Film Classification was not satisfied with the changes and citing the game's "unremitting bleakness" and "casual sadism," has banned the game in the United Kingdom.

Concern over the violence reflected in the game up until now has not yet been extended to include the outrageous portrayal of the 54 million people in the United States who live with serious mental illnesses. We do not favor censorship, but we do ask for responsible exercise of creative rights when serious public health concerns are at issue. It is our right to demand a higher standard."

Join the Super Mario Flight Team [Super Mario Galaxy]

Posted: 02 Nov 2007 08:58 AM CDT

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Nintendo didn't send me Super Mario Galaxy yet, but they did send me this sweet patch. I have no idea what I'm supposed to sew it to, but it's pretty damn neat. Too bad I don't have a jumpsuit. This looks like a perfect item for giving away at the fund raiser next month.

US and Japanese Cell Phones Aren't THAT Different [Night Note]

Posted: 02 Nov 2007 08:40 AM CDT

To: Crecente
From: Bash

Whew! Today, I spent a good chunk of time at the immigration office, trying to get my permanent resident visa. Hafta go back on Monday. Fun fun fun!

On the way back, I bought a new cell phone. Yes. Finally. Meaning that next year at TGS, I should have a cell phone (unless I accidently leave this one in my jeans and put in the washing machine like the last one). And I bought a foreign cell phone. It was only like $40 bucks with the current plan I have. This is the first non-Japanese phone I've own in a long, long time. Differences between this American phone and the Japanese phones? Not much, really! The Japanese phones have really big, beautiful screens. My new phone doesn't have all the bells and whistles that the Japanese phones do — meaning that I can't put electronic money on it or watch digital 1seg TV broadcasts with it. But that's about it, really! It even does things like read QR codes, which I don't think American cell phones in America can do because I don't think there are QR codes.

I really wanted an iPhone. Like pretty bad. But, meh, I'll get their second or third generation one.

What you missed last night
Sony management issues?
Our amazing contest
Omega Five exclusive?
Jamzy writes us a note
Nintendo downplays new DS

Manhunt 2 Slammed From All Angles

Posted: 02 Nov 2007 12:18 PM CDT

Rockstar’s Manhunt 2 has received a fresh barrage of attacks, from California State Senator Leland Yee and the National Alliance for Mental Illness.

日记 [2007年11月02日] 又长智齿

Posted: 02 Nov 2007 07:38 AM CDT

    又长智齿了,郁闷啊,我怎么老是长智齿呢,一个接一个的。都不记得具体长过几个了,好像是4个一边一个。小牙顶出来的时候那个难受啊,那个疼啊,两天饭都吃不好,要先考虑五分钟吃什么最舒服。不过忍过这两天就好了,我的忍受能力还是比小白强的,喝王老机凉茶能缓解不适,呵呵和
    还有点感冒,明天要是再不好就去医院! 开点感冒药再顺便照顾下新牙齿,反正10%的钱,公费不用白不用,不然全腐败了。
    谢谢阿宝送的煎饼,刚吃了半盒就长牙了...

Using scripting languages

Posted: 02 Nov 2007 11:46 AM CDT

The latest game dev debate around the blogosphere is about designer scripting. Joe Ludwig says,

On the gameplay side we use a rich data-drive system that lets designers define an arbitrary list of “requirements” with which they are able to test most any condition. When a trigger fires, object is used, or skill is activated, an arbitrary list of “results” is activated which is capable of modifying just about any state in the game. The designers also have a few ways of maintaining persistent state on the characters depending on the circumstances. This system is working pretty well for us and eliminates the need for any designer-written scripts.

No, it doesn’t. Because it means that implementing designers are nothing more than content creators, and that is not what the core job of game design is.

In fact, it’s the most commodified part of game design. The core of game design lies in systems. And systems require massaging and testing and iteration. Doing it on paper is hopeless. At the very least you need to seat designer and programmer together to work like Siamese twins — like a lyricist and the composer. But better yet is to acknowledge that systems, for better or worse, are defined in code. And therefore knowing how to code at least a little is like saying that a painter needs to know how to use a paintbrush, or a composer really should play at least one instrument even if not as master.

As one commenter said over on Zen of Design, a purely data driven system feels like wandering through a database. Well, yes. That’s because that is what it is. You can stick conditionals in everywhere you like, and it boils down to the fact that the inputs and outputs are fixed, a Chinese menu.

Two points I must make even though they are obvious:

  • Content creation is still a noble pursuit, and a difficult one. Yes, content is critical, it’s king, etc. It’s just not the core. No system, no content. And there’s a lot more people who can mak content than can make systems.
  • Bad scripting is bad. Sure. Train your budding designers. Ramp them gradually. Still have the data-driven system, becauseyou do still need content. And feel free to have the scripting designer prototype and iterate, and then port the final result over to a robust programmer-created system.

It’s also worth pointing out that a designer who only works inside of data-driven systems will not have a career path and training path to learn systems design unless they are given access to system modifications. So I strongly advise designers to find a way to learn to code.

Again, it’s not about being as good as a professional programmer. It’s about understanding the tools of your chosen medium well enough to actually work with them.

In fact, you can go back through this post, and substitute “Excel,” “presenting,” “visual design,” and “writing.” The gist of the post would be exactly the same.

Manhunt 2 slammed by mental illness organisation

Posted: 02 Nov 2007 11:08 AM CDT

Rockstar's Manhunt 2 has been slammed by a US charity for its "irresponsible, stereotypical portrayal of mental illness."

Frayed Knights: Ben Speaks, and Combat Tweaks

Posted: 02 Nov 2007 11:34 AM CDT

So here's my little weekly update of stuff from the development of Frayed Knights, the comedic indie computer RPG...

Continuing the weekly Frayed Knights interviews, here's an interview with Benjamin, the "Holy Man" of the Frayed Knights. This one was a little tricky, because I was still trying to "find" his voice. I still am. I imagine him kind of as a grad student in Berkeley circa 1969. Not that this narrows it down much.

Q: So do you go by "Benjamin" or "Ben?"
A: Either one is fine. I mean, I figure names are just labels, you know? We label each other, but what does the label really mean? Are we limiting each other by our names or stuff? If you call me, "Allen," does that change our relationship or your expectations?

Q: So, "Ben" works?
A: Uh, yeah, sure.

Q: So how did you come to join the Frayed Knights?
A: Oh, hey, don't call us that! Arianna gets really mad. We're supposed to be called... oh, uh... something else. I forget.

Q: So how did you come to join Arianna, Chloe, and Dirk?
A: They rescued me from a group of hobgoblins that had slaughtered the rest of my experimental arboriculture study group one night, but kept me around for my healing skills and my knowledge of recreational herbology. My soon-to-be companions would have killed me, too, but I explained to them that my loyalty to the hobgoblins was ... you know... strictly out of self-preservation. I think it was Chloe who convinced the rest of the group that I was alphabetically compatible, so they let me join them.

Q: And how long have you been with them?
A: Just a few weeks now. But man --- it's been a totally wild few weeks!

Q: So as the newcomer, what can you tell me about them?
A: Oh, they are really pretty cool to hang with, you know? Not at all like I expected. Except for the violence. Things do get pretty violent around them, which kinda freaks me out. But you grow up hearing all these stories about "adventurers" - and now here I am, one of them! And they aren't so bad once you get to know them. I mean, okay, there's the violence. And the mercenary attitude. And the danger. And it's not fun getting stabbed. Or poisoned. Or shot. Or cursed. But ... there's travel!

Q: What can you tell us about Chloe?
A: Chloe! Man, that girl is really out there. She's like... you know... always working on another plane of existence or something. Though that can be a problem, too, you know?

Q: What do you mean?
A: Okay, so there was this one time, like just a couple of days after I'd joined up. And we got in this fight with a hemp golem. Chloe's got this thing for really destructive spells. "Big booms," she calls them. And so we're in a fight with this thing, and Chloe just goes for a fire spell. Which I guess sounded like a good idea at the time... I mean, it worked. Turns out those things are really flammable. But then... oh, wait. I forgot - we all promised never to talk about that. Can you just pretend I didn't mention that?

Q: I have no problem with you pretending you didn't mention that. What can you tell us about Dirk?
A: Dirk... what can I say? He's... very skilled at what he does. Were it not for his ... uh... apparently diminished self-preservation instinct on an alarming level...

Q: What do you mean by 'diminished self-preservation instinct?'
A: He's crazy! Death-wish crazy. I mean, some people crack under pressure. Others seem to thrive it. Some might even crave it. Dirk... well, he seems to have developed an advanced addiction to it, you know?

Q: So you think he's attracted to risk?
A: Attracted? More like in a hot and sweaty love affair with. I just can't explain it, man. And he's supposed to be the cautious one! But if there is something dangerous to be done, he'll volunteer. He's very courageous. Which is fine and all... but I'm really not. But since he and the rest saved me from the hobgoblins, I guess I kinda owe him.

Q: Wow. Okay, how about Arianna? What can you tell us about her?
A: Do not get her mad.
Q: She's dangerous?
A: My first encounter with her, I witnessed her disembowel two hobgoblins.

Q: I see your point. Thank you, Ben, for your time.
A: Oh, hey, time is just time!

Frayed Knights Developments
The big event this last week was the demo at the Utah Indie Night. But with Halloween, a funeral, and the demo, I've not had as much time to work on the game as I'd like.

A couple of things I did get into the game was a "turn counter" and random encounters.

Taking Turns
Frayed Knights is a turn-based game. This was a deliberate decision by me to make a game that could be played without time pressure. There's no need to hit a pause key or anything if you are like me and have to deal with short, highly-interrupted game-playing times.

Except there was a little bit of a problem. Movement was kinda happening in real-time. It's smooth 3D. So I had to come up with a way to rectify that with the more turn-based nature of the rest of the game.

My solution was simply to accumulate movement and convert that to time passage. So if you stand around doing nothing, no time passes. Time only counts while you are in motion.

A Limited Supply of Unlimited Monsters
Once I had that in place, I added the dreaded "random encounter" checks. Every turn, there is a chance of a random encounter based upon your "subzone." A subzone is simply a section of the map. For example, the temple of Pokmor Xang is currently divided into three subzones - and may be divided into more by the time I'm done.

Now, I think there are perfectly valid reasons for random encounters. In fact, they are kind of critical to balancing out things like lockpicking attempts. But I have done something a little different. The chance of a random encounter is not static (or won't be, once I finish the code). As you slaughter creatures in an area / subzone, the chance of an encounter happening there decreases. You'll never entirely "clear out" the area, but you can drop the chance of it happening very low. As time (counted in turns) passes, the chance will slowly start to rise again back to its original value. So if you leave a dungeon alone long enough, the randomly-occurring bad guys will return.

But not the static, one-shot encounters. When those are done, they are done.

So now, as I wander through the dungeon, I get attacked by Brittlebone Skeletons and Pus Golems every once in a while.

Combat Tweaks
Running into wandering monsters would be all well and good *if* combat wasn't quite as tedious as it currently is. I spent a bunch of time working on a mathematical model for combat this week. I calculated a typical 4-on-4 encounter, the amount of time the player was expected to spend on each turn, the amount of time the AI would spend on their turns running their animations, the average amount of damage done per attack attempt (including miss percentage), the number of party members expected to attack each turn (defined as ten 'action segments' ... and one party member each turn is likely to be healing, buffing, de-buffing, or making some kind of special combat maneuver), and all that.

Armed with that knowledge and my extensive calculations, I decided to wing it.

Combat is still not quite there, but with some modifications last night, I think its getting better. One problem that I'm facing is that I "front-load" a lot of a characters' abilities and survivability into their starting attributes, and then increase these abilities marginally after that. This means a 3rd level character isn't automatically three times superior to a level 1 character. The Frayed Knights (who begin the game at level 3) going up against four level 1 Pus Golems are very likely to win with no losses, but it's not a trivial encounter.

So there's more tweaking necessary. And the combat UI is still garbage.

Cool Main Screen
This week, I also received the finished version of the title screen I commissioned. What do you think?


Anyway, that's it for this week! As always, have fun, and please let me know what you think. Your feedback has been VERY valuable and has helped me a ton.


(Vaguely) related dungeon deconstructionism:
* Frayed Knights: Interview With Chloe
* Wandering Monsters and Random Encounters
* Designing a Computer RPG Rule System
* Playing Frankenstein - 4 Tips For Designing Better Computer RPG Monsters


The Forum Thread - 50% Longer Lasting Than Regular Thread


Did you enjoy this article? Be sure and check out past articles and the comments HERE.

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

【游戏力量】合订版1:新手系列

Posted: 02 Nov 2007 11:12 AM CDT

首先庆祝一下,游戏力量已经将四个新人送入行内了……

然后是庆祝一下,游戏力量第一本合订版——新人系列在此发布……

以下是下载连接:

ftp://211.100.15.202/[游戏力量]新手系列.pdf

"game" via 柠檬杀手 in Google Reader

unread,
Nov 3, 2007, 2:25:28 PM11/3/07
to cngame...@googlegroups.com

Plato’s game

Posted: 03 Nov 2007 11:59 AM CDT

Rules are one of the things that define something as being a game. But I wonder what it is we refer to when we talk about the rules of a game.

Warning this is only of interest, and then only marginally so, to the particularly beardy.

Salen & Zimmerman suggest that we can understand the rules of a game as being made up of three layers: constitutive, operational and implicit. Where constitutive rules are the underlying logic of the game; operational ones are those that we often point to as the rules, ones set out in books etc.; and implicit include the social conventions around how we conduct given games.

I’ve wondered for a while whether it’s useful to think of rules along another axis. That is to think of rules in terms of a paradigm or quintessential rule set and a practical rule. This I think is what S&Z are almost, but not quite, getting at when they talk about constitutive rules.

For example: take any MMO with an economy. What artifacts are there that establish what the MMO is? Well, there are design documents, there will be internal emails and correspondence about aspects of the game, there will code, rule-books, forum posts etc etc.

But what happens when there is a ‘bug’? Say one that provides players with lots of funds. Now it may be the case that the code works fine, and that the code corresponds to the design document. And it is un-arguable (from a practical perspective) that this is part of the game as it is an affordance that the game artifact provides players. But if one uses it one might be accused of cheating. Here players might quite rightly say – but the game allowed me to do this, so by definition it must be OK or at the very least it’s your [the producer’s] fault that it went wrong.

It seems to me that the argument against this has to appeal outside any practical instantiation of the game and reach to some paradigm game. In this paradigm there is a perfectly balanced faucet-sink economy, where every element is in harmony and the code perfectly reflects this. Added to this there are notions of fair play and right conduct that game producers are also apt to draw upon when telling player’s what they should do – of course players have their own competing notions, but that’s another argument.

In this paradigm game, rules are also fully described and un-ambiguous. Whereas in the practical world rules are always under-determined as it’s impossible to fully describe every circumstance that a rule may conceivable be needed for.

What’s more as games evolve they tend towards a paradigm constantly being re-aligned to better meet the ideal. So in terms of sets, the practical rule-set and the paradigm rule-set overlap. In an MMO the majority of the practical rule-set my be in union with paradigm, but this is not to say that this is true for the majority of the paradigm, indeed I’d suggest (by the incompleteness of rules idea) that it is not and indeed cannot be as the paradigm rule set will always be substantially larger than any practical instantiation of itself. I think I would argue this for even the most trivial of games.

So when a producer talks about the game, I believe that the they are often making an appeal to a quintessential notion of game that can, in fact, never exist; but operates as a crucial concept in the way that we think about game and the way that norms are brought into operation. Thus any reference to a rule is potentially a reference to a highly abstract object and an appeal to an ideal. And it strikes me that this is different in character, in certain respects, from an appeal to the purely practical and explicit.

I offer this as a pure theoretical musing. I’m not sure it has any practical value. I’m not sure it has any theoretical value either, it’s possibly not even very original – I'm sure TN'ers you will tell me,,,,

《艾云卡斯之法师的崛起》(Avencast Rise Of The Mage)破解版[ISO]

Posted: 03 Nov 2007 11:41 AM CDT

《艾云卡斯之法师的崛起》(Avencast Rise Of The Mage)破解版[ISO]
转自FTiR
游戏名称:艾云卡斯之法师的崛起
英文名称:Avencast Rise of the Mage
游戏制作:Clockstone
游戏发行:Lighthouse Interactive
游戏语种:英文
游戏类型:RPG
官方网址:http://www.avencast.com/
【游戏简介】
《艾云卡斯之法师的崛起》(Avencast: Rise of the Mage)是一款由ClockStone Software公司开发的奇幻RPG游戏。“艾云卡斯”是一个学习魔法的世界,拥有惊奇和数不清楚地谜题的地方。玩家将作为这个著名魔法学院的主治医师开始自己的旅程。

【游戏截图】


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Avencast Rise of the Mage (c) Lighthouse

11/2007 :..... RELEASE.DATE .. PROTECTION .......: Securom
1 :.......... DISC(S) .. GAME.TYPE ........: RPG

▄▀▀ ▄▀▀▄ ▄▀▄▀▄ ▄▀▀ ▀ ▄▀▀▄ ▄▀▀▄ ▄▀▀▄ ▄▀
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▀▀ ▀ ▀ ▀ ▀▀▀▀ ▀ ▀ ▀ ▀▀ ▀▀

In the magic kingdom of Aldgarth, demons tore up a dimension portal and
invaded your academy...
Now a forgotten demon army is about to descend on your world...
Descend into the depths of a sunken civilisation....
Fight the mighty Demon Marshal Morgath, forged from the crystals of the
Gods...
...and uncover the secret of your past!

Features:
~~~~~~~~~
* Challenging game play: Keyboard-and-mouse-based controls that enable
skilful and dexterity-based special moves and combos
* 50+ different combat moves and magic spells from three categories in two
magic skill trees.
* More than 40 unique 3d models of monsters and characters
* A multitude of different enemies with a great variety of skills and
strategies
* Equip your character with more than 120 unique items including magic
weapons and armours
* Enchanting ambience in a detailed and charming 3d world - atmospheric
moods through real-time soft shadows and impressively lit combat scenes
through fascinating spell effects
* Intriguing storyline in 3 Chapters
* Multifaceted game play through riddles and quests that demand brain and
dexterity
* 360° free camera control without annoying auto adjustment

▀ ▄▀▀▄ ▄▀ ▓▄▄ ▄▀▀▄ ▓ ▓ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀
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▀ ▀ ▀▀ ▀▀▀ ▀ ▀▀▀ ▀▀▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀
1. Unrar.
2. Install Game.
3. Copy the cracked files located in the Crack directory on the DVD to your
installation directory.
4. Play the game.

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

《汽车总动员之全国大赛》(Cars Mater National)破解版[ISO]

Posted: 03 Nov 2007 10:16 AM CDT

《汽车总动员之全国大赛》(Cars Mater National)破解版[ISO]
转自sharevirus
游戏名称:汽车总动员之全国大赛
英文名称:Cars Mater National
游戏制作:Rainbow Studios
游戏发行:THQ
游戏语种:英文、法文、法文(加拿大)
游戏类型:Racing
游戏平台:PC
游戏容量:1DVD
官方网址:http://www.carsvideogame.com/
【游戏简介】
「汽车总动员之全国大赛」里有全新的国际赛车团体,将为能在由Lightning 挚友 Mater 所举办的全国汽车大赛第一週年庆(First Annual Mater-National Race Festival) 里,与 Lightning McQueen 比赛而全力冲刺。 在这全新且改良的 Radiator Springs 开放世界中,玩家可进行全新的「怪物模式(Monster Mode)」游戏、与新的国际赛车对手一同在赛道上竞速、体验新的赛道 ,还能改玩新的趣味小游戏,例如 Ramone's Rhythmic Rumble和 Fillmore's Fuel Frenzy等。
全新的游戏环境: 探索 Radiator Springs 庞大的开放世界,并且来 Lightning McQueen 的新赛车总部与练习设施中体验一番。
全新的角色和赛道: 游戏将有来自各国共五名赛车手,与McQueen 在惊险刺激的新赛道上一决雌雄。
全新的挑战: 除了全新的「怪物模式」,还有多达20 种的趣味小游戏。
多人游戏: 游戏提高超过 10 种的多人游戏,让玩家间可互相单挑,决定谁才是真正的赛车王。
【游戏截图】


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²ÛÛÛÛÛÛÛÛÛÛÛ²²±° Cars Mater-National °±²²ÛÛÛÛÛÛÛÛÛÛÛ²
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ÛÛÛÛ² ²ÛÛÛÛ
ÛÛÛ² Release Date..: 11/03/2007 Genre.......: racing ²ÛÛÛ
ÛÛ² Retail Date...: 10/29/2007 Company.....: THQ ÛÛ
Û² Protection....: no maam Û

RAR Count...: 28x50mb

Û Info......: http://www.thq.com/games/gameinfo.php?id=1291&upc=49329 Û
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²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛº Game Info ºÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²
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Cars Mater-National features an all-new International group of
racers vying for their chance to compete against Lightning McQueen
in the First Annual Mater-National Race Festival, hosted by
Lightning’s best friend, Mater. Explore the new and improved open
world of Radiator Springs, play in the all-new Monster Mode, jump
into the fast lane with 6 new International racing competitors,
burn rubber on new tracks, and twist and turn your way through
new mini-games like Ramone’s Rhythmic Rumble and Fillmore’s
Fuel Frenzy.
* Explore the new open world of Radiator Springs, Lightning McQueen’s
new Racing Headquarters, and practice facility Over 20
challenging mini-games.
* 7 exciting new international characters.
* Multiple new adrenaline-packed tracks to race on.
* New “Monster Mode.”
* Go head to head with over 10 multiplayer games.


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ÛÛ² 100% fully tested and works fine. ²ÛÛ
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1: Unrar
2: mount or burn (no need to cloak or run some weird shit...just play!)
3: INSTALL
Û 4: Hi! Eat my shit Û
ÛÛ² 5: Play it ²ÛÛ
ÛÛÛ²± 6: Buy it - na, fuckit. Games suck lately! ±²ÛÛÛ
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ÛÛÛ²± Everyone loves games, more to follow from JFKPC. ±²ÛÛÛ
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ÛÛ° Shame on all of you profiting from the releases. °ÛÛ
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²ÛÛÛÛ²± Looking for nothing. Be safe! jfk...@hushmail.com ±²ÛÛÛÛ²
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²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛº Greets ºÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²
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This posting includes an audio/video/photo media file: Download Now

巧者劳而智者忧,无能者无所求

Posted: 03 Nov 2007 10:36 AM CDT

 如题
彻底标题党一回.... 下面是日记
 
昨天晚上9点感觉有点困,就上床小歇一会,结果一不小心睡着了,早上9点起的。
精神倍爽~ 早睡早起身体好哇~
 

The History of Mario in Cross-Stitch [Crafts]

Posted: 03 Nov 2007 11:00 AM CDT

mariostitchsm.jpg Kotakuite andrewd86 sends in this picture of his mom's latest cross-stitch creation, the history of Mario made with loving care as only a mother can do.

She's crazy about cross-stitching and old school Mario, so it didn't take much to get her to put the two together. We just picked out some pictures from Google image search, gridded them in paint, and picked out the colors. The Mario's span from Super Mario Bros. on NES thru Super Mario RPG. We didn't keep track but it took her well over 100 hours to complete.

Dang, a hundred hours, now that's some dedication to your craft. Cross-stitch just naturally lends itself to 8-bit art and this is a fine example of what you can do if you put your mind and fingers to work. Now, if only I could find the time in my day to pull something like this off. Sadly there is no time in my day, only Zuul.

Resident Evil: Umbrella Chronicles Montage Trailer [Clip]

Posted: 03 Nov 2007 10:00 AM CDT

Unlike some of my esteemed colleagues, I'm quite looking forward to RE: Umbrella Chronicles. I've been a fan of rail shooters since House of the Dead and my very favorite, Carn-Evil. I've played RE:UC a few times now at various events with and without the Wii Zapper and while I enjoyed it, I will admit that I liked it better in co-op mode. Something about standing side by side with a friend, taking out zombies right and left with a well placed head shot that just makes my heart light up.

Guest Post: Artistic Merit... And Manhunt 2

Posted: 03 Nov 2007 11:20 AM CDT

Manhunt 2 has been in the news quite a bit the last few months - which to me smacks suspiciously of very deliberate marketing, and manipulating the ESRB and other ratings bodies as unwitting pawns in their attempt to milk controversy for publicity. And of course, Rockstar (owned by Take Two) - the creators of Manhunt 2, and the equally controversial Grand Theft Auto series - are falling upon a First Amendment / Freedom of Artistic Expression defense. The latest controversy surrounds a player-created hack, vaguely reminiscent of the "Hot Coffee" scandal, which reveals material that had earned it a harsher "Adults Only" rating before it was edited. Today's guest blog comes from JenaRey, a game reviewer, member of the Rampant Games community here, and the author of the Eeps, Meeps, and Ipes gaming blog. She talks about Manhunt 2 specifically, but also more generally about games as art. So here's her lovely rant...

For the past several months there has been a lot of debate and concern over the rating of Manhunt 2, Take Two’s hyper violent horror game. Initial ratings put the game at an AO, which lead to pouting and editing to earn the M rating. The game was released on Halloween, appropriate for a horror flick, and immediately hacks were found that removed filters which had been put in place to create the afore mentioned editing. Now…I could go off on the rating process. Or I could tirade about Take Two’s policies, and the suspicion that they knew gamers were smart enough to hack such a simple edit. But I’m going with the subject of Artistic Merit and sticking to your guns.

Artistic Merit is defined as: an English language term that is used in relation to cultural products when referring to the judgment of their perceived quality or value as works of art. (Definition gleefully yoinked from Wikipedia and online dictionary.) So it’s the value put on something as a work of art. Long has the debate raged over whether video games could be considered works of art or only works of entertainment due to their interactive nature. I personally have no argument that video games are art. Many of them are beautiful in storyline and graphical execution and all represent a creative effort on the part of their creators. I think art can entertain, regardless of form, so it’s not a problem for games to also be entertainment. Argument solved…truth in the middle of the extremes.

From Plato the point of art is what he calls Theios phobos or sacred fear. Art should move something within both the viewer and the artist and it will not always be comfortable. This is why a vast number of artistic works through the centuries have been censored so that they were available to a small audience that was prepared for this sacred fear instead of visiting it on the uninitiated or uninterested. In video games this is done through ratings which provide guidance for consumers and parents as to the nature of the art involved and grounds by which to make informed decisions.

Whether the governing bodies should get involved as far as distribution is a subject that I’m still on the fence about because I understand the intention, but also believe that we should be trusted as people and parents as to the type of art that we bring into out homes and what sacred fear we choose to experience and to allow our children to experience. However, because of distribution restrictions that come with a given rating there is always grumbling in the ranks when a given artistic endeavor is given a rating of AO no matter whether it is an appropriate guideline or not. Well, guess what boys and girls… distribution restrictions aren’t anything new either. The nice thing about the current political climate is that artists that are seen as having gone beyond the ‘safe’ boundaries of social acceptance aren’t beheaded and all copies of their work aren’t put to the fire. They’re just stamped with a restriction and then companies are given the option whether to publish or not.

If you are taking a stance that your work should stand as art then let it stand and suck it up. Stick to your guns. If you’re going to choose to edit, then that is your new stance and the obligation is to create art at that level. It’s juvenile to only half do the job while sticking your tongue out at the establishment - like a child asked to clean his or her room that shoves everything under the bed with full intent of pulling it back out once the adult has left (Particularly when the same child has already done this once before).

So all in all…if Manhunt 2 is about art, then it should be unedited and appropriately rated. Those with interest will find their way through appropriate channels to experience their chosen sacred fear, and the stance of sticking to what you’ve imagined is much more respectable than grudgingly changing, leaving in hacks and whining. If you’re just in it for the cash…well…I hear casual games are doing well. Match three for Take Two?

~J

Did you enjoy this article? Be sure and check out past articles and the comments HERE.

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

如何制定文字语言规范

Posted: 03 Nov 2007 09:08 AM CDT

本期话题注意界面上的文字引来了非常多的讨论,可以看出网站界面上的文字正是大家比较关注的问题,而且比较实际。比如千鸟的内容呈现建议、奇遇的文本达意和可用性、子条的文字的辨识度和可读性,可以讲都是界面文字规范,千鸟的文章更适用于内容编辑,奇遇和子条的文章更适用于设计师。

在实际产品设计过程中,可以逐渐的形成这样的文字语言规范,目的是让产品设计的参与人员能够统一认识,和重视文字在设计中的重要性。

针对规范的使用环境,大体可以分为基本规范、特定产品规范、内容规范三种。基本规范主要是给所有产品设计参与人员一个大致的认识,是所有产品设计都须注意的地方;特定产品的规范主要是给界面设计师,以及开发人员参考,确定具体位置的具体文字;内容规范则是给内容编辑,或者其他内容贡献者(非用户)的行文规范。

关于界面文字语言的基本规范,大体包含以下几点(不展开讨论,本期文章很多都已经谈及):

* 一致性:在相同使用场景中不出现两个或多个词汇描述同一种操作或同一件事物;
* 准确性:不使用易混淆的文字描述常见事物,使用常见通俗的语言,不罗嗦;
* 情感化:结合人物角色,使用易记、与产品传达体验一致的语言;(白鸦常称之为产品的气质)
* 节奏感:主要是文字在一般需要注意的大小、颜色限定。

此规范一般不需要特别去起草,基本上所有公司通用,同时可以在所有产品、项目中通用。此规范中不涉及具体产品的界面文字,属于提纲挈领的作用。通常也被称作界面文字设计纲要。至于该规范的实施和执行,我觉得主要依赖于内部培训(或者研讨),因为涉及到的人比较多。

特定产品的规范是针对某一特定产品或项目制订的文字语言规范,大部分没有专人负责的情况下可以由产品经理和设计师共同起草。设计师在具体产品设计过程中,原型和规范应该是一起形成的,最后再交付实现。在这部分规范里,主要是在基本规范的约束下,制定的具体的文字方案。比如按钮上应该是“提交”还是“确定”,栏目名应该是“今日热门”还是“今日热点”,当然还包括交互过程中的操作提示语言。

这个文档的存在,是为了让产品在不断改进和发展的过程中,能够符合基本规范。

内容规范相对比较特殊,即文字性内容的行文规范。大部分如千鸟文中所说,一些是语文上的要求,一些参考可用性原则。比如在一篇文章中,一行多少文字,行间距多少,段落之间空多少等。我相信在很多门户网站的编辑部门都是由这样的规范,甚至还有比如打错一个字罚多少钱在里面。

界面上的文字很重要,这点已经毋庸置疑。接下来就看怎么去做了。最后关于实施,我的建议是:基本规范以培训为主,特定产品的规范已原型为主、文档为辅,内容规范主要结合绩效考核和奖惩。这和招不招专人负责无关,招专人就是控制一下流程和审查(我不信能招到好的界面文字专员,如果是内部分工细化,倒是会形成这样的专业岗位)。

转载请注明出自UCDChina.com,谢谢。

相关文章

The Death of Console Generations

Posted: 03 Nov 2007 07:01 AM CDT

Though I am a supporter of a free and open standard console format, I don't think that it's likely to happen any time soon. First we need to get through the Age of Updates.

What this means is that the next direction for console manufacturers is clearly one of multiple configurations based on a standardised hardware type rather than trying to make a whole new leap again in 3-4 years. They spend all this time and effort developing their baseline, but rather than just let it sit there and grow old (as has been traditional), what they are doing - and should continue to do - is think like Apple.

That means constant revisions of the baseline product. Xbox 360, for example, could easily run and run with more features, better controllers, more hard drive space, HD-DVD drives and the like while keeping the common features of the console fairly static. PS3 can do likewise. Wii is probably less easily amenable and its not certain whether they have an audience that responds to that sort of constant-upgrade strategy.

Gamers clearly have an appetite for machines. Since 2000, including handhelds, there have been over half a dozen major hardware launches from the GBA SP to the PS3, and stores have become a Byzantine hive of formats with dedicated catalogues. For Microsoft and Sony this should be thought of as good news, because it means that they can tap their customers again, and regularly, perhaps as often as every two years.

Via the joys of eBay and second-hand sales in stores, customers can mitigate costs and be encouraged to upgrade to the new 360, the new PS3, with its shiny new stuff all in. They can also be assured that their old joypads and the like will still work, that the console network can update/patch any compatibility issues that arise, and possibly even transfer important data or download it again.

Of course multiple-configuration development would be more difficult for developers, publishers and QA-ing games, but it's probably absorb-able when traded off against the cost of another full generation shift.

So that's the future then. It's not Xbox 720 and PS4, it's Xbox 361 and PS3.1.
And probably Wii2 somewhere down the line.

Kotaku Originals: From Halloween To Manhunt 2 [Original]

Posted: 03 Nov 2007 09:00 AM CDT

MarioLuigi3-thumb.jpg Good morning. It's time to sign for your early Saturday delivery of Kotaku Originals. This week everyone got into the Halloween spirit, the launch of Manhunt 2 caused predictable uproar and Rock band continues to make us salivate.

"In Three Months, You Will Be Happy"

Wii Remote Rip-offs Spied At Wal-Mart

How Volition Celebrated Halloween

What Are You Playing This Weekend?

ESRB: Manhunt 2 is No Hot Coffee

Rock Band Rocks Sam's Club

Who's Going to Lose: HD-DVD, Blu-Ray, or You?

Join the Super Mario Flight Team

NBA 2K8 Impressions

Sony Computer Entertainment Lost Chief Tech Officer?

Midway Having Some Wii Problems

Naruto: Rise Of The Ninja Stealthily Rocks

EA: "Content for Grand Theft Scratchy Has Not Been Removed"

Mario Once More Invades W. Hollywood Carnival

Uncharted's Non-Pirate ARG

Super Mario Galaxy Japanese Retail Copy

Arse Falling Kept for Mario Galaxy Booklet, Disc

Rock Band In House, Unpacked

Pumpkin Roundup!!!

Video Game Reviews Are Broken, Please Fix

The Totally Official Trick-or-Treat Bag

The Witcher: Loading Awesome, Please Wait

NBA Tip-Off Just Part of the Videogame Experience

Barbarians At the Game

Red Octane Has No Plans For Xbox 360 DDR Pads

Ninjabread Man Eats It

Commenting Borked

Pokemon Seat Cushion for Classroom Sitting

Fingers-, Eyes-On With Capcom's Art Book

最具收购价值的十家网络游戏开发公司(上)

Posted: 03 Nov 2007 03:23 AM CDT

 最具收购价值的十家网络游戏开发公司
中国网络游戏公司的IPO热潮使得在资本领域有充足的热钱瞄准了网络游戏开发公司,评估网络游戏开发公司,寻找到合适的目标,对于已经上市的公司来说,是提升综合实力最便捷的方式。对于资本市场来说,通过收购整合资源,寻求IPO是当前恰当的时机。在次对中国的网络游戏开发公司略做一个总结,个人观点,仅供参考,若对此方面感兴趣,可私下交流。
由于没有必要学习娱乐形式的倒叙方式,将简单直接地从头来。
第一名 苏州游戏蜗牛
特点:开发实力强劲,具有成熟的产品和持续的开发能力,股权结构相对简单清晰,再加上市场运营上的缺陷,使得收购主要专注于开发领域。
作为中国比较早的游戏公司,苏州游戏蜗牛一直是南方各家游戏公司挖墙角的对象,原因直白地存在很久了,具有完善的开发流程体系,形成了成熟的人员培育和实践应用。管理上的诸多缺失使得招人易留人难,再加上网络游戏运营部分不是一般的垃圾,使得游戏蜗牛成为行业中离职率相对较高的公司。
即使是这样,能够开发出《航海世纪》《机甲世纪》《舞街区》等产品,单存依靠游戏品质,仍然顽强地存活。《黑暗与光明》的联合开发,更是游戏蜗牛在开发领域走在中国的前列。所以 运营弱开发强的游戏蜗牛,对于拥有资本优势和营销管理经验的传统行业,是再好不过的收购目标,市场运营方面重新打造一下就能在中国这高速增长的广阔市场中赢得一片广阔的新天地。
第二名 北京目标软件
特点:老牌游戏开发公司,具有丰富的游戏研发经验,产品已形成系列,开发与运营兼顾,
如果提到中国游戏开发在国际上的知名公司,目标软件可算上一个中国的代表之一。从《天骄》的代理,到《天骄2》的自主运营,目标软件一直在寻找一条适合自己的路。《凤舞天骄》的真实运营状况表明,目标软件还是一家以开发为主兼顾运营的网络游戏公司,而复杂的股权结构使得收购难度很大,但从研发实力来说,目标是走具有收购价值的非上市公司。
第三名 厦门盘古软件
地处东南沿海的厦门盘古软件,按理说也算是中国一家老牌的网络游戏公司了,可以至今还没有一个上得了台面的游戏产品,不能不说问题不是一般的大,网络游戏充斥了浮躁情绪,厦门盘古软件能存活这么久,可见其生命力的顽强。厦门当地政府对于数字娱乐产业的支持使得厦门在北京上海广州之外另创出一片天空,汇集了多家以游戏研发为主的公司,例如:久游网就在厦门设立了研发基地。收购厦门盘古,将有一个完成的基础而不用一切从头开始做。
 
作为前三名的游戏开发公司,各有各的特点,但有一个共通之处,就是历史悠久。网络游戏开发是很将经验和积淀的,一切从零开始还不如收购一个现成的实在。
 
 

看看vii广告 最时尚的有氧互动体感游戏机

Posted: 03 Nov 2007 08:07 AM CDT

Q6600 超频3.0G成功!

Posted: 03 Nov 2007 06:44 AM CDT

x38-DQ6 的BIOS超级复杂,
各种电压调节选项令人眼花缭乱,
只知道调节cpu前段总线到333,
因为之前msi的p965非常简陋,
又配合频率低的DDR800,
只把E6300超到2.3G,
这回有DDR1000助阵,
理论上可以上500外频,
就是超到4.5G,
哈哈,不过散热条件太差,
而且要长时间工作,
就先上个3.0G吧,
何况把Q6600当成FSB1333的用应该很正常吧,
改完外频,其他选项一律auto,
重起开机,做些简单测试,非常稳定,
看来在X38-DQ6上超频非常轻松,
是否应该考虑冲击一次4.5G?
......
............
等Q6600市场价低于1200再说吧!
 
 

历史上的今天!首个四核DX10系统创建成功!

Posted: 03 Nov 2007 06:25 AM CDT

祝!
CORE 2 QUAD Q6600
GA-X38-DQ6
G.SKILL DDR2 1000 2G*2
LEADTEK PX8800GT 512M DDR3
入手!
热烈庆祝首台四核DX10系统创建成功!
DX10游戏体验开始!
4c

ProStreetPrj 1 | NFS11 DEMO 在这里撒野 ……

Posted: 03 Nov 2007 02:36 AM CDT

ProStreet DEMO 太有才了,你们谁敢相信这些图片是来自一台

Athlon64X2 3600+ | 2G Ram DualChannel | XFX 8600GT 256M | Windows Vista X64

的机器?(截图应为屏幕物理尺寸为16:10,所以平常看640*480是拉长的)效果全关,个位数帧数。(这个不赖我,游戏默认检测结果)

EA ,我败给你了,NFS的运行速度比你自家的号称硬件杀手的 Crysis 还慢……虽然是FXCarl这里遇到的个体问题。

不过这样倒也有趣,FXCarl今年的ProStreet攻略写作流程公开计划显然变得更加有趣起来了。 今年ProStreet的攻略写作主要部分会开始向极品中文那边转移,所以压力也小了不少。可以做一些有趣的事情,想了一下决定还是把游戏攻略制作的过程公开比较有趣。所以呢,就做了这个计划——ProStreetPrj。连载形式记录从今天EA公布DEMO开始,到12月刊登上家用电脑与游戏杂志作为结束。,连载为不定期形式。看写作的进程安排。

今天一上午下到了DEMO。接近800M的容量……

刚下载来安装就觉得不爽,游戏会自动解压到它所在的目录,而且安装完成后不删除其解压出来的垃圾文件,弄得FXCarl的E盘根目录一团糟。进入游戏之后就看到了如上截图的景象,令人叹为观止。

个位数帧数的 速度挑战赛 稍微试了一下,想要开完第一个计时点都是不可能完成的任务。放弃了,其中有个比较模糊的映像。大致上,速度挑战赛的感觉和上一次出现的(应该是 MW)中的Drag手感相似。撞狠了会挂掉比赛。

抓地圈赛 的帧数稍微好一些,强忍着跑了两圈全程。最后第四。应该说这个模式的进步还是比较明显。操控可以说是总结了过去几代的积累,虽不细腻入微(就那破烂帧速还细腻个毛……)感觉比较扎实。特别是轮胎的存在感不错,你可以清晰的感觉到后轮在路边小阶梯位置上的活动。

这次写赛道攻略的需求比较低,因为 ProStreet 吸取了 Forza 的经验,也在赛道上画出了最佳路线指示。这个指示在直线上没有,只有在需要处理弯位的部分才有,算是对入门玩家的大体贴。

好久不见的毁伤系统感觉非常好,至少可以解决以往一直以来操控不够拟真的环境下,玩家不好好走线的问题。 帧速率太低,完全不知道碰撞的部分对操控的影响有多具体。只是根据撞击强度的不同,会有不同级别的损伤度大字在屏幕上闪过。同时速度表的背景也会因为毁伤而变成红色。

N2O的使用上和以往也貌似有所区别,因为帧速很低,不知道究竟是按键粘滞了还是这次只要使用 N2O 就必须用掉很多(有惯性,不是岁起随停)……

最后还是得看看这硬件问题怎么解决……虽然说FXCarl的主板不行,PCIE 是 X1 的。但是不管怎么说最低画质跑起来比 Crysis 还慢是无论如何都说不过去的。看来实在不行得弄家用机版来体验了。

第一次就先说这么多吧 。

P.S.最后补充一下,这次ProStreet的开发平台从 VisualStudio 2003 变成 2005 了(dll变成版本8)。不过貌似还是没有换引擎……EA,你太强大了。

《太空堡垒卡拉狄加》(Battlestar Galactica)硬盘版

Posted: 03 Nov 2007 02:51 AM CDT

《太空堡垒卡拉狄加》(Battlestar Galactica)硬盘版
转自sharevirus
游戏名称:太空堡垒卡拉狄加
英文名称:Battlestar Galactica
游戏制作:Auran
游戏发行:Sierra Online
游戏语种:英文
游戏类型:Action/Shooter
游戏平台:PC
官方网址:http://www.battlestargalactica.com/
【游戏简介】
太空堡垒卡拉狄加是一个设定在宇宙中的全空间游戏,正如电视节目里的科幻小说一样。你的任务是保护卡拉狄加, 或者扮演无情的Cylons正如他们想要除掉人类的威胁。 可以参加庞大的多人战斗- 最多8人连机 - 或者玩单人战役。
【配置要求】
[QUOTE]- Windows XP/Vista
- P4 2.2 GHz
- 512 MB RAM
- DirectX 9.0c
- 3D Accelerator 128MB DirectX 9.0c
- DirectX-compliant Sound Card
- Hard drive space: 150 MB[/QUOTE]
【游戏截图】


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Ü Ý ÛÛÛ ßÜ ÜÜÜ Ü ßÛÛ ÛÜÜ Ü Û Þ ßÝÞÛÝ ±
ß ßß ßßßÛÛÜÜ ÜÝ Ûß ßÛß ÛÝ ßÛÛÜ Û ÜßÛÜÛßßßß ß Ý ß ASCII<ROY/SAC> Û °
ß ßßÛß Ý ß Þ ß ß Ý Ûß ß Ý
ú-ÄÄÄÄÄÄ ° -ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ° ÄÄÄÄÄÄÄÄÄÄÄÄ ° ÄÄÄÄÄÄÄÄÄ-- ° ÄÄÄÄÄÄ--ú
ú-Ä b a c k l a s h ° ° --ú
ú-Ä ° p r o u d l y p r e s e n t s ° --ú
ú-ÄÄÄÄÄÄÄÄÄ ° -ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ° ÄÄÄÄÄÄÄÄÄÄÄÄÄ-- ° ÄÄÄÄÄÄ--ú

ÚÄÄÄ¿title --ú
³ ÚÄÃÄ¿ÄÄÄÄÄÄÄÄÄÄÄ---ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ--úÚÄÄÄ¿
ÀÄÂÄÙ ³ Battlestar Galactica (c) Sierra Online ³ ÚÄÁÄ¿
ÀÄÄÄÙú-ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ---ÄÄÄÄÄÄÄÄÄÄÄÄÄÀÄ´ÄÙ ³
ÀÄÄÄÙ
ÚÄÄÄ¿information --ú
³ ÚÄÃÄ¿ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ--ú
ÀÄÂÄÙ ³ Release Date: 02-NOV-2007 Release Size: 20 Disks
ÀÄÄÄÙ Game Type : Space-Shooter Protection : Securom
ÚÄÄÄ¿
³ ÚÄÁÄ¿
ú--ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÀÄ´ÄÙ ³
ÀÄÄÄÙ
ÚÄÄÄ¿release notes --ú
³ ÚÄÃÄ¿ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ--ú
ÀÄÂÄÙ ³
ÀÄÄÄÙ
Battlestar Galactica is a top-down space combat game set in the
universe of the hugely popular sci-fi television show. Sign up to defend
the Galactica, or play as the ruthless Cylons as they seek to remove the
human menace from existence. Take part in enormous multiplayer space
battles - up to 8 players online - or play through the single-player
campaign.
Ripped: Nothing

/Team Backlash
ÚÄÄÄ¿
³ ÚÄÁÄ¿
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ÀÄÄÄÙ
ÚÄÄÄ¿install notes --ú
³ ÚÄÃÄ¿ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ--ú
ÀÄÂÄÙ ³
ÀÄÄÄÙ
1) Unpack (use unpack.bat)
2) Start Setup
3) Play!

Have fun!

Note:
~~~~~
You need DirectX XACT Drivers. Install them if you dont have them yet
(its included)
ÚÄÄÄ¿
³ ÚÄÁÄ¿
ú--ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÀÄ´ÄÙ ³
ÀÄÄÄÙ
ÚÄÄÄ¿misc information --ú
³ ÚÄÃÄ¿ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ--ú
ÀÄÂÄÙ ³ last update: 10. October 1999
ÀÄÄÄÙ nfo design by backlash ÚÄÄÄ¿
diz & nfo ascii by roy/sac ³ ÚÄÁÄ¿
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This posting includes an audio/video/photo media file: Download Now

3some couch action hot clips and Asian girl luscious action clips

Posted: 03 Nov 2007 11:07 AM CDT

3some couch action hot clips
A very nice 3some couch action hot clips,this is really yummy!
[link]
[link]
[link]

ProStreetPrj 1 | NFS11 DEMO 在这里撒野 ……

Posted: 03 Nov 2007 02:36 AM CDT

ProStreet DEMO 太有才了,你们谁敢相信这些图片是来自一台

Athlon64X2 3600+ | 2G Ram DualChannel | XFX 8600GT 256M | Windows Vista X64

的机器?(截图应为屏幕物理尺寸为16:10,所以平常看640*480是拉长的)效果全关,个位数帧数。(这个不赖我,游戏默认检测结果)

EA ,我败给你了,NFS的运行速度比你自家的号称硬件杀手的 Crysis 还慢……虽然是FXCarl这里遇到的个体问题。

不过这样倒也有趣,FXCarl今年的ProStreet攻略写作流程公开计划显然变得更加有趣起来了。 今年ProStreet的攻略写作主要部分会开始向极品中文那边转移,所以压力也小了不少。可以做一些有趣的事情,想了一下决定还是把游戏攻略制作的过程公开比较有趣。所以呢,就做了这个计划——ProStreetPrj。连载形式记录从今天EA公布DEMO开始,到12月刊登上家用电脑与游戏杂志作为结束。,连载为不定期形式。看写作的进程安排。

今天一上午下到了DEMO。接近800M的容量……

刚下载来安装就觉得不爽,游戏会自动解压到它所在的目录,而且安装完成后不删除其解压出来的垃圾文件,弄得FXCarl的E盘根目录一团糟。进入游戏之后就看到了如上截图的景象,令人叹为观止。

个位数帧数的 速度挑战赛 稍微试了一下,想要开完第一个计时点都是不可能完成的任务。放弃了,其中有个比较模糊的映像。大致上,速度挑战赛的感觉和上一次出现的(应该是 MW)中的Drag手感相似。撞狠了会挂掉比赛。

抓地圈赛 的帧数稍微好一些,强忍着跑了两圈全程。最后第四。应该说这个模式的进步还是比较明显。操控可以说是总结了过去几代的积累,虽不细腻入微(就那破烂帧速还细腻个毛……)感觉比较扎实。特别是轮胎的存在感不错,你可以清晰的感觉到后轮在路边小阶梯位置上的活动。

这次写赛道攻略的需求比较低,因为 ProStreet 吸取了 Forza 的经验,也在赛道上画出了最佳路线指示。这个指示在直线上没有,只有在需要处理弯位的部分才有,算是对入门玩家的大体贴。

好久不见的毁伤系统感觉非常好,至少可以解决以往一直以来操控不够拟真的环境下,玩家不好好走线的问题。 帧速率太低,完全不知道碰撞的部分对操控的影响有多具体。只是根据撞击强度的不同,会有不同级别的损伤度大字在屏幕上闪过。同时速度表的背景也会因为毁伤而变成红色。

N2O的使用上和以往也貌似有所区别,因为帧速很低,不知道究竟是按键粘滞了还是这次只要使用 N2O 就必须用掉很多(有惯性,不是岁起随停)……

最后还是得看看这硬件问题怎么解决……虽然说FXCarl的主板不行,PCIE 是 X1 的。但是不管怎么说最低画质跑起来比 Crysis 还慢是无论如何都说不过去的。看来实在不行得弄家用机版来体验了。

第一次就先说这么多吧 。

P.S.最后补充一下,这次ProStreet的开发平台从 VisualStudio 2003 变成 2005 了(dll变成版本8)。不过貌似还是没有换引擎……EA,你太强大了。

全球只有4个人通关的游戏

Posted: 03 Nov 2007 03:31 AM CDT

        昨天下午快要下班时,不经意间看到新人在玩据说全球只有4个人通关的游戏——《BLOXORZ》,上面感觉速度比较慢,这个链接的速度比较快。
       这样带有强烈刺激性的名称的游戏自然激起了我的兴趣。于是自己搜来玩。刚刚玩通关:


      当然了,之前玩了几次,到10多关的时候都被打断了。又没有记住每一关的passcode——每一关都有一个这样的序列号,在菜单栏上输入此序列号,就可以直接跳到那一关。这样的做法真不错,记得以前有个乒乓球类的游戏也是这样的。

      大家来试试吧,一开始觉得有点碰运气,但后来发现了规律,过起来也就比较容易了。至于规律嘛……,还是不要讲了,以免坏了大家兴致。

What's The Inspiration Behind Kane & Lynch? [Kane & Lynch]

Posted: 03 Nov 2007 12:30 AM CDT

kanelynchgirl.jpgYou see Kane & Lynch, you think "what was the inspiration behind this?", you then assume it's a Michael Mann fantasy land transformed into interactive entertainment. It's what we thought, anyways. Turns out we're only partially correct. Sure, badass movies played their part (as did the Hitman games), but so too did real, crummy people:

We've also spent what feels like a lifetime listening to drunk people at bars - you'd be surprised what lives some of these people have led. Or at least what stories they come up with to cover it up. We wanted to create characters that are real. We've all seen and played our share of immortal action heroes. We wanted to get a couple of guys with some proper problems centered around themselves. No saving the world or anything. It helps if they´re a little older. They know that they´re not immortal and they know they don´t get a second chance.
So next time (or...first time) you're playing the game and imagining a suit-wearing De Niro looking very stern, try instead to think of the drunks down the local pub. Or Norm from Cheers. Bet he can get real mean when he gets his drink on.
"We've spent a lifetime talking to drunk people at bars". I/O Interactive reveal the REAL inspiration behind Kane & Lynch [The Guardian]

"game" via 柠檬杀手 in Google Reader

unread,
Nov 4, 2007, 2:21:45 PM11/4/07
to cngame...@googlegroups.com

Play MMOs, Learn A Second Language [Education]

Posted: 04 Nov 2007 12:30 PM CST

wowchina.jpg While perusing GameSetWatch, I hop skipped my way through a couple of blogs and found myself at a very interesting article in T.H.E. Journal on using MMORPGs in educational contexts, specifically on their use in second language acquisition. And here I've been doing it the old fashioned way all these years! It's a lengthy article, but worth a read through - author John K. Waters talks about a number of studies and approaches to the topic, but all of them are focused on use WoW and its ilk for educational purposes:

... the results do suggest that EverQuest, and possibly MMORPGs in general, reinforce language acquisition for a number of reasons. The pursuit of quests, for example, requires players to become what Rankin calls "active learners" who engage with other players and the gaming environment. The study also supports Schneider and Zheng's conclusion that the games are inherently motivating.

"The game requires them to do things," Rankin says, "to read directions, to interact with other avatars, to travel over the landscape; that's why they learn the language. You have to comprehend the information that's in front of you in order to advance to different levels and complete the quests. And you can't complete the quests without asking for help from other players, which, again, requires you to understand the language."

This ties in a bit with some of the debate over 'serious games'; I guess just about anything can be made 'serious' in the right context. I especially loved the suggestion that Blizzard could make a killing if they opened ESL servers up in Asia.

On a Quest for English [T.H.E. Journal via Educational Games Research

Amazon Deal Of The Day: The Warriors [Cheap]

Posted: 04 Nov 2007 12:00 PM CST

thewarriorscover.jpgAmazon's video game Deal of the Day is as cheap as I've seen. You can pick up Rockatar Games' The Warriors for the Xbox for a mere $5. That's 50% off of the already low, low price of $10. (I should note here that this game for some reason has still not made the 360 backwards compat list) If you can piggy back it on with some other stuff it is eligible for free shipping as well. If you want to go for the whole package deal, they are offering the game and the director's cut of the popular cult film the game was based on for $15.98. A fine gift for any Warriors fan (who's still using an old Xbox). Can you dig it?

The Warriors [Amazon]

Malaysia, Taiwan, and Singapore Getting Zhengtu [Zhengtu]

Posted: 04 Nov 2007 11:30 AM CST

zhengtu.jpg Zhengtu Online - one of the most popular MMORPGs in Mainland China (so popular the government even labeled it dangerously addictive last year!) - isn't content with mere Chinese dominance, oh no. The Zhengtu Network is partnering with Taiwanese and Malaysian companies to expand service into Southeast Asia. In typical fashion, the companies couldn't just leave praise of their game to 'It's so awesome we're more popular than Warcraft,' but have to put a particularly positive spin on things: it's not just an MMO, it's a tool to teach Chinese philosophy! I can't figure out the particulars, but I would run screaming from any game that heavily involved the teachings of Kongzi. Maybe it's just me:

"Game mission can teach gamers Chinese philosophy," said Tan Teck Seng, CEO of iG-Interactive Sdn Bhd, adding that the quizzes in the game will also be localized for the local gamers.

Chinese online games have developed speedily in the recent 10 years, which are benefit from the hardworking personnel of science and technology and the support of the government, said Gu Hongxing, first secretary and head, cultural office of the Chinese Embassy in Malaysia.

I love poorly translated press releases. The interesting part about all of this is that Chinese developers are really ramping up international efforts - it was a big week for several companies. I wonder when this stuff will hit the US, if ever?

Chinese online game to be launched in Malaysia [Xinhua]

The Sunday Poem: Why Wulfric Lived to 90

Posted: 04 Nov 2007 12:54 PM CST

“The third guy from the left, along the trestle board,
Who drank a bit more mead than strictly needed… Him,
The one with orange hair and braids all down to here.

Yeah, that’s the guy. He slept through the whole thing, the jerk.
When Grendel came and ripped our arms and popped our skulls,
He slid, plain drunk, right under the roast pig, and snored.

I want his saga privileges revoked. I won’t
Put up with crap like this. Last time we slew a drake,
He tripped. What sort of hero trips on dragon tails?

He makes us all look bad. So yank him from the books.
Declare him warg, or extirpate him from the band.
We’ve got our quest to finish; he just holds us back.”

Poor Wulfric, all Valhalla will not sing his name.

But grandkids might.

Resident Evil: Umbrella Chronicles Weapons Trailer [Clip]

Posted: 04 Nov 2007 11:00 AM CST


More Resident Evil goodness for you today. This time we have a trailer featuring the arsenal of weapons at your disposal for doing away with the zombie hordes. Most of the weapons here will be familiar to RE fans but for you newbs it will be a lesson in mass destruction. If this video (and years of RE playing) has taught me anything, it's "get the grenade launcher as soon as you possibly can" followed swiftly by "always keep plenty of green herb on hand." Emphasis on the latter.

Warcraft Soap Makes You Squeaky Clean [Hygiene]

Posted: 04 Nov 2007 10:00 AM CST

hearthstonesoap.jpg For those of you who can't stand to be away from your beloved World of Warcraft for even a minute can now carry the magic with you to the shower. Etsy crafter ladykildare has created these awesome Hearthstone soaps for your hygienic pleasure. They are made from Shea butter and are 100% natural. These particular ones smell like coffee, but you can request other scents with your order. The cost is $14.87 for two average sized bars plus a buck for shipping. Thank you, ladykildare, for keeping our WoW-ers clean and stink free after endless hours of raids. We thank you and their significant others (if any) thank you too.

Hearthstone Soap [Etsy]
[via Wonderland]

nds《马里奥聚会DS》小游戏

Posted: 04 Nov 2007 09:35 AM CST

预定11月8日在日本发售的nds《马里奥聚会DS》号称有60个以上的小游戏。虽然游戏还没有发售,但任天堂官方网站近日的更新已经基本把所有小游戏都介绍了一遍,可能还有一些隐藏的小游戏,但差不多也就这样子了。
 
其实60个小游戏的数量并不算多,记得家用机版的“马里奥聚会”系列应该是有超过80个小游戏的。不过nds的硬件特性倒是有可能作出一点家用机做不出的东西来,比如利用触摸屏的玩法,利用麦克风的玩法,还可以利用每个人两个屏幕而且不能互相偷看而玩出一点新花样……
 
官方网站公布的小游戏包括四人混战、1对3、2对2等模式,我把四人混战的小游戏(32种)画面贴上来,猜猜它们的玩法,看看开发人员天马行空的想象力。
 
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000dw4
马里奥的年末商战
http://blog.sina.com.cn/u/4938f71b01000ec5
nds《马里奥聚会DS》封面
http://blog.sina.com.cn/s/blog_4938f71b01000ei5.html
nds《马里奥聚会DS》遐想

ps3《Ratchet & Clank FUTURE》电视广告

Posted: 04 Nov 2007 09:16 AM CST

将于11月11日与40GB版ps3( http://blog.sina.com.cn/s/blog_4938f71b01000er4.html )同日推出的ps3软件《Ratchet & Clank FUTURE》的日本电视广告:

 

 

“Ratchet & Clank”(国内有译为“瑞奇与叮当”)也是sce比较出名的动作游戏系列,1代到4代都在ps2上推出,5代跑到psp上了,而这次在ps3推出的新作后面没有带数字,似乎是个外传作品。在ps3机能的支持下,广告里的未来都市比较壮观。

(转)任天堂跨越的危机

Posted: 04 Nov 2007 07:42 AM CST

转自tgfc论坛huya的帖子:

http://www.tgfcer.com/club/thread-5920893-1-1.html

 

[杂谈] 任天堂跨越的危机


原文来自 http://allabout.co.jp/game/gameboy/closeup/CU20071030A/index.htm

 

我翻译一下,省略了不太重要的地方,文章对任天堂各个时代学习的经验教训的总结有参考价值

 

任天堂在25日发表中期结算,销售额与利润均创下历史纪录,总市值也攀升到了国内第三。另一方面,SCE现在受困于PS3不振,DQ9与MH3等大作相继移籍至任天堂主机,可以说遇到了自94年PS发售以来的最大“危机”。已经成为国内第三大企业的任天堂自1889年创业以来,也并不止一两次陷入危机,下面就让我们回顾一下任天堂的这些危难时刻。


最初的大“危机”

 

任天堂最初京都一家制作花札的手工厂,由于品质出色而顺利成长,又成为了日本第一家开始制作纸牌的厂商。至昭和年代,任天堂已经成为日本最大的纸牌厂。1949年山内溥继任,第一次危机也发生在他的时期。


旅馆、出租车、食品——多角经营的失败

 

1953年塑料纸牌研制成功,1959年在纸牌上使用迪斯尼人物形象,任天堂产品均大受欢迎。乘此势头,任天堂1962年在大阪政权交易所与京都证券交易所上市,开始探索其他的商业模式。旅馆经营、出租车公司经营、快餐食品开发、婴儿车等育儿用品以及家用复印机等等,在这些与“娱乐”完全不沾边的商业领域里,任天堂相继失败。公司景况不佳,幸亏娱乐部门开发出“神手”等畅销产品,才使公司免遭破产厄运。

 

1973年,公司遭遇巨大危机。任天堂完成了业务用大型休闲设施“激光飞碟射击系统”并在早期投入巨大资金,在京都开设的世界第一家室内飞碟射击场门庭若市。但好景不长,日本在秋季受到“第一次石油危机”影响,人们对消费更加谨慎,一瞬间客源便蒸发地无影无踪。国外的订单也相继取消,任天堂背上了前所未有的巨额负债。118年的历史中,这次危机无疑是最为巨大的。之前数次化解危机的“娱乐”却招来了最大的一次危机,的确是相当讽刺的事情。任天堂从这个时代学习了很多经验,并灵活运用而获得了后来的成功。

 

<到这个时代为止任天堂所学习的经验>


■纸牌(硬件)与角色(软件)的相乘手法。
■娱乐不是生活必需品,市场任何时候消失都不奇怪。
■娱乐事业博赢就是天堂,压错就是地狱。


FC诞生背景下的危机

 

在经历了多角经营失败与石油危机之后,便携液晶游戏机GAME & WATCH的出现给任天堂带来转机。横井军平看到上班族在电车上用计数器之后提出的这份企画在全世界受到空前欢迎,任天堂不仅还清了债务,还得以真正进入街机行业。街机上诞生的大金刚与马力欧等角色也成为FC的重要财富。

 

当时任天堂并没有遇到什么危机,要说的话,应该是游戏业界整体的危机。82至83年间,美国引发热潮的ATARI游戏机的市场急速缩小并崩溃,史称“ATARI SHOCK”。任天堂分析后认为是ATARI游戏粗制滥造,导致玩家流失,市场崩溃。

 

<任天堂在这个时代学习的经验>


■即使是过时的技术(GAME & WATCH的小型液晶与计数器技术),也可以由创意诞生出热门商品。
■娱乐这一行,市场任何时候消失都不奇怪。


“独大”时代结束所学的经验

 

任天堂为了防止“粗制滥造”现象而采取授权方式。软件商开发的游戏内容必须要通过任天堂审核才能上市,卡带生产也由任天堂进行。现在的任天堂与SONY阵营基本采用的是相同的方式。这种管理体制的结果就是除了任天堂本社的《超级马力欧兄弟》之外、还涌现了ENIX的《勇者斗恶龙》与SQUARE《最终幻想》等国民级热门游戏。虽然有SEGA主机等竞争对手,但任天堂的“独大”时代仍在继续。

 

SFC全盛期之后,任天堂的强大对手出现。94年用PS参入市场的SCE将市场份额夺走,任天堂的“独大”时代也随之终结。DS与Wii的成功是在SONY占据优势地位的背景下获得的,换句话说,在N64与GC时代,任天堂面临着严重危机,也从中学到新的经验。

 

首先是N64时代,与大容量的CD载体相对,任天堂为了读取速度而选择了卡带,因为其重视游戏节奏超过媒体容量。虽然这种判断本身并没什么大错,但为搭载了64位CPU的N64开发游戏需要相当高的技术力,结果FF和DQ等热门系列相继移籍PS,游戏玩家也纷纷离开任天堂的主机。

 

<任天堂在这个时代学习的经验>


■CPU性能再高,用不上也没有意义。
■没有亲切的开发环境,开发者也很难做出好游戏。


任天堂给出的“答案”

 

GC是吸取N64失败经验设计出的主机,有着亲切的开发环境,采用容量与读取速度兼备的8cm光碟,但就结果来说,其并没有撼动PS2的优势。

 

然而此时任天堂所持的“危机感”并不是由PS2的优势而发,而是如以前一样的游戏市场整体危机。PS2与GC等高性能主机之后,游戏这种娱乐方式虽然有了进化,但游戏也急速重厚長大化与复杂化,离开游戏的人不断增加。

 

GC虽然作为游戏机来说相当优秀,但并没有拓展游戏之外的功能,所以受游戏人口流失的影响更加致命。虽然PS2销量很好,但也是拜兼容PS与DVD功能等“PS2游戏之外”的魅力所赐。

 

游戏人口继续流失而不唤回玩家,日本市场便没有了未来。在这种危机感之下,任天堂展开前所未有的挑战。

 

<任天堂在这个时代学习的经验>


■娱乐多样化的今天,游戏复杂化违背时代潮流。
■游戏复杂化造成熟手与新人之间的距离越来越大。
■做出不问男女老少,熟手与新人都能享受乐趣的环境很重要。
■为了达成目标,必须要进行颠覆常识的“新化”!


因此诞生的DS和Wii,并没有依赖CPU计算能力与画面的进化,而是以触摸与Wiimote带来操作方式的“新化”,这就是任天堂给出答案。

 

如今已经成长为国内第三大企业的任天堂能否保留住新玩家并维持现在的势头,是对新化“真实价值”的考验。

朋友的礼物!

Posted: 04 Nov 2007 07:07 AM CST

这段时间去北京闯荡的朋友越来越多,今天又一位好朋友也要去了。哈哈!每次见面都叫我老李,我都在怀疑自己是不是很老了。
 
不过,认识了这么多好朋友,真好!可都要给我记着呀,我去北京逛的时候,管吃管住呀。哈哈!尤其FY和XM这两个臭小子,答应我的别忘了。[在北京多注意身体呀,漂泊在外总是有人惦记着你们。良好的健康状况和愉快的情绪,是幸福的最好资金。]
 
 
今天很高兴的是收到了欣欣的CD,期待着更为专业的唱片。成名了别忘了我呀!我当你的经纪人,嘿嘿!送给欣欣的话:“每一件美好的事情,开始都是很困难的。

小谈巨人的同城功能

Posted: 04 Nov 2007 09:13 AM CST

从征途开始, 就已经推出了"跨服战场, 百万人同服"之类的概念, 当然, 更早提出这个概念的, 是WOW的跨服战场.

"跨服战场", 乃至"全区同服"之类的概念, 在网游业内已经被不止一两个公司, 一两个人提出过, 有实现的, 也有正在作的, 而所有在考虑这个问题的人, 我还没有看到有哪些融合了商业化的考虑在里面.

巨人的角色创建有一项很有意思: 创建角色时, 有一项是选择自己所在的省和城市, 请注意, 这里登记的是玩家自己真实所处的省和城市, 起先, 大多数人还搞不明白为什么会有这个信息. 在登录进游戏之后, 才知道, 原来这个信息在群聊天功能里有用到, 因为, 巨人提供了同省聊天和同城聊天功能, 在不同国家的玩家, 却可以在相同的省和城市的频道里聊天!

说到同城的问题, 我不知道多少业内人士会对这个词保持敏感, 我是其中之一. 因为,  同城的问题, 可以延伸出很多很多可以巩固游戏粘性的内容.

在中国, 为什么这么多人会上网? 而这些上网的人中, 他们主要是想干什么? 科学研究? 查学习资料?

刚开始的互联网, 纯洁的学术应用确实占了绝大多数比例, 但是, 随着互联网的日益普及, 这块纯洁天地所占的比例已经越来越小.

在中国互网上泡着的人, 除了我们这群整天关注着互联网变化和趋势的无聊的业内人士之外, 也同样存在着更大一群同样无聊的人, 他们在网上聊天, 网上视频, 看花边新闻, 进黄色网站, 找网恋, 找刺激.

仔细观察后, 你会发现, 在利用互联网这一块, 除了学术应用和电子商务这样比较正经的事之外, 其它的应用都是为了满足大家最重要的一个需求: 打发无聊.

于是, QQ越聊越大, YOUKU越看越色, 网游也越玩越让人无法自拔. 为什么?

因为, 这些, 都可以暂时地让我们开心一点, 觉得不再那么无聊.

巨人的同城功能, 让"纯洁的爱情故事"从游戏走向现实容易了很多, 也方便了很多. 对于想在游戏中发生点什么的人来说, 简直乐翻了天.

说到同城功能, 提供此项功能的互联网产品也远不止网游这一项:
网易博客提供了同城博友功能, 但是, 冰冷的文字比起相对生动, 丰富的互动游戏来说, 显得太单薄了, 无法相比;
QQ是国内最大的聊天社区, 但是, 在同城聊天方面, 却没有任何建树, 让我不得不说: 老马, 你也太纯洁了.

巨人可能是第一个提供同城功能的MMO类网游, 我相信, 随着这个功能的推出, 其它公司的网游产品一定会迅速跟进, 但是, 想跟进也不是那么容易的. 要提供这样一个同城功能, 就要求你的服务器架构至少在聊天功能这方面的架构, 是全区相通的, 因为, 单一的一个服务器上, 同一个城市的人, 数量可能很少, 可能还无法达到预期的同城热闹聊天的效果.

所以, 从这一点上来看, 巨人所说的百万人同服概念, 倒不完全是炒作, 至少在同城功能上, 确实有很多可以进一步挖掘的空间. 现在的巨人, 仅仅提供了同城的聊天功能, 而且, 在目前的版本里, 聊天功能也是非常简易的.

谁也无法说清, 深谙人性的史玉柱接下来会如何利用同城功能大作文章, 进一步挖掘人性的"阴暗面"(或曰真实需求)而将它发挥到极致, 推出更多与同城相关的游戏内容, 把游戏与现实结合得更为紧密.

我只提醒部分纯洁人士: 天干勿燥, 小心火炷.

Don't Forget To Fall Back! [Time]

Posted: 04 Nov 2007 09:00 AM CST

fallback.jpg A friendly reminder from your Kotaku Weekend Team that in the U.S., Daylight Savings Time ends today and that you should be setting your clocks back an hour. So if you're sitting here trying to get the last bit of fun that you can out of the internets before you go to work/church or what have you, surprise, you have a whole extra hour! Now, sit down and play a game or something in all that additional time you have, it's good or you!

we

Posted: 04 Nov 2007 07:25 AM CST

Events (事件)
Map Initialization地图最初设定地图一执行启动事件
Destructible Doodad - Destructible Doodad Dies摧毁可破坏的物件 摧毁可破坏对象启动事件
Dialog - Dialog Button Click按下对话按钮按下所设定的对话按钮
Game - Time Of Day游戏时刻藉游戏时刻启动事件
Game - Value Of Real Variable变数Real数值判定判断Real类型变量的数质(大于、小于、等于)
Game - Hero Abilities Button Clicked按下英雄升级技能按钮按下英雄升级钮启动事件
Game - Build Structure Button Clicked按下建造建筑物按钮按下建造建筑钮启动事件
Player - Chat Message游戏者聊天讯息侦测聊天讯息含有某字即通过
Player - Cinematic Skipped跳过电影模式电影模式跳过后即通过(按下ESC键)
Player - Selection Event玩家选择单位选择单位以启动事件
Player - Properties玩家的资源资源的变动以启动事件
Player - Alliance Change(Any)玩家改变同盟 改变同盟以启动事件
Player - Alliance Change(Specific)玩家改变指定同盟项目改变指定同盟项目启动事件
Player - Victory玩家胜利玩家胜利以启动事件
Player - Defeat玩家失败玩家失败以启动事件
Time - Time Elapsed游戏经过时间经过时间以启动事件
Time - Periodic Event游戏循环时间指定几秒中发生一次事件
Time - Timer Expires定时器归零当指定定时器归零时以启动事件
Unit - Specific Unit Event单位动作侦测指定单位做出指定动作即通过
Unit - Player-Owned Unit Event玩家所属单位事件指定游戏者所属单位做出指定动作即通过
Unit - Unit Enters Region单位进入地区单位进入地区以启动事件
Unit - Unit Leaves Region单位离开地区单位离开地区以启动事件
Unit - Unit Within Range单位范围之内接触单位范围内启动事件
Unit - Life单位的生命达到指定单位生命启动事件
Unit - Mana单位的法力达到指定单位法力启动事件


Conditions (限制条件)
Boolean Comparison变数Boolean数值判定 判断指定Boolean是否为True/False
Destructible Comparison可破坏对象判断判断两个可破坏对象是否相等/不相等
Destructible-Type Comparison可破坏对象类型判断判断指定可破坏对象是否属于指定类型
Dialog Button Comparison对话按钮判断判断对话按钮是否等于指定变量
Game Difficulty Comparison游戏难度判断判断游戏难度是否等于/不等于指定难度
Game Speed Comparison游戏速度判断 判断游戏速度等于/不等于指定速度
Hero Skill Comparison英雄技能判断判断学习过的技能等于/不等于指定技能
Integer Comparison变量判断判断指定数字等于/不等于指定数字
Item Comparison宝物判断指定宝物等于/不等于指定宝物
Item-Type Comparison宝物种类判断指定宝物等于/不等于指定宝物类型
Order Comparison命令判断判断命令等于/不等于指定类型
Player Comparison游戏者判断判断指定游戏者等于/不等于指定游戏者
Player Color Comparison游戏者颜色判断判断指定游戏者颜色等于/不等于指定颜色
Player Controller Comparison游戏者控制判断判断指定游戏者的控制者等于/不等于指定控制者
Player Slot Status Comparison游戏者在线状态判断判断指定游戏者在线状态等于/不等于指定在线状态(离开游戏、在游戏中、没有控制者)
Race Comparison种族判断判断指定游戏者等于/不等于指定种族
Real Comparison变数Real判断判断指定状况的数字是否能通过指定比较式
String Comparison变数String判断判断指定字符串是否等于/不等于指定String变数
Tech-Type Comparison科技判断判断指定科技是否等于/不等于指定科技
Trigger Comparison触发器判断判断前后两个触发器是否相等/不相等
Unit Comparison单位判断判断两个单位是否相等/不相等
Unit-Type Comparison单位类型判断判断指定单位等于/不等于指定单位类型
And Comparison‘还有’判断式出现两个Condition设定,需要满足两个Condition 条件
Or Comparison“或者”判断式出现两个Condition设定,只要满足其一Condition 条件即可


动作
(其它)其它事件和未明确分类的动作项目。等候动作时间、游戏特别效果、设定变量等..
Do Nothing无所事事测试Event与Condition用
Comment批注分隔线,输入批注
Wait等待时间等待指定秒数
Wait For Sound等待时间(音乐拨放后)(秒)在音乐拨放后才开始数秒,若还没拨或已经拨完,则无作用
Variable设定变量设定指定变量为指定数值
Skip Remaining Actions略过剩下的动作跳过此Action以下的Action
If/Then/Else如果/然后/否则若”如果”成立则执行then否则执行Else
如果:Condition然后、否则:Action
For Each Integer A,Do ActionInteger A 数值判断循环判断Integer A数值是否符合指定数字范围
For Each Integer B,Do ActionInteger B 数值判断循环判断Integer B数值是否符合指定数字范围
Ai - Start Melee Ai Script开启对战AI选取指定计算机游戏者所使用的对战AI
Ai - Start Campaign Ai Script开启单人战役AI选取指定计算机游戏者所使用的单人战役AI
Ai - Send Ai Command送出AI命令对指定计算机游戏者发出AI命令
Ai - Ignore Unit Guard Position忽略单位的警戒点让指定计算机玩家忽略指定单位的警戒点,不适用于英雄与工人
Ai - Ignore All Unit Guard Positions忽略所有单位的警戒点让指定计算机玩家忽略所有单位的警戒点,不适用英雄与工人


(能见度)地图可见区域的相关动作设定
Visibility - Enable Fog Of War 能见度 - 显示战争迷雾  显示战争迷雾
Visibility - Disable Fog Of War 能见度 - 移除战争迷雾 移除战争迷雾
Visibility - Enable Black Mask 能见度 - 显示黑色区域 显示黑色区域
Visibility - Disable Black Mask 能见度 - 移除黑色区域 移除黑色区域
Visibility - Create Visibility Modifier Region 能见度 - 显示地图区域(方形显示) 显示地图区域(方形显示
Visibility - Create Visibility Modifier Circle 能见度 - 显示地图区域(圆形显示) 显示地图区域(圆形显示)
Visibility - Enable Visibility Modifier 显示可见区域 显示指定的可见区域
Visibility – Disable Visibility Modifier 不显示指定的可见区域 不显示指定的可见区域
Visibility - Disable Visibility Modifier 能见度 - 移除能见度 移除能见度


Animation - (变化)单位产生不同变化,改变单位小动作,或是实时调整单位的尺寸等等..
Animation - Play Unit Animation 单位变化 - 播放单位动作  拨放指定单位的指定动画
Animation - Play Unit Animation(Specify Rarity) 拨放单位动画(指定动画出现机率)  拨放指定单位的指定动画,并设定动画出现稀有度(常见、稀有)(会被切断)
Animation - Queue Unit Animation 拨放单位动画(完整) 拨放指定单位的动画(不会被切断)
Animation - Reset Unit Animation 回复成普通动画  让指定单位回复成一般动画设定
Animation - Add/Remove Unit Animation Tag 加入/消除单位动画 加入指定动画给指定单位
Animation - Lock Body-Part Facing 锁定单位头部/胸部面向点 指定单位头部/胸部面向某指定单位
Animation - Reset Body-Part Facing 复原单位面向点 复原指定单位的特定面向动作
Animation - Change Unit Size 改变单位大小(原大小百分比) 由左而右依序为改变单位长度/宽度/高度(从单位正面看时)
Animation - Change Unit Vertex Coloring 改变单位着色(百分比) 由左而右依序为改变单位Red/Green/Blue百分比与透明度单位预设:Red:100% Green:100%
Blue:100%
透明度:0%
Animation - Change Unit Animation Speed 改变单位动画拨放速度(原速度百分比) 改变该单位的动画拨放速度
Animation - Change Unit Turn Speed 改变单位移动速度 数值范围0.00-1.00
改变指定单位移动的速度
Animation - Change Unit Blend Time 改变单位转向速度 改变指定单位转向速度 Animation - Change Unit Flying Height 改变飞行高度与速率 改变指定单位的飞行高度与飞行速率
Animation - Play Destructible Doodad Animation 播放可破坏对象动作 拨放指定的可破坏对象指定动画
Animation - Queue Destructible Doodad Animation 拨放可破坏对象动画(完整)  拨放指定可破坏对象的指定动画(不会被切断)
Animation - Play Animation For Doodads In Region 拨放可破坏对象动画(指定区域) 拨放指定可破坏对象种类在指定区域里的指定动画
Animation - Play Animation For Doodads In Circle 拨放可破坏对象动画(指定圆圈内)  拨放指定可破坏对象种类在指定区域(圆形)里的指定动画


Cinematic - (摄影机)(电影)制作以游戏来表现的电影动画,也包括了各种相关画面的动作与特效滤镜
Camera - Apply Camera Object (Timed) 套用/启动摄影机(设定时间) 移动画面到摄影机的对准角度(指定完成时间)
Camera - Pan Camera (Timed) 移动摄影机 移动启动的摄影机到指定区域(指定完成时间)
Camera - Pan Camera With Interpolated Height (Timed) 移动摄影机(指定高度)  移动启动的摄影机到指定区域(可指定高度以避免进入较高的地形中)(指定完成时间)
Camera - Pan Camera As Necessary (Timed) 快速移动摄影机 快速移动启动的摄影机到指定区域(画面快速跳动)
Camera - Set Camera Field (Timed) 设定摄影机视点 改变启动摄影机的视点(上下移动、距离目标距离等)
Camera - Lock Camera Target To Unit 锁定摄影机视野到指定单位  锁定启动摄影机的视点到某单位(跟着单位移动)
Camera - Lock Camera Orientation To Unit 锁定摄影机视点到指定单位 锁定启动摄影机的视点到某单位(转动)
Camera - Stop Camera 结束启动中的摄影机 结束启动中的摄影机
Camera - Reset Game Camera 回复启动中的摄影机  回复启动中的摄影机到一般游戏角度
Camera - Sway Camera Source 摇晃摄影机 摇晃启动中的摄影机之视点位置,指定摇晃强度及速度
Camera - Sway Camera Target 摇晃摄影机 摇晃启动中的摄影机之所在位置,指定摇晃强度及速度
Camera - Stop Swaying Camera 停止摇晃摄影机 停止摇晃摄影机
Camera - Extend/Shrink Camera Bounds 加大/缩小摄影机照射范围 加大/缩小启动中的摄影机之视点范围(东、西、南、北)
Camera - Set Camera Bounds 设定摄影机视点范围 设定启动中摄影机之视点范围(依区域)
Camera - Set Spacebar-Point 设定跳跃地点 设定启动中摄影机若被游戏者按下「空格键」该跳到哪个位置
Cinematic - Transmission From Unit 单位电影对话显示 在电影模式下设定电影发言者与发言内容、音乐、持续时间、等待下个发言与否
Cinematic - Transmission From Unit Type 单位类型电影对话显示 同上,只是指定单位变成在指定区域里的指定单位类型
Cinematic - Cinematic Mode 开/关电影模式 开/关指定游戏者的电影模式
Cinematic - Fade Filter 淡入/淡出滤镜效果 在电影模式设定淡入/淡出滤镜效果
Cinematic - Advanced Filter 进阶配色设定 设定电影的材质、配色、透明度
Cinematic - Show/Hide Filter 使用/停用设定 使用/停用上两项设定
Cinematic - Ping Minimap 标示小地图标示记号 设定标示在小地图上面的绿色光圈记号
Cinematic - Flash SpeechIndicator For Unit 显示闪动标记(单位) 给指定可破坏对象显示闪动标记(红,绿,蓝,透明度)
Cinematic - Flash SpeechIndicator For Destructible 显示闪动标记(可破坏物件) 给指定可破坏对象显示闪动标记(红,绿,蓝,透明度)
Cinematic - Flash Speech Indicator For Item 显示闪动标记(宝物) 给指定宝物显示闪动标记(红,绿,蓝,透明度)
Cinematic - Clear Text Messages - 清除游戏讯息 清除显示中的讯息
Cinematic - Letterbox Mode On 启动电影模式(指定淡入时间) 开启电影模式(可指定淡入时间)
Cinematic - Letterbox Mode Off 关闭电影模式(指定淡出时间) 关闭电影模式(可指定淡出时间)
Cinematic - Disable User Control 游戏者控制锁定 指定游戏者将无法控制游戏
Cinematic - Enable User Control 允许游戏者控制 指定游戏者将可控制游戏
Cinematic - Enable/Disable Occlusion 开启/关闭透视功能 当视野被阻碍时,选择开启/不开启透视功能


Countdown Timer -(定时器)游戏中实时的定时器、定时器窗口和其它相关设定
Countdown Timer - Start Timer启动定时器开始指定的变量定时器与倒数时间Countdown Timer - Pause Timer暂停定时器停止指定的定时器
Countdown Timer - Create Timer Window创造定时器窗口建造定时器窗口并指定标题
Countdown Timer - Destroy Timer Window移除定时器窗口移除指定的定时器窗口
Countdown Timer - Show/Hide Timer Window显示/隐藏 定时器窗口显示/隐藏指定的定时器窗口
Countdown Timer - Change Timer Window Title改变定时器窗口标题改变指定定时器窗口标题
Countdown Timer - Change Timer Window Title Color改变定时器窗口标题颜色改变指定的定时器窗口之标题颜色(红,绿,蓝,透明度)
Countdown Timer - Change Timer Window Time Color改变定时器窗口时间颜色改变指定的定时器窗口之时间颜色(红,蓝,绿,透明度)


Destructible Doodad -(可破坏物件)可破坏的对象的相关动作设定
Destructible Doodad - Create 创造可破坏对象 在指定的区域建立指定的可破坏对象,并指定面向角度、大小与差异程度
Destructible Doodad - Create(Dead) 创造可破坏对象(以被破坏的) 同上,只不过建立的是已死亡的残骸
Destructible Doodad - Kill 摧毁物件 毁灭指定的可破坏对象
Destructible Doodad - Remove 移除对象 移除指定的可破坏对象
Destructible Doodad - Resurrect 复活物件 复活指定的可破坏对象,指定复活时的HP与是否显示复活动画
Destructible Doodad - Set Life(To Percentage) 改变对象破坏承受值(百分比) 设定可破坏对象的HP(最大HP的百分比)
Destructible Doodad - Set Life(To Value) 改变对象破坏承受值(实数) 设定可破坏对象的HP(实数)
Destructible Doodad - Set Max Life 改变对象最大破坏承受值 设定可破坏对象的最大HP值(实数)
Destructible Doodad - Open/Close/Destroy Gate 打开/关闭/催毁 门类对象 开启/关闭/毁灭指定城门
Destructible Doodad - Make Invulnerable/Vulnerable 可破对象 可损毁/不可损毁 设定可破坏对象为可破坏/不可破坏
Destructible Doodad - Pick Every Destructible Doodad In Region And Do 选取所有可破坏对象并执行动作(正方形区域)  在指定区域里选取所有可破坏对象并做指定Action
Destructible Doodad - Pick Every Destructible Doodad In 选取所有可破坏对象并执行动作(圆形区域)  同上,只不过作用区域为圆形


Environment -(地图环境)进行创造或改变天气、设定浓雾等动作设定
Environment - Create Weather Effecct 创造天气  在指定区域创造天气特效
Environment - Enable/Disable Weather Effect 显示/不显示 天气效果 显示/不显示指定的天气特效
Environment - Remove Weather Effect 移除天气效果  移除指定的天气特效
Environment - Set Sky 设定天空材质 设定天空材质
Environment - Set Fog 设定浓雾 设定雾气(种类,厚度,密度,红,蓝,绿)
Environment - Reset Fog 重设浓雾 恢复预设的无雾状态
Environment - Create/Remove Blight Region 创造/移除 腐地(方形面积) 在指定区域为指定游戏者创造/移除腐地
Environment - Create/Remove Blight Circle 创造/移除 腐地(圆形面积) 同上,区域为圆形


Game -(游戏)游戏进行的相关动作设定
Game - Text Message(Auto-Timed) 显示游戏聊天讯息(自动决定时间) 给指定游戏者显示指定游戏讯息(自动决定时间)
Game - Text Message(Explicitly-Timed) 显示游戏聊天讯息(指定显示时间) 给指定游戏者显示指定游戏讯息(需特别指定显示时间)
Game - Pause Game 暂停游戏  暂停游戏
Game - Unause Game 取消暂停游戏 取消暂停游戏
Game - Set Game Speed 设定游戏速度 设定游戏速度至指定速度
Game - Lock Game Speed 锁定游戏速度 锁定游戏速度使游戏速度无法改变
Game - Unlock Game Speed 解除锁定游戏速度 解除锁定游戏速度使游戏速度可以改变
Game - Set Map Flag 改变游戏设定 解将指定游戏设定开/关
Game - Set Time Of Day 设定游戏时刻 游戏时间为24小时制
Game - Set Time Of Day Speed 设定游戏时刻进行速度 设定游戏内时间经过的速度(原速度百分比)
Game - Turn Day/Night Cycle On/Off 启动/关闭 日夜循环 设定日夜循环是否开启
Game - Share Vision And Full Unit Control 分享同盟视野和单位控制 指定游戏者将可以分享视野与控制权给其同盟
Game - Give Units To Neutral Victim 玩家控制权交给中立国 改变指定游戏者的单位所有权至中立游戏者
Game - Set Next Level 设定下一个进行的地图 设定此地图过关后开启的地图
Game - Victory 游戏获胜 设定指定游戏者胜利,是否开启对话框、是否显示分数
Game - Defeat 游戏失败 设定指定游戏者失败,并输入失败讯息
Game - Set Campaign Screen 设定指定战役 设定此任务为指定单人任务
Game - Enable/Disable Mission 开启/关闭指定任务 开启/关闭单人战役里的任务
Game - Enable/Disable Campapign 开启/关闭战役 开启指定的单人战役
Game - Enable/Disable Cinematic 开启/关闭影片 开启/关闭指定的单人战役影片
Game - Force UI Key 按下指定按键  指定某游戏者按下指定的键
Game - Force UI Cancel 按下取消键  指定某游戏者按下取消键
Game - Preload File 指定读入档案 指定要读入的指定档案
Game - Begin Preloading 开始读入档案 在指定秒数后开始读入
Game - Preload Batch 指定读入多个档案 指定要读入多个指定档案
Game Cache - Create Game Cache 建立游戏纪录 建立游戏纪录,指定文件名
Game Cache - Save Game Cache 储存游戏纪录 储存指定的游戏纪录
Game Cache - Store Unit 储存单位至游戏纪录 在指定游戏纪录里以指定名子储存指定单位在指定卷标里
Game Cache - Store Real 储存Real变量至游戏纪录 在指定游戏纪录里以指定名子储存Real变量在指定卷标里
Game Cache - Store Integer 储存Integer变量至游戏纪录 在指定游戏纪录里以指定名子储存Integer变量在指定卷标里
Game Cache - Store Boolean 储存Boolean变量至游戏纪录 在指定游戏纪录里以指定名子储存Boolean变量在指定卷标里
Game Cache - Restore Unit Facing Angle 加载单位(面向角度) 加载指定卷标里的指定单位名子,并决定拥有游戏者、面向角度与放置区域
Game Cache - Restore Unit Facing Point 加载单位(面向定点) 同上,只不过面向角度改为面向定点


Hero -(英雄)英雄的相关动作设定。新增物品、经验等
Hero - Learn Skill 新增技能 让指定英雄学习指定的英雄技能
Hero - Set Level 设定等级 设定指定英雄的等级
Hero - Set Experience 设定经验 设定指定英雄的累积经验值
Hero - Add Experience 新增经验 增加指定英雄的累积经验值
Hero - Enable/Disable Experience Gain 允许/不允许 继续获得经验 允许/不允许指定单位获得经验值
Hero - Set Experience Rate 设定经验比例  设定指定游戏者拥有的英雄可获得的经验值比率(原经验值比率百分比)
Hero - Revive(Instantly) 复活 让指定英雄立即在指定地点复活
Hero - Give Item To Hero 给予物品到英雄 将指定宝物给予指定英雄
Hero - Create Item For Hero 创造物品给男主角 为指定英雄建立指定的宝物
Hero - Drop Item From Hero 掉落物品 从指定英雄的身上掉下指定宝物
Hero - Drop Item From Hero Inventory Slot 掉落指定字段物品 从指定英雄的身上掉下指定字段的宝物
Hero - Use Item On A Unit 使用物品在单位上 让指定英雄对指定单位使用宝物
Hero - Use Item On A Point 使用物品在上地区 让指定英雄对指定区域使用宝物
Hero - Use Item On A Destructible 使用物品在可破坏物上 让指定英雄对指定可破坏对象使用宝物
Hero - Use Item 使用物品 让英雄使用不需要指定目标的宝物


Item -(物品)物品相关动作设定
Item - Create 创造物品 在指定区域放置指定宝物
Item - Remove 移除物品 移除指定的宝物
Item - Move(Instantly) 搬移物品(立即) 快速的移动指定宝物至指定区域
Item - Set Life 设定物品破坏承受力 设定指定宝物的生命值
Item - Make Invulnerable/Vulnerable 设定 可破坏/不可破坏 设定指定宝物为可破坏/不可破坏
Item - Make Undroppable 设定宝物可否掉落 设定指定宝物在被简起后是否可在丢弃
Item - Make Item Drop From Heroes Upon Death 英雄死亡遗留物品 设定指定宝物在拥有英雄死后是否掉落
Item - Change Owner 改变宝物拥有权 改变指定宝物的拥有权到指定游戏者(改变/不改变颜色)


Leaderboard - (标示窗口)游戏中的标示窗口,用来来配合任务模式用
Leaderboard - Create 创造标示窗口 建立标示窗口,指定显示游戏者,并取标题
Leaderboard - Destroy 移除标示窗口 移除指定的标示窗口
Leaderboard - Sort 标示窗口内容排列顺序 指定标示窗口内容的排列顺序
Leaderboard - Show/Hide 显示/隐藏标示窗口 显示/隐藏指定的标示窗口
Leaderboard - Change Title 改变标示视标题 改变指定的标示窗口标题
Leaderboard - Change Label Colors 改变标示窗口颜色 改变指定标示窗口里的卷标颜色(红,绿,蓝,透明度)
Leaderboard - Change Value Colors 改变标示窗口数值颜色 改变指定标示窗口里的数值颜色(红,绿,蓝,透明度)
Leaderboard - Change Style 改变标示窗口显示设定 改变指定标示窗口的标题、卷标、数值、图像的显示与否
Leaderboard - Add Player 新增游戏者到标示窗口 新增指定的游戏者到标示窗口
Leaderboard - Remove Player 从标示窗口移除游戏者 从标示窗口里移除指定的游戏者
Leaderboard - Change Player Label 从标示窗口里改变游戏者的标签 在指定标示窗口里改变指定游戏者的标签
Leaderboard - Change Player Label Color 从标示窗口里面改变游戏者卷标的颜色 在指定标示窗口里改变指定游戏者的标签颜色(红,绿,蓝,透明度)
Leaderboard - Change Player Value 从标示窗口里改变游戏者的数值 在指定标示窗口里改变指定游戏者的数值
Leaderboard - Change Player Value Color 从标示窗口里改变游戏者数值颜色 在指定标示窗口里改变指定游戏者的数值颜色(红,绿,蓝,透明度)
Leaderboard - Change Player Style 改变游戏者在标示窗口里的显示设定 改变指定游戏者在标示窗口里的显示设定(显示/隐藏卷标、数值或图像


Melee Game - Neutral Building -(多人游戏)(中立建筑)各种多人地图的动作设定和中立建筑的设定。
Melee Game - Use Melee Time Of Day 多人游戏 - 设定多人模式的时间循环 设定死斗模式的时间循环
Melee Game - Hero Limits 多人游戏 - 英雄数量限制 同一位英雄数量限制生产一名
Melee Game - Hero Starting Items 多人游戏 - 英雄起始物品  设定所有游戏者的英雄初始道具为Scroll of Town Portal(传送卷轴)
Melee Game - Set Starting Resources 多人游戏 - 分配游戏预设资源 设定所有游戏者初始资源为多人模式预设资源
Melee Game - Remove Excess Units 多人游戏 - 移除起始点中立生物 移除所有已被启动的游戏者开始点附近的中立怪物、建筑
Melee Game - Create Starting Units 多人游戏 - 创造起始单位 放置所有游戏者的初始单位于所有游戏者的开始点
Melee Game - Run AI 多人游戏 - 执行人工智能 给所有计算机玩家使用多人模式AI
Melee Game - Victory/Defeat Conditions 多人游戏 - 执行胜利/失败条件 启动多人模式的胜利/失败条件
Neutral Building - Add Gold To Gold Mine 中立建筑 - 新增格外黄金数量至地图金矿 增加指定数量黄金到指定金矿(负数为减少)
Neutral Building - Set Resources Of Gold Mine 中立建筑 - 改变金矿黄金数量 设定指定金矿的黄金总量
Neutral Building - Haunt Gold Mine(Instantly) 中立建筑 - 改变矿区为闹鬼金矿 将指定金矿变成指定游戏者的不死族专用金矿
Neutral Building - Enable/Disable Way Gate 中立建筑 - 生效/不生效 传送门功能 允许/不允许指定传送门的使用
Neutral Building - Set Way Gate Destination 中立建筑 - 设定传送门目的地 设定指定传送门到指定地点


Player - Player Group - (游戏者)(游戏者群)设定调整资源、同盟状况等动作
Player - Set Property 设定资源  改变游戏者的数值(资源等)
Player - Add Property 新增资源 增加黄金等的指定游戏者数值(负数为减少) Player - Turn Player Flag On/Off 改变游戏者的设定  改变指定游戏者的游戏者设定
Player - Set Alliance 设定玩家对立状态 设定敌我状态(同盟、敌对、中立)
Player - Set Aspect Of Alliance 更改同盟状况 改变指定游戏者对指定游戏者之间的同盟设定
Player - Enable/Disable Ability 显示/隐藏技能显示 显示/隐藏指定游戏者的指定技能显示
Player - Set Training/Construction Availability Of Unit 设定玩家允许/不允许生产单位 设定是否限制指定游戏者的指定单位(建筑)类型
Player - Set Current Research Level 设定研究项目等级 设定指定游戏者的指定科技目前研发了几个等级
Player - Set Max Research Level 设定最大研究项目等级 设定游戏者的指定科技最高可研发几个等级
Player - Change Color 改变颜色 改变指定游戏者的颜色,以及是否更改现有单位的颜色
Player - Set Handicap 整体单位生命值(百分比) 加强指定游戏者原生命的百分比
Player - Show/Hide In Score Screen 显示/隐藏 得分画面 在得分表中显示/隐藏指定游戏者
Player Group - Pick Every Player In Player Group And Do Action 游戏者群 - 设定整体动作 选取指定游戏者群内的所有游戏者并执行Action
Player Group - Add Player 游戏者群 -新增游戏者 加入指定游戏者到指定游戏者群变量中
Player Group - Remove Player 游戏者群 -移除游戏者 从指定游戏者群变量中移除游戏者
Player Group - Clear 游戏者群 -清除游戏者群变量 清除指定的游戏者群变量


Quest - (任务目标)制作单人任务的任务对话框的设定
Quest - Quest Message 任务目标讯息 给指定游戏者显示任务讯息
Quest - Create Quest 创造任务目标 建立一个任务目标,设定标题、内容、类型与使用Icon图像
Quest - Destroy Quest 移除任务目标 消除指定的任务目标
Quest - Enable/Disable Quest 显示/不显示 任务目标 显示/隐藏指定的任务
Quest - Mark Quest As Completed 标记任务目标完成 标记指定的任务为完成/未完成
Quest - Mark Quest As Failed 标记任务目标失败 标记指定的任务为失败/未失败
Quest - Mark Quest As Discovered 显示标记任务目标 标记指定的任务为已启动/未启动
Quest - Change Quest Title 改变任务目标标题 改变指定任务的标题
Quest - Change Quest Description 改变任务目标描述 改变指定任务的内容文字Quest - Change Quest Requirement Description 改变主要任务目标描述 在指定任务上建立一个首要任务,并指定内容文字
Quest - Create Defeat Condition 创造任务失败描述 建立一个失败条件,并指定内容文字
Quest - Destroy Defeat Condition 移除任务失败描述 清除指定的失败条件
Quest - Change Defeat Condition 改变任务失败描述 建立一个失败条件,并指定内容文字
Quest - Flash Quest Dialog Button 闪动任务按钮 闪动任务按钮


Selection - (框选)相关框选动作的设定
Selection - Clear 框选 - 清除  取消选取所有单位
Selection - Select Unit Group 框选 - 框选单位群 取消选取所有单位并选取指定的单位群
Selection - Select Unit 框选 -框选单位 取消选取所有单位并选取指定的单位
Selection - Add Unit 框选 - 新增框选单位 从已选取的单位里新增指定单位Selection - Remove Unit 框选 - 移除框选单位 从已选取的单位里移除指定单位


Sound - (声音)地图中所有声音方面相关的动作设定
Sound - Play Sound 播放音效 拨放指定的音效
Sound - Stop Sound 停止音效 以立刻/声音渐小的方式停止指定音效
Sound - Destroy Sound 移除音效 直接移除指定音效;若该音效正在拨放则在结束后移除
Sound - Set Sound Volume 改变音效音量 设定指定音效音量(100%-0%)
Sound - Set Sound Cutoff Distance 声音自动开关距离 设定指定音效自动开关的距离
Sound - Set Sound Pitch 设定声音高低 设定指定音效的高低
Sound - Attach 3D Sound To Unit 附上3D音效于单位 将指定3D音效附于指定单位
Sound - Set 3D Sound Position 调整3D音效于地区 指定3D音效附于指定地点
Sound - Set 3D Sound Distances 调整3D音效于距离 指定3D音效附于指定距离
Sound - Add/Remove 3D Sound Across Region 新增/移除 3D音效于地区 新增/移除指定3D音效于区域
Sound - Use Daytime Ambient Theme 使用白天地形主题背景音效 使用指定地图风格在白天的背景音效
Sound - Use Nighttime Ambient Theme 使用夜晚地形主题背景音效 使用指定地图风格在黑夜的背景音效
Sound - Enable/Disable Dawn And Dusk Sounds 开启/关闭 黎明和夜晚时刻音效 允许/不允许黄昏与背景的音效
Sound - Set Music List (Using A Specific Initial Song) 设定音乐清单(指定拨放特定音乐) 设定音乐清单,特别指定在其它音乐结束后会自动拨放的音乐
Sound - Set Music List (Using A Random Initial Song) 设定音乐清单(随机拨放音乐) 设定音乐清单,随机选定在其它音乐结束后会自动拨放的音乐
Sound - Clear Music List 清除音乐清单 清除后,拨放中的音乐结束后将不会在拨放音乐
Sound - Play Music 播放音乐 拨放指定的音乐
Sound - Play Music Theme 拨放特定的音乐 拨放特定的音乐
Sound - Stop Music Theme 停止拨放特定音乐 停止拨放特定音乐
Sound - Stop Music 停止音乐 停止拨放指定音乐
Sound - Resume Music 回复暂停的音乐 回复之前暂停的音乐
Sound - Set Music Volume 调整音乐音量 设定拨放音乐的音量
Sound - Set Volume Channel 设定音乐音量(指定音乐) 设定指定音乐的音量
Sound - Set All Volume Channels For Cinematics 设定相同音量大小(拨放电影时) 设定在拨放电影时都用相同音量的音乐
Sound - Set All Volume Channels For Speech 设定相同音量大小(电影对话显示时) 设定在电影对话显示时都用相同音量的音乐
Sound - Reset All Volume Channels 回复所有音乐音量 回复所有音乐音量到预设


Trigger - (触发器)触发器动作设定
Trigger - Turn Off 关闭执行后触发器 关闭指定的触发器;现行的触发Action结束后将不会再触发
Trigger - Turn On 启动触发器 开启被关闭的触发器,使其重新启用
Trigger - Run(Checking Conditions) 执行触发器(执行先决条件) 执行指定的触发器,并跳过Events只检查Condition
Trigger - Run(Ignoring Conditions) 执行触发器(略过先决条件) 直接执行指定触发器的Actions,跳过Events与Conditions
Trigger - Add To Trigger Queue 增加触发器到循环触发器清单 增加指定触发器到循环触发器
Trigger - Remove From Trigger Queue 从循环触发器清单移除触发器 从循环触发器清单里移除指定触发器
Trigger - Clear Trigger Queue 清除循环触发器清单 清除循环触发器清单
Trigger - Clear Trigger Queue Of Pending Triggers 清除循环触发器清单(未执行的触发) 清除循环触发器清单,正在执行中的触发器将不会被移除

Unit - Unit Group - (单位单位群)单位各种相关动作的设定。命令攻击、移动、创造、属性改变等许多动作设定
Unit - Create Unit Facing Angle 创造单位与面向角度 建立指定数量的单位,设定该单位的面向角度
Unit - Create Unit Facing Point 创造单位与面向单位 建立指定数量的单位,并设定该单位面向的定点
Unit - Create Corpse 创造单位尸体 建立指定单位的尸体,指定建立位置与所属游戏者
Unit - Kill 杀死单位 杀死指定的单位
Unit - Remove 移除单位 直接移除单位不留下尸体,英雄将无法复活
Unit - Explode 身体碎开 将指定的单位以身体爆开的方式死亡
Unit - Replace 重设单位 重设单位的种类,许多变量存取的单位在此Action后必须重设
Unit - Hide 隐藏 隐藏指定的单位
Unit - Unhide 解除隐藏 解除隐藏指定的单位
Unit – Change Color 改变单位颜色 改变单位颜色,但不改变所属游戏者
Unit - Change Owner 改变所属玩家 改变指定单位的所属游戏者
Unit - Shared Vision 分享视野 允许/不允许指定游戏者分享指定单位的视野
Unit - Move Unit(Instantly) 搬移单位(立即) 让指定单位立刻移到指定区域
Unit - Move Unit And Face Angle(Instantly) 搬移单位与面向角度 让指定单位立刻移到指定区域,并指定面向角度
Unit - Move Unit And Face Point(Instantly) 搬移单位与面向单位 让指定单位立刻移到指定区域,并指定面向定点
Unit - Set Life(To Percentage) 调整生命值(百分比) 设定单位的现有生命,以最大生命的百分比设定
Unit - Set Mana(To Percentage) 调整法力(百分比) 设定单位的现有法力,以最大生命的百分比设定
Unit - Set Life(To Value) 调整生命值(实数) 设定单位的现有生命,以数字设定
Unit - Set Mana(To Value) 调整法力(实数) 设定单位的现有法力,以实际数设定
Unit - Make Invulnerable/Vulnerable 设定单位 不可攻击/可攻击 设定指定单位为可破坏/无法破坏状态
Unit - Pause/Unpause 暂停/解除 暂停/解除暂停指定单位(单位将停止行动,但会记得当时的命令)
Unit - Pause/Unpause All Unit 暂停/解除 所有单位 暂停/解除暂停所有单位
Unit - Make Unit Explode On Death 设定单位死亡方式 设定指定单位在死亡时是正常死亡或爆开
Unit - SuspendCorpseDecay 暂停持续尸体腐烂 让指定单位的暂停持续尸体腐烂
Unit - Make Unit Sleep 设定单位睡眠 设定单位是否在未被攻击时睡眠,仅适用于中立怪物
Unit - Make Unit Sleep At Night 设定单位夜间睡眠 设定单位是否在晚上、并且未被攻击时睡眠,仅适用于中立怪物
Unit - Wake Up 单位醒来 让指定单位在晚上睡觉时醒来,无法作用于魔法催眠
Unit - Rescue Unit 夺取单位 让指定单位所属于指定游戏者
Unit - Make Rescuable 单位为可捕获/不可捕获 设定指定单位可以为指定游戏者所捕获/不可捕获
Unit - Set Rescue 单位被捕获距离 设定指定单位可被捕获的距离
Unit - Set Rescue Behavior For Units 单位被捕获时颜色变化 设定单位被捕获时颜色的变化(改变颜色或保留原色)
Unit - Set Rescue For Buildings 建筑被捕获时颜色变化 同上,只不过是设定建筑
Unit - Make Unit Face Unit 单位转向于单位 让指定单位面对指定单位
Unit - Make Unit Face Point 单位转向于地区 让指定单位面对指定定点
Unit - Make Unit Face Angle 单位转向于角度  让指定单位面对指定角度
Unit - Set Movement Speed 调整移动速度 设定指定单位的移动速度
Unit - Turn Collision On/Off 设定可否重迭 设定指定单位可否和其它单位重迭
Unit - Set Acquisition Range 单位攻击范围 设定指定单位的攻击范围
Unit - Remove Ability 移除技能 从指定的单位中移除技能
Unit - Issue Order Targeting A Unit 命令单位(对单位) 让指定单位执行目标是单位的命令(攻击、修理等)
Unit - Issue Order Targeting A Point 命令单位(对区域) 让指定单位执行目标是区域的命令(移动、设定集合点等)
Unit - Issue Order Targeting A Destructible 命令单位(对可破坏物件) 让指定单位执行目标是可破坏对象的命令(开采、攻击等)
Unit - Issue Order With No Target 命令单位(无目标) 让指定单位执行无目标的命令(停止、坚守位置等)
Unit - Issue Train/Upgrade Order 命令单位(升级) 让指定单位执行升级的命令
Unit - Issue Research Order 命令建筑研发科技 让指定单位执行研发的命令
Unit - Issue Build Order 命令单位造盖建筑 让指定单位执行建造的命令
Unit Group - Pick Every Unit In Unit Group And Do Action 单位群执行Action 选取指定单位群内的单位并执行Action
Unit Group - Add Unit 新增单位到单位群 新增指定单位到指定单位群
Unit Group - Add Unit Group 新增单位群到单位群 新增指定单位群到指定单位群
Unit Group - Remove Unit 从单位群里移除单位 从单位群里移除单位
Unit Group - Remove Unit Group 从单位群里移除单位群 从指定单位群里移除指定单位群
Unit Group - Clear 清除单位群 清空单位群里的所有单位
Unit Group - Issue Order Targeting A Unit 命令单位群(对单位) 让指定单位群执行目标是单位的命令(攻击、修理等)
Unit Group - Issue Order Targeting A Point 命令单位群(对区域) 让指定单位群执行目标是区域的命令(移动、设定集合点等)
Unit Group - Issue Order Targeting A Destructible 命令单位群(对可破坏物件) 让指定单位群执行目标是可破坏对象的命令(开采、攻击等)
Unit Group - Issue Order With No Target 命令单位群(无目标) 让指定单位群执行无目标的命令(停止、坚守位置等)
Unit Group - Issue Train Order 命令单位群(升级) 让指定单位群执行升级的命令

新近接触了一批游戏,有些感想

Posted: 04 Nov 2007 02:50 PM CST

重新爆了一遍风色的3、4、5,最大的感慨,是这个游戏的内容核心。风色一直是一种朴素的感动,朴素的表现形式下,掩藏的是并不朴素的思想和理念。玩风色一个最大的感受,就是这个游戏,真的很深刻。没有所谓的对错、没有所谓的正义,更不会有心思去为那些打着正义的旗号、干着伤天害理事情的行为辩护。我认为,在抛却了一切世间冷暖之后,最为纯粹的世界,或许就是那个样子——大同世界。

[点名游戏]ACG點名30問

Posted: 04 Nov 2007 06:04 AM CST

————─遊戲規則(??)
1. 請在填寫前,於最上面貼上目前最萌的動(漫)畫角色。

太多了。这几天看不猎奇,算丽丽还是什么的那个小娃娃一个吧,怎么翻译来的?

2. 請勿必秉持著被打死也要誠實作答的精神填寫;不知道、沒有或沒研究的領域可以不作答。

3. 填完之後,請指定五人於部落格填寫。

这个就不流传了...掐断。算了还是给小桑一个(哈哈哈)

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Q1. 請問你的年齡與性別分別為?
A1: 24/m

Q2. 陷入ACG界多久了?
A2:小学2年级?

Q3. 你的特殊屬性是?(蘿莉、正太、眼鏡控……等等)……
A3:御姐控.某些萝莉控.

Q4. 你具有腐或宅的基因嗎?
A4:宅男不算太宅

Q5. 你是否會自己創作原創作品或是同人作品?
A5:小学和初中的时候有过,后来没有了。

Q6. 請寫出在你的ACG生涯中,印象最深刻的五部漫畫。
A6:非常家庭、我的女神、怪医秦博士(当时这么翻译来着,就是BJ)、阳光少女、一刻公寓

Q7. 請寫出在你的ACG生涯中,印象最深刻的五部動畫。
A7:OP、爆炸头武士(汗...我没不良倾向啊)、秒速5CM、混沌武士(严重同意)、新世纪福音战士

Q8. 請寫出最喜歡的三部機器人動畫或漫畫。
A8:新世纪福音战士

Q9. 請寫出心目中最可稱之為「神作」的動畫。
A9:混沌武士?神作这个头衔有点大,不过这样风格的动画我是喜欢的。

Q10. 請寫出「雖然廣受歡迎,但我還是不能接受」的動畫或漫畫。
A10:热带雨林的暴笑生活...

Q11. 請寫出你認為娛樂性最高的三部動畫或漫畫。
A11:幸运星算一个,七龙珠算么?一路打到底的动画其实也挺娱乐,看着不费劲啊。不过龙珠太old了。说起来好像没几个动画是叫我一路暴笑到底的。所以这题对我来说很难啊。热带雨林的暴笑生活这个动画,我看了20多集,愣是没看出来哪里暴笑...所以这题就这样吧。

Q12. 請寫出目前最希望重播的三部動畫。
A12:乱马1/2,猫眼三姐妹,小时候还看过一个机甲动画,不过现在不播了(电视上播的动画好像没有多少)

Q13. 請寫出認為最經典的動畫歌曲五首。
A13:从来不记名字,好听就下。严格说来是因为日文的歌曲名字都不知道是什么,有的还翻译的不统一...

Q14. 請寫出今年最喜歡的三部新番動畫。
A14:今年的新番都没看...

Q15. 請寫出目前最期待的新番動畫。
A15:同上理由所以没有答案

Q16. 請寫出最喜歡的一款戀愛遊戲。
A16:心跳回忆【NND,老子玩过别的可最喜欢还是这个!】

Q17. 請寫出目前最想玩的三套遊戲。
A17:忍龙2、Halo3(想起这个就为我的XBOX360惋惜...)、吉他英雄3(让ROCK来的更猛烈吧!)

Q18. 請寫出最喜歡的一位動畫音樂製作人。
A18:菅野洋子我是知道的,不过不算最喜欢。严格来说,动画音乐制作人知道名字的不多,所以这个我要写,只能写知道名字的了...

Q19. 請寫出喜歡的聲優,男女最多各十名。
A19:不写了。累!女的肯定有平野绫,林原惠美,男的么...

Q20. 請寫出五位最喜歡的聲優歌手。
A20:林原惠美、桑岛法子、仓木麻衣(好像不是声优,没调查过=_=|)、南里侑香、平野绫

Q21. 是否看聲優見面會看得興奮尖叫,被家人及朋友投以怪異眼光的經驗?
A21: 没参加过...

Q22. 是否有其他喜歡曾唱過動畫、電玩主題曲的歌手?請寫出。
A22:这个好多...(今天写了好多次好多...)

Q23. 目前看過最喜歡的三套日本輕小説為?
A23:汗...这题目搜了一下才知道概念。如果推理侦探类都算得话,到是很多,不过我却不知道怎么写了。这个概念对我有点模糊。不过日本小说看得很多是真的。

Q24. 有買動漫畫及電玩公仔或其它周邊的習慣嗎?
A24:周边偶尔会买

Q25. 是否定期參加CWT或FF等同人販售會?
A25:NO

Q26. 有COSPLAY的經驗嗎?如果有,請寫出COS最滿意的角色。
A26:没

Q27. 踏入ACG界之後,最煩惱的事情是?
A27:囊中羞涩(同麦子)

Q28. 踏入ACG界之後,最難過的事情是?
A28:怎么那么多好东西没有看,没有玩,没有买啊...

Q29. 最相信由動漫畫衍生出的名言是?
A29:まだまだだね。(麦子是神...这句是我QQ资料上的...)

Q30. 最後,請寫出最想對同領域的伙伴們大喊的話吧!
A30:只针对某人说吧:小桑你太宅了!

Tags - acg , 御姐控 , 萝莉控

看起来你想当一名制作人?

Posted: 04 Nov 2007 02:38 AM CST

原作者:Marc Mencher
译者是自GAMASUTRA的链接上看到这篇文章的
链接地址如下:
 
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
译文在原文之后,烦点击进去阅读):
 

So You Want To Be A Producer

 pro-du-cer n. 1. Someone from a game publisher who will be the liaison between the publisher and the game development team. 2. A furnace that manufactures producer gas.

If you want to learn about furnaces manufacturing producer gas, this article’s not for you. However, if you want to learn the basics of being a game producer, read on.<P>

Producer careers range from the entry-level assistant producer position to executive producer. Here’s a sample of recent job openings on GameRecruiter.com: producer, producer/director, associate producer/localization manager, senior producer, executive producer, online producer/webmaster, development director (executive producer), producer (external), producer (internal).

 

以下省略
 
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以下译文
 
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生命的循环:游戏产品生命周期分析

Posted: 04 Nov 2007 02:24 AM CST

 
原作者:Daniel Cook
译者是自GAMASUTRA的链接上看到这篇文章的
链接地址如下:
 
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
译文在原文之后,烦点击进去阅读):
 
The Circle of Life: An Analysis of the Game Product Lifecycle
(Page 1/4)
Next arrow


In 1994, encyclopedic game site MobyGames lists that 20 graphic adventure games were released. By 2002, the number of titles had plummeted to 3. The halcyon days of the graphic adventure genre are now long past and many of its descendants are relegated to a niche status in the modern gaming market.

 

以下省略
 
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以下译文
 
点击图片放大
 
 
 

Havin Team Democracy Is Not Top Priority

Posted: 03 Nov 2007 07:27 AM CDT

The objective of a game development team is to produce results. Having democracy and “hearing everybody” shouldn’t be top priority in every decision making. There are some reasons for this.

Democratic votes are time consuming
That’s the main reason why there should be leader in the team who is willing to make decisions when necessary. If you use “democratic voting” - hear what everybody has to say - every time you try to make a decision, it will be darn slow. Sometimes you should just cut corners and decide stuff on your own.

It might slip into being fake democracy
If people are just heard (but nobody is really listening), then you are just faking democracy. You are asking what people say, but then do whatever you already decided. That means wasted time (and basically is pretty annoying).

Democracy might indicate that you are a clueless leader
This is bit of an exaggeration, but think about it. If you are the leader, and you are always asking “what are you guys thinking about this” and “what are you guys thinking about that”… then people might get the impression that you don’t want to make decisions.

Leaders should bring vision and goals - people want leader to lead.

A word of warning. Being tyrant is equally bad (or worse). You have to keep the team motivated and ask their opinions now and then. Balance is necessary.

The point I want to make here that “having democratic team” over “having team that produces results” is not such a good idea - since the goal is to actually produce something, not make sure everybody gets heard always.

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

是非到此止

Posted: 04 Nov 2007 06:17 AM CST

是非到此止,佛号请带去。

《练习曲》中的一句话。阿公在祖先神桌前写的两行箴言。空明,动人。面对世界上如此多不公平的事情我们怎样面对?谈完自己的练习曲,是非由它去吧。

但片子中我更有感触的一句话是:有些事现在不做,以后就不会做了。

Covent Garden

Posted: 04 Nov 2007 03:56 AM CST


T恤上的动物园。


七上八下。


非常喜欢这样精致的表情。
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