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PlayStation Brings SingStar and Buzz to New Orleans Kids Posted: 26 Oct 2007 01:11 PM CDT
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! |
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Posted: 26 Oct 2007 12:20 PM CDT |
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Fancy, Gold-Tinted Wearable Halo Helmet [Halo] Posted: 26 Oct 2007 12:00 PM CDT 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] |
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Burnout Paradise Coming Jan 22 [Announcements] Posted: 26 Oct 2007 11:40 AM CDT
Burnout Paradise Crashes and Burns January 22 [shacknews] |
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Castlevania: Order Of Shadows [Impressions] Posted: 26 Oct 2007 11:20 AM CDT
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. 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. |
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Soldier of Fortune Gallery [Soldier Of Fortune Payback] Posted: 26 Oct 2007 11:00 AM CDT SOLDIER OF FORTUNE® PAYBACK 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.
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Crysis Demo Drops Tomorrow [Demo] Posted: 26 Oct 2007 10:40 AM CDT
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PSU Expansion Detailed, Dated [Phantasy Star Universe] Posted: 26 Oct 2007 10:20 AM CDT
SEGA REVEALS DETAILS OF PHANTASY STAR UNIVERSE: AMBITION OF THE ILLUMINUS |
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UK Firm Reckons PC Games Can Run On PS3 [Playstation 3] Posted: 26 Oct 2007 10:00 AM CDT
...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] |
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Event Report: Church, Rigopulos Talks Game Ads At Zurich's Gamehotel Posted: 26 Oct 2007 02:20 AM CDT
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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
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Posted: 26 Oct 2007 10:06 AM CDT nds《FFTA2》
nds《コードギアス 反逆のルルーシュ》
nds《胜利十一人DS:GOAL×GOAL》
nds《天元突破グレンラガン》
nds《アパシー ~鳴神学園都市伝説探偵局~》
nds《ダンジョンメーカー魔法のシャベルと小さな勇者》
ps2《魔塔大陆2》
ps2《战神2》
ps2《FIVB VOLLEYBALL WORLD CUP: VENUS
EVOLUTION》
ps2《家庭教師ヒットマンREBORN! Let's暗殺!?
狙われた10代目!》
ps2《バルドバレット イクリブリアム》
ps2《SEGA AGES 2500シリーズ Vol.31
電脳戦機バーチャロン》
Wii《Ghost Squad》
Wii《宝岛Z》
Wii《銀魂万事屋ちゅ~ぶツッコマブル動画》
Wii《Dance Dance Revolution HOTTEST
PARTY》
ps3《忌火起草》
ps3《审判之眼》
xbox360《BLADE STORM:百年战争》
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Feature: 'Constructing Artificial Emotions: A Design Experiment' Posted: 26 Oct 2007 10:46 AM CDT
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Posted: 23 Oct 2007 12:41 AM CDT |
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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.
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 |
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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
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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
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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 |
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Posted: 19 Sep 2007 10:28 AM CDT
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)
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。 |
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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 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
Guitar Hero III Single Recharge Kit [Red Octane] |
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MGame to CDC Games: This is All Your Fault! [Only In China] Posted: 27 Oct 2007 11:30 AM CDT
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. 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] |
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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!!
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Xbox 360 Pro Bundle in the Wild [Spotted] Posted: 27 Oct 2007 11:00 AM CDT
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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... |
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Posted: 27 Oct 2007 09:02 AM CDT ![]() 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。 ▀▄▄ ▀▄▄ ▄▄▄▄▄▄▓▌ ▐██▄ ▓█▄ ▀▄ ░▓▓███████▀ ▄████▌▐██▌ ▐▓ ▄▄▄▄▄▄ ▄ █▀██████▓░▄▓█████▄███▓ ░█▌▄▄▄ ▄ ▄▄▄▄▄▄ █ ▐▌▐▌▐██████▌▐████████████▌ █▌ ▐▌ █ █ ▓ ▓███████▄████████████▌▐██ ▓ █ █ ▄ ▐▌ ▐▓███████████████████▄███ ▐▌ ▄ █ █ ▐▌▐█ ▀▀▀▀▀▓▓█████████▀▀▀ ▓▓░ █▌▐▌ █ █ █░▓▌ ▄▓▄ █████░ ░█▌ ▐▓░█ █ ▌▄ ▐▌ ▐█ ▀ ▓▓▄▄▄▄▓▓ █▄▄██████▌ ▀ █▌ ▐▌ ▄▐ ▐▌ ▓▄ ▀▓▄ ███████ ███████▓▓ ▄▓▀ ▄▓ ▐▌ ▌▀▄ ▀▀▄▄░▀▄ ▀▀▓▓███▌ ▐█░▄▄▄▄ ▀▀ ▄▀░▄▄▀▀ ▄▀▐ ▄ █ ▀▀▄▄ ▀▀▄▀▄ ███▀▀▀▀▀▀ ▓███░ ▄▀▄▀▀ ▄▄▀▀ █ ▐▌ █ ▀▓▓▄ ▐▌▐▌ ▄▄▄ ▐███▌ ▐██▓▌▐▌▐▌ ▄▓▀ █ ▄ ▄ ▄▀ █ ▄ ▐██▌░█▓ ▐█▓▌ ░▓██▓ ▓█░▐█▄ █ ▐▌ ▐▌ ▄▀▄▄▀ █ ▐▌ ██▐▓▄▀ ▄▄▀▀▀██▄▄ ▀▄▓▌▐▌ ▀▄▄█░ ▄▀ ▐▌▓█▌ ▀ ▄▄█░▐█▓▀ ▄███ ██▓▓ ▓▀ ▄▓██▀ ▄▀▄▄▀ ▓███▓ ▄▓██▀ ██▌ ▓▓██▌ ▐████▌ ▄▀▄▄▀ ▐███▌ ▐▌▓█▌ ▐████▌ ▐███▌ ▐▓▓ ▐████ █████ ▐▌▓█▌ ░▓███ ▓███▓ █████ ░▓███ ░██▌ ▄▄▄▄████████ ▐████▌ ▓███▓ ▄▄███▓░ ▐████▌ ░█████ ▄▄███▓▐██▌ ░███▓▓▀ ▀████▌ █████ ▐████▌░██████▀ ▐███████▓ ▓▓█▌ ▐████▌▓▓███▀ ███ ▓▓███ ▄████████████▓▓██████▓▐█████▌ ▐███░█████ ████ █████████▌ ░███ ▐████▌ ▓▓████▌ ▐████████░██████████ ▐█▓▓ ▐████▓ ████ ▐████████ ▐███░▐████▌ ▐███████ ▓███████ ▐█████████▌ ███▌ █████▌ ████▌▄█████████▌ ▐███▌▓▓███ ██████▓▓ ▀▀▓▓██▌ ██████████▄▄███▌ ▐████▓ ▐███████▓▓▀▓████▄▓▓████████ █████▌ ░███▌ ▐████▓ ▀▀▀▓▓███▌ ▄█████▌ ▐███▓▓███▄▄▄░░▀▀▀██████████▄▄▄███▓▓▀ ▐███▌ ▄█████▌ █ ▐████████▓▓▀ ████ ▀▀▀████▄▄▄▄▄░░ ▀▀▀▀▀ nERv ▐████████▓▓▀ █ ▐▓▓████▀▀▀ ▀▀▀▀ ▄▀▀▀██████ ▐▓▓████▀▀▀ █ █ ▓▓██ █ █ █ █ ▄▀▀█ ▄▀▀ ▓ ▄▀▀▄ ▄▀▀▄ ▄▀▄ ▄▀▀ ▄▀▄ █ █▄▄▄ █▀▓ ▓▀ ▄ █ █ ▓ █▀▀▓ ▓ █ ▓▀ ▄ █ ▓ ▄▄▄█ █ ▀▀▀▀ ▀▀▀ ▀▀ ▀ ▀▀▀ ▀▀▀▀ ▀▀▀ Culpa Innata (c) Strategy First 10/2007 :..... RELEASE.DATE .. PROTECTION .......: Serial 1 :.......... DISC(S) .. GAME.TYPE ........: Adventure ▄▀▀ ▄▀▀▄ ▄▀▄▀▄ ▄▀▀ ▀ ▄▀▀▄ ▄▀▀▄ ▄▀▀▄ ▄▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ █ ▀▓ █▀▀▓ █ ▓ ▓▀ ▄ █ █ ▓ ▓▀ █ ▓ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀ ▀ ▀ ▀ ▀▀▀▀ ▀ ▀ ▀ ▀▀ ▀▀ 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 |
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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 |
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Kotaku Originals: From Soldier of Fortune to Eye of Fortune [Original] Posted: 27 Oct 2007 09:00 AM CDT
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 Army of Two Brings Blackwater PMCs Center Stage PS3 Firmware 2.0 Detailed, Hits Next Week Eye Of Judgment Cards Copyable Frankenreview - Ratchet & Clank Future: Tools of Destruction (PS3) Mario's Towering Pumpkin Inferno Nintendo Hires Two New Executives Soldier of Fortune, The Game, The Magazine, The Man Please, Go Buy Zack & Wiki Tomorrow Psychonauts Sequel Not Happening (Tear) 360 Arcade Pack Dated, Priced For Europe Crecente and Ashcraft... In Portuguese! Metal Gear Solid 4's Ryan Payton Speaks Why I Love the Portal Song But Would Never Buy It Ratchet and Clank Future: Tools of Destruction I Get My Own Straitjacket (Finally) Disgaea: Afternoon of Darkness GT5: Prologue Demo Impressions Crash Bandicoot Now Working at Universal Studios |
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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。 ...
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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 ...
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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 ...
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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 ...
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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
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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 The Scruffs Safecracker Kudos Rock Legend Hidden Expedition: Everest Enjoy the games! If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Posted: 26 Oct 2007 10:28 PM CDT 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 |
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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。 |
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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 |
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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。
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:
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Posted: 27 Oct 2007 01:14 AM CDT |
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Blue Dragon DLC: Cash for Items Posted: 26 Oct 2007 11:06 PM CDT ![]() 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 levelsBack 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. |
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CDC Games Heading to Japan [Expansion] Posted: 28 Oct 2007 11:30 AM CDT
CDC Games Enters Japan Market with Launch of New Online Game 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. |
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GameStop No Longer Offering Xbox 360 Replacement Plans [Xbox 360] Posted: 28 Oct 2007 11:00 AM CDT
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. |
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Wal-Mart Version of GH III Comes With Old Guitars? [Guitar Hero Iii] Posted: 28 Oct 2007 10:00 AM CDT
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Double Fine Studios Halloween Contest [Contest] Posted: 28 Oct 2007 09:00 AM CDT
Double Fine Halloween Competition! [Double Fine Action Forums] |
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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. |
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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。 |
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GPU Accelerated Offline Rendering Technology Posted: 28 Oct 2007 03:21 AM CDT |
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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. |
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Posted: 28 Oct 2007 02:52 AM CDT ![]() 乞食升級——> ![]() 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。 ![]() |
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Posted: 28 Oct 2007 01:03 AM CDT |
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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。 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! |
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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。 |
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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。 |
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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 |
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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 ...
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Arcade Flyer Art Saturday: Crazy Climber [AFAS] Posted: 27 Oct 2007 08:00 PM CDT
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] |
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Atari 2600 Pitfall Commercial [Clip] Posted: 27 Oct 2007 07:00 PM CDT
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WoW Pumpkin Makes Us Say WOW! [Jack O' Lantern] Posted: 27 Oct 2007 06:00 PM CDT
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Going Postal: The Postal 10th Anniversary Collector's Edition [Anniversary] Posted: 27 Oct 2007 05:00 PM CDT
Postal 10th Anniversary Collector's Edition [Running With Scissors] |
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Constructing Artificial Emotions: Game Design [Game Design] Posted: 27 Oct 2007 04:30 PM CDT
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
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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 |
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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.
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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
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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.
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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
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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。 |
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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. |
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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
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UKTI Publishes Comprehensive Report On UK Games Market Posted: 29 Oct 2007 08:17 AM CDT
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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.
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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。 |
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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 |
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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
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以下译文
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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 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
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以下译文
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Virtual Console Adds Castlevania II, Samurai Ghost For Halloween Posted: 29 Oct 2007 07:54 AM CDT
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PS3 Losses Could Double Initial Forecast Posted: 29 Oct 2007 06:27 AM CDT
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AMD's Feldstein: Future Game Hardware To Combine CPU, GPU Posted: 29 Oct 2007 06:05 AM CDT
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Nintendo Announces Gift-Giving Promotion For Virtual Console Posted: 29 Oct 2007 05:56 AM CDT
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Electronic Arts, Rockstar Clash Over Simpsons Parody Of GTA Posted: 29 Oct 2007 05:30 AM CDT
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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
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
第二章游戏故事文本结构 2.1 规则与故事 2.2 游戏文本与游戏故事文本 ……待续
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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.
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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.
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Posted: 30 Oct 2007 01:33 PM CDT EA takes us through a slice of life in Will Wright’s god sim.
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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.
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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.
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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. |
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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. |
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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 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。) ![]() ![]() ![]() ![]() Tags - fifa足球经理08 , fm , cm , 442汉化小组 , 中视网元 |
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iSuppli: Nintendo Leads Console Software Market Posted: 30 Oct 2007 08:56 AM CDT
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GCG: A Look Inside Game Universities Posted: 30 Oct 2007 08:00 AM CDT
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Posted: 30 Oct 2007 09:52 AM CDT 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 |
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Sexy girls having a goodtime and Drunk Hardcore Party Posted: 30 Oct 2007 06:34 PM CDT |
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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
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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.
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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
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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 |
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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.
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Q& A: Castlevania's Igarashi On The Future Of 2D Posted: 30 Oct 2007 05:47 AM CDT
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Independent Games Summit: Valve's Kim Swift - 'From Narbacular Drop To Portal' Posted: 30 Oct 2007 05:08 AM CDT
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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. |
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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 |
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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.
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Posted: 01 Nov 2007 12:21 PM CDT The December edition of Edge is on sale
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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.
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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
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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. |
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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.
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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.
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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.
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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.
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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.
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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
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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). |
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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! |
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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: |
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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.
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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~
相关链接: http://blog.sina.com.cn/s/blog_4938f71b01000c60.html ps3的光枪游戏 http://blog.sina.com.cn/s/blog_4938f71b01000ca7.html ps3《化解危机4》游戏画面 http://blog.sina.com.cn/s/blog_4938f71b01000ebm.html 昂贵的光枪游戏 |
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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 |
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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)
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。
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。 |
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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:
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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
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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
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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:
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. 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. |
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PS3 Closing The Wii Sales Gap In Japan [The Gap] Posted: 02 Nov 2007 11:40 AM CDT
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] |
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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 |
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Sweet Eye of Judgment Schwag [Eye Of Judgment] Posted: 02 Nov 2007 11:00 AM CDT 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. |
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N-Gage Service Delayed [Mobile Gaming] Posted: 02 Nov 2007 10:40 AM CDT
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Warhammer Online Delayed [Delay Of Game] Posted: 02 Nov 2007 10:20 AM CDT
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] |
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Who's Going to Lose: HD-DVD, Blu-Ray, or You? [PS3] Posted: 02 Nov 2007 10:00 AM CDT
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.
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. |
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Turok Tracks Dinosaurs To PC [Game Announcements] Posted: 02 Nov 2007 09:40 AM CDT
"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 |
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Mental Health Alliance Blasts Manhunt 2 [Bang Your Head] Posted: 02 Nov 2007 09:20 AM CDT
"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 |
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Join the Super Mario Flight Team [Super Mario Galaxy] Posted: 02 Nov 2007 08:58 AM CDT |
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US and Japanese Cell Phones Aren't THAT Different [Night Note] Posted: 02 Nov 2007 08:40 AM CDT To: Crecente 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 |
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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.
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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... |
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Posted: 02 Nov 2007 11:46 AM CDT The latest game dev debate around the blogosphere is about designer scripting. Joe Ludwig says,
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:
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. |
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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."
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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 |
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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 |
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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,,,, |
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《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 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】 ▀▄▄ ▀ ▄▄▄▄▄▄▓¦ Ì██▄ ▓█▄ ▀▄ ░▓▓███████▀ ▄████¦Ì██¦ Ì▓ ▄▄▄▄▄▄ ▄ █▀██████▓░▄▓█████▄███▓ ░█¦▄▄▄ ▄ ▄▄▄▄▄▄ █ ̦̦Ì██████¦Ì████████████¦ █¦ ̦ █ █ ▓ ▓███████▄████████████¦Ì██ ▓ █ █ ▄ ̦ Ì▓███████████████████▄███ ̦ ▄ █ █ ̦Ì█ ▀▀▀▀▀▓▓█████████▀▀▀ ▓▓░ █¦Ì¦ █ █ █░▓¦ ▄▓▄ █████░ ░█¦ Ì▓░█ █ ¦▄ ̦ Ì█ ▀ ▓▓▄▄▄▄▓▓ █▄▄██████¦ ▀ █¦ ̦ ▄Ì Ì¦ ▓▄ ▀▓▄ ███████ ███████▓▓ ▄▓▀ ▄▓ ̦ ¦▀▄ ▀▀▄▄░▀▄ ▀▀▓▓███¦ Ì█░▄▄▄▄ ▀▀ ▄▀░▄▄▀▀ ▄▀Ì ▄ █ ▀▀▄▄ ▀▀▄▀▄ ███▀▀▀▀▀▀ ▓███░ ▄▀▄▀▀ ▄▄▀▀ █ ̦ █ ▀▓▓▄ ̦̦ ▄▄▄ Ì███¦ Ì██▓¦Ì¦Ì¦ ▄▓▀ █ ▄ ▄ ▄▀ █ ▄ Ì██¦░█▓ Ì█▓¦ ░▓██▓ ▓█░Ì█▄ █ ̦ ̦ ▄▀▄▄▀ █ ̦ ██Ì▓▄▀ ▄▄▀▀▀██▄▄ ▀▄▓¦Ì¦ ▀▄▄█░ ▄▀ ̦▓█¦ ▀ ▄▄█░Ì█▓▀ ▄███ ██▓▓ ▓▀ ▄▓██▀ ▄▀▄▄▀ ▓███▓ ▄▓██▀ ██¦ ▓▓██¦ Ì████¦ ▄▀▄▄▀ Ì███¦ ̦▓█¦ Ì████¦ Ì███¦ Ì▓▓ Ì████ █████ ̦▓█¦ ░▓███ ▓███▓ █████ ░▓███ ░██¦ ▄▄▄▄████████ Ì████¦ ▓███▓ ▄▄███▓░ Ì████¦ ░█████ ▄▄███▓Ì██¦ ░███▓▓▀ ▀████¦ █████ Ì████¦░██████▀ Ì███████▓ ▓▓█¦ Ì████¦▓▓███▀ ███ ▓▓███ ▄████████████▓▓██████▓Ì█████¦ Ì███░█████ ████ █████████¦ ░███ Ì████¦ ▓▓████¦ Ì████████░██████████ Ì█▓▓ Ì████▓ ████ Ì████████ Ì███░Ì████¦ Ì███████ ▓███████ Ì█████████¦ ███¦ █████¦ ████¦▄█████████¦ Ì███¦▓▓███ ██████▓▓ ▀▀▓▓██¦ ██████████▄▄███¦ Ì████▓ Ì███████▓▓▀▓████▄▓▓████████ █████¦ ░███¦ Ì████▓ ▀▀▀▓▓███¦ ▄█████¦ Ì███▓▓███▄▄▄░░▀▀▀██████████▄▄▄███▓▓▀ Ì███¦ ▄█████¦ █ Ì████████▓▓▀ ████ ▀▀▀████▄▄▄▄▄░░ ▀▀▀▀▀ nERv Ì████████▓▓▀ █ Ì▓▓████▀▀▀ ▀▀▀▀ ▄▀▀▀██████ Ì▓▓████▀▀▀ █ █ ▓▓██ █ █ █ █ ▄▀▀█ ▄▀▀ ▓ ▄▀▀▄ ▄▀▀▄ ▄▀▄ ▄▀▀ ▄▀▄ █ █▄▄▄ █▀▓ ▓▀ ▄ █ █ ▓ █▀▀▓ ▓ █ ▓▀ ▄ █ ▓ ▄▄▄█ █ ▀▀▀▀ ▀▀▀ ▀▀ ▀ ▀▀▀ ▀▀▀▀ ▀▀▀ Avencast Rise of the Mage (c) Lighthouse 11/2007 :..... RELEASE.DATE .. PROTECTION .......: Securom 1 :.......... DISC(S) .. GAME.TYPE ........: RPG ▄▀▀ ▄▀▀▄ ▄▀▄▀▄ ▄▀▀ ▀ ▄▀▀▄ ▄▀▀▄ ▄▀▀▄ ▄▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ █ ▀▓ █▀▀▓ █ ▓ ▓▀ ▄ █ █ ▓ ▓▀ █ ▓ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀ ▀ ▀ ▀ ▀▀▀▀ ▀ ▀ ▀ ▀▀ ▀▀ 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 ▀ ▄▀▀▄ ▄▀ ▓▄▄ ▄▀▀▄ ▓ ▓ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀ ▀▀▀▀▀▀▀▀▀▀ █ █ ▓ ▀▀▀█ █ ▄ █▀▀▓ █ █ █ ▓ █ ▓ █ ▄ ▓▀ ▄ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀ ▀ ▀ ▀▀ ▀▀▀ ▀ ▀▀▀ ▀▀▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀ 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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《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 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】 ±±±°°°ÛÛÛÛÛ²±± °° ±±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Û²²ÛÛÛÛÛÛÛ± ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ±ÛÛÛÛÛÛÛÛÛÛÛ ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ° ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ°± Û±ÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛ±ÛÛÛÛÛÛÛ²ÛÛÛ° ±ÛÛÛÛÛÛÛ ÛÛÛÛÛ±± ÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛ±±±± ± ± ±±±ÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛ ±±± ± ± ±±²²ÛÛÛÛÛÛÛ ±ÛÛÛÛÛÿ±±± ±±± ÛÛÛÛÛÛ ÛÛÛÛÛÿ± ± ÛÛÛÛÛÛ ÛÛÛ ° ÛÛÛ °ÛÛÛÛÛ ÛÛÛÛ Û ±ÛÛÛ ÛÛÛ± ±± ²ÛÛÛÛÛ °²Û ± ÛÛÛÛÛ°±ÛÛ ±Û² ÛÛÛÛÛ° °ÛÛÛÛ² ²°Û ÛÛÛ ± ² ° ° ÛÛÛ±± ²°Û ²Û Û ÛÛÛ ² ² Û²² ÛÛ ° ±ÛÛÛ°°² ²°±Û²°° ÛÛ °°°ÛÛÛ °² °²ÛÛ²°°° ÛÛ °°°°±²Û ² ²ÛÛ²°°° ±ÛÛÛÛÛÛÛ °°° Û±Û²² ÛÛ²²°° ±ÛÛÛ° °°° ÛÛÛ Û² °° ² °°°ÛÛ±Û ÛÛ²²° Û ° °°° ± °°°ÛÛÛ ÛÛ±° °ÛÛÛÛÛÛÛÛÛÛ± ² °°°²ÛÛ ÛÛÛ ±±° °±ÛÛÛ ²ÛÛ °ÛÛÛÛÛ² °ÛÛÛÛÛ ±ÛÛ °°±ÛÛÛÛÛÛÛÛÛ ° ÛÛÛ °±ÛÛÛÛÛ°ÛÛÛÛÛÛ± ÛÛÛ °±ÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛ° °ÛÛÛÛÛÛ°±± ÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛ°± ° °ÛÛÛÛ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ° ° ±± ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ°°°±±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ±° ±ÛÛ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²² ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ± ±²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛ± ° ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²°° ° ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ²ÛÛÛÛÛÛÛÛÛ±± ÛÛÛÛÛÛÛÛß ßÛÛÛÛÛÛÛÛÛÛÛ°Û± ±²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²ÛÛÛ ÛÛÛÛÛÛÛÛ° ÛÛÛÛÛÛßÄÍÍÍÍÍÄßÛÛÛÛÛÛÛÛÛ±±± °ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛ ÛÛÛÛÛÛÝ JúFúK ÞÛÛÛÛÛÛÛÛ²²± °±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ²ÛÛÛÛÛ ÛÛÛÛÛÛÛÄÍÍÍÍÍÍÍÍÍÄÛÛÛÛÛÛÛ²²± °±±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ±ÛÛÛÛÛÛÛ °ÛÛÛÛÛÛÛ for ÛÛÛÛÛÛÛÛ²± ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛ Û² ÛÛÛÛÛÛÛÛÝ Pres. ÞÛÛÛÛÛÛÛ± ° ±Û²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ °ÛÛÛÛ ²Û² ÛÛÛÛÛÛÛÛÛÛÝÄÍÍÍÍÍÄÞÛÛÛÛÛÛÛ²± ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛ ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÜ ÜÛÛÛÛÛÛÛÛÛ²±°° ±²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ±Û±² ° °ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ°Û°° °Û²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ± °²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ±ÛÛÛÛÛÛ ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ± ±±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛ ÛÛÛÛÛ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ°± ±±±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ÛÛÛÛÛÛÛ ²Û±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ±° ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛ Û±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ±Û± ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛ ÛÛÛ±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ±± ²Û²Û²ÛÛÛÛÛÛÛÛÛÛ ±ÛÛÛÛÛÛÛÛ ÛÛÛ±ÛÛÛ±ÛÛÛÛÛÛÛÛÛ²ÛÛÛÛÛÛ²Û ° ²Û°ÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛ± ÛÛ±²ÛÛ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ±°Û° ° ±ÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛ ÛÛ²°ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ°° ±ÛÛÛÛÛÛ²±ÛÛ ÛÛÛÛÛÛÛÛÛ Û°²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ±Û²Û²Û±²ÛÛ ÛÛÛÛ²ÛÛÛÛ ÛÛ²±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²Û² ±°±²² ±°Û ÛÛÛÛÛÛ±ÛÛ Û°±±ÛÛÛÛÛÛÛ±ÛÛÛÛÛ²Û±°Û± ± °±ÛÛÛÛÛ°ÛÛÛÛ°ÛÛ °±±ÛÛÛÛ²ÛÛÛÛ±ÛÛÛ° ± ° °ÛÛÛ±±±°²ÛÛÛ ± ±±ÛÛÛ±±²Û±±²±± ° ± ±²²² ±° ²°°°° °°°°°Û ° ° ° ±°° ° ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²² ²°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°² ²°°ÛÛÛ²°Û²°Û²°°ÛÛ²°°ÛÛÛ²°°°°ÛÛÛ²°ÛÛÛ²°°ÛÛÛ²°°°°Û²°Û²°ÛÛÛ²°°ÛÛÛ²°°Û²°Û²°°ÛÛ²°°² ²°°°Û²°°Û²°Û²°Û²°Û²°°Û²°°°°Û²°°°Û²°°Û²°Û²°Û²°°°Û²Û²°°°Û²°°Û²°°Û²°Û²Û²°°Û²°Û²°² ²°°°Û²°°Û²°Û²°°Û²°°°°Û²°°°°Û²°°°Û²°°Û²°Û²°Û²°°°ÛÛ²°°°°Û²°°Û²°°°°°ÛÛ²°°°°Û²°°°² ²°°°Û²°°Û²°Û²°°°Û²°°°Û²°Û°°ÛÛÛ²°Û²°°Û²°ÛÛÛ²°°Û°ÛÛ²°°°°Û²°°Û²°°°°°ÛÛ²°°°°°Û²°°² ²°°°Û²°°Û²°Û²°Û²°Û²°°Û²°°°°Û²°°°Û²°°Û²°Û²°Û²°°°Û²Û²°°°Û²°°Û²°°Û²°Û²Û²°°Û²°Û²°² ²°ÛÛ²°°°°ÛÛ²°°°ÛÛ²°°°Û²°°°°Û²°°°°ÛÛÛ²°°Û²°Û²°°°Û²°Û²°ÛÛÛ²°°ÛÛÛ²°°Û²°Û²°°ÛÛ²°°² ²°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°² ²²²²²²²°°°°°°°°°°°°°°°°°°°°²²²²²²²²²²²²²²²²²²²²²²²²°°°°°°°°°°°°°°°°°°°°²²²²²²² ²²²°°°°°°°°°°°²²²²²²²² ²²²²²²²²°°°°°°°°°°°²²² ÛÛÛ²²± ²²²²°°²²²²²²² ²²²²²²²²²²²²²²²²²²²² ²²²²²²²°°²²²² ±²²ÛÛÛ ÛÛÛÛÛÛ²± ²²²² ±±±²²²²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²²²²±±± ²²²² ±²ÛÛÛÛÛÛ ²ÛÛÛÛÛÛÛ²²± ±±²²²²ÛÛÛÛÛÛÛÛÉÏÍÍÍÍÍÍÍÍÍÍÍÍÍÍÏ»ÛÛÛÛÛÛÛÛ²²²²±± ±²²ÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛ²²±±²²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛº Release Info ºÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²²±±²²ÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²²²²²²²²²²²²²²²²²²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²²²²±° °±²²²²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²²²±° °±²²²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛ²²±° Cars Mater-National °±²²ÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛ²±° ÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÑ °±²ÛÛÛÛÛÛÛÛ² ÛÛÛÛÛÛ²° °²ÛÛÛÛÛÛ 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 ÛÛ² Û ÛÛÛ²± ±²ÛÛÛ ÛÛÛÛÛ²²± ±²²ÛÛÛÛÛ ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÉÏÍÍÍÍÍÍÍÍÍÍÍÍÍÍÏ»ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛº Game Info ºÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²ÛÛÛÛÛÛÛ² ÛÛÛÛÛ²²± ±²²ÛÛÛÛÛ ÛÛÛ²± ±²ÛÛÛ ÛÛ² ²ÛÛ Û Û 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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Games suck lately! ±²ÛÛÛ ÛÛÛÛÛ²²± ±²²ÛÛÛÛÛ ²ÛÛÛÛÛÛÛ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²ÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÉÏÍÍÍÍÍÍÍÍÍÍÍÍÍÍÏ»ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛº Group Info ºÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²ÛÛÛÛÛÛÛ² ÛÛÛÛÛ²²± ±²²ÛÛÛÛÛ ÛÛÛ²± Everyone loves games, more to follow from JFKPC. ±²ÛÛÛ ÛÛ² ²ÛÛ ÛÛ° Shame on all of you profiting from the releases. °ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ° °ÛÛ ÛÛ² ²ÛÛ ÛÛÛ²± ±²ÛÛÛ ²ÛÛÛÛ²± Looking for nothing. Be safe! jfk...@hushmail.com ±²ÛÛÛÛ² ²ÛÛÛÛÛ²²± ±²²ÛÛÛÛÛ² ²ÛÛÛÛÛÛÛ²²²±± ±±²²²ÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛ²²²²²²±±±± ±±±±²²²²²²ÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÉÏÍÍÍÍÍÍÍÍÍÍÍÍÍÍÏ»ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛº Greets ºÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛ²²²²²²²±±±±ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ±±±±²²²²²²²ÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛ²²²±± ±±±±±±±²²²²²²²²²²²²²²²²±±±±±±± ±±²²²ÛÛÛÛÛÛÛ² ²ÛÛÛÛÛ²²± JFKDVD Micronauts JFKXVID VoMiT ±²²ÛÛÛÛÛ² ÛÛÛÛ²± ±±±±²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²±±±± ±²ÛÛÛÛ ÛÛÛ² ±±²²²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²²²±± ²ÛÛÛ ÛÛ² ±²ÛÛÛÛÛÛ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ÛÛÛÛÛÛ²± ²ÛÛ ÛÝ ÜÜÜÛÛÛÛÛÛÛÛÛÕØÍ͵ To Those Who Do It Right ! ÆÍÍØ¸ÛÛÛÛÛÛÛÛÛÜÜÜ ÞÛ Û ßßßÛÛÛÛÛÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙÛÛÛÛÛßßß Û Ý ßßÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛßß Þ Ý Þ |
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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~
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The History of Mario in Cross-Stitch [Crafts] Posted: 03 Nov 2007 11:00 AM CDT
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. |
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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. |
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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 |
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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; 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 |
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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. |
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Kotaku Originals: From Halloween To Manhunt 2 [Original] Posted: 03 Nov 2007 09:00 AM CDT
"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? |
Who's Going to Lose: HD-DVD, Blu-Ray, or You? Join the Super Mario Flight Team 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 Super Mario Galaxy Japanese Retail Copy Arse Falling Kept for Mario Galaxy Booklet, Disc 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 Red Octane Has No Plans For Xbox 360 DDR Pads Pokemon Seat Cushion for Classroom Sitting Fingers-, Eyes-On With Capcom's Art Book |
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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。
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Posted: 03 Nov 2007 08:07 AM CDT |
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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!
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Posted: 03 Nov 2007 06:25 AM CDT |
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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) |
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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。 |
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《太空堡垒卡拉狄加》(Battlestar Galactica)硬盘版 Posted: 03 Nov 2007 02:51 AM CDT 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】 ß ß ß Ý Û Ü Ü ÜÛÜ Ý ÛÜ ßÜÛÜ ÜÛÜß ÛÝ ° ÛÛÜ ßÜÜ ÜÛÜß ÜÛÛ Üß ß ßßßß Û ßßß ßßßß ß ß ßÜÛßß ß ßßß ßß ÛÛ ßÜ ± ÛßÛÛÜ ßÛÛß ÜÜÛÛßß Ûß ÜÜÛÛÛÛÛÛÛß ÞÛÝÛÛÛÛÛÛß ÜÜÛÛÛ²±° ÜÜÛÛÛÛÛÛ²±° ÛÛÛ Û ° ÛÛÛÛÛÛÜ ß ÛÛÛß °°° ÜÛÛß ÜÜ ÜÜ ÛÛ ÛÛÛß ÜÜÜ ÛÛÛß Ü ÜÜÜ Þ ÛÛÛ Û ÛÛÛ ßÛÛÛÜ ßÛÛ Ü ±±± ÞÛÛ ÛÛÛ Ûß ÜÛÛß °°° ß ÛÛÛ Ü ÛÛÛ ÛÛÛ ßßÜ ÛÛÛ ² ÛÛÛ Û° ° ÛÛÛ Ü ßÛÛÛ ÛÛ ß ²²² ÛÛÝÞ ÛÛÛ ÜÛÛß ±±±± Þ ÛÛÛ ÛÛÛ ßÛÛÛÜÜÜ ÛÛÛ ß ÛÛÛ Û± ± ²²² ß ÜÛÛÛ ÛÛ ÛÛÛÛÛ ÛÛ ²Ý²²²ÛÛÛß Ü² ²²²² Û ²²² ÛÛÛÛÛ Ü ßÛÛÜ ßÛ ÛÛÛÛÛ ²° °² ±±± ßÛÛÛß ÜÛÛ ÛÛÛ ÛÛ Þ ±±± ßÛÛÜ ß ÛÛÛÛ ² ±±± Ü ÛÛÛ °ÛÛÛÜ ÛÛÛ Û Ü ÛÛÛ ± ±Û °°° Ü ßÛÛÜ ßÛ Ý ÛÛÛ ÛÛÝ °°° Ü ßÛÛÜ ßÛÛÛ Ý °°° ² ÛÛÛ ß²ßß ÛÛÛ Û ² ÛÛÛ ° °Û ßß ÛÛÛ Û Û ÛÛÛ ÞÛÛÜ ßß ÛÛÛ ÛÛÛÜ ÛÛÛ ß ÜÛÛÛß Û Ü ÛÛÛ ßÛÛÛÛÛÛÛÛÛÛÛß Û Ü ÛÛÛ ßÛÛÛÛÛÛÛ²±° ÛÛÛ ßÛÛÛ²±° °± ÛÛß ²ÛÛÛÛÛÛß ÜÛßÞÜ ÛÛÛ ° 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¿ ú--ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÀÄ´ÄÙ ³ 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¿ ú--ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÀÄ´ÄÙ ³ ÀÄÄÄÙ ú-ÄÄ f Ä e Ä e Ä l Ä ° Ä t Ä h Ä e Ä ° Ä b Ä a Ä c Ä k Ä l Ä a Ä s Ä h Ä--ú |
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3some couch action hot clips and Asian girl luscious action clips Posted: 03 Nov 2007 11:07 AM CDT |
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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) |
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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。 |
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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。 ![]() |
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What's The Inspiration Behind Kane & Lynch? [Kane & Lynch] Posted: 03 Nov 2007 12:30 AM CDT
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] |
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Play MMOs, Learn A Second Language [Education] Posted: 04 Nov 2007 12:30 PM CST
... 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. 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 |
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Amazon Deal Of The Day: The Warriors [Cheap] Posted: 04 Nov 2007 12:00 PM CST
The Warriors [Amazon] |
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Malaysia, Taiwan, and Singapore Getting Zhengtu [Zhengtu] Posted: 04 Nov 2007 11:30 AM CST
"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. 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] |
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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, Yeah, that’s the guy. He slept through the whole thing, the jerk. I want his saga privileges revoked. I won’t He makes us all look bad. So yank him from the books. Poor Wulfric, all Valhalla will not sing his name. But grandkids might. |
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Resident Evil: Umbrella Chronicles Weapons Trailer [Clip] Posted: 04 Nov 2007 11:00 AM CST |
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Warcraft Soap Makes You Squeaky Clean [Hygiene] Posted: 04 Nov 2007 10:00 AM CST
Hearthstone Soap [Etsy] |
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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 |
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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。 |
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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
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。
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。
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>
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>
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>
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>
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。 |
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Posted: 04 Nov 2007 07:07 AM CST |
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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. |
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Don't Forget To Fall Back! [Time] Posted: 04 Nov 2007 09:00 AM CST
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Posted: 04 Nov 2007 07:25 AM CST Events (事件)
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 |
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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。
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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) ----------------------------------------------------------------- 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 |
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Posted: 04 Nov 2007 02:38 AM CST |
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):
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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). |
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Posted: 04 Nov 2007 02:24 AM CST |
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):
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The Circle of Life: An Analysis of the Game Product
Lifecycle
(Page 1/4)
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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 It might slip into being fake democracy Democracy might indicate that you are a clueless leader 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. |
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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。 |
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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。 ![]() ![]() |