Showing posts with label online. Show all posts
Showing posts with label online. Show all posts

Tuesday, March 29, 2011

Best News For 29.03.2011

Round-Up: Gamasutra Network Jobs, Week Of March 25

In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles across the world and in every major discipline, including opportunities at Square Enix, High Moon Studios, Capcom, . Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly. It will also be cross-posted for free across its network of submarket sites, which ...





Hry

News Flash: 3DS launch: highest one day sales of any Nintendo portable console

According to a report from Gamasutra, the Nintendo 3DS launch produced the highest one day sales of any portable console Nintendo has ever made. Were you surprised it beat the DS and GBA?

Source: Gamasutra




Obrazky

Mass Effect 2 Arrival DLC out today


Mass Effect 2′s latest piece of DLC is now available. As fans of the game will already know as they’ve probably been counting down the days for the past week, the pack is called ‘Arrival’. The episode revolves around an imminent Reaper invasion and features to voice talents of Sci-fi legend Lance Henriksen as Commander Hackett, who sends your character, Commander Shepherd off on a secret mission to rescue an undercover operative.#


Bioware have unveiled a video to go out with the downloadable content’s release, so check that out below if you’re interested. You can schedule the content to your download queue, for a fee of 560 MSP, HERE


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Online hry

Sunday, March 20, 2011

Nintendo Info For 20.03.2011

The Dispatch: Game Developers Conference 2010 in Austin, TX

“Conference” is something of a misnomer. The GDC is a developer’s retreat. Outside of the expo no one is here to sell anything. No one is here to promote their game. The developers are here to exchange ideas and give others the benefit of their wisdom. Like the bearded guru’s of legend these men and women are humble fonts of knowledge who are here to spread the good word, and the good word is video games.



The Austin Convention center is packed with sessions, and you can’t go to them all. I chose sessions that ran the gamut of the gaming industry, but with overlapping times there is still so much I had to miss. Sessions at the GDC are lectures. Much like their collegiate counterparts, leaders in the industry use PowerPoint presentations to discuss aspects of the video game industry: Social Networking Games, the MMOFPS problem (massive first-person shooter), micro payments, international markets, data mining, net neutrality, service retrospectives, the list goes on.



While few outside the expo are trying to sell anything and much of the conference is academic, don’t be fooled, there is business going on at the GDC. Hands are shaking and cards are being traded. If there is selling at the GDC; the product is first impressions. College students, recent grads and even the gaming initiated are looking for any opportunity to advance their career.



It’s not as cutthroat as it might sound. While many would sell any organ they could do without for a chance at a job or internship, there is a polite and inclusive nature in the chatter. Industry leaders surprisingly alleviate tension. When they aren’t offering up friendly free advice at the conference, they’re out at the great local Austin bars inviting attendees to have a beer and talk video games for a chance to network even further.



One embarrassing caveat: Every attendant wears a low-hanging badge that identifies who they are and for whom they work. What became eventually clear to most attendees was the average human height (especially the average female, to my embarrassment) caused the badges to hang just around crotch level. Everyone wants to know who you are because you are always a potential contact. So you effectively have a flock of professionals making passing glances at each other’s junk… for business reasons.



Mostly I attended what interested me personally, but I tried to keep everyone in mind. Here’s a look into the GDC experience in 2010.



Game Design and Video Game Writing



Many of the sessions available at the GDC focused on game design and a significant portion of those were about game writing. What was once a tertiary consideration in gaming, writing is now included as a key element to game design. If the trend continues, writing is likely to become its own subject and not just an implied component of a game design team. As in any field, good writers are hard to vet. New writers are doubly so. Many of the lectures on writing tried to inform potential applicants on what the industry is looking for in a writer.



It’s Not in the Writer’s Manual: A Q&A for New Writers



Twenty or so aspiring writers were allowed unfettered access to the advice of industry leader: John Gonzalez (Creative Lead Designer, Obsidian Entertainment, Fallout: New Vegas), Chris Metzen (SVP of Creative Development, Blizzard Entertainment, World of Warcraft), Rhianna Pratchett (Independent, Mirror’s Edge), Andrew Walsh (Freelance, Prince of Persia), Evan Skonick (Vicarious Visions) and Toiya Finley (Schnoodle Media, LLC). The session was a remarkably inclusive environment where the successful gave generously from their experience to those with only aspirations of success. Speakers gave frank and even heartfelt advice to new writers. Chris Metzen, in a moment of reflection implored writers to tell their stories from the soul, “We’re full up on clever. Clever hooks are done; the tank is full. Write soul. Sing though your writing.”



Writing the Whirlwind: 10 Years on the Frontlines of Halo Storytelling and Beyond



Joseph Staten (Creative Director, Bungie) gave a retrospective on writing the narrative for Halo over the last 10 years. Equally impassioned, Staten described how to keep an intellectual property (IP) fresh over time, “Pour all of your blood into it, leave nothing in the tank.” While maintaining reverence for the creative process, Staten mentioned in a sobering moment that, “[Halo]’s about shooting stuff. Killing aliens is relaxing” and that story is always beholden to gameplay.



Narrative Design Between the Lines: Game Development Conversation Standards



It’s not all heart and soul, sometimes its grammar and spelling. John Gonzalez (Creative Lead Designer, Obsidian Entertainment) walked attendants through the labyrinth of conversation standards required to keep the dialogue and narrative of Fallout: New Vegas in check. From faction details to the proper spelling of “Stimpak,” Gonzalez scrolled through the actual New Vegas documents while those in the audience strained to read at lightning speed to steal what little details they could.



Game Writing Workshop



Richard Dansky (Manager of Design/Writer, Red Storm) held a writing workshop focusing on peer feedback. It was an opportunity for one new writer to have a dialogue tree reviewed and critiqued by an industry professional and for several new writers to get a better understanding of how to give and receive criticism. What could have been a wolf pack tearing the unlucky writer’s prose to bits was instead an encouraging and well meaning critique that truly helped her and everyone in the room to write better dialogue.



Narrative Mechanics: An Approach to Crafting Emotion in Games



Writing is far from the final frontier in eliciting emotional responses in players. Jeremy Bernstiein’s (Independent, Dead Space 2) lecture on crafting emotion through the use of game mechanics highlighted an often underutilized tactic for crafting emotion. Via the very tools a we use to interact with the game Bernstein laid out the blueprints for not only putting fear into the player, but vulnerability, tension, helplessness and empathy. Citing examples such as the Andrew Ryan forced resolution in Bioshock (helplessness) to the hand-holding mechanic in Ico (empathy). The possibilities for dynamic emotional triggers was limited only to the creative power of the game designer.



All Your Base Are Belong to Us: Conquest Endgames in MMOs



The developers of EVE Online presented a retrospective that focused on the use of territory conquest for MMO endgame content. EVE Online has been a tireless prize fighter in the world of MMO’s, outlasting all of the major sci-fi space massives while producing an astonishing thirteen expansions in its seven year run. With a plethora of successes and failures under their belts, the developers at CCP were frank about both. The EVE community has notoriously sunk its collective teeth into EVE’s PvP conquest content, which caused a number of challenges. Chief among them was sheer player number in a given zone. On June 6th, 2010 EVE Online reached 60,453 players on a single server. It’s not hard to imagine enormous alliances clashing in a zone and crashing the server. Through clever incentives and a bit of social engineering the developers made great strides in solving the crowding of space, but what about time?



With the competitive popularity of EVE the very time zones of our own tiny planet played a major role in the graying of hairs at CCP. Sooner or later the players in Europe would have to go to sleep, and that’s exactly when American players would be lying in wait with an armada of enormous warships. The developers suggested several options for dealing with this fundamental issue: Segregate time zones, synchronize combat with scheduled combat, or overlap time zones to reduce exploitation.



With the coming release of EVE Online: Incursion in November 2010 it doesn’t appear that CCP has any plans to rest on their laurels. Even with the coming World of Darkness MMO in the pipeline, nothing seems to be slowing them down.



How Online Gaming Adopted the Grind



The Grind. It’s the elephant in the MMO room. More precisely, it’s the elephant in the MMO room that sits squarely on the face of the player while suggesting that the player relax and come to terms with this arrangement to better facilitate reaching maximum level and endgame content. Damion Shubert (Lead Combat Designer, Bioware, Star Wars: Old Republic) feels our pain. Generally speaking, Shubert sees the use of the grind as a crutch. It’s cheap, it’s easy and it’s rarely goes wrong “killing ten rats never fucking breaks.” Grind exists as a kind of membrane between moments of “gold content” or quests that are central to the title and therefore receive the most effort and scrutiny. Often between pitch battles with featured characters and scripted events are large stretches of killing a number of things that are at least within the hazy boundaries of the narrative.



Shubert considered tactics to break up the grind that presumably are being applied to Star Wars: Old Republic, many of which probe into the deep psychological framework of operant and classical conditioning as it applies to the average MMO player who is, by and large, a rat in a box. They pull the lever for the pellet and hope against engineered odds for the occasional epic pellet drop. However, Shubert is not dogmatic in his view of the grind. There are ways to apply the grind appropriately without wearing down the will of the player: Consistent leveling curves, multiple objectives in similar areas or similar enemy types and keeping numbers reasonable (avoid confusing 1,000 killed bandits with a challenging gaming experience).



The 256+ Player Real-Time Server Architecture: Making the MMOFPS a reality



This is my personal holy grail. Too long the RPG has ruled the massive online market with their turn-based tyranny. Sony Online Entertainment attempted to pull the sword from the stone with Planetside, but its efforts were unworthy. Since that time the MMOFPS has remained something of dream for the future. A plan for when technology could meet the demands of such an ambitious endeavor. Lin Luo believes he has designed a solution that will bring the future to the present making the present the past and the past some kind of enriched super-past.



In any FPS there is simply too much going on for any server to handle more than 16-32 players per team. Should they all be in close relation to one another, the server would likely lag or crash altogether. Luo postulates that he could fix this issue by dividing the work load. A central hub server would synchronize 4-8 “battle servers” that would be responsible for populating and coordinating various object requests or physics calculations individually when relevant. Let’s say that MastaKilla69 fires a rocket in an attempt to kill Spartan420 in a crowd of over 100 players. His client would request a rocket be populated. That request would travel to the hub server and then be populated by a connected battle server then routed back through the hub server to each connected client within view of the rocket so that MastaKilla69 and the 100+ throng of players all bear witness to Spartan420’s exploding demise. Thus, no one server pulls the entire load. It appears, on the surface, as a rather elegant solution. While Luo admits to a small increase in latency due to inter-server communication, he’s confident that there are ways to reduce this during development.



Got Gold? An Inside Look at Chinese Gold Farming Markets



One of the more entertaining lectures was given by Jason Psigoda an American expatriate in China who has taken a deeper look into a problem encountered by all MMO players: The Goldfarmer. Crime is always fascinating, and video games are always interesting. If you combine complicated crimes and video games you’ve got my attention pretty well nailed to the projection screen. Gold farming in China is an enormous business, and for the most part, it’s legal. Complete with multi-tiered operating structures, clandestine delivery services and even a gold trading index that gives the worth of an amount of gold in a given game in real time. This prompted me to describe the whole process as “some pretty nefarious shit” and I request an interview with Mr. Psigoda at his earliest convenience. So keep a look out for my interview with Jason Psigoda on the Chinese goldfarming market. There really is so much more to it than chat spam.



Networking with the Pros



After a short awards ceremony where many of the awards went to Riot’s “League of Legends” (deserved) the last lecture was strangely on how to make contacts at the GDC. After all the fumbling attempts by eager students not to make an enormous ass out of themselves in front of major designers and producers, they were treated to a well produced “Here’s what you did wrong” by Jeremy Gibson from USC. While well-meaning and with good intentions, and admittedly containing a lot of good advice, the whole lecture was marred by the hanging resentment of being told something too late at literally the last moment of the conference. Better luck next year, kids.



The Takeaway



If you want to make an honest shot at the video game industry, you need to attend the GDC. The ticket isn’t cheap ($149-$1195 depending on level of access, discounts for early registration), but you get every dollar back in advice, experience and contacts. The people you talk to are real designers of top grossing games and they are willing and enthusiastic to give you advice with little exception. You can go to an expo, but there the same people are basically at work. At the GDC everyone is relaxed and filled with enthusiasm for video games. You can’t buy a better opportunity.



Hry

PopCap, OneBigGame Donate iOS Revenue Toward Earthquake Relief


App Store developers PopCap and OneBigGame have joined Sega and Capcom in donating proceeds earned from iOS application sales to victims of the recent earthquake and tsunami in Japan.


PopCap announced that all revenue earned from its iOS applications (minus Apple’s 30 percent developer fee) over the weekend will be donated to the Red Cross. The publisher will also reduce the price of every title in its App Store catalog, to further promote its charity drive; all iPhone and iPod Touch games will be reduced to 99 cents, while iPad titles will be priced at $1.99.


Featured games include Plants vs. Zombies, Peggle, Chuzzle, Escape Rosecliff Island, Bookworm, and Bejeweled 2 + Blitz. The sale will begin Saturday at 12:01 AM PDT, and ends at midnight PDT on Sunday, March 20.



PaRappa the Rapper creator Masaya Matsuura and developer OneBigGame are also donating to earthquake relief, announcing that all downloadable content purchased for the free-to-play rhythm-action game WINtA will “directly support Save the Children in setting up a network of child friendly spaces for children in the worst affected areas of Japan.”


OneBigGame’s Japan-specific donations will continue for the next four weeks, after which the company will continue to donate 80 percent of earnings to Save the Children and the Starlight Children’s Foundation.






Lybia News

Amazing New SOCOM 4 Beta footage

Gamingbolt: A Youtube group has created a montage of SOCOM 4 BETA footage and it looks to be pure fun.




Online Hry Zadarmo

Monday, February 28, 2011

New Information For This Week


Vintage Beat 'Em Up Goes Mobile: Double Dragon iPhone




Everything old is new again, it seems.  Retro remakes are all the rage right now, and with so many different systems to release on, anyone can have easy access to the classics of yesteryear.  One such vintage powerhouse coming to a phone near you is Double Dragon.  If youre not familiar with Double Dragon, stop what you are doing and read the Co-Op Classics article covering it; its one of the most influential games of all time, particularly from a co-op standpoint.  A few years back, Billy and Jimmy made their way onto XBLA, and next month, theyre headed to iOS devices.



This port will be known by the super-descriptive title Double Dragon iPhone, and features a slick visual remake as well as the ubiquitous touch screen controls.  Other changes include new bosses and combos, remixed tunes, and best of all, co-op multiplayer via bluetooth.  No word yet on a price, but its probably worth at least a roll of quarters, right?









Deus Ex 3

WiiWare and Nintendo DSiWare Weekly Updates

Love is a Many Downloaded Thing

Warriors: Legends of Troy Xbox 360 Screenshots

14 Xbox 360 Screenshots posted, from Koei




The Miz Twitter

Games starring controversial figures

Did they help or hinder their games in the marketplace?Tiger Woods PGA Tour 10 - Looks like EA's keeping Tiger on their leash.Mercenaries 2: World in Flames - Hugo Chavez isn't technically in the game, but close enough.Fight Night Round 4 - Mike Tyson may be troubled, but he's gaming gold.Postal 2 - Gary Coleman or Osama Bin Laden. Take your pick.Space Channel 5 Special Edition - One of Michael Jackson's final video game roles.Sneak King - The King is a known stalker and unhealthy food-peddler.




Dead Space 2 Navod

Monday, January 24, 2011

New Information For This Day


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Picasso the old guitarist

How To Be A... Lead Games Programmer

Jon Creighton, Lead Programmer of Bodycount tells all.


Jon Creighton, lead programmer on Bodycount, was kind enough to talk to us about what it's like being a lead programmer in the games industry. From where the role can ultimately lead, to how things have changed since the days of the PS2.



How To Be A... Games Magazine Editor

OXM's Jon Hicks tells you how.


Our own fearless leader, Jon Hicks, is next up to lend some insight and advice to our ongoing How To Be A... interview series. Below you'll find out exactly what a magazine editor does and how Jon got to his lofty position in the first place. Plus some advice on how to get into games magazine writing.




Hry

Two Worlds II for the PS3 Winner


In total we had 144 entries. Here is the video of me randomly picking the winner, kane112!! Congratulations!! PM me your address and we’ll get it to you right away.

Special thanks to Aubrey Norris of SouthPeak games for making this happen.


Also, stay tuned for another givaway coming real soon! Real soon as in starting Tuesday!!


Two Worlds II will be available in stores Tuesday, January 25th. Hit the jump for details on this amazing looking game.




Game Details


“Two Worlds II” offers a perfect RP symbiosis of sheer atmosphere and dazzling technology. A complex quest system with an exciting main story that leads you through the world of Antaloor, plus lots of secondary scenarios with their associated quest stories ensure that the followers of the main story AND the adventurous souls who love the danger of exploring unknown regions will ALL get their money’s worth ! The many quests and video sequences, drenched in sheer atmosphere, drive the story mercilessly onwards. The sequences include ingame and render videos, all seamlessly integrated into the actual gameplay.


Completely redesigned AI and Balancing standards, experienced authors, the flexible combat system and the fabulously intuitive management of magic are further guarantees of game enjoyment, for RPG professionals and newcomers to the genre. The realistic behavior of the NPCs and other opponents in the game world is the key to sophisticated way-finding parameters, an ingenious communications network between NPCs and a continuous comparison of game data. The player has many ways of getting to wherever he wants to go, like walking, running, sprinting, riding, swimming, sailing and teleporting.


As far as combat is concerned, there’s a clever and artistic system of attack and defense moves available – all realistically integrated into the game by means of Motion Sensing. Active parrying, variable attack tactics with different hit results, and the reaction of the opponent to the selected strategy all ensure that every combat scenario becomes an unforgettable, individual experience. And the comprehensive magic system is also unbelievably flexible, thanks to the DEMONSTM technology. Players can use a complex card system to create almost as many spells as they want from the five mana sources of Air, Water, Earth, Fire and Dark Magic. An imposing particle system also ensures that the magic effects are implemented in spectacular fashion. And the same applies to Alchemy – thanks to the PAPAKTM method, players can brew unique potions for their experiments, using a huge spectrum of substances ranging from plants to minerals and animal ingredients.


Flexibility is also the key word in the design possibilities for weapons and armament items during gameplay. The technical foundation behind this feature is the newly created CRAFTTM tool. Thanks to this system, the player can break down almost any item into its basic materials like steel, wood and leather. These materials can then be used in turn to upgrade other items. Artistic-minded players can even buy paints and design their own individual armor and weapons. Then there are magical runes and artifacts which can be incorporated into weapons and items of armor. The combination of these three basic types of customization will give players an almost endless range of possibilities for creating their own equipment designs!


Then we have the GRACE engine, especially developed for “Two Worlds II”. In combination with the extremely flexible MoSens Cap system, it enables an almost unimaginable freedom of movement when the hero is walking, running, fighting and interacting with his environment. “Two Worlds II” is graphically superb, thanks to the powerful engine, which is packed full of technological highlights like an unlimited number of dynamic light sources, 24 bit HDR post-processing and Real Eye Adaptation. It will drastically reduce loading times, improve general game performance, and enable full gameplay with only moderate hardware requirements.


FEATURES


-A flexible combat system with variable attack moves, parrying and special tricks

-State-of-the-art technology, thanks to a powerful GRACETM engine and special tools

-Lots of mini-games for breaking up gameplay

-Intuitive user interface for the DEMONSTM Magic system and the PAPAKTM Alchemy system

-Mercenaries and magically-created beings accompany the player

-Complex object management with movable and usable items

-Special CRAFTTM tool enables the individual configuration of armor and weapons

-Many Boss opponents, including special combat strategies and unique rewards

-Flexible MoSens system guarantees realistic everyday and combat movements

-Various ways of moving, like walking, running, sprinting, riding, swimming, sailing and teleporting

-Captivating background story with numerous cutscenes

-Extensive Multiplayer part including building/setup simulation


Source and for tons more info see http://www.twoworlds2.com





Game Trailers








PSP2, What We Think We Know (Several Updates)



***Not an official image. This is 1Up’s artist rendering based on developers descriptions***


The industry is bursting at the seams with information about the PSP2. One thing I’m sure we have all heard is it’s as powerful as the PS3. While I’m sure that’s an exaggeration, we can bet our bottom dollar on a powerful handheld system.


Recently 1Up has offered us even more information that they suggest is trustworthy.


It was stated by 1UP that it is roughly half as powerful as the PS3 itself combined with a screen that a developer described as “like the iPhone 4′s retina display but better.”


1UP went on to say, “We can confirm the rumored Uncharted spin-off game is real and in development as a showpiece game along these lines.”


Through developer sources, 1Up has made some other claims:


-back touch pad so that your finger does not block the screen

-front and back cameras

-tilt controls similar to the SIXAXIS

-dual analog sticks

-brick format like the original PSP’s and NOT like the PSP Go

-No UMD’s but instead will be using flash cart ROM’s

-friends list


Update 1:

Kotaku has insiders that claim the PSP2 has 1 gig of RAM. Twice that of the PS3


Update 2:

In a Eurogamer Interview, Danny Bilson from THQ gave a partial confirmation of the PSP2 by saying “I can’t really comment on hardware that is going to be released soon.”


Update 3:

Nikkei Newspaper says 3G and a multitouch OLED screen (Note) Nikkei is very very credible…I would almost go as far as to almost say this update is confirmed.


Update 4:

Engadget says Nikkei mentioned larger screen then the PSP and powered by a new potent silicon.






Obrazky