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Games

Corporate Gaming Is Good For Business
Businesses
The Economist is running a story about how gaming is on the rise in corporate environments, and how games are also becoming a popular tool for advertising. From internally developed games to commercial offerings to simply creating a framework in which employees can interact, game-based competitions and community building are leading to increased productivity, even for Fortune 500 companies. Quoting: "Take Microsoft's own experience. Before it releases a new version of its Windows operating system, it asks staff to help debug the software by installing and running the system. In the past, project managers had to spend a great deal of time and effort persuading busy Microsoftees to help them with this boring task. So for Windows Vista, the system's latest incarnation, Microsoft created a game that awarded points for bug-testing and prizes such as wristbands for achieving certain goals. Participation quadrupled."
27.08.2008, 14:53 | Games | Read on Slashdot | 119 Comments

Examining Portal's Teleportation Code
Games
Gamasutra is running a story deconstructing the mechanics of Portal's teleportation programming. They present a snippet of Portal's code and a downloadable demo. They ran another article in this series earlier this year with an analysis Mario Galaxy's unique take on physics. We've discussed the development of Portal in the past. "Teleport mechanics in video games are nothing new. Puzzles from the original Gauntlet were memorable -- and more than likely, that wasn't the first game to use teleportation as a gameplay mechanic. The difference between Portal and all those that came before it is that Portal's teleportation acts as a frictionless tube between point A and point B. Physics are still hard at work inside the frictionless tube. Instead of simply repositioning an object from point A to point B, the player enters point A with full velocity and exits point B with the same speed, but moving in a new direction." Update: 8/26 at 19:37 by SS: Dan notes that the code was not directly from Portal; it was written to approximate Portal's physics.
26.08.2008, 14:55 | Games | Read on Slashdot | 223 Comments

Making Statements With Video Games
Games
You may have heard about the recent controversy at the Leipzig Games Conference over a modification of Space Invaders in which the invaders are slowly demolishing the World Trade Center. The creator intended it as an artistic expression, but has since removed the game, saying, "it was never created to merely provoke controversy for controversy's sake." Kotaku took this occasion to ask whether "statements" can and should be made via video games, and how it affects the ongoing question of whether video games should be considered art. "The entire issue begs comparisons to Danny Ledonne's Super Colombine Massacre RPG!, an unsettling and involved title that tasks players on the most basic level with acting out the 1999 Littleton, Colorado school shooting in the role of killers Eric Harris and Dylan Klebold. Ledonne told the Washington Post that his intention with the title was never to glorify the tragedy, but to 'confront their actions and the consequences those actions had.' Like Stanley's Invaders!, Ledonne and his title stopped short of providing a direct interpretation - neither artist has been especially specific about 'what it means,' or in instructing players on how they should interpret their work or what 'message' should be taken away."
25.08.2008, 19:59 | Games | Read on Slashdot | 235 Comments

Wizards of the Coast Declares Gleemax Site a Critical Failure
Role Playing (Games)
In a recent blog post, Wizards of the Coast Vice President of Digital Gaming Randy Buehler announced that they were killing their Gleemax social networking site. Originally designed to create a central hub where gamers could meet, discuss, and play games online, it has thus far been unable to deliver on the grandiose promises made at launch. "The mistake that I made, however, was in trying to push us too far too fast. I still think the vision for Gleemax is awesome: creating a place on the web where hobby gamers (or lifestyle gamers or thinking gamers, or whatever you want to call us) can gather to talk about games, play games, and find people to play games with. But I've come to realize that the vision was too ambitious. We've made progress down about ten different paths over the past eighteen months, but we haven't been able to reach the end of any of them yet."
25.08.2008, 15:11 | Games | Read on Slashdot | 202 Comments

US Court Gives 15 Months' Jail, $415,900 Fine For Game Piracy
The Courts
An anonymous reader writes "A Florida man has been sentenced to 15 months in prison and ordered to pay US$415,900 in restitution for selling video game systems that were preloaded with more than 75 pirated copies of games." If that fine sounds a bit steep, note that his profits on the devices "exceeded $390,000."
25.08.2008, 02:18 | Games | Read on Slashdot | 218 Comments

Solving Sudoku With dpkg
Puzzle Games (Games)
Reader Otter points out in his journal a very neat use for the logic contained in Debian's package dependency resolver: solving sudoku puzzles. To me at least, this is much more interesting than the sudoku puzzles themselves. Update: 08/24 02:51 GMT by T : Hackaday just ran a story that might tickle the same parts of your brain on a game played entirely with MySQL database queries.
23.08.2008, 22:38 | Games | Read on Slashdot | 166 Comments

id CEO Claims PC Hardware Manufacturers Love Piracy
PC Games (Games)
Arcticstoat sends a link to an interview with the CEO of id Software, Todd Hollenshead, in which he suggests that hardware manufacturers count on piracy to help drive profits, rather than doing something to prevent it. Quoting: "...I think that there's been this dirty little secret among hardware manufacturers, which is that the perception of free content — even if you're supposed to pay for it on PCs — is some sort hidden benefit that you get when you buy a PC, like a right to download music for free or a right to download pirated movies and games. ...And I think that just based on their actions...what they say is one thing, but what they do is another. When it comes into debates about whether peer-to-peer file-sharing networks that by-and-large have the vast majority, I'm talking 99 per cent of the content is illicitly trading copyrighted property, they'll come out on the side of the 1 per cent of the user doing it for legitimate benefit."
23.08.2008, 15:30 | Games | Read on Slashdot | 513 Comments

The Future of Persistent Worlds In MMOs
Role Playing (Games)
Zonk did an interesting interview with Ed Stark and Dave Williams, employees for an MMO developer named Red 5 (and experienced tabletop game designers). They talk about their ideas and plans to bring about the next step in MMO gaming: increased persistence in online worlds, where an objective, once completed, stays completed. Williams said, "Right now for most of these games, when the player saves the princess and he starts walking away from the tower — if he looks back he's going to see the princess at the top of the tower again." Regarding their current work, he continues: "If you save the village, it stays saved — you saved it! But maybe now that village becomes an objective for another player; maybe something has to be done now because that village wasn't destroyed. And so on, and so on, and so on. Building those mechanisms to make it a world that reacts to a player's actions instead of existing in a static state. That's the world we're talking about."
23.08.2008, 11:21 | Games | Read on Slashdot | 231 Comments

In-Game Gold Farming a $500M Industry
The Internet
SpuriousLogic brings us this excerpt from a BBC report: "Prof. Heeks said very accurate figures for the size of the gold farming sector were hard to come by, but his work suggested that in 2008 it employs 400,000 people who earn an average of $145 (£77) per month creating a global market worth about $500m. ... Already, he said, gold farming was comparable in size to India's outsourcing industry. 'The Indian software employment figure probably crossed the 400,000 mark in 2004 and is now closer to 900,000,' said Prof Heeks. 'Nonetheless, the two are still comparable in employment size, yet not at all in terms of profile.' Prof Heeks suspects gold-farming might be an early example of the 'virtual offshoring' likely to become more prevalent as people spend more time working and playing in cyberspace. " We discussed the life of a gold farmer last year.
22.08.2008, 23:59 | Games | Read on Slashdot | 175 Comments

A History of Atari — the Golden Years
Classic Games (Games)
Simoniker writes "Over at Gamasutra, Steve Fulton has published a massive 23,000-word history of Atari from 1978 to 1981, encompassing '... some of the most exciting developments the company ever saw in its history: the rise of the 2600, the development of some of the company's most enduringly popular games (Centipede, Asteroids) and the development and release of its first home computing platforms.' Best quote in there for Slashdot readers, perhaps: 'Atari had contracted with a young programmer named Bill Gates to modify a BASIC compiler that he had for another system to be used on the 800. After that project stalled for over a year Al was called upon to replace him with another developer. So ... Al is the only person I know ever to have fired Bill Gates.'"
21.08.2008, 18:12 | Games | Read on Slashdot | 101 Comments

Dreamworks and Carmack Discuss 3D and Threading At IDF
Graphics
MojoKid writes "At the Intel Developer Forum, VP and GM of Intel's Software and Solutions group, Renee James, wheeled out a few celebrities of the 3D world, namely Jeffrey Katzenberg of Dreamworks and John Carmack of id Software. According to Katzenberg, film directors Robert Zemeckis, James Cameron, Peter Jackson, Steven Spielberg, and George Lucas are all 'working in 3D now.' Katzenberg specifically showcased the Dreamworks film Kung Fu Panda, which was rendered in 3D, and then spoke of the first 3D, CG animated film they'll be releasing in March '09, titled Monsters vs. Aliens. Then came John Carmack, co-owner and Technical Director of id Software, who ran a demo of their still-in-development, post-apocalyptic game, Rage. Carmack talked briefly about the different ways that the game utilizes threading and multi-core support." A webcast of the full 50+ minute presentation is available at the IDF page. Renee James' presentation is on day two. A full transcript (PDF) is also available.
21.08.2008, 15:41 | Games | Read on Slashdot | 55 Comments

Ragnar Tornquist On Video Game Storytelling
PC Games (Games)
Ragnar Tornquist is respected as one of the best storytellers in today's game industry. He's done work on Anarchy: Online, Dreamfall, and upcoming MMO The Secret World. Rock, Paper, Shotgun has a lengthy three-part interview with Tornquist about how good stories are crafted, how they interact with other aspects of the games, and what his preferences are for building a compelling character. "We had all these characters who were on a journey of faith, and we said how can we ensure that this theme is carried through, and have a clear view of how their journeys happen. So we said, every single major character had to fit into this model. Everybody starts out at the top. Faith can be anything — it can be religion, it can be a belief in yourself, in your abilities, in the work you do. As we face challenge, there's a process where we have loss of faith. It can be a minor thing: thinking one day, 'God, I suck at what I do. I can't do this.' And a lot of people after that point turn themselves around, face those problems, challenge them and they conquer them, and they say, 'Screw that, I am good at what I do.' I think most happy people live in this loop."
20.08.2008, 17:56 | Games | Read on Slashdot | 99 Comments

Flagship Studios' Founder Discusses Its Demise
The Almighty Buck
1Up is running a lengthy interview with Bill Roper, founder of Flagship Studios. The game company, known primarily for its Hellgate: London and Mythos titles, announced massive layoffs last month, and is now simply winding down and taking care of a few final issues. Roper gives quite a bit of detail regarding the financial machinations of a game developer and the current status of the games' code. Co-founders Max Schaefer and Travis Baldree gave a related interview recently as well. "The subscription money we did get, we all poured directly into keeping the game online, keeping it up and running. But the development demands far outstripped the revenues. There just wasn't a good contemplation early on of how that would work. It wasn't like: This is the budget that comes in every month; we'll do whatever we can do with that. We just said [that] development will get done out of the revenues, and whoever pays for development, they get paid back out of the revenues. And there wasn't really enough revenues coming in to cover the expected and required development."
19.08.2008, 16:10 | Games | Read on Slashdot | 98 Comments

The Duke Is Finally Back, For Real
First Person Shooters (Games)
After the first announcement on 1997-04-27 and over eleven years of fresh start after fresh start, Duke Nukem Forever finally comes to your system. At least if your system is an Xbox 360. Jon Siegler, the webmaster of 3D Realms, confirms this on their site: "As has been reported around the net today, we can confirm that the game has indeed passed final certification with Microsoft on Friday the 15th of August (on our first try, no less). That means the game is done — it is now in the hands of Microsoft." Update: 08/19 10:47 GMT by T : Several readers have written with a correction: this announcement is actually about Duke Nukem 3D, rather than Duke Nukem Forever.
19.08.2008, 05:20 | Games | Read on Slashdot | 281 Comments

Archiving the History of Virtual Worlds
Role Playing (Games)
Eldavojohn writes "Some members of the University of Texas are trying to create a repository to store the histories of online virtual worlds. They hope that game makers will take advantage of this repository as they define standards of how to save interactions not only between players and the virtual worlds but also other players. How many times have I destroyed you in a duel? Let's check the records!"
18.08.2008, 14:40 | Games | Read on Slashdot | 119 Comments

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