Here we have
a top Prof laying into some virtual world research. His objection is basically, that he can lie about his personal details and generally not take the research seriously. While it is more difficult to lie in a real world laboratory about age and sex, as the experimenter can immediately see through the lies, it is still entirely possible to make stuff up. Even with age and sex, if I fill in the form and submit it with 10 other people, it's possible the experimenter won't realise if I say I'm an 80 year old granny.
An experimental economist discussing the possibility of running experiments in virtual worlds, commented that when subjects show up to his real life lab, they see him looking stern, dressed in a suit and generally being threatening. This, he said, causes them to 'straighten up' and take the whole thing seriously. It's true that in our own in world experiments, we've had people clowning around before (sometimes during) and after the work. We just accepted that as part of the world's culture, although we did take steps to try to get people to take the work seriously (mainly by explaining what we were trying to do, rather than using visual cues like the experimental economist, although we did wear suits and our lab was as 'serious-looking' as we could make it).
So here's the question - how can virtual world participants be encouraged to take online research seriously, or should no attempt be made to change their online behaviour?
An anonymous reader writes "TG Daily is running an interesting interview with EPIC founder and Unreal creator Tim Sweeney. Sweeney is anyway very clear about his views on the gaming industry, but it is surprising how sharply he criticizes the PC industry for transforming the PC into a useless gaming machine. He's especially unhappy with Intel, which he says has integrated graphics chipsets that 'just don't work'."Read more of this story at Slashdot.
"MadPenguin.org wonders why more Linux users aren't gamers and attempts to answer that question. The article suggests, 'As far as I'm concerned, it all comes down to a choice. Expect the gaming industry to follow the Linux doctrine or instead, build up a viable, cross platform gaming market that includes us, the Linux users.' The article urges publishers to consider Linux users as a viable market, and requests that game developers target Linux as a platform during the
pre-production phase."
Vijest nije ne znam kako bitna, ali služi kao isprika da objavim par slika.
We know, we know. We just brought you some Max Payne info and a pic, but for fans of the series, this new nugget was just too interesting to pass up. According to Variety, That 70s Show and Family Guy's
Mila Kunis has just joined the cast as "an assassin who teams up with the title character to avenge her sister's death." If you're familiar with the series, that sounds like it could be Mona Sax, even though the character's name hasn't been revealed yet.




“It has quick-time events. But, fortunately, instead of huge button-icons appearing on screen and destroying the brooding atmosphere, subtle colour-coded tinges to the edges of your view will alert you to a required button press.”
Ako se sjećate one daveži od Jericho-a s svojim ultra brzim strelicama koje ni klavijaturist ne bi pogodio na vrijeme, znat ćete koliko je ovo loše rješenje. Jasno, ono je ovdje radi konzolaškog tržišta, ali nama PC korisnicima (koji polako postajemo građanima drugog reda) to ide na živce jer prekida ritam igre. Lijepo bih molio da se ne rade loše konverzije ili paralelni razvoj igri za više RAZLIČITIH sistema jer ne želim niti s tastaturom pimplati po quick-time eventovima, niti nišaniti pomoću kontrolera u UT3. Igru vjerojatno neću niti instalirati, kao ni mnogi drugi igrači. Nakon što igra propadne "glavni i odgovorni" će u maniri Gosn. Tim-a nabrajati tko mu je sve kriv za neuspjeh. 
Over at the Chicago Tribune's blogs, Eric Benderoff has proposed an interesting question -- are we becoming a little bit fatigued of being added as everyone's "friends" on everything?
Social media's got big buzz these days, and as a phenomenon is one of the bigger drivers of casual multiplayer online worlds. Can you be
Facebook friends with your beer buddies and your boss, Benderoff asks, or is a George Costanza-style "worlds colliding" moment taking place? Granted, virtual worlds and Facebook may be having some moments of overlap these days, but are still separate kinds of products at the end of the day -- kids don't have to worry, for example, about getting friend requests from their parents in a virtual world for children, since that kind of product has not been designed to appeal to adults, and virtual worlds developers seem to be increasingly tailoring their
products towards more specific niches within the audience. But that doesn't mean that fatigue-2.0 might not have a reverberating effect on other kinds of new web media -- it's clear that there are many types of virtual worlds products for many different types of purposes, but it could be tough for them to gain ground if they're suffering from connectivity fatigue induced by other online tools. How about you? Are
you just a little Facebook, IMVU and Twittered-out?
Further funding came in the form of $12.7 million from venture capital firm Accel Partners. Accel's manager James Breyer was former chair of the National Venture Capital Association (NVAC). [1] Breyer served on NVAC's board with Gilman Louie, CEO of In-Q-Tel, [5] a venture capital firm established by the Central Intelligence Agency in 1999. [6] This firm works in various aspects of information technology and intelligence, including most notably "nurturing data mining technologies."Izvorni thread ovdje.
Breyer has also served on the board of BBN Technologies, a research and development firm known for spearheading the ARPANET, or what we know today as the Internet. [7] In October of 2004, Dr. Anita Jones climbed on board, becoming a part of a firm packed with leaders from other areas of Silicon Valley's venture capital community, including none other than Gilman Louie. But what is most interesting is Dr. Jones' experience prior to joining BBN.
Jones herself served on the Board of Directors for In-Q-Tel, and was previously the Director of Defense Research and Engineering for the U.S. Department of Defense. Her responsibilities included serving as an advisor to the Secretary of Defense and overseeing the Defense Advanced Research Projects Agency (DARPA).
PC game developers seem to focus more on the "cool" factor. What game can they make that will get them glory with the game magazines and gaming websites and hard core gamers? These days, it seems like game developers want to be like rock stars more than businessmen. I've never considered myself a real game developer. I'm a gamer who happens to know how to code and also happens to be reasonably good at business.
Picard is a sort of "Renaissance man" with diverse interests such as classic literature, archaeology, physics, fencing, horseback riding, and his scale models of various Starfleet vessels. A fan of Berlioz, among other composers, Picard's interest in music is evident through his playing a Ressikan flute,
which he learned to play when interfaced with a space probe carrying the memories of a man and his civilization long after it was destroyed (TNG: "The Inner Light"); on occasion, he practiced his flute with the ship's computer. His love of music and theatre, particularly Shakespeare, is shown throughout the series by his tutelage and sharing with the android Data, instructing Data how to "feel" through works and to evoke the right human response. Picard is also a highly private man, as evidenced through his (intended) discreet romantic liaisons and when he underwent surgery at Starbase 212 in 2365 to replace his artificial heart ("Samaritan Snare").[1]
So when it comes time to make a game, I don't have a hard time thinking of a game I'd like to play. The hard part is coming up with a game that we can actually make that will be profitable. And that means looking at the market as a business not about trying to be "cool".
Another game that has been off the radar until recently was Sins of a Solar Empire. With a small budget, it has already sold about 200,000 copies in the first month of release. It's the highest rated PC game of 2008 and probably the best selling 2008 PC title. Neither of these titles have CD copy protection.
I don't want to suggest we get treated poorly by game magazine and web sites (not just because I fear them -- which I do), we got good preview coverage on Sins, just not the same level as one of the "mega" titles would get.
If the target demographic for your game is full of pirates who won't buy your game, then why support them? That's one of the things I have a hard time understanding. It's irrelevant how many people will play your game (if you're in the business of selling games that is). It's only relevant how many people are likely to buy your game.
Stardock doesn't make games targeting the Chinese market. If we spent $10 million on a PC game explicitly for the Chinese market and we lost our shirts, would you really feel that much sympathy for us? Or
would you think "Duh."
You need a machine how fast?
Anyone who keeps track of how many PCs the "Gamer PC" vendors sell
each year could tell you that it's insane to develop a game explicitly for hard core gamers. Insane. I think people would be shocked to find out how few hard core gamers there really are out there. This data is available. The number of high end graphics cards sold each year isn't a trade secret (in some cases you may have to get an NDA but if you're a partner you can find out). So why are companies making games that require them to sell to 15% of a given market to be profitable? In what other market do companies do that? In other software markets, getting 1% of the target market is considered good. If you need to sell 500,000 of your game to break even and your game requires Pixel Shader 3 to not look like crap or play like crap, do you you really think that there are 50 MILLION PC users with Pixel Shader 3 capable machines who a) play games and b) will actually buy your game if a pirated version is available?In our case, we make games that target the widest possible audience as long as as we can still deliver the gaming experience we set out to. Anyone who's looked at the graphics in Sins of a Solar Empire would, I think, agree that the graphics are pretty phenomenal (particularly space battles). But could they be even fancier? Sure. But only if we degraded the gaming experience for the largest chunk of people who buy games.
Moram li nešto dodati? Lijepo je vidjeti da ipak ima sposobnih ljudi u IT industriji. Ljudi kojima se uspjeh nije dogodio srećom ili zahvaljujući vanjskim okolnostima, nego planirano. Takvi ljudi uspjeh mogu REPRODUCIRATI. Takvi ljudi imaju multibilijunsku vrijednost.
The reason why we don't put copy protection on our games isn't because we're nice guys. We do it because the people who actually buy games don't like to mess with it. Our customers make the rules, not the pirates. Pirates don't count. We know our customers could pirate our games if they want but choose to support our efforts. So we return the favor - we make the games they want and deliver them how they want it. This is also known as operating like every other industry outside the PC game industry.
Blaming piracy is easy. But it hides other underlying causes. When Sins popped up as the #1 best selling game at retail a couple weeks ago, a game that has no copy protect whatsoever, that should tell you that piracy is not the primary issue.
In the end, the pirates hurt themselves. PC game developers will either slowly migrate to making games that cater to the people who buy PC games or they'll move to platforms where people are more inclined to buy games.
In the meantime, if you want to make profitable PC games, I'd recommend focusing more effort on satisfying the people willing to spend money on your product and less effort on making what others perceive as hot. But then again, I don't romanticize PC game development. I just want to play cool games and make a profit on games that I work on.
Gorenavedeni stav je jedini stav koji danas može polučiti ikakav uspjeh. Sramota je ta što su sve ove informacije dostupne svima, nije baš da govorimo o nekom tajnom mističnom znanju dostupnom samo nekolicini ljudi koji su posebni. To su sve najnormalnije zdravorazumske stvari svima koji su u životu radili na nekom projektu. Zašto se takve greške uopće događaju? Opet kalganizmi? Možda treba 20% ljudi nagraditi, 20% otpustiti a 80% dati na doškolovanje da bi firma (tipa Blizzard, ali očito vrijedi i za EPIC) ozdravila?
But it has to be said: Gary Gygax wasn't a visionary to all of us. The real geeks out there—my homies—know the awkward truth: When you cut through the nostalgia, Dungeons & Dragons isn't a good role-playing game; in fact, it's one of the worst on the market. Sadly, Gygax's creation defines our strange corner of the entertainment world and drowns out all the more innovative and sophisticated games that have
made D&D obsolete for decades.
...in practice that putative storyteller merely referees one imagined slaughter after another....Postoji niša igrača koji vole strateške "hex" igre, D&D je mješavina Warhammera i blagog roleplaying-a i prvi je napravio iskorak ka IKAKVOJ priči tj. nekakvom "smislu" iza ubijanja. Za sistem star TOLIKO godina, on je još uvijek dobar.
This is violence without pretense, an endless hobgoblin holocaust.
World of Warcraft is the direct descendant of D&D, then what, exactly, has Gygax bequeathed to us unwashed, nerdy masses?
In the mid-1980s, right around the time that Gygax was selling off his company, Steve Jackson began publishing the Generic Universal Roleplaying System,
or GURPS. Jackson's goal was to provide the rules to play games in any genre. More importantly, characters in this new system could be fleshed out down to the smallest detail, from a crippling phobia of snakes to a severe food allergy. And when it came to experience points, characters got whatever the "gamemaster" decided. They might earn points for succeeding at a given task or simply for playing their character in a compelling way.