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League of Legends is putting rule-breakers through psychological - Link Thu, 15 Oct 2015 17:37:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 League of Legends is putting rule-breakers through psychological testing - Report October 15 2015 By Christian Nutt October 15 2015 By Christian Nutt 6 comments More ConsolePC Design BusinessMarketing A report from Vice39s Motherboard blog states that Riot Games has adopted a policy of forcing a specific slice of its player base -- those who pick offensive usernames -- to go through surveys full of questions culled from psychological tests before they39re allowed to pick a new identity in the game. The surveys came to light in a thread on the League of Legends subreddit. Vice pinpoints the questions included on the surveys -- which are required before players can change their identities -- as coming from two psychological tests. The question becomes then whether or not it39s ethical to require this information of players and also whether it39s okay for a game company to be warehousing sensitive data like this. What the company plans to do with the info -- in terms of how it runs its game or interacts with its user base -- is of course another interesting question. Riot reportedly refused to comment on its use of the surveys according to the Motherboard report. The company has gone to great lengths to modify its player-base39s behavior -- something Jeffrey Lin its PhD psychologist lead designer of social systems talked about with Gamasutra earlier this year. One recent example of his influence on the game is a decision to not reward quotexcessively toxicquot players with in-game bonuses. Lin who is active on Twitter Ask.fm and Reddit has yet to speak about the surveys. Related Jobs 10.16.15 Experienced Artist 10.16.15 Lead Technical Artist 10.16.15 Lead Artist 10.16.15 Experienced Game Engine Programmer View All Jobs Top Stories Next News Story View All 256456 newswire viewnews256456League_of_Legends_is_putting_rulebreakers_through_psychological_testing__Report.php Loading Comments

See the top 100 countries for game revenue ranked - Link Thu, 15 Oct 2015 17:08:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 See the top 100 countries for game revenue ranked October 15 2015 By Christian Nutt October 15 2015 By Christian Nutt 3 comments More ConsolePC SmartphoneTablet BusinessMarketing Newsbrief Research firm Newzoo has created an interactive chart which tracks the top 100 countries in the world for video game revenue -- with China at the top. Newzoo earlier said that the country would eke out a victory over the the U.S. for the first time this year and this new data is in line with that prediction. At 22.2 billion it39s at the head of the pack followed by the U.S. at 21.9 billion and Japan in the third slot at 12.3 billion. There39s a steep falloff at that point South Korea comes in fourth at 4.0 billion. We39ve replicated the top 10 below but there39s an interactive version of the chart which covers the top 100 countries over at Newzoo39s site. Related Jobs 10.16.15 Experienced Artist 10.16.15 Lead Technical Artist 10.16.15 Lead Artist 10.16.15 Experienced Game Engine Programmer View All Jobs Top Stories Next News Story View All 256455 newswire viewnews256455See_the_top_100_countries_for_game_revenue_ranked.php Loading Comments

Marmalade adds 2D Kit and 3D Kit to its toolset - Link Thu, 15 Oct 2015 17:00:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Marmalade adds 2D Kit and 3D Kit to its toolset October 15 2015 By Christian Nutt October 15 2015 By Christian Nutt Post A Comment More ConsolePC SmartphoneTablet Indie Programming Newsbrief The Marmalade game development toolkit has expanded with the addition of a new 2D Kit in beta and a 3D Kit. The two packages do what you39d expect help develop either 2D or 3D games respectively. The 2D Kit contains an entirely new 2D editor interface that allows for drag-and-drop scene layout. 3D Kit meanwhile is designed to improve Marmalade39s integration with industry-standard 3D packages like Maya and 3ds Max and FBX format files. There39s more info at the company39s blog and further on from that post plenty of much more detailed info at its developer portal for both tools -- linked from that post. Related Jobs 10.15.15 Server Software Engineer 10.15.15 Senior Game Engineer 10.15.15 Unity Engineer 10.15.15 Sr. Software Development Engineer - AI Programmer View All Jobs Top Stories Next News Story View All 256452 newswire viewnews256452Marmalade_adds_2D_Kit_and_3D_Kit_to_its_toolset.php Loading Comments

Brazil is a gaming hotbed with 82 of teens and adults playing - Link Thu, 15 Oct 2015 16:45:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Brazil is a gaming hotbed with 82 of teens and adults playing October 15 2015 By Christian Nutt October 15 2015 By Christian Nutt 4 comments More ConsolePC SmartphoneTablet BusinessMarketing New research from market research firm the NPD Group reveals that a wide swath of the Brazilian population plays games on a variety of different devices including consoles PCs and mobile phones. 82 percent of the population in the 13-59 age range plays games according to the research firm which also says that while teens are in the lead 65 percent of Brazilians ages 45-59 play games. The most popular platform is PC at 47 percent with Android in second place at 38 percent. However consoles are a popular quotprimary devicequot according to the research too. Sony has recently begun building the PlayStation 4 in the country in a bid to increase its viability -- imported consoles face strong tariffs. There39s more info at the NPD Group39s site and you can also purchase the full report from the company if you crave the detailed data. Related Jobs 10.16.15 Experienced Artist 10.16.15 Lead Technical Artist 10.16.15 Lead Artist 10.16.15 Experienced Game Engine Programmer View All Jobs Top Stories Next News Story View All 256451 newswire viewnews256451Brazil_is_a_gaming_hotbed_with_82_of_teens_and_adults_playing.php Loading Comments

Get a job Ready at Dawn is hiring an experienced Concept Artist - Link Thu, 15 Oct 2015 15:59:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Get a job Ready at Dawn is hiring an experienced Concept Artist October 15 2015 By Staff October 15 2015 By Staff Post A Comment More ConsolePC Art Recruitment The Gamasutra Job Board is the most diverse active and established board of its kind for the video game industry Here is just one of themany many positionsbeing advertised right now. Senior Concept ArtistReady At Dawn Studios Location Irvine CA Ready At Dawn Studioswas founded in 2003 by senior members of Naughty Dogand Blizzard Entertainmentwith the goal of creating an independent game studio that makes great games within a fun working environment. We have created three of the best-selling and highest reviewed PSP games of all time inDaxterandGod of War Chains of OlympusandGod of War Ghost of Spartaand have recently finished the visually stunningThe Order 1886for the PS4 platform. The Senior Concept Artist is responsible for creating original and imaginative concept art for characters environments and other game assets. A successful candidate is expected to present a clear and comprehensive process of research and exploration that supports their final art and have a strong understanding of efficient ideation techniques. The ability to work both independently and in cooperation with Leads and other Artists to complete assignments and a demonstration of strong artistic interpretation skills is also required. Requirements Additional Skills Pluses Please send samples of your work with your application.Ready At Dawn is currently looking for all levels of Concept Artists. InterestedApply now. About the Gamasutra Job Board Whether you39re just starting out looking for something new or just seeing what39s out there the Gamasutra Job Board is the place where game developers move ahead in their careers. Gamasutra39s Job Board is the most diverse most active and most established board of its kind in the video game industry serving companies of all sizes from indie to triple-A. Looking for a new jobGet started here. Are you a recruiter looking for talentPost jobs here. Related Jobs 10.15.15 Sr. Technical Artist 10.15.15 Technical Animator 10.15.15 Lead Character Modeler 10.15.15 DevOps Engineer View All Jobs Top Stories Next News Story View All 256449 newswire viewnews256449Get_a_job_Ready_at_Dawn_is_hiring_an_experienced_Concept_Artist.php Loading Comments

Video Designing games about tricky emotions like longing or love - Link Thu, 15 Oct 2015 15:47:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Video Designing games about tricky emotions like longing or love October 15 2015 By Staff October 15 2015 By Staff Post A Comment More ConsolePC SocialOnline SmartphoneTablet Indie Design Video Vault The spectrum of feelings and emotions evoked by video game designers is typically limited to things like joy fear frustration and satisfaction. Rarely do we see a game designed to inspire feelings of affection or longing or that peculiar sensation of having butterflies in your stomach. Funomena39s Robin Hunicke believes developers should try to tackle those tricky feelings more often and during the GDC 2014 Indie Soapbox she took the stage to make her case. It was a short but sweet presentation that showcased a rare and unique perspective on game design. Now you can watch Hunicke39s talk -- a roughly six-minute segment of the full panel -- completely free via the GDC Vault39s official YouTube channel. About the GDC Vault In addition to this presentation theGDC Vaultand its newYouTube channeloffers numerous other free videos audio recordings and slides from many of the recentGame Developers Conference events and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to recent events like GDC GDC Europe and GDC Next already have full access to GDC Vault and interested parties can apply for the individual subscription viaa GDC Vault subscription page. Group subscriptions are also available game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via theGDC Vault group subscription page. Finally current subscribers with access issues cancontact GDC Vault technical support. Gamasutra and GDC are sibling organizations under parent UBM Tech Related Jobs 10.15.15 Senior Level Designer Amazon Game Studios 10.15.15 Senior Game Designer 10.15.15 Game Designer for live service fm 10.15.15 UI ARTIST - PLAYRAVEN View All Jobs Top Stories Next News Story View All 256447 newswire viewnews256447Video_Designing_games_about_tricky_emotions_like_longing_or_love.php Loading Comments

Exploits spur Witcher 3 dev to sic in-game tax collector on players - Link Thu, 15 Oct 2015 15:06:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Exploits spur Witcher 3 dev to sic in-game tax collector on players October 15 2015 By Alex Wawro October 15 2015 By Alex Wawro 2 comments More ConsolePC Design The developers atCDProjekt Red appearto be having somefun with players ofThe Witcher 3by adding an auditor NPC who will grill them about whether or not they39ve been making money usingin-game exploits. It39s the latest in a series of tongue-in-cheekWitcher 3updates that showcase how a developer can approach game updates as both a technical process and a sort of dialogue between themselves and their fans. As Kotaku notes a Witcher 3player who purchases the game39s latest expansion and encounters the newly-added taxman won39t automatically be punished for exploiting the game they can choose whether or not to be truthful in answering the NPC39s questions and the character will take them at their word. Thus the developers at CD Projekt Red have poured time and resources into an update that acknowledges people are playing their game in unexpected ways without appearing to restrict themfrom doing so. They did something very similar this summer addressing one of these known exploits which involves rapidly slaughtering cows in-game and selling their hides by patching in an incredibly hard-to-kill supercow referred to as the quotBovine Defense Force Initiative.quot Related Jobs 10.15.15 Senior Level Designer Amazon Game Studios 10.15.15 Senior Game Designer 10.15.15 Game Designer for live service fm 10.15.15 UI ARTIST - PLAYRAVEN View All Jobs Top Stories Next News Story View All 256445 newswire viewnews256445Exploits_spur_Witcher_3_dev_to_sic_ingame_tax_collector_on_players.php Loading Comments

Classic Postmortem Ensemble Studios Age of Empires - Link Thu, 15 Oct 2015 15:02:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 The Game Developer Archives Postmortem Ensembles Age of Empires August 12 2009 By Staff August 12 2009 By Staff 7 comments More ConsolePC In this classic March 1998 postmortem reprinted from sister publication Game Developer magazine Ensemble Studios reveals the story behind seminal PC real-time strategy game Age Of Empires. I had an experience in a local computer store recently that caused me to burst out laughing. I had stopped to self-indulgently admire the top-ten PC games display when I overheard the following exchange between two young men What do you think about this one Age of Empires wondered the first. His companion shot back Aww the Borg at Microsoft just combined Warcraft and Civilization to cash in on these kind of games. Always eager to boost our sales I took this opportunity to tell the young men how AoE wasnt the creative product of a giant corporation but of a small group of talented people living right in their own backyard. For us Age of Empires was not only a game of epic proportions it was an epic journey for a small band of people determined to turn an idea into a real game company. Along the way we laughed we cried we consumed pizza and caffeine and we learned a great deal about making games. Designing the Past Perfect Obviously Age of Empires didnt start out looking like the final product. Despite some accusations Dawn of Man AoEs original title wasnt created to be a Warcraft II clone. In fact Warcraft II wasnt released until after AoEs development was well underway. Instead the final design was evolved and refined over time with a few significant design events along the way. One of the best things I think you can have in a game company is a staff that plays a lot of different games. This was true of our staff at Ensemble and was helped in no small part by programmer Tim Deens habit of buying and actually playing almost every new PC game as it came out. It was Tim who brought Warcraft II to the attention of the rest of the Ensemble staff. At that time many of AoEs game elements such as resource management empire building and technology research were taking clear shape. However we didnt really know what to do about combat. Warcraft II was a splash of cold water in the face waking us up to how much fun real-time combat could be. Several times a week the staff would stay late to play multiplayer Warcraft. These impromptu events continued until AoE reached the point in development when it became more fun to play than Warcraft. Another major shift occurred a little over halfway through development when the designers were looking at AoEs localization plans. They realized that AoE would be sold in Asia but didnt include a single culture from that region. We held a company-wide meeting and decided to add early Asian civilizations to the early European African and Middle-Eastern tribes that wed already developed. Though the addition would create more work for the artists and designers the enhanced appeal that the game would have in Asia would make this a profitable decision. All of these changes occurred because the games designers werent afraid of taking design input from the rest of the staff. Making a game that everyone would be proud of and would want to play was something that got more than just lip service at Ensemble. Perhaps the best example of this core value is the Wonder the penultimate building that a player can build and use to win the game. In early 1997 AoE was great for slugfests but everyone felt that the game play needed to offer something more. Numerous ideas were tried and rejected. Then Mark Terrano our communications programmer hit upon the idea of building an Armageddon Clock that would force players to drop what theyre doing and respond to the new challenge. AoE is chock full of little ideas and touches that were thought up by the artists and programmers. This participation tangibly increased the sense of ownership and pride that we all took in the game. One of things that is truly underappreciated about the designers job is play balancing. The designers spent months and months adjusting costs strength speed and many other statistics in an effort to create a game that was fun to play and yet didnt offer any loopholes or cheats. At this point I realized that Tim Deen was truly a gamers gamer. During development if any of the various iterations of AoEs design opened up a way for one player to take advantage of another player and thus make the game one-dimensional Tim would find it. And when we didnt believe his assessments he would promptly show us by using the loophole to kick our butts at the game. For the better part of a year play balancing was a prominent task and it paid off in giving AoE more staying power and better game play than many others in the recent crop of real-time strategy games. Blazing the Multiplayer Path Multiplayer support was an integral part of the early design and AoE was structured in such a way that most of the game could not differentiate between human and computer players. When DirectX first came out it appeared that DirectPlay would be the best choice for providing communications over the widest variety of connection types. To support a high number of moving units we went with a modified game synchronous model where the entire game is simultaneously run on all machines. Only moves changes and commands are communicated to other machines. This approach has the advantage of minimizing the amount of data that has to be sent. The unanticipated danger of using this model is that it can generate a condition where the game on one machine becomes out of sync with the game on other machines. This caused some very hard-to-reproduce bugs with AoE. Load metering the process of determining how much bandwidth the game updates required was done before the computer AI was completed and was based on the data flow model taken from human players. As a result we

YouTube Gaming apes Twitch with new donation system for streamers - Link Thu, 15 Oct 2015 14:25:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 YouTube Gaming apes Twitch with new donation system for streamers October 15 2015 By Alex Wawro October 15 2015 By Alex Wawro 2 comments More ConsolePC BusinessMarketing Google continues to ramp up its video game livestreaming business today by rolling out support for Android game streaming and fan donationsto its YouTube Gaming platform. The latter addition is especially notable for developers who livestream themselves developing or playing games as the folks at YouTube are beta testing quotFan Fundingquot and quotSponsorshipquot systems which allow broadcasters to accept one-off or monthly donations in return for perks like sponsor-only hangouts. It39s also interesting that Google is adding these features to YouTube Gaming first without mentioning when or if they39ll come to YouTube at large. These additions bring the platform closer to matching the features of entrenched competitor Twitch which supports mobile game streaming and has been allowing broadcasters in its Twitch Partner program to accept money via channel subscription systems for some time. Vlambeer memorably used that same system to sell copies ofNuclear Thronevia its Twitch channel where it was livestreaming development of the game. Related Jobs 10.16.15 Experienced Artist 10.16.15 Lead Technical Artist 10.16.15 Lead Artist 10.16.15 Experienced Game Engine Programmer View All Jobs Top Stories Next News Story View All 256442 newswire viewnews256442YouTube_Gaming_apes_Twitch_with_new_donation_system_for_streamers.php Loading Comments

3 things marketing my indie game taught me - Link Thu, 15 Oct 2015 14:07:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs 3 Things Marketing My Indie Game Taught Me by Raghav Mathur on 101215 015000 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I39m Raghav CMO at Black Shell Media LLC and marketing lead at Black Shell Games. I39ve had the pleasure of working on many games both internal and for clients over the past years and I39ve definitely learned a lot. Here are the three most important lessons I learned that I think everyone should keep in mind when diving into the world of indie development. 1.PLAYERS DON39T LIKE DEVELOPMENT STUDIOS THEY LIKE DEVELOPERS. Five minutes on some online forums will introduce you to a hive mind of hatred towards big companies like EA and Microsoft. Gamers don39t like big companies and they certainly don39t like anyone that resembles the man selling them games. They associate companies and entities with all that39s wrong with the world of gaming. They see companies constantly trying to bleed players dry and ruining everything that fans love. Whenever we tried talking to players or getting the word out using the Black Shell Games name as our representation people pushed back and we didn39t get the kind of engagement we wanted. So I decided to try a new strategy that has had immense successbe a person not a company.To this day every single mass email or promotional message I send out doesn39t come from Black Shell Games. It comes from Raghav at Black Shell Games or just Raghav Mathur. This way our fans see that there is a human on the other end of the message who39s trying to talk to them as opposed to some scummy company yearning to make a sale. We get immense click through rates almost 50 sometimes in our mass emails and people engage with us very comfortably. A large part of game development at Black Shell Games is feedback from our users. People will gladly give Raghav some feedback or ideas. Will people reach out to Black Shell Games and do the sameLess likely. 2. PAID ADS AREN39T WORTH IT WHEN YOU CAN DEFY MATH INSTEAD. Paid ads can begreat. They can put you right in front of your audience and position you perfectly to make a huge impact. But in the world of indie gaming I ask you to think about something. Look back at point 1mdashpeople don39t like companies. Who puts out paid adsCompanies. Companies that aren39t trying to reach out to you but rather just trying to take your money and put a product in your hands. Indie games rarely become successful because of their paid advertising efforts. It39s rarely detrimental but it39s just ahugewaste of money. Even on sites like Reddit where CPM rates can be as low as 0.75 you39ll break even at best.My philosophy as someone who39s been marketing games for a while is to get mathematically impossible ROI. What does that mean Consider this ROI equation. 102100 1.02 102 I spent 100 on ads and made 102 as a result. Seems OK right Wait just one second. Suppose I bill my time at near minimum wagemdash10hour. It took me half an hour to set up the ads an hour to interact with queries and talk to people who were commenting on the ad and another half hour to run the analytics. Now my total spend is 100 cash plus 20 labor 120. Now 102120 0.85 85 I didn39t make 2.I39ve lost money. What I strive to do at Black Shell Games is ROI that defies math. What the heck am I talking about Consider this. I have an existing community of followers that I39ve worked hard to build up over time. I send out one tweetmdashan action that barely takes a minute and that I wouldn39t even bill formdashto my fan base and generate 50 in revenue. Now let39s try the ROI equation again 500 Uh oh. You can39t divide by zeroI made 50 by doing essentially nothing In the long run it39s much more profitable to spend time and money on growing a community that you can turn into a sale generating fan base instead of having to constantly spend money to struggle and make a few bucks here and there. It39s inconsistent inconvenient expensive and just not worth it. Indie gamers are some of the most passionate engaged excitable people I know. If you build up a great fan base you39ll never have to worry about making money or reaching players. They39ll all beright by your side. 3. PICTURES SPEAK LOUDER THAN WORDS. SO DO GIFS AND TRAILERS. Copywriting is a vital skill for marketing buffs. Everyone should take a basic course in writing good copyor get in touch with Black Shell Media and let us take care of it for youto effectively reach and appeal to players. But in today39s day and age where information is visual clean and fast people would much rather look at pictures and other media than read text. Steam store pages focus prominently on pictures and trailers and push descriptions and feature lists down below all the multimedia. Donrsquot spend week after week perfecting your copy down to a T if you could instead spend a few hours cullingbreathtakingvideo footage and screenshots that sell your game much better than text does. Even on the App Store and Play Store the icon and screenshots are stunning for most hit apps and encourage people to play the game. Some theorize that society has shorter attention spans nowadays. I just think itrsquos a simple principlemdashpeople like looking at pretty things.Just ask any self-proclaimed pick up artist. Visuals aesthetics and outside appeal are what sell products and lead to downloads of your indie game. Playerswilljudge your book by its cover. So make the cover gorgeous. Keep these three points in mind when you set off to make and market your game and you39ll do just fine. All the best Related Jobs 10.16.15 Experienced Artist 10.16.15 Lead Technical Artist 10.16.15 Lead Artist 10.16.15 Experienced Game Engine Programmer View All Jobs 255889 blog blogsRaghavMathur201510122558893_Things_Marketing_My_Indie_Game_Taught_Me.

Xbox Live Indie Games - the Moby-archiving - Link Thu, 17 Sep 2015 02:21:51

Xbox Live Indie Games - the Moby-archiving Since news spread that the Xbox 360s Xbox Live Indie Games service is gradually closing - with no new games allowed from Sept. 2016 and the service closed in Sept. 2017. Due to the online nature of the store theres obviously some danger that info on these games will be permanently lost.Luckily one of our top contributors Patrick Bregger has shot out of the gate like a rocket and dedicated himself to archiving screenshots and info from _every single_ XBLIG game. Right now hes going backwards from Z and has added a couple of hundred games to our previous total - theres now nearly 400 up there.We salute his fortitude to get through all the Zombie games for starters - there are nearly 100 including Zombie Sausages 2 Zombie Cow-Milking and the actually pretty good Zombie Accountant.We wanted to highlight this for two reasons - one to thank Patrick PROFUSELY because these synopses screenshots and credits are great amp just dont exist anywhere else. And secondly he definitely needs some help - so if anyone would like to message him or post in this thread thats be great Submitted by Simon Carless 58 on Oct 04 20156 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGood thinking little buddy.quot

MobyGames - text-only covers now accepted - Link Fri, 11 Sep 2015 21:02:54

MobyGames - text-only covers now accepted Along with the recent lifting of the exception on accepting multiple discsdiskettes with the same artwork and different disc numbers our exception on accepting text-only covers has been lifted as well.Below are a couple of sample covers which we had on file as accepted. This just shows the inconsistency when it comes to such things. It was hard to say which is irrelevant as text-only and which text is more important or if some minor graphics were included so it can be accepted. Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThe cake is a lie.quot

MobyGames Call For Help - coders contributors - Link Sat, 5 Sep 2015 16:21:31

MobyGames Call For Help - coders contributors As we continue to add original credits screenshots info and cross-linked info on the history of video games daily MobyGames needs your help to expand In particular we need aid in two areas1. Coders who can understand Perl can help Were still stymied in accomplishing a lot of bug fixes and new features due to lack of coding help. If you know Perl and can volunteer some time to get up to speed on our codebase we would be _very_ appreciative. Please message Simon if you can help out. 2. Contributors to underdocumented historic platforms Check out this forums thread but we think the Apple II ZX Spectrum Arcade TRS-80 amp TI-994A are all missing a LOT of releases. In addition platforms like GBC GBA DS and Wii are missing a number of licensed amp more minor releases - of course no games are minor in the end. So if you can help out and could specialize in any of these platforms - please contribute now - appreciated Submitted by Simon Carless 58 on Sep 11 201517 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotJobs done.quot

MobyGames - media scan rules change - Link Sun, 30 Aug 2015 16:55:13

MobyGames - media scan rules change Heres a new rule For media scans for games that were on two or more floppy disks CDs or DVDs MobyGames policy was always EITHER to accept all media if they have different art or text marking them Disc 1 Disc 2 Disc 3 etc OR accept only one media if it only differed in number marking it as Disc 1N.Now the embargo has been lifted and there is no need for comments such as quotDisc 1Nquot because all magnetic disks or optical discs are accepted even if they differ only in number.From now on something like this is welcomed when you submit cover scans Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou fight like a dairy farmerquot

User milestones - MAT Karsa x26 friends - Link Sat, 1 Aug 2015 16:57:24

User milestones - MAT Karsa amp friends Were so happy to see MobyGames contributors blast through some new milestones and time to honor them here. Thx to CavalaryKarsa for the tipsFirstly MAT gets an entire paragraph because he just hit 100000 MobyPoints - the 7th person in our history to do that Congrats amp infinithanks to him...In addition Karsa Orlong is now officially in the all-time Top 10 for contributions Picard just hit 30000 total points and Infernos just topped 10000 and is now 80 overall. Please keep the amazing work coming...And one final note as spotted by Kabushi - MobyGames now has over 3 million individual lines of credits all entered by our amazing contributors Wow. Submitted by Simon Carless 58 on Aug 30 201519 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBoomshakalakaquot

MobyGames Twitter feed - cover ideas wanted - Link Mon, 13 Jul 2015 01:17:43

MobyGames Twitter feed - cover ideas wanted Now that our covers are unwatermarked theres never been a better time to show off some of the amazing video game cover art scanned by MobyGames members. And thats just what is happening at the MobyGames Twitter feed which is updated daily with new pics. Its actually doing pretty well if you look at the number of retweets and favorites for each post.When we started this we asked MobyGames Approvers for some cover picks and now wed like your help Please comment on this post and pick some of your favorite cover art on the site and well gradually flow it onto Twitter and FacebookGoogle as time permits Submitted by Simon Carless 58 on Aug 01 201541 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotSay fuzzy pickles.quot

RIP Nintendox27s Satoru Iwata - 1959-2015. - Link Fri, 10 Jul 2015 23:16:49

RIP Nintendos Satoru Iwata - 1959-2015. So sad to hear today that Nintendo President Satoru Iwata passed away - and at the relatively young age of 55 too. Many people online are linking to the MobyGames profile of Iwata which only exists because MobyGames contributors typed in the credits for literally hundreds of seminal Nintendo games. The site admins would like to honor Iwata-san for his vital contribution to the history of games amp thank all of you for doing so much to preserve his history - even before his sad and unexpected passing. Submitted by Simon Carless 58 on Jul 13 20151 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

Scierex27s 300k MobyPoints milestone - Link Sat, 4 Jul 2015 20:11:08

Scieres 300k MobyPoints milestone This is fairly unbelievable but veteran MobyGames contributor Sciere has just hit 300000 points on the site... wow This includes 2585 games 24000 screenshots... I could go on - heres his stats. Sciere also makes sure were up to date on newer console and PC games more than almost any other user - so MASSIVE thanks for him for this - otherwise wed be a past-only websiteAlso thanks to some forum notes the other milestones must be pointed out piltdown_man reached 90000 points Terok Nor reached 20000 points Indra reached 20000 points amp Freeman reached 20000 points. Congrats to all of them Submitted by Simon Carless 58 on Jul 10 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou fight like a dairy farmerquot

Twitter feed x27Best Of MobyGamesx27 highlights Pt.1 - Link Sun, 14 Jun 2015 22:10:01

Twitter feed Best Of MobyGames highlights Pt.1 Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

Our 6th ever MobyGames 100k user - Link

Our 6th ever MobyGames 100k user Gigantic congratulations to LepricahnsGold who has made it to 100000 contribution points on MobyGames He is only the 6th ever user to make it to that historic milestone - the others being Sciere Cor13 formercontrib Kabushi and Patrick Bregger.While were here - another notable recent milestone is that 666gonzo666 hit 50000 - massive thanks to himIf youd like to join them please go ahead and contribute now - MobyGames is only possible through our amazing users contributions. Submitted by Simon Carless 58 on Jun 14 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGood thinking little buddy.quot

New Game Belladonna - Link Thu, 15 Oct 2015 20:25:06

Belladonna WindowsDiscuss Review Want Have Contribute missing cover artaddcover Published byBlackShellMediaDeveloped byNeckboltReleasedFeb 27 2015Official SiteBelladonnaPlatformWindows GenreAdventurePerspective3rd-PersonPerspectiveThemeHorror ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

New Game Geheimakte Das komplette Paket - Link Thu, 15 Oct 2015 18:08:43

Geheimakte Das komplette Paket WindowsDiscuss Review Want Have Contribute missing cover artaddcover Published byDeepSilverReleasedMay 29 2015Official SiteGeheimakte Das komplette PaketPlatformWindows MiscCompilationShovelware ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIt is pitch black. You are likely to be eaten by a grue.quot

New Game BlackShadows - Link Thu, 15 Oct 2015 18:07:52

BlackShadows WindowsDiscuss Review Want Have Contribute missing cover artaddcover Published byBlackShellMediaDeveloped byIceGamesStudiosReleasedSep 11 2015Official SiteBlackShadowsPlatformWindows GenreAdventurePerspective1st-PersonPerspectiveThemeHorror SurvivalHorror ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

New Game Virus 3 - Link Thu, 15 Oct 2015 18:06:06

Virus 3Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

New Game Case Noir - Link Thu, 15 Oct 2015 16:21:38

Case Noir WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

New Game Crimsonland - Link Wed, 14 Oct 2015 23:55:33

CrimsonlandDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

New Game Oz The Magical Adventure - Double Pack - Link Wed, 14 Oct 2015 23:52:59

Oz The Magical Adventure - Double Pack WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

New Game Elansar x26x26 Philia - Link Wed, 14 Oct 2015 14:58:38

Elansar x26 PhiliaDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotMein Lebenquot

New Game Dust An Elysian Tail - Link Wed, 14 Oct 2015 06:49:44

Dust An Elysian TailDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

New Game The Talos Principle Deluxe Edition - Link Tue, 13 Oct 2015 20:58:37

The Talos Principle Deluxe Edition PlayStation 4Discuss Review Want Have Contribute missing cover artaddcover Published byNighthawkInteractiveLLCDeveloped byCroteamLtd.ReleasedOct 13 2015Official SiteThe Talos Principle Deluxe EditionPlatformPlayStation 4 GenreActionPerspective1st-PersonPerspective 3rd-PersonPerspectiveThemePuzzle-Solving Sci-FiFuturisticMiscCompilationShovelware ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

New Game Stairs - Link Tue, 13 Oct 2015 20:28:42

Stairs WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotMein Lebenquot

New Game Street Racquetball - Link Tue, 13 Oct 2015 20:27:53

Street RacquetballDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotObjectionquot

New Game Super Meat Boy - Link Tue, 13 Oct 2015 20:26:44

Super Meat BoyDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotGet over herequot

New Game Shusse x26x14Czumx26x14D - Link Tue, 13 Oct 2015 20:26:10

Shusse x14Czumx14DDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

New Game Karate Champ - Link Tue, 13 Oct 2015 20:25:13

Karate ChampDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotObjectionquot

New Game Back to the Future The Game - Link Tue, 13 Oct 2015 20:10:58

Back to the Future The GameDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

New Game Wasteland 2 Directorx26x27s Cut - Link Mon, 12 Oct 2015 20:10:45

Wasteland 2 Directorx27s CutDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIts dangerous to go alone Take this.quot

New Game When Zombies Meet Avatars - Link Mon, 12 Oct 2015 20:09:52

When Zombies Meet Avatars Xbox 360Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

New Game When Maidens Attack - Link Mon, 12 Oct 2015 08:29:15

When Maidens Attack Xbox 360Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

New Game Keep Talking and Nobody Explodes - Link Mon, 12 Oct 2015 08:18:53

Keep Talking and Nobody Explodes WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

Review of Secret of Evermore SNES - Link Mon, 12 Oct 2015 16:22:57

Secret of Evermore SNESDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

Review of Batman The Video Game NES - Link Mon, 12 Oct 2015 16:22:33

Batman The Video Game NESDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou fight like a dairy farmerquot

Review of Esper Dream 2 Arata naru Tatakai NES - Link Mon, 12 Oct 2015 16:22:20

Esper Dream 2 Arata naru Tatakai NESDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou must construct additional pylons.quot

Review of Chx26x14D Jikx26x16B Yx26x14Dsai Macross NES - Link Sun, 11 Oct 2015 07:43:45

Chx14D Jikx16B Yx14Dsai Macross NESDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

Review of Quest for Glory III Wages of War DOS - Link Thu, 8 Oct 2015 20:45:38

Quest for Glory III Wages of War DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

Review of Infestation DOS - Link Tue, 6 Oct 2015 17:58:28

Infestation DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

Review of Disney Friends Nintendo DS - Link Mon, 5 Oct 2015 16:52:32

Disney Friends Nintendo DSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou fight like a dairy farmerquot

Review of Borrowed Time Amiga - Link Fri, 2 Oct 2015 09:54:28

Borrowed Time AmigaDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotJobs done.quot

Review of Mean Streets DOS - Link

Mean Streets DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

The intellectual value of design - Link Fri, 16 Oct 2015 07:20:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs quotAre Games Artquot and the Intellectual Value of Design by Tim Conkling on 101415 034600 pm 3 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Reposted from my game development blog ldquoAreGames Artrdquoand the Intellectual Value of Design Recently I had a funny run-in with a capital-A Artist that made me reconsider my stance on the whole tired ldquoare games artrdquo thing. I was taking a ferry to an island off the coast of Maine for a short vacation away from game development. This was a few weeks ago in late September so school was in session and the tourists that swell Mainersquos population every summer had thinned out. It was a warm fall day and there were no other passengers above decks so the plan was to relax in the sun with a book and forget about the world for a bit. And then before the boat had even left the dock an old man climbed the stairs to the top deck sat next to me and asked me if I knew Nijinsky the great Russian dancer. I didnrsquot then but I sure as hell do now. This is literally how the conversation started. No pleasantries just straight to the Russian ballet. ldquoIrsquom quitemad you seerdquo he said. He looked and spoke like Werner Herzog only older. His name was John. ldquoNijinsky was alsomad. You need madness to make great art.rdquo I spent the next two hours being talked at by John who was 87 years old and was it turned out anaccomplished playwright set designer and painter. He was also excellent at rattling off names of painters dancers and writers Irsquod never heard of - and would act aghast or disappointed or both when I admitted as much. I was disappointed too. I hated feeling like such a philistine. Eventually there was a break in his monologue and John asked what I did for a living. ldquoI design computer games.rdquo ldquoOh.Games.rdquo I might as well have copped to working on Wall Street for all the relevance my job had to art or any other sort of intellectual pursuit. I canrsquot really hold this against John. At the very least games werenrsquot part of the landscape when he was a young artist. But I wanted to be validated by this man Even as I began answering his question I was on the defensive. I acted and felt wounded as he questioned what I knew about the artistrsquos struggle and I told him about long hours and pouring myself into my game and being under-appreciated. True sentiments but also calculated to make him more likely to see in me someone who understood ldquomadness.rdquo Part of me was mortified that I was seeking approval from a stranger who was negging me but I plowed on. Eventually I found some - but only after telling him thatAntiheroborrows thematically from ldquoOliver Twistrdquo which is kind of a stretch and anyway is the least interesting thing about it. Itrsquos not just old dudes on ferry boats that make me insecure about my work. Itrsquos long been a familiar feeling. Irsquompre-emptivelydefensive when I tell people what I do especially if theyrsquore of a certain age. If you were born before 1970 I have a good guess about your interest level in videogames. And while knee-jerk dismissals of games are stupid and annoying I will still usually go out of my way to seek approval of my chosen medium from people I respect. And itrsquos certainly not just me - this is well-trod territory. When Roger Ebert proclaimed thatgames can never be art the games industry lost its collective shit falling over itself totry to convince him otherwise or to proclaim him old and irrelevant so who cares anyway. As a game developer I operate - of course - from the perspective that games can be art and I donrsquot find it an interesting topic to argue anyway. But more importantly I think the debate is a red herring or at least distracts from a more important point. Irsquom not actually sure that Antihero is art. Or rather yeah itrsquos ldquoartrdquo but its creation has much less to do with me trying to express ideas about the human condition and much more about the exploration of a specific design space short-session asynchronous multiplayer games with lots of depth. I donrsquot know or care if my game will be seen as art. But it is anintentionally designed piece and I care very much that itrsquos seen as something deserving of intellectual respect. The notion thatdesignis intellectually relevant is uncontroversial. Nobody would ever seriously write off for example an Eames chair or a Gehry building whether these objects fit some random definition of ldquoartrdquo is inconsequential to their perceived cultural value. But outside the industry I donrsquot think that games are really understood as designed objects. And this is where I land. ldquoAre games artrdquo is ultimately a question of semantics. If you confine your definition of art narrowly enough you can exclude anything you want. But ldquoare games worthy of respect from intellectuals and of intellectual respectrdquo - THAT is what I care about and thatrsquos what stung so much about Ebertrsquos and Johnrsquos rejection. Here was a respected thinker writer and critic who couldnrsquot be bothered to take the time to get know a medium before essentially writing the whole thing off. There is a hopeful ending to this particular story. My wife father and I had tea with John on the island later that day. He spoke again about his work and about artists he admired. He expressed frustration that his recently written memoirs werenrsquot getting the attention they deserved. He told us to read King Lear. ldquoItrsquos my favorite story. I read it every day. Lear wascompletelymad.rdquo And finally as we were leaving he mentioned Antihero - by name such pleasant validation - to make some suggestions about characters he thought I should put in the game. They were based off another Shakespeare play Irsquod never read. If yoursquore

Developing for the Apple II Infinity is more than ten right - Link Fri, 16 Oct 2015 04:03:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS October 16 2015 Latest Blogs View All Post RSS October 16 2015 Features View All RSS October 16 2015 Special Reports Press Releases October 16 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Infinity is More Than Ten Right by David H. Schroeder on 101415 034600 pm 3 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Previous Post What Did 39Better39 Mean 1982-83. In designing Dino Eggs for the Apple II I wanted to make it much better than my first game Crisis Mountain as I discussed in my previous post. No one knew anything. People were trying to figure out what computer games were ndash and what made the good ones good. Suddenly a new concept swept the infant industry The number of screens is what makes a good game... FewScreens Bad. More Screens Good. The catalyst for this burst of wisdom was Miner 2049rsquoer a best-selling game with a stunning ten distinct screens of game play. Visual Variety. People told me that Crisis Mountain had only two screens of game play. Well sort of. It had two background designs on which the player faced randomly-placed objects and a dozen or so increasingly-difficult skill levels. The glowing orange rocks didnrsquot appear until skill level 3. The giant boulder and Bertrum ndash the crazed radioactive bat ndash didnrsquot appear until skill level 5. I donrsquot sound defensive do I - But I had to admit that Crisis Mountain had only two distinct background screens. For the record I designed a third background for a ColecoVision version of Crisis Mountain but for a variety of reasons that port was never completed. ColecoVision arrived in a frenzy and thebubble burst just as quickly. The third unpublished background screen I designed for Crisis Mountain So while I was designing the screen architecture for Dino Eggs the logic was inescapable If ten screens are better than two then surely an infinite number of screens is better than ten. Right I wrote a screen-generation routine that randomly determined where every non-living object on the next Dino Eggs screen would go ndash walkable ledges jumpable gaps between ledges vertical steps boulders exposed eggs pieces of wood and power flowers. In general the current skill level in the game determined the number of each type of object required for the next screen and then random numbers determined where on the screen those objects would go. Except that a completely-random screen would be unplayable. So I defined what a ldquoplayablerdquo screen meant Time Master Tim had to be able to get everywhere steps had to be connected to ledges there could be no mixing ledges and gaps at the edge of the screen etc. And then ndash it was a brute-force routine. The code created a screen randomly and tested it for ldquoplayability.rdquo If that screen failed the test the code tossed it away and began again from scratch. I knew that the success of this approach required walking a fine line. If the ldquoplayabilityrdquo tests were too lax the game wouldnrsquot be fair to the player. If they were too strict the code might take too long to come up with an acceptable play screen. And the multiplicity of randomness-upon-randomness was begging for problems increasing the chance that some obscure bug or combination of randomly-generated extremes could lock the code into an infinite loop and freeze the computer. So --many evenings I left my Apple II computer stay on running the screen-generation routine overnight in a test loop creating with screen after screen after screen -- while I slept. I couldnrsquot judge the ldquoplayabilityrdquo factor in that way but I could smoke out any critical bugs or fatal freezes caused by random conditions. It worked. Irsquove never tallied out how many different Dino Eggs screens are possible but itrsquos a lot. I used random numbers to an extreme and lived to tell the tale. Note In my second post I mentioned my discovery that there is no such thing as a random number which is true. A computer does various kinds of hand-waving to create an effectively unpredictable number on request but the result is never truly random. Irsquom just using the word ldquorandomrdquo here because it is clumsy to keep using the phrase ldquoeffectively unpredictable numberrdquo over and over. One more note on random numbers in Dino Eggs The game doesnrsquot ldquoknowrdquo what is beneath a boulderuntil you kick it over. The code assigns the number of eggs or piece of wood that is under the boulder at the moment it is kicked over not before. And because the playerrsquos own joystick movements re-seed my random number generator it can be said that the player is creating his own game screen as he goes along. He just canrsquot control the specific results. The philosophical implications of this are staggering This paper sketch of the Dino Eggs screen reveals many of my early thoughts on game design. Some of these ideas came to fruition. Some did not. Some are only now being realized in the gamersquos revival Dino Eggs Rebirth. Note at upper left ldquoPDL...rdquo refers to the early Apple II game paddle. My first game Crisis Mountain had required only that Pong-like paddle ndash because no one thought enough folks had joysticks to rely solely on them. How quickly that would change. But -- as of this sketch --I was still considering a Single PaddleKeyboard mode for Dino Eggs. The big right-cornerarrows I was thinking of Spiders going horizontally along the top then threading down vertically. That I did. I was also thinking of roaches going vertically going up and then going horizontally on the ledges. That I didnrsquot do. Also note the idea ldquoRoaches eat wood rdquo Note at center bottom ldquofalling eggs...rdquo In the original Dino Eggs the eggs disappeared after you picked them up. In the game revival Dino Eggs Rebirth you can see the towering teetering pile of eggs in your arms and they visibly scatter and fall if you get bitten by a snake or spider. Note toward upper right ldquofalling rolling rock can put out firerdquo You bet it can. And

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