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Comment Nice deep integration but hoping for API (Score 1) 188

I like the deep cross-game integration of status, matchmaking and voice chat but I wish all the players building their own closed social gaming platforms would also build a proper external API to go with it (Xbox Live, Steam etc.).

Maybe we need a Open Game Achievement Standards Body RFC comity group thingie?
The Internet

Blizzard Previews Revamped Battle.net 188

Blizzard updated the official StarCraft II site today with a preview of how the revamped Battle.net will function. They emphasize the social features, competitive matchmaking system, and the ease of sharing mods and maps. Quoting: "When the legacy Battle.net service introduced support for user-created mods such as DotA, Tower Defense, and many others, these user-created game types became immensely popular. But while Battle.net supported mods at a basic level, integration with tools and the mod community wasn't where it needed to be for a game releasing in 2010. The new Battle.net service will see some major improvements in this area. StarCraft II will include a full-featured content-creation toolkit — the same tools used by the StarCraft II design team to create the single-player campaign. To fully harness the community's mapmaking prowess, Battle.net will introduce a feature called Map Publishing. Map Publishing will let users upload their maps to the service and share them with the rest of the community immediately on the service. This also ties in with the goal of making Battle.net an always-connected experience — you can publish, browse, and download maps directly via the Battle.net client. Finding games based on specific mods will also be much easier with our all-new custom game system, placing the full breadth of the modding community's efforts at your fingertips."
Movies

The People vs. George Lucas To Premiere At SXSW 149

skatepark builder writes "David Prowse, the 74-year-old actor who has enjoyed a long and varied career filled with roles such as Darth Vader (Star Wars Episodes IV, V, and VI), is starting 2010 off with two major accomplishments. His victory over colon cancer earlier this month means he'll live to see his top billing in a film premiering next month at the South by Southwest Film Festival. The People vs. George Lucas is a documentary attempting a balanced examination of the love/hate relationship Star Wars fans have developed with the filmmaker and his work over the past three decades. Director Alexandre Philippe distances his film from the one-sided fan rage films that lambaste Lucas, even though the title would suggest otherwise. According to the trailer, The People vs.George Lucas exposes the full spectrum of opinions on Lucas, including those like Prowse, who still refers to him as a 'master.' Philippe captures these opinions through filmed interviews, but perhaps more interestingly, he crowdsourced the commentary by soliciting fan submissions over the internet. The clips seen in the trailer appear to be funny, highly inspired, and are probably more concise than the recently released 70-minute YouTube evisceration of Episode I."
Games

Game Industry Vets On DRM 372

An anonymous reader points out an article at SavyGamer in which several game industry veterans were polled for their opinions on DRM. Cliff Harris of Positech Games said he didn't think his decision to stop using DRM significantly affected piracy of his games, accepting it as an unavoidable fact. "Maybe a few of the more honest people now buy the game rather than pirate it, but this sort of thing is impossible to measure. You can see how many people are cracking and uploading your game, but tracking downloads is harder. It seems any game, even if it's $0.99 has a five hour demo and is DRM-free and done by a nobel-peace prize winning game design legend, will be cracked and distributed on day one by some self righteous teenager anyway. People who crack and upload games don't give a damn what you've done to placate gamers, they crack it anyway." Nihal de Silva of Direct2Drive UK said his company hasn't noticed any sales patterns indicating customers are avoiding games with DRM. Richard Wilson of TIGA feels that customers should be adequately warned before buying a game that uses DRM, but makes no bones about the opinion that the resale of used games is not something publishers should worry about.
OS X

Apple Patches Massive Holes In OS X 246

Trailrunner7 writes with this snippet from ThreatPost: "Apple's first Mac OS X security update for 2010 is out, providing cover for at least 12 serious vulnerabilities. The update, rated critical, plugs security holes that could lead to code execution vulnerabilities if a Mac user is tricked into opening audio files or surfing to a rigged Web site." Hit the link for a list of the highlights among these fixes.
GUI

Programming With Proportional Fonts? 394

theodp writes "Betty or Veronica? Mary Ann or Ginger? Proportional or Monospaced? There's renewed interest in an old blog post by Maas-Maarten Zeeman, in which M-MZ made the case for programming with proportional fonts, citing studies that show proportional fonts can be read 14% faster than fixed-width fonts. Try it for a couple of weeks, he suggests, and you might like it too. Nowadays, Lucida Grande is M-MZ's font of choice on OS X, and he uses Lucida Sans on Windows. Helvetica, anyone?"
Games

Game Endings Going Out of Style? 190

An article in the Guardian asks whether the focus of modern games has shifted away from having a clear-cut ending and toward indefinite entertainment instead. With the rise of achievements, frequent content updates and open-ended worlds, it seems like publishers and developers are doing everything they can to help this trend. Quoting: "Particularly before the advent of 'saving,' the completion of even a simple game could take huge amounts of patience, effort and time. The ending, like those last pages of a book, was a key reason why we started playing in the first place. Sure, multiplayer and arcade style games still had their place, but fond 8, 16 and 32-bit memories consist more of completion and satisfaction than particular levels or tricky moments. Over the past few years, however, the idea of a game as simply something to 'finish' has shifted somewhat. For starters, the availability of downloadable content means no story need ever end, as long as the makers think there's a paying audience. Also, the ubiquity of broadband means multiplayer gaming is now the standard, not the exception it once was. There is no real 'finish' to most MMORPGs."
Star Wars Prequels

BioWare Targeting Spring 2011 For Star Wars: The Old Republic Launch 82

MTV's Multiplayer blog reports on comments from BioWare employee Sean Dahlberg, which indicate that they are aiming to release the game in spring 2011. He said, "While we have not announced a specific date, we can confirm that we are targeting a spring 2011 release for Star Wars: The Old Republic. We've got a lot of exciting updates and reveals planned throughout 2010, including the first-ever hands-on testing for the game. ... We can't wait to share more about the game with you as we progress through the year, so make sure you stay tuned to the official website for details." Recent posts to the game's developer blog provide details on the Imperial Agent and the Jedi Knight. They also released a video which gives insight into their design process for the Dark Side.
First Person Shooters (Games)

Duke Nukem Forever Not Dead? (Yes, This Again) 195

kaychoro writes "There may be hope for Duke Nukem Forever (again). 'Jon St. John, better known as the voice of Duke Nukem, said some interesting words during a panel discussion at the Music and Games Festival (MAGFest) that took place January 1 – 4 in Alexandria, Virginia, according to Pixel Enemy. Answering a question from the crowd regarding DNF, St. John said: "... let me go ahead and tell you right now that I'm not allowed to talk about Duke Nukem Forever. No, no, don't be disappointed, read between the lines — why am I not allowed to talk about it?"'"

Why You Should Use OpenGL and Not DirectX 515

stickyboot writes "The independent games developer Wolfire describes why they decided to use OpenGL instead of DirectX. The article mainly discusses the marketing strategies behind DirectX and how the API became so popular. It also goes over why a developer would choose OpenGL over DirectX and what this decision means for the gamer. 'Back in 1997, the situation was similar to how it is now. Microsoft was running a massive marketing campaign for Direct3D, and soon everyone "just knew" that it was faster and better than OpenGL. This started to change when Chris Hecker published his open letter denouncing DirectX. Soon after that, John Carmack posted his famous OpenGL rant, and put his money where his mouth was by implementing all of Id Software's games in OpenGL, proving once and for all that DirectX was unnecessary for high-end 3D gaming. This lesson appears to have been forgotten over the last few years. Most game developers have fallen under the spell of DirectX marketing, or into the whirlpool of vicious cycles and network advantages.'"
Games

Dead Space 2 Announced 56

Electronic Arts announced on Monday that their popular survival-horror game Dead Space is officially getting a sequel. According to the press release, it's being developed for the PS3, Xbox 360 and PC. There's speculation that Dead Space 2 may include some form of multiplayer, after an EA job opening was spotted on LinkedIn that mentioned multiplayer level design for the franchise.
Australia

New Aliens Vs. Predator Game Doesn't Make It Past AU Ratings Board 277

An anonymous reader writes "Australia refused to give Rebellion's new Aliens Vs. Predator game a rating, effectively banning it in the country. Rebellion says it won't be submitting an edited version for another round of classifications, however. (As Valve did with Left 4 Dead 2.) They said, 'We will not be releasing a sanitized or cut down version for territories where adults are not considered by their governments to be able to make their own entertainment choices.'"
Graphics

DX11 Tested Against DX9 With Dirt 2 Demo 201

MojoKid writes "The PC demo for Codemasters' upcoming DirectX 11 racing title, Dirt 2, has just hit the web and is available for download. Dirt 2 is a highly-anticipated racing sim that also happens to feature leading-edge graphic effects. In addition to a DirectX 9 code path, Dirt 2 also utilizes a number of DirectX 11 features, like hardware-tessellated dynamic water, an animated crowd and dynamic cloth effects, in addition to DirectCompute 11-accelerated high-definition ambient occlusion (HADO), full floating-point high dynamic range (HDR) lighting, and full-screen resolution post processing. Performance-wise, DX11 didn't take its toll as much as you'd expect this early on in its adoption cycle." Bit-tech also took a look at the graphical differences, arriving at this conclusion: "You'd need a seriously keen eye and brown paper envelope full of cash from one of the creators of Dirt 2 to notice any real difference between textures in the two versions of DirectX."
Games

AbleGamers Reviews Games From a Disability Standpoint 125

eldavojohn writes "Early last month a visually impaired gamer sued Sony under the Americans with Disabilities Act (and if you think that people with disabilities don't play games, think again). The AbleGamers Foundation has decided to step forward and provide a rating system for games that blends together a number of factors to determine a score with regard to accessibility. Visual, hearing, motion, closed captioning, speed settings, difficulty settings and even colorblindness options are all taken into account when compiling these scores and reviewing these games."
Games

Review Scores the "Least Important Factor" When Buying Games 169

A recent report from a games industry analyst suggests that among a number of factors leading to the purchase of a video game — such as price, graphics and word of mouth — the game's aggregated review score is the least important measure. Analyst Doug Creutz said, "We believe that while Metacritic scores may be correlated to game quality and word of mouth, and thus somewhat predictive of title performance, they are unlikely in and of themselves to drive or undermine the success of a game. We note this, in part, because of persistent rumors that some game developers have been jawboning game reviewers into giving their games higher critical review scores. We believe the publishers are better served by spending their time on the development process than by 'grade-grubbing' after the fact."

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