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Submission Summary: 0 pending, 16 declined, 11 accepted (27 total, 40.74% accepted)

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Games

Submission + - Should Games Sell For Donations? (blogspot.com)

spidweb writes: An Indie developer considers the possibility that setting a fixed price for games is obsolete. The huge success of the Humble Indie Bundle suggests that some small developers might be able to make more money abandoning prices entirely. From the article, "Suppose you're writing a cheap, impulse buy, casual game and you had the chance to make it donation-ware. Should you? Quite probably! You need to charge a small amount anyway to work as an impulse buy. And, if you ask for donations, some people will give you more money. Maybe they love Indie developers, or they feel the higher price is fair, or they just hate having money. Either way, it's freely given, so grab it while you can!" The article also suggests some situations where doing this might be horrible business suicide.
Games

Submission + - Sometimes It's OK To Steal My Games. (blogspot.com)

spidweb writes: One Indie developer has written a nuanced article on how software piracy affects him, approaching the issue from the opposite direction. He lists the ways in which the widespread piracy of PC games helps him. From the article, "You don't get everything you want in this world. You can get piles of cool stuff for free. Or you can be an honorable, ethical being. You don't get both. Most of the time. Because, when I'm being honest with myself, which happens sometimes, I have to admit that piracy is not an absolute evil. That I do get things out of it, even when I'm the one being ripped off." The article also tries to find a middle ground between the Piracy-Is-Always-Bad and Piracy-Is-Just-Fine sides of the argument that might enable single-player PC games to continue to exist.
Games

Submission + - The Anti-Pirate System That Will Probably Work. (blogspot.com) 4

spidweb writes: Much virtual ink has been spilled over Ubisoft's new, harsh DRM system for Assassin's Creed 2. You must have a constant internet connection, and, if your connection breaks, the game exits. While this has angered many (and justifiably so), most writers on the topic have made an error. They think that this system, like all DRM systems in the past, will be easily broken. This article explains why, as dreadful as the system is, it does have a chance of holding hackers off long enough for the game to make its money. As such, it is, if nothing else, a fascinating experiment. From the article, "Assassin's Creed 2 is different in a key way. Remember, all of its code for saving and loading games (a significant feature, I'm sure you would agree) is tied into logging into a distant server and sending data back and forth. This vital and complex bit of code has been written from the ground up to require having the saved games live on a machine far away, with said machine being programmed to accept, save, and return the game data. This is a far more difficult problem for a hacker to circumvent."
Software

Submission + - Three Tips For Getting Into the Indie Gaming Biz (blogspot.com)

spidweb writes: The founder of Spiderweb Software is celebrating fifteen years of being business by beginning a series of articles with advice for starting a small, Indie software business. (Or any small business, really.) The first topics covered are picking a product to make, choosing your tools, and getting enough sleep. From the article, "When you're running your business, your job is to pry the credit card out of peoples' wallets. Again and again. Look real hard at your idea. Hunt the web and figure out how cheap the games you'll be competing with are. When you are sure you want to write a game (or graphics editor or genealogy program or random number generator or whatever) that can get people to hand out their credit card numbers, only then may you proceed."
Games

Submission + - Make Your Game Easy. Then Make It Easier. (blogspot.com) 1

spidweb writes: Gaming blog The Bottom Feeder has an article on game difficulty. The big idea: Unless the player specifically asks for a game to be hard, it should always be really easy. The instinct to punish a player is almost always a bad one. From the article, "If your game is actually fun, killing the player won't make it more fun. But nothing sucks all of the fun out of a good game faster than repeated failure. I can almost hear the heads of hardcore gamers imploding with impotent nerdrage. But seriously. If you have a problem with this, I think you're getting a lot of your fun from making other people have less fun."

Submission + - Some Kind Words For DRM. For Once. (blogspot.com) 1

spidweb writes: "The online backlash against DRM has gotten a bit excessive, especially since the purpose of DRM is entirely admirable: To stop thieves and free riders and to help creators actually get paid for their work. The blog The Bottom Feeder calls attention to XBox Live, a place where strong DRM is helping to encourage quality games at low prices which make money for their developers. From the article: "If I could snap my fingers and give myself the same absolute control over the games I make that XBox Live has over theirs (in return for lower prices), I would. The freedom of the current system is nice, but it comes at too high a cost. Honest people need to pay extra to subsidize thieves. The unfairness is just this side of intolerable, and it's only getting worse. DRM is fair if, for what the corporations take, we get something in return.""
XBox (Games)

Submission + - Rock Band. Guitar Hero. Why They Are Doomed. (blogspot.com)

spidweb writes: "Music games like Rock Band and Guitar Hero went from New Big Thing to Fad to Glut in a remarkably short amount of time. But, even if they hadn't started cranking out the games as fast as they could, The Bottom Feeder blog explains why the genre is doomed to a far humbler position in the game industry. If it still exists at all. From the article: "It takes a lot of resources to make these bulky instruments (especially drums), pack them up, ship them over the sea, get them to you, and, from there, dump them in landfills. A lot of plastic and oil in our new oil-short, global-warming reality. And, if this recession should have taught us anything, it's that we're going too much in debt buying too much useless crap from the Chinese. Something has got to go. And I think shoddy plastic Fisher Price drum kits will be first in line."

The article is at

http://jeff-vogel.blogspot.com/2009/08/rock-band-guitar-hero-why-they-are.html"

PC Games (Games)

Submission + - Beta Testers: Getting Them. Keeping Them. (blogspot.com)

spidweb writes: "There is a huge chasm between the rough, quivering lump of code you just wrote and a solid product you can distribute to actual people. To make your game/mod/level/adventure publicly available without melting someone's computer, you will need good volunteer testers. Jeff Vogel, at his blog The Bottom Feeder, gives advice for finding testers, sorting the helpful from the crazy, instructing them, interacting with them, and rewarding them for their efforts.

The article can be found at

http://jeff-vogel.blogspot.com/2009/08/beta-testers-getting-them-keeping-them.html"

PC Games (Games)

Submission + - Understanding Addiction-Based Game Design (ign.com)

spidweb writes: "Everyone knows games like World of Warcraft are addictive. But what are the exact qualities that make it so? Are there specific elements of the design that can be pulled out, distilled, and used at will to give a game druglike properties? And is it wrong to do so? A new article at IGN RPG Vault attempts to isolates the exact qualities that go into making an addiction-based design. From the article, "If a game uses rewards of any sort to entice you to experience highly repetitive content, you should see what it's trying to do and which of your buttons it's trying to press. If you don't mind, that's cool, but you should understand it."

The article is at

http://rpgvault.ign.com/articles/986/986323p1.html"

PC Games (Games)

Submission + - Indie Games Should Be More Expensive (blogspot.com)

spidweb writes: "The Indie gaming blog The Bottom Feeder has an article on why Indie Games should be more expensive. The enforced low prices on XBox Live, Amazon, and iTunes might feel good now, but they'll kill off the variety and depth gamers are hoping Indie developers can provide. From the article, "Every year, life is getting more and more expensive. Insurance. Rent. Food. And, at the same time, games are getting cheaper and cheaper, sometimes as cheap as a dollar, as we engage in a full speed race to the bottom. This is not going to help developers stay in business. This is not how a healthy industry is maintained."

The article can be found at

http://jeff-vogel.blogspot.com/2009/04/indie-games-should-cost-more-pt-1.html"

PC Games (Games)

Submission + - Successful Indie Developer Reveals Sales Figures (blogspot.com)

spidweb writes: "These is a lot of excitement about casual gaming and Indie game development these days, but there's also very little public information about how many games actually get sold or the sort of income one can reasonably expect in this line of work. The president of Spiderweb Software, in his blog today, released full sales figures for a recent product to illustrate what sort of earnings can be generated by a quality niche product that isn't a massive hit. From the article: "I am not the first Indie developer to reveal this sort of information. However, most public sales figures come from projects that were either blockbusters or disastrous. But our games have never landed in either pool. I have been doing this for a living for almost fifteen years."

The full article can be found at:

http://jeff-vogel.blogspot.com/2009/03/so-heres-how-many-games-i-sell.html"

PC Games (Games)

Submission + - Why Single Player Games Will Never Die (ign.com)

spidweb writes: "RPGVault at IGN.com has a new article about why there will always be a healthy market for single player games. For a huge portion of the market, the stress of dealing with (and competing with) other humans defeats much of the purpose of playing games to relax in the first place. From the article, "Computer games are, to a large extent, about adolescent power fantasies. We can write off three or four losses as valuable learning experiences. Lots and lots of losses? Well, then I am not living my power fantasy. I am providing the fodder for someone else's."

The article is at

http://rpgvault.ign.com/articles/832/832692p1.html"

Role Playing (Games)

Submission + - MMORPG Endgame Content Is Dumb (ign.com)

spidweb writes: "IGN.com has an article about why endgame content in RPGs (like raids, grinding reputation, and other soul-killing timesinks) is a poor way to spend your leisure time. At best. From the article, "Think about it. It's called endgame content for a reason. End. Game. You are at the END of the GAME. Why are you still playing!?!?!?" The best option, if you must play a game like this, is to jump to a new one, where you have a chance of experiencing surprises, adventure, and fresh content before the fun turns into torture.

The article is at:

http://rpgvault.ign.com/articles/810/810730p1.html "

Programming

Submission + - Blades of Exile (Fantasy RPG) Source Code Released

spidweb writes: "Spiderweb Software has released the source code to its fairly successful fantasy RPG from the previous century, Blades of Exile. Blades of Exile is a powerful adventure creation kit. The game came with three full length scenarios, and many more were developed with its editor. (The editor source code is also available.) Aspiring game developers who want a framework for their own titles or who want to see how a profitable game can be put together on a low budget might be interested. The code and data files can be downloaded at

http://www.spiderwebsoftware.com/blades/opensource .html"
Role Playing (Games)

Submission + - Why Computer RPGs Waste Your Time, Part 2

spidweb writes: "RPG Vault has the second part of a long-time RPG designer's rant regarding what is so terrible about the genre. This month: trash monsters, the boring identical monsters you are forced to kill again and again. From the article: "So many role-playing games fall prey to what I call Long Corridor Syndrome. At a certain point, late in the game, you can tell that the developers ran out of time, money and ideas, and all you find are long, straight corridors filled with monsters and nothing else of interest."

The article is at

http://rpgvault.ign.com/articles/782/782155p2.html "

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