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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."

Comment A Few Notes From the Author (Score 4, Insightful) 440

I've read the comments here with some interest, though I think they parrot a lot of conventional wisdom about DRM and piracy that is, at best, unproven. And is, most likely, quite wrong.

I never say DRM can be unbreakable. Of course. But I AM saying you can make a system where the prices are low enough and the protection is strong enough that it's not worth pirating. For example, XBox Live. And it works beautifully.

As for rights. I don't like having to put locks on the games/books/songs people own. But hey, in a democracy, we all get what the worst of us deserve. If DRM is the price we have to pay for creators to be able to afford to create, place the blame where it belongs. Pirates. I think there's room to worry about the rights of EVERYONE.

Finally, I've been getting the comment that people who pirate will never ever buy a game. I've never seen one bit of hard evidence to prove this. Not all people who pirate are identical. I promise you that if the price is low and the bother of pirating is high (again, XBox Live) some people will buy the game who might otherwise have stolen it.

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"

Data Storage

Best Home Backup Strategy Now? 611

jollyreaper writes "Technology moves quickly and what was conventional wisdom last year can be folly this year. But the one thing that's remained constant is hard drives are far too large to backup via conventional means. Tape is expensive and can be unreliable, though it certainly has its proponents. DVDs are just too small. There are prosumer devices like the Drobo, but it's still just a giant box of hard drives, basically RAID. And as we've all had drilled into our heads, 'RAID is not backup.' When last this topic came up on Slashdot, the consensus was that hard drives were the best way to backup hard drives. Backup your internal HDD to an external one, and if your data is really important, have two externals and swap one off-site once a week. Is there any better advice these days?"
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"

Comment Re:Interesting/Disappointing (Score 1) 120

A note from the author.

Wow, dude. You sound pretty angry. I don't have much to say, except that, if my games were "shite" or "unoriginal", believe me. They wouldn't sell. Fortunately for me, Geneforge 4 is neither.

I only really posters to correct one misconception. Spiderweb's employees are not part-time. We have three full-time employees.

And we're not 15 years out of date. Do you know what games looked like in 1994? We're ten years, at most! :-)

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"

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