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Comment Re:It's a stunt. (Score 1) 326

Actually, AC, they did NOT state that they would be bringing it back. That's inferred. Quoting from the site, "We're closing down the service and putting this era behind us as new challenges await." That's pretty plain and up-front, despite your polemic against the editors.

Comment It's a stunt. (Score 1) 326

There is a good amount of information suggesting that this may in fact be a marketing stunt; have a read of Kotaku's write-up: http://kotaku.com/5642141/what-happened-to-good-old-games. Personally, if this is in fact a marketing stunt, I will -never- purchase from GOG again. Lying to your customers doesn't make them want to spend their money on your products.
Input Devices

Robot Swarm Control On Microsoft's Surface 106

zerOnIne writes "Dr. Mark Micire of UMass Lowell has built an intriguing new user interface on the Microsoft Surface, a multitouch-capable table computer. The interface is being used to control swarms of robots for disaster response, search, and rescue. One of the most interesting things about it is the intuitive tabletop joystick widget. Using a very fast hand-detection-and-identification algorithm, they can paint a touch joystick (dubbed the DREAM controller) directly underneath the hand. This joystick conforms to the size of the user's hand and tracks with hand movements, making sure that the control is always directly under the hand where the user expects it, even without haptic feedback. I've had a chance to go hands-on with this system, and I think it's truly remarkable."

Comment Actually, I have no expectations for Facebook. (Score 1) 415

Well, that's it for me. I just cancelled Facebook; I think there's a deeply frightening assumption being made by Zuckerberg, and the candy of Facebook is not worth the marketing nonsense that it will likely bring, or the endorsement of the generally poor behavior of the CEO. At least from where I'm sitting, the only option anyone has to disagree is to deactivate their account, citing privacy concerns.
Classic Games (Games)

M.U.L.E. Is Back 110

jmp_nyc writes "The developers at Turborilla have remade the 1983 classic game M.U.L.E. The game is free, and has slightly updated graphics, but more or less the same gameplay as the original version. As with the original game, up to four players can play against each other (or fewer than four with AI players taking the other spots). Unlike the original version, the four players can play against each other online. For those of you not familiar with M.U.L.E., it was one of the earliest economic simulation games, revolving around the colonization of the fictitious planet Irata (Atari spelled backwards). I have fond memories of spending what seemed like days at a time playing the game, as it's quite addictive, with the gameplay seeming simpler than it turns out to be. I'm sure I'm not the only Slashdotter who had a nasty M.U.L.E. addiction back in the day and would like a dose of nostalgia every now and then."

Comment C#/XNA? (Score 1) 799

At 12, I think you want to impart a good foundation, not expertise in a specific language. I learned BASIC on a C64 back when I was 5-8, and followed it by learning C and C++ in my early teens. I think BASIC remains a reasonably decent starting point, in that you'll be teaching the rudiments of loops and program flow without the complexities of pointers, but depending upon the learner you may want to dive into C immediately after walking through the basics of BASIC. C# would arguably be the logical replacement for C++ in a new programmer, these days. If he's like most kids, you could even teach both C# and XNA, and work with him on learning to write code via a small video game project; if he has a Windows PC or an XBox, he can even show it off to his friends.

Comment Re:Your boss is... (Score 1) 1019

Perhaps you should stop being a jerk to the people who go out and do things you can't do, like build relationships to clients, convince them to spend their money to buy the product you make, and ultimately to funnel money into your paycheck?
Games

Games Workshop Goes After Fan Site 174

mark.leaman writes "BoingBoing has a recent post regarding Games Workshop's aggressive posturing against fan sites featuring derivative work of their game products. 'Game publisher and miniature manufacturer Games Workshop just sent a cease and desist letter to boardgamegeek.com, telling them to remove all fan-made players' aids. This includes scenarios, rules summaries, inventory manifests, scans to help replace worn pieces — many of these created for long out of print, well-loved games...' As a lifelong hobby gamer of table, board, card and miniature games, I view this as pure heresy. It made me reject the idea of buying any Games Workshop (read Warhammer) products for my son this Christmas. Their fate was sealed, in terms of my wallet, after I Googled their shenanigans. In 2007 they forbid Warhammer fan films, this year they shut down Vassal Modules, and a while back they went after retailers as well. What ever happened to fair use?"
PlayStation (Games)

Improving the PlayStation Store 107

This opinion piece takes stock of Sony's PlayStation Store, examining its flaws and the areas Sony needs to improve as their gaming systems come to rely upon it more and more. The problems and suggested solutions involve everything from UI elements to demo availability to pricing inconsistencies. "Some people may say that the Microsoft Points scheme is a little confusing, but it is consistent. If a game is 800MSP in the US, it's 800MSP everywhere else. What a MSP is worth is up to the store, but for the most part they're close. The PlayStation Store on the other hand can be all over the place. While most games in North America keep to the same price point — such as $9.99 or $14.99, converting that over to Europe is another thing entirely. For example, Flower came out earlier this year for $9.99USD. In Australia a $10USD game gets converted to $12.95AUD. Or does it? Bomberman Ultra just came out, and it's $15.95AUD. Heavy Weapon gets released for $12.95AUD, while Capcom’s previous efforts, like Commando 3, convert to $15.95. The same thing also happens for more expensive titles. Both Battlefield 1943 and Fat Princess were released for $14.99 in the US, but in Australia they're priced at $19.95AUD and $23.95 respectively."

Comment Downloadable Games != "Games for the Impatient" (Score 1) 32

Quoting from the article, "You have to make a game of a certain size and certain type. It's got to be simple but also rewarding within the first 60 seconds." What's with this idea? I've written about the problem of conceptualizing "casual gaming" as being different from "hardcore" gaming before; I think that the medium of downloadable games lends itself well to properly executed game design, because you can't lean on graphics or massive worlds, but even so there's no reason to say that a small game has to pander to impatience.

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