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Left-Handed Gamers Getting Left Behind? 426

Posted by CmdrTaco
from the sorry-'bout-that-dad dept.
An anonymous reader writes "As the stylus becomes a contemporary equal with the controller and joystick, it is a bit surprising to notice a game developer overlooking the simple fact that there are a lot of southpaw gamers out there. But the creators of Base 10, a mini-game on the DSi, did just that, making it impossible for the game to be played by anyone who isn't right-handed. Seems pretty silly for a game developer to just cut out a slice of their potential audience right from the start."
Supercomputing

Homebrew Cray-1 140

Posted by CmdrTaco
from the when-i-was-a-child dept.
egil writes "Chris Fenton built his own fully functional 1/10 scale Cray-1 supercomputer. True to the original, it includes the couch-seat, but is also binary compatible with the original. Instead of the power-hungry ECL technology, however, the scale model is built around a Xilinx Spartan-3E 1600 development board. All software is available if you want to build one for your own living room. The largest obstacle in the project is to find original software."
Games

Game Difficulty As a Virtue 204

Posted by Soulskill
from the all-hail-battletoads dept.
The Wii and various mobile gaming platforms have done wonders for the trend toward casual or "easy" games. But the success of a few recent titles, despite their difficulty, has caused some to wonder whether the pendulum has swung too far; whether a little frustration can be seen as a good thing. Quoting: "The evidence is subtle but compelling. For one example, look to major consumer website GameSpot's Game of the Year for 2009: Atlus' PS3 RPG Demon's Souls, which received widespread critical acclaim – none of which failed to include a mention of the game's steep challenge. GameSpot called it 'ruthlessly, unforgivingly difficult.' Demon's Souls was a sleeper hit, an anomaly in the era of accessibility. One would think the deck was stacked against a game that demanded such vicious persistence, such precise attention – and yet a surge of praise from critics and developers alike praised the game for reintroducing the experience of meaningful challenge, of a game that demanded something from its players rather than looked for ways to hand them things. It wasn't just Demon's Souls that recently flipped the proverbial bird to the 'gaming for everyone' trend. In many ways, the independent development scene can be viewed on the macro level as a harbinger of trends to come, and over the past year and into 2010, many indies have decided to be brutal to their players."
Image

PhD Candidate Talks About the Physics of Space Battles 361

Posted by samzenpus
from the load-photon-torpedoes dept.
darthvader100 writes "Gizmodo has run an article with some predictions on what future space battles will be like. The author brings up several theories on propulsion (and orbits), weapons (explosives, kinetic and laser), and design. Sounds like the ideal shape for spaceships will be spherical, like the one in the Hitchhiker's Guide movie."
Games

Dev Discusses Upcoming Spy-MMO, The Agency 75

Posted by Soulskill
from the i-could-tell-you-but-then-i'd-have-to-gank-you dept.
Kheldon writes "The MMO Gamer recently sat down with Lorien Gremore, lead producer on SOE's upcoming spy-shooter MMO, The Agency. They discussed various aspects of its development, such as the 'stickiness' of session-based games, striking a balance between FPS and MMO players, and whether or not The Agency even falls under the definition of a traditional MMO at all. 'You might be in Prague, and experiencing play with a lot of different other players; you might have come in at your field office and gone out into the city, encountering many other players doing missions that you are also doing,' Gremore said. She added that the game's areas are large enough to have 'lots of different people in them, collecting intel, engaging in public combat, all of those types of things. These areas are big enough that there’s shops, there’s secret spaces, photos to be taken of suspicious objects, things like that. They’re all out there in the world. We’re really trying to create a balance, where you’re encountering a lot of social situations, chances to get into groups with other people, just by merit of the fact that you guys are doing the same sorts of things in the same sorts of places.'"

Kill Ugly Processor Architectures - Karl Lehenbauer

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