Games

The Gamer's Bill of Rights 272

Edge Magazine is running a piece by Brad Wardell, CEO of game developer Stardock, in which he presents a "Gamer's Bill of Rights." Stardock teamed up with Gas Powered Games to develop a list of ideals they think all game publishers should follow. Some are rather basic operational guidelines (not requiring a disc to play, minimum requirements that make sense), and some are aimed at repairing the damaged relationship between game companies and customers ("Gamers shall have the right to not be treated as potential criminals by developers or publishers"). Wishful thinking or not, it will be interesting to see if they manage to get other publishers to sign on.
Games

Making Statements With Video Games 329

You may have heard about the recent controversy at the Leipzig Games Conference over a modification of Space Invaders in which the invaders are slowly demolishing the World Trade Center. The creator intended it as an artistic expression, but has since removed the game, saying, "it was never created to merely provoke controversy for controversy's sake." Kotaku took this occasion to ask whether "statements" can and should be made via video games, and how it affects the ongoing question of whether video games should be considered art. "The entire issue begs comparisons to Danny Ledonne's Super Colombine Massacre RPG!, an unsettling and involved title that tasks players on the most basic level with acting out the 1999 Littleton, Colorado school shooting in the role of killers Eric Harris and Dylan Klebold. Ledonne told the Washington Post that his intention with the title was never to glorify the tragedy, but to 'confront their actions and the consequences those actions had.' Like Stanley's Invaders!, Ledonne and his title stopped short of providing a direct interpretation - neither artist has been especially specific about 'what it means,' or in instructing players on how they should interpret their work or what 'message' should be taken away."
PlayStation (Games)

Sony To Set Compatibility Standards For PS3 Music Games 89

Michael Shorrock, Sony's director of third-party relations, announced on the Playstation blog that he's been working with the major music game developers (i.e. Rock Band's Harmonix, Guitar Hero's Activision, and others) to ensure basic compatibility for peripherals between the games. Joystiq has a compatibility matrix that shows which devices work with which games. "...Rock Band 2's guitar and drum set will work with Guitar Hero: World Tour and with Rock Revolution. Conversely, Rock Revolution's drum set will work with both Guitar Hero: World Tour and Rock Band 2. In addition, Guitar Hero: World Tour and Rock Band 2 will both support the SingStar microphones. We're still working hard to ensure compatibility between the Guitar Hero and Rock Band titles currently on the market, and we hope to have an announcement on that shortly." Update: 8/20 17:38 by SS: Reader TheWolfkin notes that Microsoft has now made an official announcement to do this as well.
Programming

Head First C# 243

Michael J. Ross writes "For computer programmers who do not have a solid understanding of object-oriented programming (OOP), learning the C# programming language can be rather challenging, even if they have experience with C or C++, which at least would give them a head start over non-C programmers. Any developer in this situation may well want to begin the learning process with a book that aims to teach both OOP and C# in as gentle a manner as possible, with plenty of patient explanations and illustrative diagrams — such as those found in the book Head First C# by Andrew Stellman and Jennifer Greene." Read below for the rest of Michael's review.
Security

Lt. Col. John Bircher Answers Your Questions 232

A few weeks ago, you asked questions of Lt. Col. John Bircher, head of an organization with a difficult-to-navigate name: the U.S. Army Computer Network Operations (CNO)-Electronic Warfare (EW) Proponent's Futures Branch. Lt. Col. Bircher has answered from his perspective, at length, not just the usual 10 questions, but several more besides. Read on for his take on cyberwar, jurisdiction, ethics, and more.
Google

Google Apps Hacks 46

stoolpigeon writes "It seems that it wasn't long ago that Google was just a search company. The number of on-line products that fly under the Google moniker, today, is impressive. Google has moved well beyond its office-suite-like applications and excelled with everything from mapping to blogging to 3-D drawing. Google Apps Hacks is a new book from O'Reilly, published in conjunction with their Make magazine. This volume presents the reader with 141 hacks in an attempt to get the most out of a wide array of Google's on-line applications. The result is a quick ride that is rather fun — and while a bit shallow at times, it provides a great overview of just how much is available out there." Read below for the rest of JR's review.
The Military

Game Technology Helps Drive Military Training 127

longacre writes "With the gaming industry now spending more to develop user interfaces than the Pentagon, the Army has begun putting all that R&D to good use in weaponry and training. Reversing the traditional role of games attempting to simulate real life killing machines, it is now the weapons makers using gaming technology to make their products more effective. Popular Mechanics notes, 'Already, [Mark Bigham, director of business development for Raytheon Tactical Intelligence Systems] says that Raytheon has been experimenting with Wii controllers to explore the possibilities for training simulators and other applications that require physical movement. Just think, one day, the R&D that Nintendo put into Wii bowling could end up influencing basic training.'"

Second Person 184

Aeonite writes "As we all learned in English class, there are three points of view one can employ when writing: first person ("I learned"), second person ("You learned"), and third person ("He learned"). You are about to read a review of Second Person: Role-Playing and Story in Games and Playable Media, a book that addresses the use of second-person narration in games and related media. You are also likely to be eaten by a Grue." Read below for the rest of Michael's review.
Programming

A Congressman Who Can Code Assembly 421

christo writes "In what appears to be a first, the US House of Representatives now has a Congressman with coding skills. Democratic Representative Bill Foster won a special election this past Saturday in the 14th Congressional District of Illinois. Foster is a physicist who worked at Fermilab for 22 years designing data analysis software for the lab's high energy particle collision detector. In an interview with CNET today, Foster's campaign manager confirmed that the Congressman can write assembly, Fortran and Visual Basic. Will having a tech-savvy congressman change the game at all? Can we expect more rational tech-policy? Already on his first day, Foster provided a tie-breaking vote to pass a major ethics reform bill."

The D&D Designers Answer Your Questions 211

In January we had the chance to ask the designers of Dungeons and Dragons Fourth Edition a few questions about the new version of the classic tabletop game. The Wizards of the Coast Community Manager, Mike "Gamer_Zer0" Lescault put our questions to members of the development team, including: Andrew Collins, Chris Perkins, Scott Rouse, and Sara Girard. Some of the questions weren't quite answered in as much detail as I would have liked. That said, they've given us a great opportunity to follow up on their responses. If you have a follow-up question, put it in a comment below (one question per comment please). We'll pass on five of the best, and the designers will answer your question on-camera at the Dungeons and Dragons Experience at the end of this month. We'll post the video to the site early in March. This is a great chance to put a face to some legendary designer names, and get your unanswered issues resolved. Get asking.

The Dungeons and Dragons Fourth Edition Preview Books 378

It's a big year for tabletop gamers. In just a few months the first books for the Fourth Edition of Dungeons and Dragons (D&D) will be released by publisher Wizards of the Coast (WotC). The last major update to the game rules was released in 1999, and sparked interest in D&D not seen since the early 80s. To attempt to answer some of the biggest questions about this newest edition, WotC has learned from mistakes made in 99', and is previewing their game updates with a pair of softcover books. Called "Races and Classes" and "Worlds and Monsters", the two titles cover everything from character creation to the new default world's pantheon. More importantly, it includes a large amount of commentary from the designers about why things are going to be as they are. In short: they're must-haves for hardcore D&D fans. Read on for my impressions of these highly entertaining (and vastly overpriced) chapbooks.
Robotics

Industrial Robot Arm Becomes Giant Catapult 149

wintersynth brings us a story about a group of enthusiasts who made a catapult out of a 2,800lb industrial robot arm. They used it to launch bowling balls, fireballs, and cans of beer toward a stationary target, and they controlled the catapult's aim with a graphical UI on a laptop. "I wanted to be able to control the rotation of the robot so we could aim the robot from the laptop, but I quickly realized that since the desert is so flat, we could do some basic ranging on the target too. I also wanted the targeting to be overlaid in 3d over a photograph of the target area. The software needed to control the robot like an MMO or RTS game. I suspect that video games, in general, have some of the most optimal control interfaces. I wanted to try a control scheme similar to the area effect spell targeting in World of Warcraft."
Handhelds

Reverse Engineer Finds Kindle's Hidden Features 108

bensafrickingenius writes "CNET's Crave site has an interesting article on Amazon's Kindle eBook reader, and the extensive reverse-engineering that fans of the device have accomplished. The site specifically points out the work of Igor Skochinsky at the Reversing Everything website. His work on the Kindle's Root Shell has revealed some fascinating goodies: 'Among the ones uncovered and described on his blog are a basic photo viewer, a minesweeper game, and most interesting, location technology that uses the Kindle's CDMA networking to pinpoint its position. There also are some basic location-based services that call up a Google Maps view to show where you are and nearby gas stations and restaurants.'"

Twelve Game Music Tracks Worth Keeping 364

The field of game music has gotten considerably better over the years, a fact that Games Radar highlights in a simple 'list article' about iPod-worthy game music. They highlight some obvious recent gems, like Coulton's "Still Alive" and "Hikari" from Kingdom Hearts, but also bring back some older goodies with choices like "Everybody Jump Around" from Jet Set Radio or "Chemical Plant" from Sonic 2. "Sonic games used to have amazing music. And while single-player Mystic Cave Zone came a close second, this has to make the list. It may be basic compared to modern CD recordings, but just listen to how each of the console's sound channels is used - it's remarkable. Intricate and dramatic, this industrial anthem builds and builds before seamlessly looping in a non-annoying way."
Book Reviews

Level Design For Games 98

Aeonite writes "As a content writer I was not heavily involved in the level design process at my last game industry job, but Phil Co's Level design For Games: Creating Compelling Game Experiences accompanied me to work every day. Not only is it a good introduction to the world of level design, but it also provides an excellent overview of the entire game design process." Read below for the rest of Michael's thoughts on this book.

Call of Duty 4 Review 183

The Call of Duty series is a benchmark for first-person shooters. The first title refreshed the already-tired World War II setting by added a gripping gameplay-based narrative, while the second was an important launch title for the Xbox 360. The newest chapter in the series, Call of Duty 4, is a new standard for the series and the genre. Set in modern times, the title breaks the mold of previous CoD titles in other ways as well. Most intriguing is its online 'character' development system, which takes some of the great ideas used in Battlefield 2 to the next level. Though the game suffers somewhat from overly-familiar gameplay in the single-player component, you'll probably be too busy gawking at the scenery to care. Read on for my impressions of this extremely attractive series update.

The Orange Box Review 358

"PC Gaming is dying," the analysts tell us. "The Massive genre is the only viable business model left," websites report. That they're off the mark is obvious to anyone that's actually played a PC game in the last few years; games like Sam and Max , Battlefield 2 , or any of the numerous puzzle titles available online prove the flexibility and strength of the PC platform. Then, every once in a while, you get an offering like the Orange Box. A value-packed storm of content from Valve, this single sku offers five complete games at an amazing price. That would be great, even if the games weren't any good ... but they are. They're very, very, very good. Read on for my impressions of Half-Life 2: Episode 2, Team Fortress 2, and (the cake is a lie) Portal.
Book Reviews

OpenGL Programming Guide 6th Ed. 86

Martin Ecker writes "The Red Book, also known as the OpenGL Programming Guide published by Addison-Wesley Professional, returns in its sixth edition with additions covering OpenGL 2.1. The Red Book, so called because of its nice, red cover, is probably the most-well known, standard introduction to the OpenGL graphics API. Let me take you on a tour through the pages of this book to see what it has to offer." Read on for the rest of Martin's review.
Games

The Making of Shiny's Sacrifice 29

At the increasingly enjoyable PC blog Rock, Paper, Shotgun, Keiron Gillen has up a post on the making of Shiny's Sacrifice . A reprint of an article he wrote for the PC Format site, and with extra materials, it goes into the origins of the title with game designer Eric Flannum. From the article: "'One of the biggest things which stood in the way of Sacrifice appealing more was that there were so many different and new things in it we were asking a lot from the player as far as what they had to learn and accept ... From the visual style, from the lack of a disembodied camera ... RTS players especially had a lot of new concepts to wrap themselves around' Of course, these 'problems' were also some of the things which absolutely distinguished the game. 'It was definitely one of the strengths of Sacrifice - its wacky visual look,' Eric considers the issue, 'but at the same time ... well, there's something about 'an archer' which communicates on a very basic level what that unit does. People don't have to learn. But when you've got a little pyromaniac, there's an extra step of learning. They don't inherently know what he does.'" At the start of his post, Gillen mentions the retrospective piece on the game he wrote for his personal site back at the end of last year, which is also well worth reading. I have to admit, I'll take almost any excuse to talk about this game; it's a sorely underappreciated title.
Games

Writing the Bioware Way 25

Thursday at GDC Austin featured several excellent presentations, but the cap to that day's writing track was without a doubt BioWare's discussion of their writing processes, tools, and the creation of the Xbox 360 title Mass Effect. The talk detailed the numerous revision processes their work goes through, as well as the shape of their writing team across a project's lifetime. Read on for notes from the session, and impressions from the short amount of in-game footage they showed during the event.

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