Games

Blizzcon 2009 Wrap-Up 297

Last year's Blizzcon was tremendously popular. So much so that their servers were unable to handle the strain of fans competing for 15,000 available tickets. This year, Blizzard was more prepared; they made an additional 5,000 tickets available and set up a queue so that the transaction servers weren't overwhelmed. CEO Mike Morhaime said during the keynote address that if you weren't able to get into the queue within 30 seconds of its opening, the tickets were sold out before your turn came. Tens of thousands more chose to order the pay-per-view coverage, demonstrating the extraordinary enthusiasm felt for Blizzard's games. Their presentations didn't disappoint. Read on for details on the status of StarCraft II, Diablo III, World of Warcraft: Cataclysm, and the new Battle.net. It's divided into sections by game in case you're only interested in one or two of them.

Editorial

Encryption? What Encryption? 500

Slashdot regular Bennett Haselton writes with his take on the news we discussed early this morning about the UK government's prosecution of two people who refused to disclose their encryption keys: "Is it possible to write a program that enables you to encrypt files without drawing suspicion upon yourself if anyone ever seizes your computer? No; a program by itself, no matter how perfectly written, couldn't do this because you'd still attract suspicion just for possessing the software. You'd need a social element driving the program's popularity until it gets to the point where people no longer look suspicious just for having the program installed. Here are some theories on how that could happen — but it would be a high bar to clear." Hit the link below for the rest of Bennett's thoughts.
Games

The Perils of Pointless Innovation In Games 260

Negative Gamer is running a story discussing the need felt by the major game developers to create the next huge blockbuster, which often leads to innovation and change for their own sake rather than simply focusing on what makes a game fun. Quoting: "There seems to be this invisible pressure to create something that is highly 'intuitive' and incorporates the highest level of innovation that we have ever seen. The problem is that the newest ideas put into games are either gimmicky, terrible in execution, or blatantly ripping off another title. On the other hand there are series that feel the need to completely revamp a game that played perfectly fine before into something completely new that falls flat on its face. ... There's a critical problem with popular, mainstream video games that isn't as large with other mediums; they are expensive to make and require a lot of time and effort put in to create something masterful. With that, games must take cautious paths. I fully understand the risks, but adding unneeded material to certain games is not justifiable."
Image

The Age of Speed Screenshot-sm 114

enactd writes "I feel life is a constant juggle, for every task in hand you have another to react to or let drop. The Age of Speed helps you chart your tasks to keep the important goals in sight while recognizing and reacting to distractions. Being a geek on the cutting edge of technology gets one acquainted with speed quickly, but being able to handle it is another matter and streamlining is an ongoing effort. The goal of the book is to help you decide what is important in your life and extract as much pleasure from those things while minimizing the time spent on the mundane." Keep reading for the rest of Chris's review.

Blizzard Answers Your Questions, From Blizzcon 402

Last week we asked you to submit questions for several Blizzard employees on a wide range of issues. Since we undertook the pilgrimage to Blizzcon in person this year, we decided to use the question ideas as a guide rather than an absolute, so that it could be a little more conversational in tone. Below we have included the responses from Chris Sigaty, lead producer on StarCraft II; Jeffrey Kaplan (aka Tigole), game director for World of Warcraft; Leonard Boyarsky, lead world designer on Diablo III; and Paul Sams, Blizzard's COO. One interesting point: Paul Sams indicated in his interview that, with enough interest, Blizzard would be willing to entertain the idea of open sourcing some of their older games. He suggested that if you are interested in this to contact them directly (please be at least semi-coherent and polite). Update 19:00 by SM: Bob Colayco from Blizzard just contacted us to mention that if users wish to leave feedback about open sourcing games, support for Linux, or anything else you would like to express to them, you should do so in the comments section of this story. They plan on perusing the comments below for user feedback and interest, so don't be shy.
First Person Shooters (Games)

Review: Crysis Warhead 154

When Crysis was released last year, it immediately became known for two things; excellent gameplay and ridiculously high hardware requirements. With the recent release of Crysis Warhead, a standalone expansion to the original game, Crytek's plans were to maintain or improve the quality of gameplay while simultaneously streamlining it so a broader audience would have a chance to enjoy it. As it happens, they succeeded. Fans of the original game will feel right at home in Warhead, and it provides a good chance for new players who were curious but wary of Crysis's graphical requirements to give it a shot. Read on for my thoughts.
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.
Book Reviews

Hacking: The Art of Exploitation 59

David Martinjak writes "Hacking: The Art of Exploitation is authored by Jon Erickson and published by No Starch Press. It is the anticipated second edition of Erickson's earlier publication of the same title. I can't think of a way to summarize it without being over-dramatic, so it will just be said: I really liked it. The book, which will be referred to as simply Hacking, starts by introducing the author's description of hacking. Erickson takes a great approach by admitting that the common perception of hacking is rather negative, and unfortunately accurate in some cases. However, he smoothly counters this antagonistic misunderstanding by presenting a simple arithmetic problem. A bit of creativity is needed to arrive at the correct solution, but creativity and problem-solving are two integral aspects of hacking, at least to Erickson. The introduction chapter sets an acceptable tone and proper frame of mind for proceeding with the technical material." Below you'll find the rest of David's review.
Role Playing (Games)

The Zen of Online Game Design 57

The fundamentals of game design for Massively Multiplayer Online Games are beginning to become fairly well known in game development. Just the same, there is still a lot of argument about what is and is not a 'good call' when it comes to adding features to a massive service. The way to go about making those choices, and a good deal of attention to the concept of a game as a service, was laid out by Damion Schubert in his talk at GDC Austin on Thursday entitled 'The Zen of Online Game Design'.

PAX 2007 In A Nutshell 50

Last weekend the dark horde of nerddom descended on Seattle, entering the heart of the 'Emerald City' to gorge itself on the music, culture, and humor of gaming. The Penny Arcade Expo (PAX) once again brought together fans of the influential webcomic for a festival that, without even trying, seems to be taking the place of old E3. Though they were expecting around 30,000 people, the word was that by early Sunday they'd already gone through some 40,000 badges. There were DSes everywhere, concerts at night, a packed exhibit hall, and benchmark comic strips created by Mike Krahulik and Jerry Holkins adorned almost every wall. Despite all the people and the noise, somehow the event had a community feel to it that was hard to understand ... and even harder to describe. I'll try, though, along with impressions from games on the show floor and the incredible music of folks like Jonathan Coulton and the Minibosses. Read on, and All Hail Ball.
Games

PAX 2007 Firsthand - Day One 58

For the fourth year running Gabe and Tycho are throwing the mother of all gamer parties. This year it's located in the downtown area of the Emerald City, and though just one of the three days of panels, game demos, and nerdcore is completed, there's much to discuss. Read on for impressions from a first-time PAX-goer of the best nerd ticket in the city, with details on the Wil Wheaton Keynote, the first PA Q&A session, and a plenty of information on the duo's game On the Rain-Slick Precipice of Darkness: Episode One.
XBox (Games)

Halo 3 Beta Impressions 209

Yesterday in New York City Microsoft held an invite-only preview of the Halo 3 Beta, and passed out early Beta keys to a group of game journalists. The result is a barrage of coverage about this most-anticipated title. Notable features beyond basic previews include Dan Hsu's take on the game, Dean Takahashi's 'I got my butt kicked' perspective, the San Jose Merc's interview with Bungie Community Lead Brian Jarrad, CVG's hosting of the official Beta Movie, and Joystiq's interview with Frank O'Connor, Bungie's writing lead. From the 1up preview: "It's unmistakably Halo gameplay, despite the rearranged controls (which feel natural after 10 minutes), and all of the additions fit perfectly into the multiplayer universe we've come to love. The interface has been overhauled and is even easier to use, and you now have such niceties as being able to change your control layout at any point on any screen. While the visuals are rich and beautiful, it's the audio that's really impressed us so far. The rumbling throttle of unleashing dual SMGs makes them feel incredibly powerful, and the Spartan Laser tearing past your head is as scary as you'd imagine. Audio cues are more important than ever, and the better your sound system the more next-gen this will feel." More coverage below.
The Internet

How to Stop Digg-cheating, Forever 217

The following was written by frequent Slashdot editorial contributor Bennett Haselton. He writes "Recently author Annalee Newitz created a bit of a stir with the revelation that she had bought her way to the front page of the story-ranking site Digg. Since Digg allows any registered user to go to a story's URL and "digg it" in order to push it upward through the story-ranking system, it was inevitable that services like User/Submitter would come along, where a Digg user can pay for other users to cast votes to push their story up to the top. User/Submitter says they are currently backlogged and not taking new orders, but they say the service will return and will soon feature services for manipulating similar sites like Digg competitor reddit. Even if the new U/S features are vaporware, it probably won't be long before other companies offer similar services. But it seems like all of these story-ranking sites could prevent the manipulation by making one simple change to their voting algorithm."

PMD Applied 108

Simon P. Chappell writes "It's a fundamentally agreed fact within our industry that code reviews are good. Really good. Sliced bread good. But have you actually tried organizing one? If you can get everyone together that needs to be there at the same time in the same meeting room, then you still have the challenge of trying to keep a roomful of geeks from getting trapped in minutiae and squabbling over details like formatting conventions. Well, what if I told you that you could get your code reviews done in less than five minutes and that there would be no arguing? Enter PMD, an open-source Java static analyzer. Think of it as a code review in a box. As if that weren't wonderful enough, there's even a book, PMD Applied, written by Tom Copeland, the author of PMD." Read on for the rest of Simon's review.
The Internet

Could Open Source Lead to a Meritocratic Search Engine? 148

Slashdot contributor Bennett Haselton writes "When Jimmy Wales recently announced the Search Wikia project, an attempt to build an open-source search engine around the user-driven model that gave birth to Wikipedia, he said his goal was to create "the search engine that changes everything", as he underscored in a February 5 talk at New York University. I think it could, although not for the same main reasons that Wales has put forth -- I think that for a search engine to be truly meritocratic would be more of a revolution than for a search engine to be open-source, although both would be large steps forward. Indeed, if a search engine could be built that really returned results in order of average desirability to users, and resisted efforts by companies to "game" the system (even if everyone knew precisely how the ranking algorithm worked), it's hard to overstate how much that would change things both for businesses and consumers. The key question is whether such an algorithm could be created that wouldn't be vulnerable to non-merit-based manipulation. Regardless of what algorithms may be currently under consideration by thinkers within the Wikia company, I want to argue logically for some necessary properties that such an algorithm should have in order to be effective. Because if their search engine becomes popular, they will face such huge efforts from companies trying to manipulate the search results, that it will make Wikipedia vandalism look like a cakewalk." The rest of his essay follows.

SQL Hacks 72

Scott Walters writes "Many of the recipes in SQL Hacks will improve the SQL you write day to day, and many will give you the confidence to attempt much more involved tasks with SQL. Other recipes will rarely if ever be needed, but make for a entertaining and education reading in a similar way that "worse case survival scenario" books do — SQL is pitted against the most difficult analysis tasks just as survival scenario books pit humans against pavement and lions. SQL Hacks fits well in the Hacks series, which raises the bar on advanced books by offering large, eclectic sets of tricks for problems that an unambitious person (a non-hacker) wouldn't ever push technology hard enough to run into. Put another way, the questions answered in a good Hacks book are ones that would get a "good question" comment rather than a an "RTFM!" response. It does a good job continuing where O'Reilly's SQL Cookbook left off, which is always difficult with two books written at slightly different times by different authors. Still, it's harder to review a Hacks book than a Learning book as, with hacks, the sky is the limit, and the reader will always find herself wishing for more. To this end, I hope O'Reilly continues to publish newer editions of their various Hacks books, drawing in more and more content in each edition, and identifying recipes that might better serve in the Cookbook counterpart." Read the rest of Scott's review.

Wikinomics 95

peterwayner writes "If you're jazzed by the communitarian impulses driving Wikis, idea agora, Web 2.0 and other collaborative happenings, you'll be pleased to know that the new book Wikinomics is a great gift for that boss, spouse, or friend who doesn't quite grok it yet. The only logic bomb hidden in this statement is that much of what is wonderful in this book is wonderful because it's a book printed on pulp and written by two and only two authors. That is, the book is good because it's not a wiki." Read the rest of Peter's review.

Yakuza Review 83

In the age of months-early previews, reviews the day the game ships, and opinionated bloggers, it's always really nice to find something unexpected in a videogame. I went into Yakuza expecting something like GTA in Japan, and was very pleasantly surprised. I've been frustrated by this before, but here Amusement Vision presents an engrossing story strung together by a bare minimum of gameplay ... and it completely works. Yakuza is a Japanese gangster story with a uniquely cultural outlook, some very different minigames, and a zen-simple but highly enjoyable combat mechanic. If storytelling and character development mean as much to you as framerate and polygon counts, read on for my impressions to see if this title is for you.

Gen Con 2006 in a Nutshell 89

Another year, another trip into the heart of dorkness. Gen Con Indy 2006 was marked, not so much by the big releases (because there weren't that many this year), but by changes in the wind. Several newer systems were in their second year, garnering praise for their continued quality. Some games that we saw last year weren't even around this year. Others were just not doing as well as their creators would have hoped. The focus, though, was entirely on the games ... and next year's convention. The talk in the halls and on the exhibit hall floor, when not about dice and mechanics, surrounded what Gen Con will be like next year and the changes that videogames will bring to the event. Read on for my comments about what I saw this year, what worked, what didn't, and a few words on what might result from next year's changes.

Electric Cars and Their Discontents 348

The most hotly contested issue raised by yesterday's post about the lithium-ion battery-powered Tesla roadster is only tangentially related to the car itself; instead, it's the energy generation and storage required for electric cars more generally to operate. Read on for the Backslash summary of the conversation, including several of the comments that defined the conversation.

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