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Submission + - Sam Raimi to direct World of Warcraft movie (blizzard.com)

Decado writes: Blizzard have just announced that Sam Raimi is to direct the new World of Warcraft movie.

"Raimi, acclaimed director of the blockbuster Spider-Man series, will bring the forces of the Horde and the Alliance to life in epic live-action film. Charles Roven's Atlas Entertainment will produce alongside Raimi's Stars Road Entertaiment."

While it is still early days does this offer hope that someone might finally make a good movie based on a games IP?

Comment Re:Cars (Score 0, Redundant) 665

A company refusing to do business with a person who they think stole a product from one of their customers is, in fact, being incredibly loyal to their customer.

The guy they are treating like crap is not a customer because with no receipt and no warrenty he is quite likely a thief. If the sale was legitimate why would he have any trouble getting the warrenty number from the seller?

Comment Re:Cars (Score 1) 665

Alienware have no obligation to deal with this guy. They do not sell PC parts individually and they don't have to. If the sale was legitimate then the guy who bought the PC should have absolutely no trouble getting the warrenty number from the seller.

The previous rant about the hassles of DRM just to install a dual boot also suggests that he does not have the CDs to reinstall his operating system etc if needed furthering the idea that the laptop he bought was, in fact, stolen.

Comment Re:Researchers discover 'cloud' means multiple thi (Score 4, Interesting) 63

What puzzles me though is that the article tries to argue that on one hand the cloud concept is no different from client-server as it stands but on the other that the problem is the lack of interoperability.

A random Microsoft server can no more interoperate with a random Oracle or Apple server than a cloud service can so exactly how is it worse?

I also think the term cloud computing is just a bit jumbled. I think of it as the Amazon model, you basically design your server as a VM and then multiple copies of that get instanced as needed. The strange thing is that model is far more vendor neutral than anything currently on the market. In theory there is no reason why any company with the hardware resources can't fire up 1000 copies of that VM if you choose to change vendor. In effect cloud computing by that definition (which I believe is the most common) is no different than leasing servers from a hosting service at present, it just scales a lot easier if you need to.

The economic comparison is equally false. If for example Amazon were to oversell their hardware by 10% then all that happens is the sites they host end up running a bit slowly and people move off the service. The whole company doesn't end up in negative equity and going broke because of that. That metaphor just seems so wrong in this situation that it pretty much makes no sense.

If we were seeing a situation where web hosting and data center companies were merging wholesale while pursuing shaky business models then you could argue that there was a comparison but we are not. Cloud computing is a technical development, and until we see huge companies hosting the entire internet there is no real risk.

Comment Re:Misleading Headline (Score 1) 125

They keep 3 days of logs and a 30 day log of malicious activity. That the article describes their policy while claiming they don't have one pretty much proves the "storm in a teacup" point.

The policy they are using is both practical and reasonable from a privacy standpoint. It may not be an "official" policy but it is a policy and it is a good one. It is just a case of arguing over definitions.

Comment Misleading Headline (Score 5, Insightful) 125

Seriously, they keep the records for 3 days for most traffic and 30 days for anomolous traffic which might indicate a threat to the network. Most networks I have seen keep data for far longer just because nobody ever bothers to clean out the logs.

The fact that they have a policy for cleaning the logs puts them streets ahead of the most network admins and yet they are being portrayed as the bad guys here.

Storm in a teacup if I have ever seen one.

Comment Re:OUCH (Score 5, Insightful) 137

I think they did the right thing, they started with a lot of surplus capacity and now are scaling back to what they are actually using. Unless (by some miracle) they could guess exactly what capacity would be needed then they have two options, provide too much or provide too little. From a customer service standpoint it is certainly much better to err on the side of providing too much.

I feel a bit bad for Mythic in that this will probably be spun as some sort of death knell for the game when in fact it is simply the logical outcome of the company doing the right thing at launch.

Comment Fuck You Eircom (Score 1) 222

After years of dicking around and holding back the broadband rollout in Ireland so they could squeeze every extra penny out of people stuck with dial up they immediately roll over for the content companies and decide to screw over their customers again.

I am very glad I switched away from eircom years ago. The main problem though is that they control all the actual physical lines and others have to lease bandwidth so I can see them quite happily using this shit as a stick to beat their competitors.

Comment Re:Not banning plasmas. (Score 5, Insightful) 278

One of the problems is that having low energy requirements could potentially limit the chance for new technologies to develop. If for example plasma TVs cannot meet the new requirement they may well be scrapped, but potentially if they can remain on the market it is possible that in 5 years time that technology will have developed to the point that plasma TVs use much less energy than the LCD TVs.

A system which prevents any technology from co-existing also prevents that technology from developing which is a bad thing.

PC Games (Games)

Submission + - Level Design For Games

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.

In the past I've been rather verbose when reviewing books about game design, as I wished to provide evidence that justified the often less than stellar score I gave the book in question. I'm pleased that I don't have to do that with this book, which as far as I can tell is a nearly flawless introduction to level design. As such, this review will be more of a recap, so as to help you decide if the book's content is right for you.

Chapter 1, "How Do You Make a Game?," discusses the game development process from Pre-Production through Gold Master by way of showing how level design fits into the overall scheme of things. Also discussed are design documents, basic level geometry, and the difference between alpha and beta, and A, B, C and D bugs (A being "fix this now" and D being "nice to have, maybe later").

Chapter 2, "Defining the Game," focuses on the various types of games on the market and the differences between them, from first-person shooters to platformers, action RPGs to MMORPGs. Also discussed in some depth are themes (fantasy, sci-fi), ESRB ratings and audience age, and system limitations.

Chapter 3, "Enemies and Obstacles: Choosing Your Challenges," is where the book really begins to get into the nitty-gritty of the level design process. This third chapter covers the placement of enemies ("mobs") and objects within the level, the types of levels (hubs, boss levels, etc.), skill trees and the application of skills to obstacles within each level.

With an idea of what needs to go where, Chapter 4, "Brainstorming Your Level Ideas," delves into the creation of concept sketches and reference images, the creation of a level's storyline, the drafting of a level description and the design of the puzzles and scripted sequences within the level (which incorporate the mobs and objects discussed previously).

Chapter 5, "Designing With a Diagram," is where all those ideas and brainstorming begin to take concrete shape. A primary concern here is the scope and order of levels within the game, particularly in terms of a player's progress through each level. Once you know where your level fits into the overall schema, the author tells you to lay it out in diagram format by creating a grid; this is not unlike a Dungeon Master carving out 10' by 10' dungeon corridors on graph paper for a D&D game. You know who you are.

Chapter 6, "The Template," introduces the reader to UnrealEd, a level editor for which a demo is provided in the back of the book. The author walks through the basics of using UnrealEd, from the basic creation of a room and the placement of an NPC within it to slightly more advanced topics such as vertex editing and static meshes. It's a fairly technical chapter, but is laid out clearly with numbered instructions and plenty of screenshots to guide the reader along.

Chapter 7, "Improving Your Level," jumps ahead in time a bit, assuming that you've already mastered the basics from Chapter 6 and have created a level template that can now be play-tested. It focuses mostly on that play-testing process and how to adjust and balance one's level based on feedback in order to make it fun and functional.

The next chapter, "Taking It to 11," is more concerned with polish and quality. Topics include architectural style, the addition of details like trim and borders, the appropriate use of textures and props, and the like. The second third of the chapter takes the reader back into UnrealEd to practice some of these skills, including the creation of new shapes and a radial building technique to create curved hallways an rounded rooms. Finally, the chapter discusses the addition of other game elements, including scripted sequences, ambient sounds and music, and other special effects such as fog.

The final chapter, "Ship It!," revisits the concept of Alpha, Beta and Gold Master in more depth, discussing optimization, the creation of zones (with an UnrealEd tutorial to help the reader along), game balance, and bug testing. It closes off with some discussion of helpful skills and practices one might pick up, including how to file a good bug, why you should archive data, and how to take good screenshots.

On the subject of screenshots, it is worth noting here that the book contains one such shot from Flagship Studio's Hellgate: London, a game which I am downloading from the EA store as I write this review, and which is scheduled for official release on Halloween, 2007. In my experience, many books on game design tend to incorporate screenshots and examples from older games, and it's rare to find a book that includes a screenshot from a game that is not only current, but as of the book's publication was yet unreleased. Indeed, most of the examples in the book are of games released in the past several years (Psychonauts, Half-Life 2, Doom 3), and this gives the book added relevance, appeal and longevity.

Aside from the more technical language involved with the UnrealEd tutorials, the book's clear language and friendly tone makes it quite accessible, even for those not of a technical persuasion. While I can't speak to how much the book would help a more experienced LD, it definitely seems appropriate for a beginner who's eager to learn the craft, or anyone interested in the game industry as a whole. I highly recommend it."
Censorship

Submission + - Software companies sues popular Australian forum (whirlpool.net.au) 3

Pugzly writes: In a recent announcement on the Whirlpool front page, it appears that accounting software maker 2clix is sueing the founder of the forums as the founder "allowed statements 'relating to the Plaintiff and its software product that are both false and malicious' to be published on the Whirlpool forums."
Hopefully sanity will prevail, but it is the legal system...

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