Initially I had every intention of buying StarCraft 2. Without LAN support I absolutely will not. I'm not going to shell out $100+ for two or more copies of the game so that I can play with my sons, who are young to get Battle.net accounts anyway. If this is a ploy to get more sales and money, they're going to get less of both (from me at any rate).
Primary computer at work:
> uptime
9:18am up 95 days 21:09, 10 users, load average: 0.68, 0.42, 0.52
Primary computer at home:
Windows uptime last two hours at most.
Posted
by
Soulskill
from the sounds-much-easier,-i-like-it dept.
togelius writes "What makes games fun? Some (e.g. Raph Koster) claim that fun is learning — fun games are those which are easy to learn, but hard to master, with a long and smooth learning curve. I think we can create fun game rules automatically through measuring their learnability. In a recent experiment, we do this using evolutionary computation, and create some simple Pacman-like new games completely without human intervention! Perhaps this has a future in game design? The academic paper (PDF) is available as well."
Posted
by
Soulskill
from the ooo-shiny-objects dept.
GamerDNA is trying out what they call their Discovery Engine, a system that uses metadata from users to classify games and identify which have similar traits. Massively describes it thus: "Once the gamerDNA community continues to contribute to something like this, it builds up an enormous database of terminology based on actual player knowledge, not just shiny PR words thrown together to promote a game. These search terms can end up being unique to a specific genre, and ultimately lead gamers to exactly the types of games they're looking for." GamerDNA tested the system out on some of the popular MMOs, and they've posted the results. They look at how MMO players identify themselves within the game, how they describe the setting, and what basic descriptive phrases they use in reference to the games.