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Games

The Problems With Video Game Voice Acting 251

The Guardian's Games blog explores the tendency of modern video games to suffer from poor voice acting, a flaw made all the more glaring by increasingly precise and impressive graphics. Quoting: "Due to the interactive nature of games, actors can't be given a standard film script from which they're able to gauge the throughline of their character and a feel for the dramatic development of the narrative. Instead, lines of dialogue need to be isolated into chunks so they can be accessed and triggered within the game in line with the actions of each individual player. Consequently, the performer will usually be presented with a spreadsheet jammed with hundreds of single lines of dialogue, with little sense of context or interaction. ... But according to David Sobolov, one of the most experienced videogame voice actors in the world (just check out his website), the significant time pressures mean that close, in-depth direction is not always possible. 'Often, there's a need to record a great number of lines, so to keep the session moving, once we've established the tone of the character we're performing, the director will silently direct us using the spreadsheet on the screen by simply moving the cursor down the page to indicate if he/she liked what we did. Or they'll make up a code, like typing an 'x' to ask us to give them another take.' It sounds, in effect, like a sort of acting battery farm, a grinding, dehumanizing production line of disembodied phrases, delivered for hours on end. Hardly conducive to Oscar-winning performances."
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How the Internet Didn't Fail As Predicted 259

Lord Byron Eee PC writes "Newsweek is carrying a navel-gazing piece on how wrong they were when in 1995 they published a story about how the Internet would fail. The original article states, 'Nicholas Negroponte, director of the MIT Media Lab, predicts that we'll soon buy books and newspapers straight over the Intenet. Uh, sure.' The article continues to say that online shopping will never happen, that airline tickets won't be purchased over the web, and that newspapers have nothing to fear. It's an interesting look back at a time when the Internet was still a novelty and not yet a necessity."
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Scientists Discover Booze That Won't Give You a Hangover 334

Kwang-il Kwon and Hye Gwang Jeong of Chungnam National University have discovered that drinking alcohol with oxygen bubbles added leads to fewer hangovers and a shorter sobering up time. People drinking the bubbly booze sobered up 20-30 minutes faster and had less severe and fewer hangovers than people who drank the non-fizzy stuff. Kwon said: "The oxygen-enriched alcohol beverage reduces plasma alcohol concentrations faster than a normal dissolved-oxygen alcohol beverage does. This could provide both clinical and real-life significance. The oxygen-enriched alcohol beverage would allow individuals to become sober faster, and reduce the side effects of acetaldehyde without a significant difference in alcohol's effects. Furthermore, the reduced time to a lower BAC may reduce alcohol-related accidents."
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Political Affiliation Can Be Differentiated By Appearance 262

quaith writes "It's not the way they dress, but the appearance of their face. A study published in PLoS One by Nicholas O. Rule and Nalini Ambady of Tufts University used closely cropped greyscale photos of people's faces, standardized for size. Undergrads were asked to categorize each person as either a Democrat or Republican. In the first study, students were able to differentiate Republican from Democrat senate candidates. In the second, students were able to differentiate the political affiliation of other college students. Accuracy in both studies was about 60% — not perfect, but way better than chance."
Social Networks

Game Distribution Platforms Becoming Annoyingly Common 349

The Escapist's Shamus Young recently posted an article complaining about the proliferation of distribution platforms and social networks for video games. None of the companies who make these are "quite sure how games will be sold and played ten years from now," he writes, "but they all know they want to be the ones running the community or selling the titles." Young continues, "Remember how these systems usually work: The program sets itself up to run when Windows starts, and it must be running if you want to play the game. If you follow this scheme to its logical conclusion, you'll see that the system tray of every gaming PC would eventually end up clogged with loaders, patchers, helpers, and monitors. Every publisher would have a program for serving up content, connecting players, managing digital licenses, performing patches, and (most importantly) selling stuff. Some people don't mind having 'just one more' program running in the background. But what happens when you have programs from Valve, Stardock, Activision, 2k Games, Take-Two, Codemasters, Microsoft, Eidos, and Ubisoft? Sure, you could disable them. But then when you fire the thing up to play a game, it will want to spend fifteen minutes patching itself and the game before it will let you in. And imagine how fun it would be juggling accounts for all of them."
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Facebook Master Password Was "Chuck Norris" 319

I Don't Believe in Imaginary Property writes "A Facebook employee has given a tell-all interview with some very interesting things about Facebook's internals. Especially interesting are all the things relating to Facebook privacy. Basically, you don't have any. Nearly everything you've ever done on the site is recorded into a database. While they fire employees for snooping, more than a few have done it. There's an internal system to let them log into anyone's profile, though they have to be able to defend their reason for doing so. And they used to have a master password that could log into any Facebook profile: 'Chuck Norris.' Bruce Schneier might be jealous of that one."
Role Playing (Games)

Genre Wars — the Downside of the RPG Takeover 248

Phaethon360 writes "From Bioshock and Modern Warfare 2 to even Team Fortress 2, RPG elements are creeping into game genres that we never imagined they would. This change for the most part has managed to subtly improve upon genres that needed new life, but there's a cost that hasn't been tallied by the majority of game developers. 'The simple act of removing mod tools, along with the much discussed dedicated server issue, has made [MW2] a bit of a joke among competitive players. Gone are the days of "promod," and the only option you have is to play it their way. If Infinity Ward are so insistent on improving the variety of our experiences, they don’t have to do it at the expense of the experience that many of us already love. It really is that simple. If they don’t want to provide a good "back to basics experience," they could at least continue to provide the tools that allow us to do that for ourselves.'"
Games

How To Judge Legal Risk When Making a Game Clone? 270

An anonymous reader writes "I'm an indie game developer making a clone of a rather obscure old game. Gameplay in my clone is very similar to the old game, and my clone even has a very similar name because I want to attract fans of the original. The original game has no trademark or software patent associated with it, and my clone isn't infringing on the original's copyright in any way (all the programming and artwork is original), but nevertheless I'm still worried about the possibility of running afoul of a look and feel lawsuit or something similar. How do I make sure I'm legally in the clear without hiring an expensive lawyer that my indie developer budget can't afford?"
Games

Copyright and the Games Industry 94

A recent post at the Press Start To Drink blog examined the relationship the games industry has with copyright laws. More so than in some other creative industries, the reactions of game companies to derivative works are widely varied and often unpredictable, ranging anywhere from active support to situations like the Chrono Trigger: Crimson Echoes debacle. Quoting: "... even within the gaming industry, there is a tension between IP holders and fan producers/poachers. Some companies, such as Epic and Square Enix, remain incredibly protective of their Intellectual Property, threatening those that use their creations, even for non-profit, cultural reasons, with legal suits. Other companies, like Valve, seem to, if not embrace, at least tolerate, and perhaps even tacitly encourage this kind of fan engagement with their work. Lessig suggests, 'The opportunity to create and transform becomes weakened in a world in which creation requires permission and creativity must check with a lawyer.' Indeed, the more developers and publishers that take up Valve's position, the more creativity and innovation will emerge out of video game fan communities, already known for their intense fandom and desire to add to, alter, and re-imagine their favorite gaming universes."

Comment Re:Have you tried coding anything hard? (Score 1) 1173

My response to this would be that you described a data warehouse, not a monolithic data application. When you have multiple RAID arrays with the accompaning dozens of read heads, dedicated 4x processors for each box(8-16 production boxes with 4 to 8 failovers I estimate?), you can solve your speed problems with scalability, but at a major cost in equipment and support. This isn't an example of good programming, its just an example of good systems architecture. Call me back when you have to do this same task with a single processer in a 1 meg embedded memory space.

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"The eleventh commandment was `Thou Shalt Compute' or `Thou Shalt Not Compute' -- I forget which." -- Epigrams in Programming, ACM SIGPLAN Sept. 1982

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