Forgot your password?
typodupeerror
First Person Shooters (Games)

Gamer Plays Doom For the First Time 362

sfraggle writes "Kotaku has an interesting review of Doom (the original!) by Stephen Totilo, a gamer and FPS player who, until a few days ago, had gone through the game's 17-year history without playing it. He describes some of his first impressions, the surprises that he encountered, and how the game compares to modern FPSes. Quoting: 'Virtual shotgun armed, I was finally going to play Doom for real. A second later, I understood the allure the video game weapon has had. In Doom the shotgun feels mighty, at least partially I believe because they make first-timers like me wait for it. The creators make us sweat until we have it in hand. But once we have the shotgun, its big shots and its slow, fetishized reload are the floored-accelerator-pedal stuff of macho fantasy. The shotgun is, in all senses, instant puberty, which is to say, delicately, that to obtain it is to have the assumed added potency that a boy believes a man possesses vis a vis a world on which he'd like to have some impact. The shotgun is the punch in the face the once-scrawny boy on the beach gives the bully when he returns a muscled linebacker.'"
Games

Do Gamers Want Simpler Games? 462

A recent GamePro article sums up a lesson that developers and publishers have been slowly learning over the last few years: gamers don't want as much from games as they say they do. Quoting: "Conventional gaming wisdom thus far has been 'bigger, better, MORE!' It's something affirmed by the vocal minority on forums, and by the vast majority of critics that praise games for ambition and scale. The problem is, in reality its almost completely wrong. ... How do we know this? Because an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly. Every studio I've spoken to that does this, to a fault, says that many of the games they've released are far too big and far too hard for most players' behavior. As a general rule, less than five percent of a game's audience plays a title through to completion. I've had several studios tell me that their general observation is that 'more than 90 percent' of a game's audience will play it for 'just four or five hours.'"
Communications

JaikuEngine Gets Open Sourced 41

volume4 writes "The switch has been flipped and Jaiku has been moved to App Engine. Google will no longer be developing Jaiku, so the code and the future of Jaiku is in the hands of the open source community. From the Jaiku blog: 'Today, we are open sourcing the Jaiku code base under the Apache License 2.0. The code is available as JaikuEngine on Google Code Project Hosting as of now. Anyone can set up and run their own JaikuEngine instance on Google App Engine.'" We discussed Google's purchase of Jaiku in 2007, and their subsequent decision to halt development a few months ago.

Slashdot Top Deals

Chemistry is applied theology. -- Augustus Stanley Owsley III

Working...