Aion Servers To Merge, XP Grind Softened 108
Scientists Say Toads Can Predict Earthquakes 66
8-Year Fan-Made Game Project Shut Down By Activision 265
Youtube Pulls Original "Rickroll" Video 97
Comment Re:Proudly Canadian (Score 1) 104
The CRIA went after a canadian based P2P distribution site (isohunt), but AFAIK has not gone after 'end-users'. Personally I don't think going after sites like isohunt does much to deter those that will download illegal copies. When 1 site goes down, 5 more come up, hosted in some foreign country.
I'd like to think that if movie & music (and other content) publishers adopted an online distribution mechanism for a fair fee, the industry would flourish instead of flounder. Case in point, last I heard iTunes wasn't doing too bad for itself. It has even allowed indy artists to have a business model that works, instead of trying to get picked up by a publisher, which is not an easy task.
At the end of the day, imho it's a matter of dinosaur business models screaming bloody murder because they're unwilling to adopt to the fast-changing technological world. I applaud the companies that have tried new content distribution models.
I think games are on the forefront, with platforms like steam, or EAs downloader. We just don't need those software boxes lying around anymore. Manuals can be online PDFs or websites easily, convenient, and cheaper to both the publisher & consumer.
Researchers Make a Case For Learning Through Video Game Creation 68
Comment Re:as good as WoW? (Score 1) 306
EVE on the other hand has one single live server, and it supports 30k players+ at a time (I tend to see 10-25k on at any point.). The only place I can see where you got the 400 number is perhaps the current limitation of a zone within the eve server. If 400+ ppl just happen to be all staring at a each other in EVE, the server lag would be high due to having to send coordinate data of each player to every player there.
Perhaps there is a misunderstanding of the difference between total players per server vs total concurrent players connected to the server.
Example:
WoW = 50k per server before 'full', 5k concurrent connections allowed before it has a queue? (just a guess)
EVE = 160k subscriptions, so 160k per server, 30k+ concurrent connections. Their max # was in the 30k range. I don't know what their theoretical maximum could be. EVE likely lags more if there's too many players in the same region. It can likely handle a lot of players if they were all evenly spread out