Polako opipavaju koliko mogu da nas deru na sledecoj generaciji... 😀 Da vide gde nam je granica.
Sa kakvim se ti vetrenjacama bijes? 😀
Gore u tekstu covek prica o "fantaziji" buducnosti igara, igrama koje ce da kostaju vise nego Avatar, Wii igrama koje razbijaju kako su dobre, matematickoj racunici da ni sa 200 miliona ulozenih ni 1 milijarda profita nije dovoljna. I ne, ovde se ne radi o tome koliki procenat developer, Mika, Zika, Pera ili bilo koji drugi investitor/publisher dobija vec o tome da mu profitabilna racunica suck-uje i da ceo tekst sa znanjem da taj isti lik koji ovo prica ima preko 700 ljudi koji rade na Miki Maus igri, deluje apsolutno komicno.
nema on 700 ljudi nego Disney Interactive koji je kupio njegovu firmu pre nego sto je poceo razvoj na miki maus igri
on samo kaze da ovim tempom AAA konzolni naslovi nece biti profitabilni... buuhu jaka stvar, i treba da propadne takva racunica
"It was a troubled development," says Doak. "Because that's when we found out how Activision worked. Bobby Kotick really loves developers! He wouldn't even speak to us, and we never spoke to him. He's quite happy to have some people put us out of business, but only does calls with investors. That was like the night of the long knives. We stood up to Activision, we had good legal counsel and they told us the right things to say. It looked like it was going to put us under for a bit, but didn't."
"In retrospect, what happened after TimeSplitters 2 was that EA saw the Metacritic and came to us," says Ellis. "I don't actually think they'd looked at the game very much." The publisher demanded Future Perfect have a strong lead character in order that it appeal to the US market. "EA turned up with this stuff that was supposed to help us," says Doak. "And it was just big boards with pictures of Vin Diesel on them. Wesley Snipes was on one in his Blade outfit." Future Perfect ended up with Cortez, a cowardly and dumb marine whose catchphrase falls flat every time: "It's time to split!"
If things weren't bad enough, Haze soon had another problem. Ubisoft had agreed a deal with Sony whereby the game would become a PS3 exclusive in return for significant marketing support. "I have a tremendous amount of respect for Derek Littlewood," says Haze's project manager Martin Wakeley. "Because it became exclusive late in the project. And to be quite candid, it had never really ran on the PS3."
Blizzard and Valve have settled their disagreement over use of the DOTA name.
Valve gets to use it in a commercial setting, while Blizzard retains non-commercial use of the title for its community, with particular regard to player-created maps for Warcraft 3 and StarCraft 2.
As a result, Blizzard has agreed to rename it's forthcoming Blizzard DOTA project. It'll now be known as Blizzard All-Stars.
Blizzard sold 3.5 million copies of the game within the first 24 hours of its release.
Additionally, Blizzard handed out 1.2 million copies to people that signed up for the World of Warcraft Annual Pass. Gamers were guaranteed a free copy of the game on launch day when signing up for a 12-month WoW subscription.
And since the launch, another 1.6 million games have been sold for a total of 6.3 million copies out in the wild. As one might expect, both Amazon and GameStop have said that the title was one of their biggest PC launches ever. This figure doesn’t include success from Internet gaming rooms. The Verge points out that nearly 40 percent of gamers in Korea are playing Diablo III.
All 379 staff have been laid off at 38 Studios, including Big Huge Games. You can read summaries of the events at RPS but our original source is mostly Gamasutra, who obtained a copy of this brusque company-wide email:
“The Company is experiencing an economic downturn. To avoid further losses and possibility of retrenchment, the Company has decided that a companywide lay off is absolutely necessary.
These layoffs are non-voluntary and non-disciplinary.
This is your official notice of lay off, effective today, Thursday, May 24th, 2012.”
Gamasutra's article quotes Rhode Island Governor Chafee as saying Kingdoms of Amalur:Reckoning failed to meet expectations and needed to sell 3M to break even but only hit 1.2M total:
During a Rhode Island press conference this afternoon, Governor Lincoln Chafee said that 38 Studios ran into such dire financial trouble in part because Kingdoms of Amalur: Reckoning failed to live up to expectations.
"The game failed," Chafee said, noting that in order to break even, the game needed to sell more than 3 million copies, and it unfortunately did not come close to hitting that lofty goal.
LOS ANGELES--The industry's largest third-party publisher might be for sale. According to a Bloomberg report, senior executives of Activision Blizzard parent Vivendi are meeting later this month to determine whether they want to sell the telecom giant's majority stake in the game developer.
Big changes could be in store for Activision Blizzard.
Citing "people with knowledge of the matter," Bloomberg reports that the Vivendi executive meeting is scheduled for June 22, with the possibility of an Activision Blizzard sale being the main point of discussion. The telecom company has reportedly been meeting with investors to discuss a variety of possible reorganizations recently, including spinning off the cable television division Canal Plus.
In late 2007, Vivendi announced an $18.9 billion merger between its own games group--which included Blizzard and its World of Warcraft business--and Activision, which at the time was riding high on the success of Guitar Hero and Call of Duty.
Je li moguce da su bas svi do jednog editori sirom planete "papci" koji nemaju pojma o pc gamingu... sve paor do paora... ma kad su oni igrali nesto sto valja...
Vrednovanje fenomena kao sto je Skyrim isklucivo kroz questove - je banalizovanje stvari... (kao kad bi vrednovao Stalker SoC iskljucivo kroz tehnicku doteranost...)
Poslednji pravi primer dobrog RPG-a je Witcher 2.
^ sa puno 'if' i 'can'... i tu ni cesti sejvovi ne pomazu. Kad tad te strefe posledice izbora i nacina igranja.If you've already picked up the taxes from the mayor (#12), then there isn't anything you can do with the thieves, other than ignore them or kill them. If you still need the taxes, and if you took the mayor's quest to get his ceremonial dagger back from the thieves, then you'll have a few ways to do it:
a) You can kill the thieves for it. If you decide on this course, don't walk up and talk to D'ak Taan (the leader of the thieves) and initiate combat through conversation. That will just get you surrounded by thieves and probably killed. Instead, start from the southeast and work your way toward D'ak Taan. You should be able to split up the battle this way, and fight the thieves one or two at a time. Once the thieves are dead, check D'ak Taan's corpse for the dagger.
b) You can steal the dagger from D'ak Taan.
c) You can buy the dagger for 300 (or perhaps less) gold.
d) You can rob the hedge wizard (#2) for the thieves. (This is the "good thief" option.) You don't actually have to be a thief for this. You can just kill the hedge wizard if you want. You can also talk to him and then strike up a deal where he gives you a scroll of summon undead and you use it to defeat the thieves. The scroll creates a level 50 undead creature to help you, and it makes defeating the thieves much easier. If you rob the hedge wizard, then you'll earn 800 experience and lose a lot of alignment when you return to the thieves.
e) You can purchase poison from Grunwalde (#9) for the thieves. (This is the "master in commerce" option.) Just tell Grunwalde you have a rat problem, and then upgrade the rats to orcs. Grunwalde will charge you 100 gold. If you don't want to pay that much, you can just kill Grunwalde for the poison, and also pick up his envenomed sword. When you give the poison to D'ak Taan, you'll receive 800 experience but lose a lot of alignment (the same reward as with option "d").
😛Approach the guard captain and ask if these men have committed a crime. Get the crowd on your side by pointing out that lechery isn't illegal. When the guard becomes incensed he will attack you. Block with two-step QTE punches using the WASD keys.
Danas svaka igra koja ima invertar i questove se smatra RPG-om 😀, još ovakav naslov koji je pravljen da bude što više casual sa što manje gledanje brojeva ili nedaj bože nekog izbora bar u questovima (nedaj bože toka priče).
The term role-playing refers to the plot-interaction/elasticity aspect of the original RPGs. Players interact with the story to the point where the game and story are seamlessly combined. At least, that's how those games should work. Dialogue choices are just an easy way to provide an illusion of role-playing, instead of creating a dynamic world which reacts to player's actions, a task which is much more diffucult to accomplish. Many of the games labeled as RPGs are just dungeon crawlers with tactical combat. Progress towards greater plot interactivity has been stalled because everyone seems to be locked into the "RPG = stats/character development" mentality. You can divide RPG's mechanics into combat, strategy, and roleplaying mechanics. Strategy ones sre be character's stats and progression (why called them "strategy"? because of the element of strategy in developing your char. throughout the game) and the roleplaying ones are story splits and dialogue systems.
People who are calling games like Wizardy, Final Fantasy, Jagged Alliance etc. role-playing games are wrong. As simple as that. There is a big difference between those games on one side and games like Fallout, Deus Ex, Bloodlines, Alpha Protocol. The former are strategy games at their core, not role-playing games. SRPG/TRPG/JRPG genre lables are just misnomers, those games have nothing to do with role-playing in its original meaning, which refers to a game where a player plays a role in sequence of story events and its actions influence story's direction. In regular games you are experiencing story via cutscenes (or watch it unfold in front of you ala HL) in the middle of interactive sections. Mechanics such as "loot" and "leveling up" can be added to any game (and are in this day and age). If people can't see the difference, that's not my problem.
Stories in games don't have the same significance as in novels and movies (the most important aspect of movies is scene composition). They, along with the rest of presentation (visuals, audio, music), serve to provide a motive to solve game's objectives through those aesthetic means.That's the "style" part, the substance is in the interactivity/mechanics, regardless of the genre. Movies in video games aka cutscenes are all style. They get too much attention, while they shouldn't. Taken individually, they are pretty unimportant.
The best way to express ideas is to use pen and paper (or keyboard or typewriter) or your mouth. Don't use highly technological boxes to do that by forcing the player to watch badly written and directed cutscenes or obscuring them behind visual metaphors.
Why do we need to obsess over stories when games by their natures are interactive challenges? The plot and the characters serve to create the setting for the mechanics. Delivering an engaging challenge should be a greater goal than delivering a narrative. The lack of control should be used as a pacing tool perhaps. Games with good writing like Silent Hill 2 aren't particularly good games (in the mechanical sense) when you move past their stimulating atmosphere.
http://www.economist.com/node/10838120The game was spreading beyond basements, particularly influencing the nascent computer-games industry. Mr Gygax didn't like that either; he thought computer graphics cheapened the experience by substituting an artist's imagination for the player's. And while computers were ideal for streamlining tedious dice rolls and arithmetic, those, for him, were never the point.
Ludwig Wittgenstein je napisao(la):The sense of the world must lie outside the world. In the world everything is as it is, and everything happens as it does happen: in it no value exists — and if it did exist, it would have no value.
.Stories in games don't have the same significance as in novels and movies (the most important aspect of movies is scene composition). They, along with the rest of presentation (visuals, audio, music), serve to provide a motive to solve game's objectives through those aesthetic means.That's the "style" part, the substance is in the interactivity/mechanics, regardless of the genre. Movies in video games aka cutscenes are all style. They get too much attention, while they shouldn't. Taken individually, they are pretty unimportant.
Ako se u pravljenju igara osloni samo na pricu i grafiku onda ispadnu linearne avanture...
There are "open world games" which just use the open world as a hub for easy missions and minigames. Rules of those games aren't properly designed, similiarly to the problem of the camera angle in 3D platformers where the obstacles are nerfed to deal with the crippling perception the 3D camera gives you, so they use the shitty collectathon mechanics to mask the fact that the games are unchallenging/dumbed-down.
Nemam ja nista protiv avantura, ali one su po svemu daleko ispod rpg-eva.
@starac - ta misija u rudniku nije nista posebno. Kada razmislim, remek delo je napraviti igru od 300+ sati igranja a da vecina kvestova budu originalni i dobri (ovim ne opravdavam Skyrim)
Huh? Kakve veze ima ako imaju linearni progres? Jesu HL i Grim Fandango loše igre jer su linearne? Opet self-quote:
Huh?#2. Na kojim kriterijumima baziraš ovo? Pretpostavljam da ih nema.
.
Lik je žešći (patološki?) lažov i licemer.Q: One of the things that Steam does is this random deep-discounting of software, and it works well for them. Do you see that as something you want to do?
David DeMartini: We won't be doing that. Obviously they think it's the right thing to do after a certain amount of time. I just think it cheapens your intellectual property. I know both sides of it, I understand it. If you want to sell a whole bunch of units, that is certainly a way to do that, to sell a whole bunch of stuff at a low price. The gamemakers work incredibly hard to make this intellectual property, and we're not trying to be Target. We're trying to be Nordstrom. When I say that, I mean good value - we're trying to give you a fair price point, and occasionally there will be things that are on sale you could look for a discount, just don't look for 75 percent off going-out-of-business sales.
...
We don't believe in the drop-it-down, spring-it-up, 75 percent off approach, but we've got something else that we do believe in that we'll be rolling out.
...
Today on Origin, Dragon Age: Origins is available for £5. That’s discounted from £40 – an incredible 87.5% off!
Spore is 75% off, as is Darksiders, Need For Speed: Hot Pursuit, and Battlefied: Bad Company 2. 66% savings can be found on Alice: Madness Returns and Darkspore, while Dead Space 2, Shank, Battlefield Bad Company 2 Vietnam, Mirror’s Edge, The Saboteur, Gotham City Imposters, Gatling Gears, and Batman: Arkham Asylum are all half price.
That’s half the price of their current Origin prices, of course. Not half the price of their original prices. In fact, most of those games are now available for 87.5% off their original launch price. That’s an awful lot of intellectual property EA are cheapening today.
Hvala DeMartinu što je kupce na akcijama nazvao indirektno ******ima. Drago mi je šta EA misli o legalnim kupcima.Q: I do think the downside of what Steam does might be damage to the brand.
David DeMartini: Also what Steam does might be teaching the customer that "I might not want it in the first month, but if I look at it in four or five months, I'll get one of those weekend sales and I'll buy it at that time at 75 percent off." It's an approach, and I'm not going to say it's not working for Valve. It certainly works for Valve; I don't know if it works as well for the publishing partners who take on the majority of that haircut.
http://kotaku.com/5870674/some-guys-who-made-homeworld-are-making-a-new-sci+fi-game/gallery/1Long March Industries (LMI) is a ruthless interstellar megacorporation that owns all rights to LM-27, a mysterious and hostile desert planet littered with the buried wrecks of ancient starships. LMI oversees a galactic gold-rush as prospectors and fortune seekers converge on LM-27 in search of the untold riches buried in its burning sands. In this persistent multiplayer game, players command a fleet of massive vehicles as they explore, salvage and fight for fortune and survival in the world’s first planetary-scale social strategy game.
There's a reason Blackbird's going this route, and I'm sure Luke can draw it out in an inevitable interview, but let's just say its REALLY HARD to get funding for a new Sci-Fi IP, even if you are the guys that made Homeworld.
Hi all,
today Paradox Interactive decided to cancel Magna Mundi. It will not see the light of day under the current set up: Universo Virtual (UV) will not be part of this project any more.
The reasons for cancelling the contract with Universo Virtual include the following:
- Lack of progress; we have seen this project drag on and the code we have gotten has not shown significant improvement for many months. Some old and known problems persists and new ones appear with each delivery.
- Lack of trust; the leadership of UV has given a sunshine version of the project to Paradox and reacted with irritation and anger when we have pointed out obvious problems with the deliveries. It has come to a point where they claim the project is done, and the game is ready for release – despite the many critical issues found and reported on our end.
- Internal strife within the MM team; we have gotten information from members within the MM team desperate to save the project whom report to us that the project lacks active leadership. Key personnel in the project see what Paradox sees but instead gets silenced by the UV leadership.
All in all, these are not circumstances under which we can work with a team and it will now stop. At this point we have no more news than the above.
Sincerely and regretfully,
Mattias Lilja
Executive Producer for Magna Mundi
http://www.bloomberg.com/news/2012-...lan-sale-of-stake-in-activision-blizzard.htmlVivendi SA (VIV), the media and telecommunications company that ousted its chief executive this week, plans to seek a buyer for its $8.1 billion stake in Activision Blizzard Inc. (ATVI), a person with knowledge of the situation said.
Should no buyer emerge for the 61 percent holding in the Santa Monica, California-based video-game publisher, Paris-based Vivendi plans to sell a partial stake on the open market, said the person, who declined to be named because the plans are private.
Vivendi Chairman Jean-Rene Fourtou is under pressure from investors to restructure the company and boost the stock price from a near nine-year low. Activision, maker of the “World of Warcraft” and “Call of Duty” titles, is among the easiest assets to sell since it is traded publicly.
A Vivendi spokesman didn’t immediately respond to an e- mailed request for comment outside of business hours in France. Cassandra Bujarski, an outside spokeswoman for Activision, had no immediate comment.
Activision rose 4 percent to $11.95 at 3:28 p.m. in New York trading. The shares had declined 6.7 percent so far this year. Vivendi gained 3.1 percent to 14.63 euros earlier in Paris, and is down 11 percent this year.
Moody’s Investors Service and Fitch Ratings warned Vivendi this week that its debt ratings could be threatened if it doesn’t reduce liabilities. Fourtou this week ousted Chief Executive Officer Jean-Bernard Levy, who had resisted major changes in Vivendi’s structure.
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