Šta je novo?

Industrija igara

naravno da im ide dobro i da cute i kupe lovu koliko moze 🙂

ja sam se nakupovao igrara preko steama kao nikada do sada, plus popusti plus silni stari naslovi, plus sto mi radi sve odlicno... to sto radi program u pozadini mi nije nikakav faktor, radi ih dosta, prevazisao sam barijeru da u systrayu stoji minimalno, sada stoji ono sto mi treba jer se swindjows ne gusi toliko od toga kao ranije 🙂
 
Dan asks, “At the very end of the article you write that ‘Portal 2 will probably be Valve’s last game with an isolated single-player experience.’…Was this based on reading general industry trends, or something specific you heard from Valve?”

Geoff Keighley: Good eye! This is coming from Valve, although I don’t have a lot more to share other than what is in the story. I agree it’s a provocative statement, especially given the amazing single player storyline in Portal 2. Keep in mind Valve said “probably,” so I get the feeling that this could change.

http://thefinalhoursofportal2.com/blog/finalhours/welcometotheblog/
 
Nemoj samo tog "analiticara", moilim te 😀
 
MS koji je odlucio da udje na trziste konzola i izbacio XBox.

Od tog trenutka su veći izdavači počeli da ignorišu PC (zajedno sa Microsoftovim džakovima para da prave igre orijentisane na Xbawks), zato što se stvorila situacija koja pre nije postojala. Sa Xboxom su dobili idealnu kombinaciju: lakoću programiranja PC-a i milijarde dolara advertajzinga konzola. Plus fokus na prodavanje lako marketibilnoj US publici...

Mnogi PC studiji su počeli da propadaju u tom periodu. I mnogo više ih je zatvoreno nego konzolnih. Jedini koje znam a da su bili značajni za konzolno tržište koliko oni za PC je Team Andromeda/Smilebit.
 
Poslednja izmena:
Sony should pay €100 to man for OtherOS removal, Finnish consumer board says
Finnish consumer board balks at Sony's killing of OtherOS functionality, and thinks the consumer electronics giant should pay up.


The CCB said that the removal of OtherOS crippled console features that were present at the time of purchase, and agreed that consumers should be compensated. It recommended that the manufacturer and seller of the console pay €100 jointly to compensate the man.

The CCB does not have the power to enforce its ruling, but the opinion of the CCB in Finland is considered by the courts in a dispute.



Abusing IP: the story behind one studio's Portal 2 ARG adventure
What's clear is that while there are many companies that want to do something like this as a promotional stunt for an upcoming game, very few companies could pull it off, with so many different developers, products, and new pieces of content being juggled in an organized fashion. Let's see how it all came together.

For the new content, Valve was happy to turn over one of its most popular characters: GLaDOS, as well as the voice actor who brought the character to life. The pressure was on to create something that did justice to the concept, and the work was described as being "some of the toughest work done all year, possibly in years," but it also proved highly rewarding. "The amazing thing is how cool Valve was about this. With most publishers, you have to sign ten pages of paperwork just to sit down and have a drink with them," he explained. "Valve sat us down, pointed out the fact that there were no hidden cameras, lawyers, or NDAs, and showed us what they were thinking. They had us play through what existed of Portal 2, and then just had us go crazy."

Valve has a much looser corporate culture than many companies of such a large size, and Dejobaan took advantage of the opportunity to play in Valve's sandbox. "One of the coolest things about the process was Valve letting us blatantly (ab)use their IP," Jaitley told Ars. The developers were able to place portals in games, they were given access to Valve's textures and assets from the game, and Dejobaan even recorded a new version of "Still Alive" to use in a new level created for the promotion.

Jaitley talked about the positive, recharging effects of being part of such a creative and free atmosphere, and it's clear that everyone involved had a good time working with Valve. "Also, I don't think the exposure will hurt," he told Ars, in what has to be a major understatement.

In the end, everyone won

While there was some backlash over how the game concluded, in the end a number of games were given a higher profile, and Valve had everyone in the industry talking about the promotional stunt. This happened due to the Valve's ability to operate quickly, gain the trust of its partners, and give the trust needed to have other personalities use assets and characters from what could be one of the biggest releases of the year.

The only question: what could possibly be done to top this?
 
Poslednja izmena:
Raven Shield 2.0 ekipa se vratila pod novim imenom za svoj mod, nakon što im je Ubisoft poslao C&D pismo pre nekoliko meseci.
http://www.rvsgaming.com/modules.php?name=Forums&file=viewtopic&p=17772
Announcing Project VI - graphical and gameplay updates!
Project VI can be thought of as the spiritual successor to Rvs 2.0, while avoiding the problems of that latter mod. PVI is a non-overwriting massive update to the game.

So how does it work?
Project VI does not replace, modify, or otherwise change ANY default files included with your game. Instead, you place a folder called "Upgrade" into your base Raven Shield 1.6 install. When you want to play normal 1.6, you run the game like normal. When you want to play Rvs with the upgrades, you run the Launcher program. This way, you only need one install for both versions, and you can play either version whenever you want.



Btw, za one koje zanima, možete nabaviti besplatnu Iron Wrath expanziju sa FilePlaneta, nije obavezno biti pretplatnik.
http://games.on.net/file/11908/Rainbow_Six_3_-_Iron_Wrath
 
Poslednja izmena:
Sequels Sell: Dragon Age 2, Crysis 2, Dead Space 2 All Hit Over 2 Million Sales

FIFA 11 has sold over 12 million units
Battlefield: Bad Company 2 has sold over seven million units
Medal of Honor, Need for Speed: Hot Pursuit, and Madden NFL 11 have each sold over five million

All of these sales milestones add up to a strong quarterly report for the publisher, which claims it was the #1 Western publisher this past quarter for both consoles and PC.
 
Poslednja izmena:
Neverovatno je koliko ljudi može da igra "modern warfare" FPS fazon u bilo kojoj varijanti, najčešće ovoj simplifikovanoj. EA sklepa MoH i lagano proda 5M... Tuga.
 
Poslednja izmena:
Dovoljno je da ima marinaca koji se zrtvuju za slobodu svoje domovine (u lepo izreziranim, skriptovanim momentima) i prodaja u milionskom tirazu je zagarantovana.
 
Da ne spominjemo klince po USA koji se kasnije i odluce za taj poziv, misleci da je sve kao u igri, jer je im ledja cuva njihov "uncle Sam" 😛

Valjda ce heroji Staljingrada da konacno promene balans.
 
bojim se da nema sanse da se RO proda u nekom toliko velikom milionskom broju da ce promeniti bilo kakav trend u industriji
 
Pa zato takve igre i dolaze od indie developera. Doduše, koriste UE3 pa vizelno može na nivou mainstream FPS-ova. Tako da je praktično jedina razlika "samo" što imaju nezavisnost da dizajniraju igru kako oni žele, a to je najvažnije.
 
Poslednja izmena:
I to je ono sto treba podrzati (platiti).
 
Tripwire je počeo kao moderski tim. Zadržali su svoju nezavisnost. Ostaju dosledni i sada kada prave igru za "pare". Tako da ih treba podržati i kupiti igru i samim tim ohrabriti da nastave...
 
Sa epizoda na ... servis? :d Bravo momci, najjaci ste, samo napred u jos jedan uspesni projekat:bottle:

Gabe Newell has said that Valve have moved past the episodic approach to creating games, and onto a 'games as a service' model. This is geared towards quickly creating smaller updates for existing games. It's an approach best demonstrated by Team Fortress 2, which has received more than 200 updates since its launch in 2007. But what does this mean Portal 2, and what about Half Life 2: Episode 3?

An interview with Gabe Newell in the latest issue of Develop has uncovered a shift in Valve's philosophy for creating games. Newell says that the initial shift to the episodic approach was part of an attempt to protect Valve staff from the prolonged crunch times of developing one major title at a time. Since then, development cycles have become shorter and shorter, and the episodic approach has evolved into a fast paced cycle of updates.

Newell says 'If you look at Team Fortress 2, that's what we now think is the best model for what we've been doing, our updates and release model on [Team Fortress 2] keeps on getting shorter and shorter.'

But what does this mean for Half Life 2: Episode 3? Newell says that Valve are working on different projects at different speeds. 'We sort of amortise the risk by working on different frequencies for different projects,' says Newell, 'Team Fortress 2 is the fastest frequency we work on with comparatively fast updates. Er, Half-Life is apparently the slowest! [Laughs] Although, from the outside world, we have no evidence that Half-Life is working on any frequency at all. [Laughs]'

Newell says that Left 4 Dead is getting closer to the Team Fortress 2 model, with its regular mutation updates, comics and occasional community map updates. He also admits that there's a possibility that Portal 2 could receive similar treatment.

'Portal 2? We'll have to see how much our customers want us to push in that direction. In general, our approach is to come into work and ask 'what can we do for our customers today'?

'We get a huge amount of value in releasing things. Every decision you see our Team Fortress 2 team make is a direct result of feedback they're getting from customers.

'Everything our team does is a result of tests they've done on the last two or three releases. Because its information from the last few updates that tells our team what to do next.'

Valve have already announced that the first DLC for Portal 2 will arrive this summer, bringing new test chambers and challenge modes to the game. Team Fortress 2, meanwhile, just received a video update that lets players record and edit their own replays.


http://www.pcgamer.com/2011/05/09/g...oing-towards-shorter-and-even-shorter-cycles/
 
^ To je vec neko vreme vise nego ocigledno.
 
Pa jeste, samo je neocekivano da su patchovanje bugova, ubacivanje glupih skinova, snimanja replay videa i pokoje mape - nazvali servisom, i to je kao neki uspeh? Servis, koji ce kao da zameni onu glupost sa epizodama, a na koju foru? Sta, od TF2 ce napraviti novi HL dodavanjem kombajna umesto samuraja ili nindzi

Postoji mogucnost da ce Portal 2 tako syebavati sledecih 5 godina? E...?

...lol...comics?? Kao stripovi? Tha fuck:d
 
Poslednja izmena:
Za to kako se odonse nsa starijim naslovima svaka im čast, evo i jedan CS:S dobija redovne update-ove, a to im nije udarna igra poput TF2. Ne znam ni jedan razvojni tim da se bakće update-ovanjem 6 i više godina starih igara, a da nema neke pretplate. Što se tiče HL:EP3 meni je draže što su izbacili ovakav Portal 2, nego deset HL epizoda.
 
Poslednja izmena:
Za to kako se odonse nsa starijim naslovima svaka im čast, evo i jedan CS:S dobija redovne update-ove, a to im nije udarna igra poput TF2. Ne znam ni jedan razvojni tim da se bakće update-ovanjem 6 i više godina starih igara, a da nema neke pretplate. Što se tiče HL:EP3 meni je draže što su izbacili ovakav Portal 2, nego deset HL epizoda.

Ima takvih slučajeva, evo na primer IL2 Sturmovik i posle 10 godina dobija redovne updejte - novi avioni, modeli, mape, promene u samoj fizici igre...
 
Igre su uvijek bile umjetnost.

Definitivno nisu sve, samo dobre, kao i u svim drugim oblastima.

E sad, šta je dobra a šta je loša igra je je dosta složenije pitanje 🙂. Najpre mora da se odredi šta je suština igara (setovi pravila i mehanika), pa da se na osnovu toga dalje gradi kritika.

Postoje i visokobudžetne i niskobudžetne igre koje su sa tog esencijalnog aspekta dizajna loše odrađene, tako da su ništa drugo no loše igre.
 
Poslednja izmena:
igre ce biti servis? :d wtf

boli me uvo i za hl i epizode, bitno je valjda koliko ce ovaj primer uticati na ostale developere
 
Ne misle bukvalno, naravno. Diskoutovali su o tome prvi put pre par godina:
http://www.gamasutra.com/php-bin/news_index.php?story=22378
http://www.bluesnews.com/s/95800/newell-on-piracy-pricing-tf2-comics-and-more


I neki drugi, dosta manje uticajniji, developeri su se oglasili povodom toga.

The business model of putting bits in a box and charging to experience said tasty bits is forever broken. Furthermore, to prevent the copying of bits is futile and ultimately destructive to the goal of any modern digital business, which is to conscript enthusiastic 'users', and from them, customers.
Money can't buy you love, but love can bring you money. In software the only sustainable way to earn money is by first creating love, and then hoping that some folks want to demonstrate that love with their dollars.

'Not fair', the vendor of music or packaged software cries. Well, tough shit. Nobody added your business to the list of protected species, despite what your lobbyists and lawyers say. Find a business model that's actually appropriate to the 21st century, and perhaps scale back your expectations of vast profits accordingly (oh, and fire some lawyers and lobbyists, too, please). For example, as some musicians have done by returning to live performance as their main source of revenue.

We all know folks who collect music, movies or software, thrilled by all the notional value acquired, but rarely look at any of it. To me, it seems worthless. I assume that any bits are commonplace and easy to come by, and the value is in their use. Everything should be shareware to be tried and tested until its value is proven and the love-meter swings open the wallet. If I were to pass on some music or a piece of code I become a vector of word of mouth viral marketing, the best kind, the kind that money can't buy. To fight this inexorable trend seems as counter-productive as the cellular operators practice of not distributing game demos in order to fleece people with marketing and crappy games. Way to kill a platform, guys.
http://www.penny-arcade.com/2008/9/29/
 
Poslednja izmena:
naravno da nema, kada ga konzole ne bi izdrzale, tja
 
Nazad
Vrh Dno