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Industrija igara

Ti što igraju WoW su većinom potpuno druga kategorija igrača, ne ubrajaju se u one koji se primaju na ostale mainstream naslove (ne u smislu da im je ukus bolji ili lošiji, nego prosto da je to drugi svet, ljudi koji igraju istu igru godinama i najčešće žive u njoj, pa ih ostale igre slabo interesuju).
Kao npr što se ljudi koji gledaju anime i samo anime ne računaju kad se radi analiza potencijalne gledanosti neke nove serije na npr Fox Life.
 
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I eto vidis koliko ljudi konstantno igra taj WoW, a kao nema se vremena 🙂

WoW je uzet kao primer. A WoW-ovci su uglavnom nezaposleni (ili srednjoskolci , studenti...) , zarobljeni u svetu u kom imaju osecaj napredovanja i akomplishmenta , kao zamenu za nizbrdice i padove u realnom zivotu 😛
...naravno ima i normalnih koji igraju u zdravim dozama , ali su retkost :d

Kakve su ovo dezinformacije? Je l' to deo zastarelog FUDa koji je driver zajedno sa next-gen hype mašinom širio circa 2005./2006.?

I nije sve u izgledu, neki ljudi treba da se odlepe više od toga. Ceo hype kompanija je uvek baziran skoro uvek samo na tome, zato što se većina (današnje) igračke populacije loži najviše na to.

Meni su God of War, Gears of War, Mass Effect, CoD, Killzone, Resistance i sl., tužnjikavo bezvezne igre. Mogu da izgledaju 10x bolje nego sad, ništa mi ne znači. Dizajn (tj. ne audiovizuelni) tih igara je tuga. Ja npr. mogu da upalim Tribes 2 danas i da uživam u tome sa šacicom komune koja još postoji oko te igre. Vizuelni nivo iz 2001. mi uopšte ne smeta.

Ja jos uvek igram Medal of honor Allied assault, Spearhead ,Breaktrough u lanu sa drustvom i ponekad preko neta. Igram Defcon kada mi je dosadno , koji je prost kao pasulj a opet atmosfericniji od 99% danasnjih strategija... Starcraft 1 i 2 , Ground Control , Company of Heroes , i Sudden Strike su igre koje su mi i dalje u onih 1% 🙂

Sto se tice grafike i forsiranja iste, i couldn`t agree with you more. Ali smarate vise sa inkvizicijama , pa uvek ce neko ili nesto biti kriv/o zbog globalnog zaglupljivanja. Sve je zaglupljeno , muzika , filmovi , tv... ne znam samo zasto su uvek krivci konzole. Zasto moraju da postoje 2 tabora? Jel to neki nas opsti mentalitet - zvezda il` partizan , levicar il desnicar , smrdi il` mirise , cokolada il` kakao... 😛

Svi vec znaju da ja igre delim na dobre i lose , bez obzira na platformu, sumu ulozenu u razvoj , a narocito na hype , kao i podatke o prodatim primercima me uooopste ne interesuju jer ni jedan od ovih parametara nije pravi pokazatelj koliko je ta igra dobra.

Ti što igraju WoW su većinom potpuno druga kategorija igrača, ne ubrajaju se u one koji se primaju na ostale mainstream naslove (ne u smislu da im je ukus bolji ili lošiji, nego prosto da je to drugi svet, ljudi koji igraju istu igru godinama i najčešće žive u njoj, pa ih ostale igre slabo interesuju).
Kao npr što se ljudi koji gledaju anime i samo anime ne računaju kad se radi analiza potencijalne gledanosti neke nove serije na npr Fox Life.

Druga kategorija igraca... 😉 Mozda jesu druga kategorija , ali jesu i igraci. Mislim da ti poredjenje anime-a sa nekom Fox life serijom (ili bilo kakvom igranom serijom) nije na mestu. I podsecam , WoW je naveden kao primer da i na PC-u stvari znaju da se exkluzivno zatupe.
 
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nano.tube;2623008Ja npr. mogu da upalim [URL="http://www.youtube.com/watch?v=obGSbyhYFeM" je napisao(la):
Tribes 2[/URL] danas i da uživam u tome sa šacicom komune koja još postoji oko te igre. Vizuelni nivo iz 2001. mi uopšte ne smeta.

Mali offtopic, jel si ti bese pominjao da si imao prilike da probas neku alfu/betu ovog Tribes Ascenda, ili sam se ja nesto zeznuo?
 
Nisam. Baš me interesuje da li će im uspeti F2P model sa takvom igrom. I odložili su XBLA verziju. Očekujem da se FOV reguliše u prvoj sledećoj turi shotova. 🙂

Why make the game free-to-play?

1. So our success depends upon the gameplay itself (more than marketing).
Players have a lot of gaming choices. Convincing people to pay $50, $30, or even $20 for a title requires a very large marketing budget and even then there is no guarantee that people will buy. You recognize "Tribes" as a great brand, and we recognize "Tribes" as great brand, but the majority of today's gamers do not necessarily recognize the Tribes franchise. We'd honestly rather put more of our resources on game development and ongoing updates versus a huge marketing campaign. At the same time our Dev Team is working incredibly hard on the title and we DO want a large number of people to become aware of the game, to try the game, and hopefully enjoy the game for many years. We bought the franchise because we think the gameplay deserves a much larger audience than it's ever found before. And we believe the most effective way to build a large community is a fun & balanced core game, with strong word-of-mouth combined with a low barrier of entry. In terms of low barrier of entry it is simply hard to beat "FREE". By offering a AAA game as free-to-play we'll have the largest number of people exposed to the game and trying the game. After that the game can succeed or fail on its own merits.

2. We're in this for the long-term.... And, we like to iterate along the way.
If you are looking for a game that will remain exactly the same from Open Beta for the next few years, Tribes: Ascend will likely not be for you. As a studio we experiment and innovate and we think the best games are the results of constant iteration and update. In fact, for us launching the game is more like the beginning than the end. But constant updates require a development team well past launch. And maintaining that development team means continued revenue from the game to pay their salaries. Based on Global Agenda, and other F2P games, we have seen that a meaningful percentage of players will gladly pay for optional items and services if they enjoy the game. We've also seen that the majority of players may never spend a dime. And that is fine. Because those paying players fund ongoing updates and support for the entire population. So, we believe this model gives us the best opportunity to grow both the game and the community over time; by players who pay only when they choose to.

3. Free and Balanced.
Two years ago I don't think you could have found a Hi-Rez employee playing a free-to-play game. The games we tried were too grindy, or too old-looking, or too 'pay2win' to too something-else-bad. But the times they are changing. There are now free-to-play games where the gameplay is not unbalanced by purchases, including, but definitely not limited to, our own Global Agenda. With Tribes: Ascend we intend to support balanced and very competitive gameplay while also supporting micro-transactions.

Can I 'pay-2-win'?

No. Even as a 'free-to-play' game our general philosophy is to make all gameplay affecting items and loadouts earnable thru gameplay.

However we will allow players a path to earn loadouts and items more quickly by spending their money rather than their time. And we will offer a variety of cosmetic/prestige items for sale that do not affect game balance.

We will not be using the same exact system as Global Agenda, but you can see that general philosophy in place within Global Agenda. When speaking with IGN we described our intent to have load-outs earnable thru gameplay or purchasable, but to also maintain balance between all the load-outs. The writer found that analogous to League of Legends in that their champions are earn-able or purchasable but without any power discrepancy between the free ones, earned ones, or bought ones. And it is a model/game that has been embraced by the e-sports/competitive community. The writer's analogy is fitting but only goes so far since the Tribes: Ascend gameplay is so different.


Why introduce 'load-outs'? Why limit the number of in-hand weapons?

We are testing defined load-outs because we believe that makes Tribes: Ascend most interesting for the seasoned/competitive player. It has a side-benefit benefit of being more accessible for new players but that was a secondary consideration. We arrived at this gameplay design decision independent of the free-to-play business model decision.

In our experience the best, most intense Tribes matches feel more like a team sport than just an FPS. In sports there are various roles and specializations and that is what we are emulating. (In basketball I get to specialize as power-forward; i'm not just a guy chasing the ball). Tribes 2 offered similar 'template' roles for starting players. And additional roles developed organically from Tribes competitive play on objective-based maps. We are building on both of these role/load-out concepts and testing constraints around the number of 'load-outs' each individual player could choose to take into a match; adding a strategic and team-coordination element at least at the competitive level. With Constraints comes Creativity.

We'll be communicating more detail on load-outs in the future. And almost certainly some of the specifics we are currently testing within Closed Alpha will change based on testing and feedback.


http://uk.pc.ign.com/articles/117/1178865p1.html
The core game is very strong -- I played it for a couple hours and thoroughly enjoyed it -- so that may be enough to ensure its success critically, but whether it will be successful commercially will depend on how well Hi-Rez can make one player want to fill a dozen roles
 
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Sviđe mi se 🙂
 
ako ista drugo , znamo da ce grafika biti do dzaja. 😛
 
Ne verujem da je Futuremark u stanju da napravi nesto kompleksniju igru. Bice ovo cisto rostiljanje u svemiru sa 3DMark grafikom.
 
Pa vec ima rostiljanje u svrmiru sa Futuremark grafikom. Ovo nije nista novo. Sto je najfore, ifra je dosta dobra

Shattered Horizont....

Sent from my GT-I9000 using Tapatalk
 
Shattered Horizont je klasičan fps u bestežinskom stanju, ovo je nešto drugo. Ima ljudi koji dugo, dugo čekaju bilo kakvu svemirsku pucačinu 🙂
 
Da li nas očekuje "Quantum leap" u grafici? :zgran:

[YOUTUBE]00gAbgBu8R4[/YOUTUBE]
 
How does it work?

If you have a background in the industry you know the above pictures are impossible. A computer can’t have unlimited power and it can’t process unlimited point cloud data because every time you process a point it must take up some processor time. But I assure you, it's real and it all works.



Unlimited Detail's method is very different to any 3D method that has been invented so far. The three current systems used in 3D graphics are ray tracing polygons and point clouds/voxels, they all have strengths and weaknesses. Polygons run fast but have poor geometry, ray-tracing and voxels have perfect geometry but run very slowly.



Unlimited Detail is a fourth system, which is more like a search algorithm than a 3D engine. It is best explained like this: if you had a word document and you went to the search tool and typed in a word like 'money' the search tool quickly searches for every place that word appeared in the document. Google and Bing are also search engines that go looking for things very quickly. Unlimited Detail is basically a point cloud search algorithm. We can build enormous worlds with huge numbers of points, then compress them down to be very small. The Unlimited Detail engine works out which direction the camera is facing and then searches the data to find only the points it needs to put on the screen it doesn’t touch any unneeded points, all it wants is 1024*768 (if that is our resolution) points, one for each pixel of the screen. It has a few tricky things to work out, like: what objects are closest to the camera, what objects cover each other, how big should an object be as it gets further back. But all of this is done by a new sort of method that we call "mass connected processing". Mass connected processing is where we have a way of processing masses of data at the same time and then applying the small changes to each part at the end.


The result is a perfect pure bug free 3D engine that gives Unlimited Geometry running super fast, and it's all done in software.

Nemam pojma, deluje previse nerealno da je grafika na atomskom nivou, mada ko zna svakakvo cudo je moguce. Dok ne pokazu taj sdk ja sam max skeptican da to uopste i najmanje radi. Ovo bi bukvalno bio ko sto kazes quantum leap, nesto zbog cega bi komotno sve sadasnje bilo kompletna praistorija.
 
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Hmm, previše mi je to naučno-fantastično, kao sve ovo radi u software modu, znači samo CPU i ide čak 20FPS-a. Takođe ne vidim ništa sem statičnih objekata, tj nema animacije...Više bih voleo da vidim naku zvaničnu - sajamsku prezentaciju pa da def. poverujem u to🙂
 
Hm... Voxels strike back 🙂
 
http://www.longmarchindustries.com/

Je l' vidite ovaj sajt normalno? Prva igra Blackbird Interactive-a.


This is just to get people interested, and collect their info for when we "drop the velvet rope"

HARDWARE (HW) is a next-generation online social game based on the concept of salvaging resources on a distant, barren planet named LM-27. On this persistent, hostile world players control resourcing and combat vehicles to earn currency through strategic land prospecting and piracy.

BLACKBIRD INTERACTIVE INC. (BBI) is an independent, private Canadian interactive entertainment software development company headquartered in Vancouver, British Columbia. The company was founded by former staff from Relic Entertainment and Electronic Arts. Operations began in October 2010.

What is a reward driven digital crack game? A game where you click on stuff and coins pop out of the ground? This ain't that.

I'm obviously biased since I've been discussing this with Blackbird since last year, but I wouldn't have gotten involved if this wasn't cool as frak. There's a lot to do, but that there's even something that people can play with now is pretty amazing. There's a lot of awesome guys down at Blackbird.

For art alone, it's all Relic Artists. We've got Rob, J. Aaron Kambeitz, Cody Kenworthy and Carlo Balassau on art. Richard Sirohi animating. Noah Stacey on FX. For sound, Paul Ruskay was in the studio yesterday (you know, from Studio X, did sound for a game called "Homeworld").

The programmers are all pretty slick as well. Yggy King has been working in games since before some of you were born. The programmers have turned out some pretty neat stuff, in the past few months.

As gamers, you guys must know how tough it is to get a new game studio with new IP up and running today. That these guys have even tried to bring a new sci-fi property into existence and that some of these developers have left their jobs to join Blackbird... seriously, do you really think it's just "some flash game"?

http://forums.relicnews.com/showthread.php?261956-Any-Homeworld-Fans-about
 
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Vidi se. A u cemu je poenta igre, mislim sta je u pitanju?
 
Evo lepih vesti! 😉

Nakon što je nedavno John Carmac rekao šta misli o konzolama i PC-u u globalu kao platformama i Epic počinje sada da peva istu pesmu:

Epic Games Making PC its Primary Platform
 
normalno 🙂 sada im je svima pc dovoljno dobar kada su konzole omatorele.... kada dodje sledeca generacija opet u krug... bitno je sto ce sada pc da dominira u sledecih godinu-dve-tri
 
URA! Proslavimo to uz novi Call Of Duty 75: Same shit, different textures.
 
Pa piše u linku koji sam dao. Otkriće više o igri uskoro. Da li vam se sviđa dizajn na prvi pogled?

Nisam bio refreshovao stranu, posto si kasnije editovao post sa dopunskim infom. Inace vidim da je nesto slicno Homeworldu, tj. o tome pricaju, mada takve igre nisu moja sfera interesovanja...
 
Imam blagi utisak da je Pc gaming industrija u padu.
U zadnjih par godina broj kvalitetnih igrara ( ocene +85% ) se mogu izbrojati na prstima jedne ruke.
 
Kupi neku konzolu i probaj te ekskluzivne igre sa ocenama 95+ 🙂
 
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Online social game!? :trust:

Aj dacu im "benefit of the doubt" ali sam prilicno skeptican...

Mene je prilično smorilo kad sam pročitao da će koristiti FB i zašto su se uopšte odlučili na takav potez - niko od izdavača i VC kompanija kojima su prišli nije hteo da finansira igru sa prvobitno zamišljenim dizajnom, bili su u fazonu "ako možete ovo da napravite za 10x manju sumu, super, obratite nam se ponovo". Onda sam video galeriju shotova i par in-game snimaka, i povratilo mi se raspoloženje. 🙂
 
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