Tuesday, 1 February 2011

Also for PC a demo of Crysis 2


Crysis 2
Last week they released a demo of Crysis 2 for the Xbox 360. This demo was announced exclusive to the console of Microsoft, but developer Crytek has via twitter let know that also the PC gets a multiplayerdemo of the game. "Crytek and EA are pleased to be able to confirm that we spend a multiplayerdemo of Crysis 2 for the release. Soon more details, "said the studio on twitter.
Crytek let know that the errors and problems with the Xbox 360 beta will be solved. Multi-player footage of Crysis 2 are can be viewed here. The sequel to shooter Crysis from 2008 will be on the Xbox360, PS3 and PC. The original, and stand-alone expansion Crysis: Warhead, came only on the PC.

Sony shows new handheld NGP

Sony's NGP
Sony has in Tokyo the successor to the PlayStation Portable (PSP) revealed. The device must be capable of the graphical power of the PlayStation 3 to emulate and goes for the time being through life as Next generation Portable (NGP). Sony's new handheld comes in Japan this year on the market.
In terms of appearance, the NGP look like its predecessor, but under the hood a lot has changed. So the novice has a 5 inch OLED display, two analog sticks and SixAxis motion sensor. Furthermore, the NGP have a electronic compass, 3G, WiFi, GPS and both before and behind a camera and touchpad. For the necessary game fun the console uses flash cards.
The new interface of the NGP is called LiveArea and is according to Sony very user-friendly because it allows to control the touchpad. Funny feature is that you can see if your friends use their NGP and what they are doing. The application Near does the same thing, but with other NGP-gamers in the neighborhood, for example, in the train.
In terms of games Sony showed a number of impressive titles see: Killzone, Wipeout, Resistance, Hustle Kings, Reality Fighters, Gravity Daze, Hot Shots Golf. Little Big Planet and Uncharted. Capcom showed Monster Hunter Portable and Lost Planet, Activision announced Call of Duty, and Sega rolled Yakuza 4. Hideo Kojima showcased Metal Gear Solid 4, but said that the game will not be on the market before the NGP. It was a test, according to the Japanese. Further, we can expect in the future games of Ubisoft and Rockstar.

Wednesday, 26 January 2011

More DLC for Fallout: New Vegas (X 360, PS3, PC)

Fallout New Vegas
The first downloadable content for Fallout: New Vegas is not so long in the digital shops and a second package will soon follow. This Bethesda has indicated in an interview with VG247. When and for which platform this new DLC to appear is still unclear, until now, we know only that more arrives.
Dead Money is so far the only available downloadable content and only available for the Xbox 360. Of the DLC find his way to the PlayStation 3 and PC is still unclear, but the same scenario as with Fallout 3 is not impossible.

Crysis 2-beta now available


Crysis 2 Beta
Electronic Arts has indicated that the Crysis 2 multiplayer beta is ready for download now. The beta is unfortunately not available to everyone, it's only for Xbox 360 owners. PC and PlayStation 3 gamers are less fortunate and will have to wait up to 24 March as the game is in stores.

In the demo all fighting is on the Skyline folder, this happens in two different modes: Team Instant Action and Crash Site. The first modes revolve around battles between two different teams and the last modes is all about defending several alien drop-ships. The longer you defend these ships the more points you amass.

Friday, 21 January 2011

Mod tools bundled with Elder Scrolls V: Skyrim


Latest RPG series entry to include Creation Kit for PC community; new game engine dubbed Creation Engine.

Mod set
Skryim's all-new game engine outed last month will be called the Creation Engine and will include the Creation Kit level-building tools for the PC community only. This tool set will allow gamers to create levels and tweak game nuances to their liking. The modification tools will not be available for the Xbox 360 or PlayStation 3 iterations of the game.
Speaking via the official Skyrim forums, a Bethesda employee said including the toolset with Skyrim was a decision the studio made based on what the community had created in the past.
"We've always been impressed with what the community has done with our tools," said a Bethesda representative. "Like the Elder Scrolls Construction Set for Morrowind and Oblivion, we plan to release Creation Kit so you guys can mod Skyrim."
The Elder Scrolls V: Skyrim was announced at the 2010 Video Game  Awards show following reports that the title was in development and would be a direct sequel to the Elder Scrolls IV: Oblivion. A teaser website for the title is now live.

By Eddie Makuch
source: gamespot

Wednesday, 12 January 2011

StarCraft 2 Keeps Freezing - This Problem May Be Caused By Registry Errors Inside Your PC

StarCraft 2
Your StarCraft 2 game will just load up, and then stop working? This problem is a common issue that's been caused by the likes of Windows errors, the game having incorrect settings and a variety of different issues that may be occurring on your computer. The good news is that if you want to repair the problems that this game will have, it's quite easy to do if you're able to scan through the various common issues that your PC may have, and then resolve them. This tutorial is going to show you how to fix problems with the StarCraft 2 application:
Why Does StarCraft 2 Freeze?
Like any other Windows application, the StarCraft 2 program will use a huge number of settings, files, options & features to run. Although these features *are* important, it's continually the case that your PC will have a series of errors & problems that will be preventing it from running correctly - which will lead your system to run the game extremely slowly as a result. If you want to fix this problem, you really have to be able to resolve any of the possible problems that it will be causing, which will include these issues: 
  • Your game will not be installed correctly
  • Windows will have errors & problems with its files
  • Your computer will have some sort of problems with its settings
How To Fix StarCraft 2 Crashes
The way to stop StarCraft 2 crashes is to first ensure that your game is working properly. It's often the case that there will be some sort of problem with the game that's leading it to run slower and with a large number of problems. Re-Installing StarCraft 2 should enable this to run much smoother, and can be achieved by clicking onto "Start", selecting "Control Panel" and then clicking onto "Add / Remove Programs". Select the StarCraft 2 application, and then remove it from your computer. After the removal process has been completed, restart your PC and then install the program again.
It's recommended that you also make sure that you can update your PC. Both Windows and your "drivers" need to be updated, making it vital that you're able to fix any of the possible problems that your system may have. You can do this by clicking onto "Start", selecting "All Programs" and then locating "Windows Update". Download all the updates to your computer, which should let your PC run much smoother.
The "registry" is also a big reason why StarCraft 2 may freeze - as this is a central database which stores all the important settings your computer will be using to run. Despite the registry continually being used to help your computer run smoothly, it's continually causing a large number of problems that can be fixed by downloading & running a registry cleaner application. You can download a registry cleaner from our website, and then it clean out any of the possible problems that you may have on your PC.

You can stop StarCraft 2 crashes by using the tutorial and tools on our website. You can Click Here to fix StarCraft 2 crashes on your PC.

Wednesday, 5 January 2011

The World Within Or Online Multiplayer Games In Depth

Eve online MMO
For most of the 20th century, life used to be rather simple for most people. There was school, college, work, retirement. Along with that you had hobbies like cars, bowling, or gardening. The former was more or a less of a chore, the latter the fun stuff you did in your free time, usually together with local friends from the same neighborhood. This was basically the same as a thousand years ago. For a few lucky people the two areas overlapped and they could do the stuff that they liked as their main job.
Now, in the last 10 years of the 20th century, as well as in the first few years of the 21st, this has been changing rather dramatically. The reason is the rapid technical progress, both in the wide area network and computing power areas. Contemporary hardware can animate very detailed and realistic graphics fluently, and transfer data on the movements and actions of hundreds of objects and characters around the world in milliseconds (although, unfortunately, the speed of light still remains a limiting factor). This has led to an explosion in the availability and quality of online games, with the newest generation like Counter-Strike and World of Warcraft becoming a phenomenon no longer limited to any particular social class, but rather an all-encompassing cultural element in the industrial countries.
Increasingly, parents find that their children spend a lot of time playing some of those games, and more and more people come in contact with them. This leads to people wanting objective information, which is in practice not easy to obtain. Most articles about these games are either written by rather clueless journalists who have never or hardly played the games in question and therefore mainly focus on scandalous negative side effects, or by enthusiastic fans who dive deep into the technicalities and don't mention the real world consequences much. This article tries to bridge the gap - it describes the currently most important types of online games and looks in detail at the social relationships behind them. The authors have been longterm players for years and therefore hope that they can address the issue in considerably greater depth and detail than most journalists (however, you won't find detailed technical facts here since it is not in scope of this article).
There are basically three main types of multiplayer online games:
First-person shooters (FPS) where the player sees everything through a (usually temporary, just for the online session or less) character's eyes and his gun's barrel. This category still remains predominant in total worldwide player numbers (according to Valve, Counterstrike is currently still the most popular online multiplayer game). Some of the other examples include Quake, Unreal Tournament, and Doom3.
Strategy games are the the second main category. Usually similar to FPS games in the round/session-based style of play, in these games the player usually does not have any single entity, but rather commands a number of troops of some kind against other human opponents. There are also various options where one can both play with other humans against the computer etc. Games of this kind include Starcraft, Warcraft III, Age of Empires and many others.
The last group, the MMORPG (Massively Multiplayer Online Role Playing Games), is the area which popularity has really exploded in the last few years. Here, the player obtains a permanent character (or entity) or several which can evolve and be equipped with various gear, and undertakes adventures in a large world full with other players. This is probably the most promising group since it resembles the real world most, and it has also been the fastest developing recently. The currently most prominent games in this category are World of Warcraft, Final Fantasy XI, Guild Wars, Everquest II and Lineage II.
FPS
In first-person shooter games, the basic principle is simple. Shoot or be shot, kill or be killed. Starting with the original Castle of Wolfenstein and Doom, these games have developed to a level of frightening realism mainly for men living out their ancient predatory and fighting instincts (according to some surveys, there are about 10 times as many male as female players in average FPS games). One of the recent milestones in this category, Doom 3 is a game which is psychologically scary even to adult men with the highly detailed and realistic monsters suddenly attacking from dark corners. However, once these games take to the online multiplayer stage, their focus shifts a little. The goal is no longer to scare the pants off the lone player in his dark room, but rather to provide a fun platform for competition between many players of different skill. The most popular online game in this category is still without doubt Counter-Strike - a game which has received much negative fame because of various school shootings done by Counter-Strike players, yet still remains a highly captivating pastime for millions worldwide. It is a fan modification of Half-Life, a Valve game, and a team game in its core: one team is the "terrorists", the other the "counter-terrorists", and the play is round-based: at the start of a round, each team member receives an identical (except for clothing) avatar, picks some weapons, and the the two teams clash in combat until either a bomb is placed or everyone of one team is dead (there are also variations like "capture the flag" etc).
There are numerous reasons for the massive popularity of Counter-Strike. The game rounds are short-term in nature and don't require much time. It is comparatively realistic - weapons existing in reality like the M-16 or AK-47 are used in the game, and even one shot may be enough to kill. Also, it is easily accessible - almost everyone can install and run a Counter-Strike server, and there are many thousands of them in the world online at any given time. Although the basic game does not lead to social interaction deeper than a quick chat, the grouping of people around some specific favorite servers and the wish to play better, which inevitably requires solid teamplay, has led to the phenomenon of so-called "clans", or dedicated player groups, which usually have their own server where they train. A competitive clan will usually have requirements for people wanting to join - a certain skill level, or some minimum playtime - and most serious clan players play at least several hours a day. Dedicated clans will also sometimes meet in real life to discuss strategies and generally have fun, which is not much different from most other groups of people with similar hobbies, like e.g. stamp collectors or RC model builders. Since many servers are regional, mostly there are same-country and often even same-neighborhood people on the same server, which of course makes meeting in real life easier as well.
The picture is roughly comparable in the other FPS multiplayer games like Quake 4 and Unreal Tournament, with the main difference between that the latter are less realistic and include sci-fi weapons like laser guns and such. They are also typically much faster, with frantic movement (means, being hard to target) being highly important to survival, which is a concept rather different to Counter-Strike where sometimes the top scorers just sit in one place with a sniper rifle. However, a thing common to all FPS, mouse control is highly essential. Skilled FPS players develop extremely good mouse control (conventional mice no longer being good enough for them led to the development of a whole new segment of gaming mice) and have reaction times below 0.1 seconds. The numerous stress peaks and drops, lack of time between rounds, and the frantic gameplay often leads to additional addictions, though - many of the hardcore FPS players are chain smokers, fast-food eaters, coffee addicts, or all of it combined. There are worldwide tournaments held for most of the established FPS, and the current champions are mostly from Europe or the US.
Strategy games
The picture is a bit different with strategy games. Usually they are less frantic and leave much more room for logical thinking (of course, the classic board games like chess or Go also have major online playing facilities nowadays, but they cannot really be called multiplayer games since there is little to none team aspect, it's just one-on-one most of the time). A typical example is Warcraft III, which is the most recent in the Warcraft realtime strategy game series by Blizzard. It is played on the so-called Battlenet, a major online gaming hub by Blizzard, which also serves other strategy games like StarCraft. In Warcraft III it is possible to play both random opponents matched to you approximately by skill, either one on one or in teams of up to 4 on 4, or play others in pre-arranged teams. As in FPS games, there are also clans in Warcraft, which in this case are even explicitly supported by Battlenet. This and the very immediate visibility of someone's skill level (basically, his win/loss ratio) gives rise to much competition between dedicated players for the top ladder (ranking) spots. Unlike geographically uniform games like Counter-Strike with tens of thousands of servers, Warcraft has just a handful of large servers, each for a certain area of the world (e.g. Americas, Europe, Asia). Interestingly enough, most strategy games are dominated by Asian, especially South Korean, players, where online multiplayer games have been a very major part of the culture for years already. The professional South Korean Starcraft and Warcraft tournaments are major events with hundreds of thousands of live spectators, played on an extremely competitive level, and broadcasted on TV, and the top players have practically celebrity status and incomes in the six-figure range and higher.
Since the popular strategy games are usually also just round-based, there is not very much room for social interaction apart from an occasional chat. Strategy players are probably a bit older than FPS players on average, mostly between 16 and 35 in the Western societies.
Massively Multiplayer Online Role Playing Games
MMORPGs are the final and by far the most complex group in our classification. They are something like little worlds within themselves, often resembling scaled-down copies of the real world, yet different as well. The two leading MMORPGs as of the time of writing are probably World of Warcraft (WoW) and Final Fantasy XI (FFXI) , each with millions of active players worldwide. The distinctive difference between MMORPGs and the other kinds of online multiplayer games is that RPGs are not round-based, and do not have a time limit or any specific goal to achieve. They are just there to be explored along (or sometimes against) other players. The key concept is that each player chooses a single virtual avatar which is at first rather weak (low-level) and starts in some safe basic area of his choice. The current MMORPGs all offer a rich palette of races and locations to start with. Usually, to be able to explore the world, the character must be made stronger, which is typically achieved by killing some kind of virtual monsters repeatedly, at low levels usually alone, later in a group. You can also do "quests" - tasks given to you by an in-game character - for various rewards and with various degrees of difficulty.
Current MMORPGs are very large and highly complex. Even fully exploring their worlds can take years, and trying out all the playstyles and options is almost impossible. There are lots of different strategies for doing quests and winning difficult battles, and organizational and managemental skills become essential in major conflicts where sometimes hundreds of people are involved at once. Those large-scale groups already resemble something like real-world armies, with a defined command structure and squads with some special tasks each. This is something entirely new - nothing of comparable scale and complexity has been there until just several years ago - and the scale is likely to become ever greater.
An impressive fact is the extreme internationality of MMORPGs. A little less obvious with WoW, since it is also Battlenet-based and uses the regional server concept, it is highly apparent with Final Fantasy XI, which does not distinguish any regions - each of its servers has people from the entire Earth. Most players come from Japan (where the game originates from), many from the US and Europe, but it is possible to meet people from too many countries to list here, almost every corner of the world being represented. An interesting side effect is that one comes in contact with numerous cultures and customs and many different languages. Some anecdotal stories from the authors' own experience include a maid coming in to clean an Egyptian player's room at the wrong time, relaxed Moroccan players sipping on a water pipe in an Internet cafe while playing, and a Canadian PhD student surveying the attitudes of gamers for her thesis work.
Another positive thing about MMORPGs is that they encourage making friends and teamplay very much. It may be possible to do a lot alone (although not in all RPGs), but a well-matched group can do much more. Therefore, social skills like making contacts and keeping them are substantial in MMORPGs. Since the player is hidden behind his avatar, the threshold to approach someone you don't know is a lot lower than in real life, which makes them a good playground for shy people. The authors know of several real-life relationships that initially started with the players liking each other in the game and then finding out they liked each other in real life as well. Of course, the chance for a mess-up is much higher here as well - after all in real life it's unlikely you date someone who looks cute for a while, only to find out he's a chain smoking guy in his 30s. However, still, interestingly enough, MMORPGs are relatively much more popular with women when compared to FPS or strategy games. That is probably because there's a lot of social interaction within them - you make friends who you see and adventure together a lot, and there's a lot of talking and personal information being exchanged - something almost entirely missing from most other multiplayer games.
The clan idea from FPS and strategy games is even much more emphasized in MMORPGs. Guilds in WoW and linkshells in FFXI are major social entities, with their members meeting each other daily for years. The real-life meetings of large guilds or linkshells are worldwide events, with people coming together from many different places. Linkshell friendships sometimes last for years. On the downside, this means that one can get hurt as well in the game - a fact that many people unfamiliar with the whole phenomenon often fail to understand. "It's just a game", they say. On the one hand, they're right. Yet on the other hand, if it is possible to make new friends through these games, who become real-life friends as well, one should realize that it is quite possible to get friendships broken by them as well, for instance when being disappointed by people one had trusted. This is also something almost unique to MMORPGs - there has never been so much reality in a virtual world before. Talking of that, one should mention another peculiar aspect of those games - the equipment hunting. As the avatars are the same (or similar) for everyone, the gear or equipment that a player has basically measures his social status, much like a car or money in real life. Players with very rare, "godly" gear, are admired and envied by many people with regular equipment. Since that is something most people like, and, as mentioned, the thresholds for doing things are so much lower than in real life, many nasty things have been done in order to obtain gear. Again, here the RPGs are almost like a mirror of real life, condensing down the more hidden similar issues there to a more compact and visible form. In a way, it is a pretty interesting experience and can teach one a lot about people. It just becomes clear much faster who is worth what. A related trait of these games is the emerging RMT (Real Money Trade) industry, which basically thrives on selling virtual game money and items for real money, and for some games has reached revenues comparable to the per capita gross national products of European countries. Here one can see the blurring of the distinction between work and playing - many people don't play for fun anymore. They earn money by "camping" (sitting at the same spot all day) special monsters and selling the dropped items. It turns out it is possible to earn sizable amounts with that - more than a regular hard job in some countries would pay.
To summarize, online multiplayer games are a very large and ever increasing phenomenon. Very addictive, and easily able to occupy a player for years, they are perhaps becoming the major modern escape-from-reality tool of the next generation. Certainly, they have their drawbacks, and not too few. However, if seen as an alternative to TV, MMORPGs are definitely more worthwhile, in the authors' humble opinion.
The authors are experienced gamers and alongside with their work as co-founders of a web design and development company ([http://www.s-kaze.com]) still enjoy an occasional round of play.

Assassin's Creed: Brotherhood

Assassin's Creed
Live and breathe as Ezio, a legendary Master Assassin, in his enduring struggle against the powerful Templar Order. He must journey into Italy’s greatest city, Rome, center of power, greed and corruption to strike at the heart of the enemy. Defeating the corrupt tyrants entrenched there will require not only strength, but leadership, as Ezio commands an entire Brotherhood who will rally to his side. Only by working together can the Assassins defeat their mortal enemies and prevent the extinction of their Order. And for the first time, introducing a never-before-seen multiplayer layer that allows you to choose from a wide range of Assassin characters, each with their own unique weapons and assassination techniques, and match your skills against other Assassins from around the world. It’s time to join the Brotherhood.
Price: $39.99

Click here to buy from Amazon

Game Copy Niche

Copying games, most famous games consoles Ps3 Xbox 360, Wii, GameCube, Psp, Nintendo Ds, PlayStation, Ps One, Ps2, Xbox, Dreamcast, Game Boy/GameBoy Advanced backup! That even for PC games.


Check it out!

Top 5 Most Important Aspects of Your Game

game development
So you've decided to plunge yourself into the world of game development, have assembled a team of mighty warriors to tackle all the big issues and are ready to create the next best game in the industry... trumping WoW, Guild Wars... (you get the point). You've chopped up all your brainstorming and assembled some really keen concepts for a storyline and you're ready to go. But amongst all the programming, the character concepts, the dungeons, and the quests - what are truly the most important aspects of your game that will determine whether someone enjoys themself? Read on, and allow me to share with you what I think.
When we do decide to take that plunge into the development of a new game, there are five things you should consider very carefully, and pay a great deal of attention to. There are probably more of these that will hinder or help you along your way, and your ordering may be different than mine, but these are what I always hold to be the most important. Over the next week we will reveal each aspects, and at the end of the week culminate with the complete article. For today we'll begin at the top, with number 5.

Number 5: Storyline
When crafting your game, there is no better inspiration for features and activities, quests and dungeons, than your very own highly developed and custom tailored storyline. Some may balk at this statement, claiming that storyline is easily overshadowed and un-necessary when you have intense graphics that make your fingers tingle, or when you have combat so intense that you're literally ducking out of the way from behind your monitor. While these things definitely contribute to an awesome game, and can lead to a lot of excitement (in fact, they're on the list too!), they cannot make up for a lack of storyline. One thing many players crave whether consciously or not, is a strong storyline that leads them into caring about the game - it entices you - and makes you feel as though your wildest dreams may in fact be possible in this environment. Storyline can be simple and to the point while being so flawlessly done that it serves as the crux of the entire game (EVE Online: We're flying through space, blowing people out of the sky...) and at the same time being so rich and deep with lore (the complexities in lore and story surrounding EVE is so great that it entangles even the most basic ships and inventory items) that it compels players to write their own histories.
Not only does storyline help players become engaged with all that you've slaved over and worked for, but it helps you the developer along the way. If you've been smart, and from the beginning dreamed up an intoxicatingly deep history of your game setting, it will constantly serve you throughout development. It will provide clues into what features want to be a part of the game, what doesn't need to be included, and what does or doesn't fit. An architecture professor of mine once said, when referring to the site analysis portion of architecture that we could find out a great deal about what we should be building on the building site by simply visiting the location, and "envisioning the invisible building that wants to be built". This is true in architecture, and it is especially true in game development and dreaming up your storyline/game setting.
Storyline may be important, but is it more important than a snazzy game setting so rich and vibrant that your tempted to stay indefinitely? Well, maybe - just as long as your 3d representation isn't bogged down by hundreds of thousands of nasty polygons or quads. Why in the world is Artwork important, anyway?

Number 4: Artwork
I've heard many, many times that the artwork/3d models/characters found in your game won't make or break things. I agree with this in that it won't make or break the entire game, but artwork and professional looking/feeling models definitely help you out along the way. Think of any movie you've seen recently where the sets were absolutely incredible and stunning - one such example (although not necessarily as "recent") are the Lord of the Rings movies. Throughout the entire set of movies, rich and diverse settings are abound, and help the immersion factor like you wouldn't believe. Would the movie have been "broken" by less awe-inspiring scenes? Probably not, because in the case of The Lord of the Rings, there were a lot of other incredible aspects. Did the awe-inspiring scenes make the movie just that much better, and give it just that much *more* to drool over? Yes, Definitely. The same kind of effect can be seen in the game industry. I play games that have incredible graphics (EVE Online) and other that don't (Dark Ages). I am however, addicted to both of these games for different reasons, but you can bet that the stunning environment in EVE certainly helps to inspire its large player base.
Additionally, your artwork can seriously effect the mechanics of your game. Many developers over look an incredibly important aspect of their 3d models - poly count... That's to say, the number of triangles (or *shiver* quads) your game has. Many of the free 3d models you may find on the internet are gorgeous, but are so incredibly detailed that using them in a computer, real time environment would not be wise because you are typically trying to appeal to as many systems as possible. Console systems have the luxury of (for the most part) assuming that everyone's running on an even playing field. Those of us developing games strictly for the computer don't have this luxury. Suffice it to say, it's important to find quality, low poly game content, and there's certainly enough of it out there that there's no excuse for you to be shoving your game full of characters that are in the 10,000 poly range (many online companies limit their avatars, or characters, to around 2500-5000 polys).
The lower your poly count on your 3d models, the smoother your environment is going to run on the widest range of computers... usually. One thing to keep in mind throughout this entire process is how your engine handles polygons, and to find out what the ideal poly range is that you want to aim for for characters and scenery. In most cases higher character polys are more acceptable, with scenery (buildings, trees, etc) being lower in poly. Another engine specific feature to keep in mind is whether or not the engine supports Level of Detail (LOD). LOD for those who may not know is a system where the engine will use very low poly versions of a model if the player is far away, swapping the model in and out for high quality versions the closer you get to it. As far as I know, almost every engine out there supports LOD, but some like Active Worlds do not.
Down the road we go with Number 3: Music! Some may say (and argue) that music for an online game should be included into the category of "Artwork" - while this may be true depending on how you look at it, music in a game is incredibly important *aside* from your 3d models and 3d characters and so it receives its own spot.

Number 3: Music
In many ways music is the heart and soul of any environment you may create in 3D - it is literally the sound trick to which events occur, players win battles to, return home to, etc etc. Music is a vital tool used to set the mood in any setting, and without it your game will feel dead and like something is missing. In many ways, music helps to express for the player the mood of a specific area, it enhances and emphasizes what you are relating to your player. Do you want them to feel sad, anxious, excited, fearful? Because hearing is one of our primary sense (seeing, smelling, etc), one could argue that it is just as powerful in linking and creating memories. It should be one of your *top goals* to make people remember your game - making your game memorable is one of the tricks in making it both enjoyable and something that people will tell their friends about. Hearing, and the music in your game is one of the more subtle qualities that plays a huge part in how an environment *feels*. Think about what your favorite movie would sound like without sound and music?
This highlights another important aspect that is a sub category of music: sound effects. While music is the key that gives your environment some feeling and life, sound effects are what make the environment tangible and feel realistic. When a player is able to knock over a trashcan and as a result they hear the clanging of aluminum and tin rolling down the concrete they're standing on, the player has an increased feeling of interaction with the environment. Think of the effect and life the environment takes on when a player goes from walking on stone, where their shoes may be clacking, to walking on dirt or mud, where the sound would naturally change quite dramatically. making good games is about mastering small (but powerful) details that immerse your player.
Many independent developers may shy away from placing such an importance on the music played in the game because in some ways it can be hard to come by for people with limited budgets. While music can be expensive (alright, no foolin' it IS expensive) to have custom made, you can find some great deals on royalty free music for purchase online. In many cases these tracks are professionally made, and available for flexible licenses - either for independent folks, or commercial studios. It's not uncommon for instance, to find 5-6 tracks on an indie license for around $100.
GarageGames.com has some great deals on music and sound effects - the sound effects found there are definitely a deal. You can find the page directly by visiting their content packages.
Gamedev.net also has some great resources relating to music in games, and provides a nice directory of sites containing stock and royalty free music. Check it out here.
At a later time it would be nice to include a directory of our own of some great music resources. Look for that later. In the mean time, let us know what you think about Music and Sound Effects inside of games that you've played, whether you thought they were effective and important to your gaming experience... And if you don't agree, you can let us know that, too!
Now that we've covered much of the meat of your game (Storyline, Artwork, Music), we're going to delve a little bit farther into game design and really define the skeleton of your game - the backbone, the thing that ultimately keeps people coming back to your game day after day. Storyline, artwork and music are important things that will really make your game feel complete, and make it less likely that people will stand in your local village, and look around wondering "What's missing?" But ultimately when it comes to the development of your game, we're now getting into what really matters. That brings us to today's post...

Number 2: Game Flow
When it comes to game design in todays world there are really three primary types of flow that you game can follow. What exactly is game flow? The game flow, or structure of your game, is how players interact with it and storyline events, quests, missions, etc. It determines whether players can branch out and make the game what they want it to be, or if they're locked onto a track that guides them into their pitfalls and excitement. Appropriately the three types of flow are as follows: Sand box, Roller-coaster, and a hybrid mix of the two. In many cases the way in which your game engages people, and how it forces them to interact with the environment and progress in the game will determine the types of players you attract to your game.
The most "traditional" game play style, or rather the most frequently used in the past has been that of the "Roller-coaster". This type of game play is just as the name implies - users begin the game (get on the ride) and are carefully lead through the build up, the climax of storyline, pitfalls, exciting twists and turns, and ultimately the game ends with a rush of excitement. This could also be equated with the experience reading a book gives where there is a definite beginning and a definite ending of things. Many RPGs out there fall into this category, where your goals in the game are explicitly defined (conquer the evil demons of the sea and save the pretty girl) and while these games are a lot of fun, in some ways this system doesn't always work as well in massively multiplayer online role-playing games (MMORPG's) where you have dozens, hundreds, even thousands of people interacting with one another. This isn't to say that there aren't MMOs that pull it off (Guild Wars specifically comes to mind), and this isn't to say that MMORPG's that go the route of the Roller-Coaster aren't wildly fun (as Guild Wars is). This IS to say that in more recent years people have begun to favor a newer breed of game where the options appear limitless, and if instead of rescuing that pretty girl from the evil demons of the sea, you want to go and be an innocent farmer... more power to you!
Enter the "Sandbox" games. In more recent years there has been a big push to these sandbox's where people can do what they'd like. Similar to roller-coaster games, the name is synonymous with it's real life counter part, the sandbox. The idea is that upon entering the game, if you decide to ignore the over arching and present storyline (remember our pretty girl), that you can do just that without any significant consequences. This type of game play is sometimes said to appeal primarily to hardcore style gamers, although I'm not sure I fully buy into that philosophy. Often times I've found many casual players in sandbox type games who simply enjoy socializing with one another, mining together, exploring, etc, without all the insane time commitment of pursuing the major storyline events. In many of these games political and religious systems can be found, as well as a variety of job occupations. From what I've seen however, these games tend to be far more time intensive than roller-coaster games, simply because of the amount of time you need to pour into your character to forge your own path (and be successful at it). While some many not agree with me here, I would say EVE Online is definitely classifiable as a sandbox, as a majority of EVEs content, gameplay, and activities are created and inspired by the players themselves. GTA3 is also considered by many to be a sandbox game. That in itself is an important note: in sandboxes you will normally find a wealth of systems run by the players themselves, like guilds and factions - usually there is also an economy in game that is facilitated totally by players selling their personally made goods.
Finally, very recently we've hit a time when some people are discussing ways to make what you could call a mix between sandbox and roller-coaster games. I have yet to come across a good example of how this has been done (or how someone is working on one), I've only heard slight mention of it here and there. From what I gather though, there would be a few central over arching storylines taking place at one time, giving users their choice of how to proceed, and along the way providing ample opportunity for players to branch off onto their own paths, while still allowing them to come back to the big storyline. Some may again classify this primarily as sandbox, but I would argue that if at any time there is a great deal of direction coming from quests, storylines and developer driven content, that you begin to get more into roller-coaster elements. If anyone has run into what you'd consider to be a good example of a sandbox roller-coaster hybrid, please let me know! If you've ever read one of those "Choose your own ending" style books that plagued elementary and middle schools, you'll understand what a sandbox roller-coaster hybrid might be like. While the player has choices (perhaps many, many choices!), things are still ultimately "guided" by an over all storyline, while leaving room for player created content. At the end of the day though, all of that is easier said than done.
Ultimately, deciding on what game system you use, or "Game Flow" method you use is going to be vital in developing your game. Like storyline, it will give you direction and more easily help you to make decisions about whether or not a specific feature would fit into your game. Not only will it help you to make decisions, but as a result it will help to shape your game. Direction and determination are absolutely mandatory in game development, and deciding on a Game Flow will at least help you in the direction department ;)
We've covered some incredibly important aspects of your gaming environment - from visual stimulus, and the sounds that pull your travelers deeper into your game, to the stories that inspire and the game mechanics that help shape your players' characters. However, at the end of the day there is one aspect that will bring everything home and determine whether or not your game is bursting with eager players, or an emptied ghost town.

Number 1: Activities, baby!
While friends within games come and go, quests are released and beaten, items are unveiled and later trumped - at the end of the day the gaming community is not unlike society at large; we are a disposable group of people. We love to love the hottest items, spells, houses, quests, but eventually they become something of yesterday and cease to draw as much excitement from the people who have been hanging around your game for a while. Many games falter because they fail to recognize that new content is a must, even if the content you already have is incredible. The typical gamer can crunch through your average game in less than a month and if you're planning to release a game that has a monthly subscription, or the need to retain players for an extended amount of time, that's bad news for you. Ultimately the solution to "What next?" and "Why are people leaving?" is to imbue your game and all of its nooks and crannies with valuable content and *things to do*. It is from this area that it seems most of the discontent for games comes from which means that it is not only imperative to have plenty of activities in the game when it first releases, but to follow up on those activities with new things to explore, find, and participate in in the following months and years of the games life span.
Not only does providing and planning activities in the beginning stages of your game design help create a game that will be fun to play, but it may also help to inspire other areas of your development as well. Events can inspire your storyline, and your storyline can help to give you ideas of activities and new plot lines, for example. In many ways this aspect of your game is what will help to build and foster the social community within your game, which is ultimately what ties people to specific games: the friends and community that would be left behind if they were to leave.
Ideally, there are a whole host of event and activity types you can create within your game. Some of them are global style events that involve almost everyone active in the environment at the time. Examples of such events would be those relating to real world holidays like Christmas, Halloween, etc. More often than not those are time periods in games where if there is nothing new going on, your game will lose out against real life in the excitement category. People will choose to spend time doing things other than playing your game, if this is the case. Now, while we at TGS appreciate family time and all, this is bad news for you. Create global events that match up to real life events that will make being inside your environment during this time fun, exciting, and provide the extra bit of holiday spirit for your players. There are also events that are recurring, such as player run elections and hunting parties that give your players something to do year round. Optimize these activities and make them readily available to players so that these are things they can easily take part in and enjoy.
There are countless numbers of events that you can include in your game to make things feel more lively - we've just covered a very small number of them here. Perhaps in a later post we can create another article in order to inspire you a bit more in this category. We'll see! An important thing to remember when judging whether or not "activities" are your number one priority: an online game is at its best when there are ample things to participate in with others. When your game is one which does not foster socializing, it will more than likely become quiet and empty, and let's face it - do we expect people to play (and pay for) an empty online game? Food for thought.
If you've enjoyed reading this, please visit our site at http://thegamestudio.com for more articles like it.
James Rothfork
http://thegamestudio.com

Tuesday, 4 January 2011

How To Make a Video Game - It's Free, and Not as Hard as You Think

Video Game making has evolved dramatically over the past decade. It used to be a world filled with tedious hours of programming in a language like C. But today there are readily available tools that do all this programming work for you and allow you to focus on the creative task of building a fantasy world game.
Finding and Using the Software
There are many free for public use video game software suites and they are all very similar. If you learn how to use one of them you can readily transfer your skills to the others. And if you are serious about your video game making, the skills you learn with the free software are a good foundation for working with the high-end software tools that the professionals use. You can easily find any number of these free software applications by using a popular search engine. Two of them that I have used are the Genesis game engine and the Reality Factory game development suite.

Five Steps to Making a Video Game
There are five basic steps to making a video game. These are the steps that professional developers take when making a cutting edge game and they are the same steps you take when making a small game that you and your friends can enjoy.
Step One - Design on Paper
The very first thing you have to do when designing a video game is to get it down on paper. This is the most over-looked step and it is also the number one mistake that many budding game designers make. If we compare the process of making a video game to the process of building a house this step would be like drawing up the blueprints. Before building a house you have to get everything into the blueprints so you can know exactly what you are building, where everything goes and what everything looks like. This holds true with game design. Before you start making your video game you have to conceptualize it. You have to draw out on paper what the game looks like, where everything goes and to take this one step further than home building you have to write a script so you can understand what will happen in your game. This script doesn't have to be complex. It can be as easy as "The player has to work his way through the dungeon and find the Sword of Happiness to complete the game".
Maps and Sketches
Your video game is a complete world that a player will be able to walk around in and this means that the first thing you should make is a map of the whole world whether it is an outdoor world or an indoor dungeon-like world. When you do this it gives you a base to start with. When making your video game one of the first things you will do is create a large box that contains your whole world. Inside this box is where you will place all of the various objects of your game. If your map has outdoor areas you will put in it the terrain features like mountains, rivers, bridges and building. If it is strictly an inside world you will map out all of the various rooms.
After you have your overall map completed you can work down into the details. Draw floor plans of any buildings and dungeons. Place the rooms and all the structures. To aid in the visualization of your buildings and rooms you should draw sketches of key areas. Are there temples? What will they look like? What are the unique things about your game? Draw sketches of these. Once all the concepts are detailed, and your vision of the world is created you can begin the actual software creation of your game. This translates your game from its paper version to its computer version.
Professional video game design companies spend an enormous amount of time in this phase of game development. They work out every detail and make drawings and sketches of every room, every character, and every scene. You do not have to design your game with this level of detail but you should make it as detailed as possible. Every hour of work you do in this stage of the process will save you several hours of work in the next step.
Step Two - Building the wire-frame of your game
game picture
In this step of creating your video game you make an overall shell that the whole game will be played in. These are the boundaries of the game world. Inside this game world you place all of the inanimate objects whether they be outside terrain features or inside objects like rooms and furniture. This stage is where all of the inanimate objects are created and placed in your computerized world. It is a complete world without any animals, beasts or characters. When you do this you are simply building and placing all the objects where they belong and defining their shape.
This-step is commonly called "wire-framing" because the end result will look like a drawing with many wires in three dimensional locations that define and show all of the various shapes and surfaces of your game. After the wire framing is complete you will bring it to life by applying textures to all the surfaces.
Step Three - Texturing
This "texturing" of the game is a simple process of selecting a surface then choosing a texture that will be applied to it. All game development software comes with a library of ready to used textures that you can choose from and apply to surfaces with a single click of your mouse. Professional game companies spend an extraordinary amount of time creating their own textures and applying them to the wire-frames of their games. It is this texturing that gives a game it's own unique look and feel. It is a very important part of game design and companies have people dedicated to just creating textures for their worlds. Games can be composed of thousands of unique textures and on any professional game development team this job of creating textures is a full time job.
Step Four - Placing entities in your world
Entities are the players in your game or objects in your game that either move or interact with the player. These entities have two unique components that have to be designed -what they look like and what they do. With today's free software you get a whole host of pre-built entities and characters that you can simply drop and drag right into your game. They are complete with their behaviors and their look. A good example of an entity is the avatar of the player. There are available characters that have all their properties already assigned to them. You simply place the character in your world and it is ready to use -and complete with a host of characteristics such as running, jumping and using weapons.
Step Five - Creating your own characters and behaviors
If you want to make a video game you can do it without this step at all. All of the tools are already designed and ready for you to pop right into your game. But if you want to develop your skill further, or if you have very specific requirements of your game that are not readily available, you can create your own characters with programs such as Milkshape. And utilizing scripts that come with your software you can assign unique characteristics and properties to your characters. This will give your game a sense of uniqueness and an individual look and feel. Using the scripts that come with your game does take some time to learn. A script is a low level programming language and you have to learn the rules of how to use them.
Creating a video game is not hard
Once you have downloaded the software you can have a one-room game completed in less than an hour. You can save this game then run it and play it -even share it with your friends. And the beauty of the software is that once you have learned how to make one room the process is exactly the same for making ten or a hundred rooms. You simply stitch them all together and cut doorways between them and you have a big and complex world that you and your friends can adventure in.
The Sky is the Limit
Once you have a good understanding of the basic skills there are any number of directions you can take in your video game making. You can further work on your conceptualizing of games, you can further your artistic skills by creating characters with modeling software, or you can create your own textures for your game. The only limit to your video game making is the scope of your imagination.

Will Kalif is the author of two epic fantasy novels, an avid video game player, and an amateur video game maker. Visit his website at: Storm The Castle.com - Creativity with an Edge Or his fantasy blog at: The Heroic Dreams Fantasy Blog [http://castlefiction.netfirms.com/heroicdreams/nfblog]

Sunday, 2 January 2011

Video game tester

Just look what a beautiful new site we build related Tester game with! Full of updated low refund information! Verifier industry and video game games tons of search is to use! 75% of earnings.


Check it out!