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Comments: 142 +-   Review Scores the "Least Important Factor" When Buying Games on Thursday November 26, @05:29AM

Posted by Soulskill on Thursday November 26, @05:29AM
from the arbitrary-numbers-are-arbitrary dept.
games
A recent report from a games industry analyst suggests that among a number of factors leading to the purchase of a video game — such as price, graphics and word of mouth — the game's aggregated review score is the least important measure. Analyst Doug Creutz said, "We believe that while Metacritic scores may be correlated to game quality and word of mouth, and thus somewhat predictive of title performance, they are unlikely in and of themselves to drive or undermine the success of a game. We note this, in part, because of persistent rumors that some game developers have been jawboning game reviewers into giving their games higher critical review scores. We believe the publishers are better served by spending their time on the development process than by 'grade-grubbing' after the fact."
Read More... 142 comments story

Comments: 75 +-   The Psychology of Achievement In Playing Games on Thursday November 26, @03:07AM

Posted by Soulskill on Thursday November 26, @03:07AM
from the no-you-don't-get-points-for-reading-this dept.
games
A post on Pixel Poppers looks at the psychological underpinnings of the types of challenges offered by different game genres, and the effect those challenges have on determining which players find the games entertaining. Quoting: "To progress in an action game, the player has to improve, which is by no means guaranteed — but to progress in an RPG, the characters have to improve, which is inevitable. ... It turns out there are two different ways people respond to challenges. Some people see them as opportunities to perform — to demonstrate their talent or intellect. Others see them as opportunities to master — to improve their skill or knowledge. Say you take a person with a performance orientation ('Paul') and a person with a mastery orientation ('Matt'). Give them each an easy puzzle, and they will both do well. Paul will complete it quickly and smile proudly at how well he performed. Matt will complete it quickly and be satisfied that he has mastered the skill involved. Now give them each a difficult puzzle. Paul will jump in gamely, but it will soon become clear he cannot overcome it as impressively as he did the last one. The opportunity to show off has disappeared, and Paul will lose interest and give up. Matt, on the other hand, when stymied, will push harder. His early failure means there's still something to be learned here, and he will persevere until he does so and solves the puzzle."
Read More... 75 comments story

Comments: 50 +-   Astronomers Invent "Galaxy Game" on Wednesday November 25, @03:58PM

Posted by timothy on Wednesday November 25, @03:58PM
from the like-a-visit-to-the-optometrist dept.
space
Hugh Pickens writes "BBC reports that astronomers have invented a game to help uncover the basis of galactic collisions, showing players images of colliding galaxies and asking them to match those to simulations. These galactic mergers could be the key to why the Universe contains a mixture of different galaxies — some with trailing spiral arms, others more like compact balls of stars. Astronomers say that humans are 'much better than computers' at spotting the patterns and similarities. 'The strength of the game is that it takes results from many people,' says Dr Chris Lintott from Oxford University, one of the members of the Galaxy Zoo team. The developers describe the game as a 'cosmic fruit machine' (i.e., slot machine). The game shows players one real galaxy image and, on command, eight randomly selected simulations pop into the 'slot'" surrounding that image. The aim is for players to choose the simulations that look most similar to the real galaxy and take those through to the next round to examine them further. The simulated images show the different aspects of galaxy formation, so as people play, they will generate data that will help astronomers understand these collisions. 'These collisions take millions of years to unfold,' says Anthony Holincheck, a graduate student at George Mason University and another member of the team. 'All we get from the Universe is a single snapshot of each one. [With] simulations, we will be able to watch each cosmic car crash unfold in the computer.'"
Read More... 50 comments story

Comments: 138 +-   US Air Force Buying Another 2,200 PS3s on Wednesday November 25, @04:02AM

Posted by Soulskill on Wednesday November 25, @04:02AM
from the quick-who-knows-a-good-ps3-flight-sim dept.
playstation
bleedingpegasus sends word that the US Air Force will be grabbing up 2,200 new PlayStation 3 consoles for research into supercomputing. They already have a cluster made from 336 of the old-style (non-Slim) consoles, which they've used for a variety of purposes, including "processing multiple radar images into higher resolution composite images (known as synthetic aperture radar image formation), high-def video processing, and 'neuromorphic computing.'" According to the Justification Review Document (DOC), "Once the hardware configuration is implemented, software code will be developed in-house for cluster implementation utilizing a Linux-based operating software."
Read More... 138 comments story

Comments: 155 +-   Computer Games and Traditional CS Courses on Wednesday November 25, @01:12AM

Posted by Soulskill on Wednesday November 25, @01:12AM
from the terrible-terrible-games dept.
education
drroman22 writes "Schools are working to put real-world relevance into computer science education by integrating video game development into traditional CS courses. Quoting: 'Many CS educators recognized and took advantage of younger generations' familiarity and interests for computer video games and integrate related contents into their introductory programming courses. Because these are the first courses students encounter, they build excitement and enthusiasm for our discipline. ... Much of this work reported resounding successes with drastically increased enrollments and student successes. Based on these results, it is well recognized that integrating computer gaming into CS1 and CS2 (CS1/2) courses, the first programming courses students encounter, is a promising strategy for recruiting and retaining potential students." While a focus on games may help stir interest, it seems as though game development studios are as yet unimpressed by most game-related college courses. To those who have taken such courses or considered hiring those who have: what has your experience been?
Read More... 155 comments story

Comments: 85 +-   Writing For Video Game Genres on Monday November 23, @01:05PM

Posted by samzenpus on Monday November 23, @01:05PM
from the read-all-about-it dept.
books
Aeonite writes "The third book in a pseudo-trilogy, Writing for Video Game Genres: From FPS to RPG, offers advice from 21 experts in the field of video game writing, pulled from the ranks of the IGDA's Game Writers Special Interest Group and wrangled together by editor Wendy Despain. It follows in the footsteps of Professional Techniques for Video Game Writing and Game Writing: Narrative Skills for Videogames, and in keeping with the trend, offers the most specific, targeted advice for how to write for an assortment of game genres." Read below for the rest of Michael's review.
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Comments: 121 +-   Review: Eufloria on Monday November 23, @11:38AM

Posted by Soulskill on Monday November 23, @11:38AM
from the growing-on-you dept.
rts
eldavojohn writes "Eufloria is a strategy game made by independent game company Dyson. I bought it on the Steam service this weekend for $20 and was impressed that it is a visually and aurally pleasing game. It's a real-time strategy game, but isn't a rehashed Civilization or Age of Empires — it employs a different kind of mechanic to conquer. Like a lot of games that rely on novel game mechanics (Braid & Spore come to mind), part of the game's experience relies on you learning as you progress through the 25 or so levels. They will definitely push you to utilize different strategies and tactics, so don't read this review if you're already planning to play this game, as it'll most likely be filled with spoilers about developing a strategy. I give the game an average 6 out of 10 and would like to say that with titles like Braid and Eufloria out there, 'independent' no longer equates to 'sucks.'" Read on for the rest of his thoughts.
Read 4479 More Bytes... 121 comments story

Comments: 68 +-   NIMF To Close Its Doors on Saturday November 21, @12:18PM

Posted by Soulskill on Saturday November 21, @12:18PM
from the but-where-will-nicodemus-go dept.
censorship
eldavojohn writes "One of the driving forces behind the ESRB toughening its ratings is closing its doors on December 31st, 2009. The National Institute on Media and the Family was funded by Fairview Health Services, and simply could no longer justify the yearly $750,000 price tag given today's economic climate. NIMF's reign of nagging has been pretty consistent since 1996, and was often indirectly featured on Slashdot. Don't worry, president and founder Dr. David Walsh promises to keep writing and giving speeches ... and imploring us all to think of the children."
Read More... 68 comments story

Comments: 266 +-   iPhone Game Piracy "the Rule Rather Than the Exception" on Friday November 20, @07:52PM

Posted by Soulskill on Friday November 20, @07:52PM
from the hey-some-people-can't-afford-that-99-cents dept.
cellphones
An anonymous reader writes "Many game developers don't think of the iPhone as being a system which has extensive game piracy. But recent comments by developers and analysts have shown otherwise, and Gamasutra speaks to multiple parties to evaluate the size of the problem and whether there's anything that can be done about it. Quoting: 'Greg Yardley confirms that getting ripped off by pirates is the rule rather than the exception. Yardley is co-founder and CEO of Manhattan-based Pinch Media, a company that provides analytic software for iPhone games. ... "What we've determined is that over 60% of iPhone applications have definitively been pirated based on our checks," he reveals, "and the number is probably higher than that." While it's impossible to estimate how much money developers are losing, it involves more than the price of the game, he says. "What developers lose is not necessarily the sale," he explains, "because I don't believe pirates would have bought the game if they hadn't stolen it. But when there is a back-end infrastructure associated with a game, that is an ongoing incremental cost that becomes a straight loss for the developer."'"
Read More... 266 comments story

Comments: 287 +-   Some Claim Android App Store Worse Than iPhone's on Friday November 20, @03:31PM

Posted by kdawson on Friday November 20, @03:31PM
from the scylla-meet-charybdis dept.
business
eldavojohn writes "If you think the iPhone app store is the only mobile game store suffering an exodus, some game publishers claim Android's app store isn't much better, for a different reason — it doesn't generate much revenue. In fact, French game developer Gameloft (which owes 13% of its profits to iPhone game sales), said, 'We have significantly cut our investment in Android platform, just like... many others. It is not as neatly done as on the iPhone. Google has not been very good to entice customers to actually buy products. On Android nobody is making significant revenue. We are selling 400 times more games on iPhone than on Android.' So the trade-off seems to be more sales but an annoying approval process, versus a lack of sales promotions and no annoyance around approval. It seems that those in it for money will opt for iPhone, and those in it for distribution will opt for Android. Or maybe someone will get it right one of these days?"
Read More... 287 comments story

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