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PC Games (Games)

PC Gaming Alive and Dominant 245

An anonymous reader writes "Ars reports on a panel at PAX East which delved into the strength of the PC as a platform for games, and what its future looks like. The outlook is positive: 'Even as major computer OEMs produce numbers showing falling sales, the PC as a platform (and especially a gaming platform) actually shows strong aggregate growth.' The panelists said that while consoles get a lot of the headlines, the PC platform remains the only and/or best option for a lot of developers and gamers. They briefly addressed piracy, as well: 'Piracy, [Matt Higby] said, is an availability and distribution problem. The more games are crowdfunded and digitally delivered and the less a "store" figures into buying games, the less of a problem piracy becomes. [Chris Roberts] was quick to agree, and he noted that the shift to digital distribution also helps the developers make more money — they ostensibly don't have everyone along the way from retailers to publishers to distributors taking their cut from the sale.'"
PC Games (Games)

Civilization: Beyond Earth Announced 89

An anonymous reader writes "Today at PAX East, Firaxis announced Civilization: Beyond Earth. It's a new Civ game inspired by their sci-fi strategy classic Alpha Centauri. Beyond Earth is currently planned to launch this year on the PC. According to Game Informer: 'Beyond Earth presents an opportunity for Firaxis to throw off the shackles of human history and give players the chance to sculpt their own destinies. Civilization games typically have a set endpoint at humanities modern age, but Beyond Earth has given Firaxis the opportunity and the challenge of creating a greater sense of freedom. ... The five different victory conditions that represent that next major event in human history are tied to the new technology web. At the start of the game, players will choose leaders and factions (no longer bundled with one another) and choose colonists and equipment to settle the land. Once descending from orbit, the technology web allows players to move in a number of directions.'"
Transportation

Future Airline Safety Instructions Will Be Given By Game Apps 64

vrml (3027321) writes "They revealed the existence of their project only to aviation safety specialists at the recent FAA Conference on Cabin Safety in Philadelphia (PDF). Now a team of Italian researchers from the HCI Lab of the University of Udine has publicly released the first in a set of aviation safety apps on which they are working. Their mission is to propose novel, first-of-their-kind solutions to a well-known problem in aviation safety: passengers lack preparedness about what to do in aircraft emergencies, and do not pay attention or do not clearly comprehend the pre-flight briefings and safety cards used by airlines to instruct them about safety. So the project is re-inventing safety cards and briefings with new media, turning them into games and apps. The first game they decided to release focuses specifically on the 'Brace for impact' position: players can pose the body of their avatar in the 3D airplane cabin and get a personalized simulation of a crash landing . To win the game, you must save your avatar (and yourself)."
Businesses

Do Free-To-Play Games Get a Fair Shake? 181

An anonymous reader writes "This article makes the case that most gamers treat 'free-to-play' games with derision and scorn when they really shouldn't. The author refers to it as 'snobbery.' We've all either encountered or heard about a game company using shady business practices to squeeze every cent from their users through in-app purchases (a.k.a. microtransations, a.k.a. cash shops), or a simple pay-to-win format. But these stories don't represent all games — by a long shot. It's something endemic to shady developers and publishers, not the business model. Think about traditionally-sold games, and how often you've seen a trailer that horribly misrepresents gameplay. Or a $60 game that was an unfinished, buggy mess. Or a Kickstarted project that didn't deliver on its promises. The author says, 'When something is new, when it isn't aimed at you, when it is created by strange people in strange places, when it breaks established norms and when it is becoming hugely popular... it's scary for the establishment. The ethical critique is an easy way to fight these changes, a call to protect the children or protect the irrational people who obviously can't like these games on their own merits. We begin to sound as reactionary as the ban on pinball or the fears over jazz music corrupting the minds of our youth.'"
Games

How Riot's Social Scientists Fight League of Legends Trolling 116

An anonymous reader writes "There's an interesting interview up today with Jeffrey Lin, lead designer of social systems for Riot, the game studio behind League of Legends. Lin has a PhD in cognitive neuroscience. His recognition that most trolls are only trolls because they're having an off day has changed the way that Riot punishes players. 'In other words, you need a carrot and not a stick. Where a punishment would come across as harsh and out-of context, pointing out to players that they're letting their usually-high standards of conduct slide usually results in a change of attitude. Incentivising the good behaviour with an Honour stat which could be affected by conduct in any match also serves to reinforce that good behaviour.' As a result, Lin's seen a noticeable spike in the number of people saying 'GG' (good game) at the end of a match. It leaves you wondering: what if Activision approached Call of Duty griefers on Xbox Live the same way?"
Music

Interviews: Jonathan Coulton Answers Your Questions 36

We recently had the chance to talk with internet rock star and former code monkey Jonathan Coulton. We asked him a number of your questions and a few of our own about music, technology, and copyright issues. Read below to see what he had to say.
Games

Study: Video Gamer Aggression Result of Game Experience, Not Violent Content 180

An anonymous reader writes "A new study published in the March edition of the Journal of Personality and Social Psychology indicates that a gamer's experience of a video game and not the content of the game itself can give rise to violent behavior. In other words, 'researchers found it was not the narrative or imagery, but the lack of mastery of the game's controls and the degree of difficulty players had completing the game that led to frustration.' Based on their findings, researchers note that even games like Tetris and Candy Crush can inspire violent behavior more so than games like World of Warcraft or Grand Theft Auto if they are poorly designed and difficult to play."
Displays

A 2560x1440 VR Headset That's Mobile 135

New submitter oldmildog writes: "GameFace Labs may very well be the furthest along in the quest to create a mobile VR headset. It's based on Android, and their latest prototype is the first VR headset (mobile or tethered) to include a 2560x1440 display, with 78% more pixels than 1080p based VR headsets like the Oculus Rift DK2. CEO Ed Mason said, 'The upgrade to 1280 x 1440 per eye is monumental. Individual pixels are hard to detect at first glance, making it a more immersive and comfortable experience in every single game and experience that we've tried. A lot of the ‘presence’ described by devs at the Valve [prototype VR headset] demonstration can be attributed to their use of higher resolution (and lower persistence) panels, which has a noticeable impact in suspending disbelief and tricking the brain."
Transportation

Sony and Toyota Bring Real-Life Racing Into the Game World 42

cartechboy writes: "Racing games on consoles are fun, but, ultimately, they aren't real. The difference between racing around a track on a TV screen and being behind the wheel of a real car on the asphalt is substantial — there's no reset button in real life. But Sony and Toyota have teamed up to blur that line with a new Sports Drive Logger device. It's a USB data logger that maps your real-world lines around a local racing circuit using the car's data systems and GPS coordinates. Using satellite positioning, pedal depression, steering angle, gear selection, engine revs, and vehicle speed, the Sports Drive Logger replicates this data in Gran Turismo 6. You use this data in the game's telemetry screen, or watch a virtual representation of the laps you've just driven, and even compare that data against your friend's data. If you're brave enough, you can compare your data to that of a professional driver's. Unfortunately this system is only available on the Japanese-spec Toyota GT 86 (a near-twin to the Scion FR-S and Subaru BRZ in the U.S.) — for now."
AMD

AMD Unveils the Liquid-Cooled, Dual-GPU Radeon R9 295X2 At $1,500 146

wesbascas (2475022) writes "This morning, AMD unveiled its latest flagship graphics board: the $1,500, liquid-cooled, dual-GPU Radeon R9 295X2. With a pair of Hawaii GPUs that power the company's top-end single-GPU Radeon R9 290X, the new board is sure to make waves at price points that Nvidia currently dominates. In gaming benchmarks, the R9 295X2 performs pretty much in line with a pair of R9 290X cards in CrossFire. However, the R9 295X2 uses specially-binned GPUs which enable the card to run with less power than a duo of the single-GPU cards. Plus, thanks to the closed-loop liquid cooler, the R9 295X doesn't succumb to the nasty throttling issues present on the R9 290X, nor its noisy solution."
XBox (Games)

Five-Year-Old Uncovers Xbox One Login Flaw 196

New submitter Smiffa2001 writes: "The BBC reports that five-year-old Kristoffer Von Hassel from San Diego has uncovered a (frankly embarrassing) security flaw within the Xbox One login screen. Apparently by entering an incorrect password in the first prompt and then filling the second field with spaces, a user can log in without knowing a password to an account. Young Kristoffer's dad submitted the flaw to Microsoft — who have patched the flaw — and have generously provided four free games, $50, a year-long subscription to Xbox Live and an entry on their list of Security Researcher Acknowledgments."
Cloud

GameSpy Multiplayer Shutting Down, Affecting Hundreds of Games 145

An anonymous reader writes "For over a decade, GameSpy has provided and hosted multiplayer services for a variety of video games. GameSpy was purchased in 2012, and there were some worrying shutdowns of older servers, which disabled multiplayer capabilities for a number of games. Now, the whole service is going offline on May 31. Some publishers are scrambling to move to other platforms, while others are simply giving up on those games. Nintendo's recent abandonment of Wi-Fi games was a result of their reliance on GameSpy's servers. Bohemia Interactive, developers of the Arma series, said the GameSpy closure will affect matchmaking and CD-key authentication."
Games

What's In a Username? the Power of Gamer Tags 99

An anonymous reader writes "Are pro gamers good because they're good, or just because their usernames make you think they are? New scientific research suggests it may actually be a little bit of both. What's most interesting about this isn't what it says about current players, but how up and coming gamers will choose their own handles in future, both to intimidate opponents — and pull in the audiences that help subsidize their budding careers."
Games

Amazon's Fire TV: Is It Worth Game Developers' Time? 88

Nerval's Lobster (2598977) writes "Amazon is serious about conquering the living room: the online retailer has launched Fire TV, a set-top box that not only allows viewers to stream content, but also play games. That streaming-and-gaming capability makes Amazon a threat to Apple, which rumors suggest is hard at work on an Apple TV capable of doing the same things. In addition, Fire TV puts the screws to other streaming hardware, including Roku and Google's Chromecast, as well as smaller game consoles such as Ouya (a $99, Android-based device). Much of Amazon's competitive muscle comes from its willingness to sell hardware for cheap (the Fire TV retails for $99) on the expectation that owners will use it to stream and download digital content from Amazon, including television shows and apps. Those developers who've developed Android games have an advantage when it comes to migrating software to Amazon's new platform. "Porting You Don't Know Jack was really like developing for Android, with the exception of the store and the new controller library," Jackbox Games Designer/Director Steve Heinrich told Gamasutra after the Fire TV announcement. "The store itself is the same as the Kindle version, which we've used many times now, and the way the controller works is very close to what we did for Ouya." While Fire TV could represent yet another opportunity for game developers looking to make a buck, it also raises a pressing question: with so many platforms out there (iOS, PC, etc.), how's an indie developer or smaller firm supposed to allocate time and resources to best advantage?"
Android

Amazon Launches Android-Powered 'Fire TV' For Streaming and Gaming 180

Today Amazon launched 'Fire TV,' a new video streaming box designed to compete with devices like the Roku and Apple TV. The Fire TV runs Android on a quad-core Qualcomm 1.7 GHz processor with 8GB of internal storage and 2GB of RAM. It supports 1080p video output at 60fps and measures 4.5" x 4.5" x 0.7". The Fire TV is also explicitly designed to support gaming, and Amazon has concurrently launched their own game controller. The Fire TV's remote control includes a microphone and a button that lets you search TV show and movies by voice.
Games

Indie Game Jam Show Collapses Due To Interference From "Pepsi Consultant" 465

Sockatume (732728) writes "Would you like to see a half-million-dollar TV show in which four teams of indie developers and Youtube personalities compete to create amazing videogames? Tough luck, because GAME_JAM from Maker Studios has spectacularly imploded. Although a lot could go wrong with this kind of show, the blame isn't being levelled at game developer egos or project mismanagement but the heroic efforts of one Matti Leshem, a branding consultant brought in for Pepsi. After imposing Mountain Dew branding rules that even banned coffee from the set, his efforts to build a gender divide amongst the teams culminated in the competitors downing their tools and the production collapsing. Accounts from Adriel Wallick, Zoe Quinn, and Robin Arnott are also available."
Puzzle Games (Games)

Data Mining the Web Reveals What Makes Puzzles Hard For Humans 44

KentuckyFC (1144503) writes "The question of what makes puzzles hard for humans is deceptively tricky. One possibility is that puzzles that are hard for computers must also be hard for people. That's undoubtedly true and in recent years computational complexity theorists have spent some time trying to classify the games people play in this way (Pac Man is NP hard, by the way). But humans don't always solve problems in the same way as computers because they don't necessarily pick the best method or even a good way to do it. And that makes it hard to predict the difficulty of a puzzle in advance. Cognitive psychologists have attempted to tease this apart by measuring how long it takes people to solve puzzles and then creating a model of the problem solving process that explains the data.

But the datasets gathered in this way have been tiny — typically 20 people playing a handful of puzzles. Now one researcher has taken a different approach by mining the data from websites in which people can play games such as Sudoku. That's given him data on the way hundreds of players solve over 2000 puzzles, a vast increase over previous datasets and this has allowed him to plot the average time it takes to finish different puzzles. One way to assess the difficulty of Sudoku puzzle is in the complexity of each step required to solve it. But the new work suggests that another factor is important too — whether the steps are independent and so can be attempted in parallel or whether the steps are dependent and so must be tried in sequence, one after the other. A new model of this puzzle-solving process accurately reproduces the time it takes real humans to finish the problems and that makes it possible to accurately predict the difficulty of a puzzle in advance for the first time. It also opens the way for other studies of human problem solving using the vast datasets that have been collected over the web. Indeed work has already begun on the Sudoku-like puzzle game, Nurikabe."
Displays

How Facebook and Oculus Could Be a Great Combination 151

Hugh Pickens DOT Com writes: "Nate Swammer writes at Slashgear that with Facebook's purchase of Oculus for a cool $2 billion, the fervor surrounding virtual reality headwear quickly turned to disdain. Betrayal, confusion, and anger became the order of the day for contributors who gave Oculus $2.4 million through its Kickstarter campaign. But now that passions have cooled and looking at the issues dispassionately, the Facebook acquisition may turn out much better than anticipated for users. While many may have a fervent distrust for Facebook, this deal bodes well for Oculus, and by virtue, us.

First Oculus wasn't flush, and although Oculus may have had some hustle behind it, it may not have been enough. John Carmack, Oculus CTO, said via Twitter, 'I expect the FB deal will avoid several embarrassing scaling crisis for VR.' The headwear already famously suffered from a supply chain issue not long ago, which actually stopped it dead in its tracks. Next, in their official announcement of the Facebook deal, gaming was barely a blip on the radar. It wasn't until the very end that gaming was even mentioned, with the bulk of the post discussing 'culture' and driving virtual reality forward. There was little to indicate any big titles were coming for Oculus.

The fact is, Oculus needed help. Not technical assistance, but someone who could be their Sony, more or less. John Carmack says he has 'a deep respect for the technical scale that FB operates at. The cyberspace we want for VR will be at this scale.' Perhaps Facebook isn't the most popular choice, but they are the partner Oculus chose for their future says Swammer. 'Like Google purchasing Android in 2005, it all seems so strange right now [remember this story we discussed in 2009] — but we see how that turned out. If VR really is the next frontier, Facebook just staked their claim to a big slab of land in the heart of some virtual country they'll likely let us see someday — via Oculus.""
Role Playing (Games)

Ultima Online Devs Building Player-Run MMORPG 75

An anonymous reader writes: "A group of former developers for Ultima Online has created a game company called Citadel Studios, and they're working on a new MMORPG called Shards Online. '[CEO Derek] Brinkmann described the game as a player-run MMO, which means at the highest level they can run their own servers and change the settings of that world, altering how long nighttime lasts or how quickly players can gain skills. On the next level down, server administrators can take the form of god characters, who can spawn monsters in the world, create items and launch live events. And in the level below that, players can modify the gameplay code. ... The game is set in a multiverse, where players can travel through different worlds. While all the worlds are unified by the same rule-set, Cotten told Polygon that they are each themed differently, and these themes will offer players a different experience. There's a world inspired by high fantasy. There's a world that is coming out of a steampunk industrial revolution. There's a world that consists of a coliseum in which players can fight each other in player-versus-player battles.'"

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