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Microsoft Docs Indicate Future Xbox 360 Support For USB Storage

Fri, 03/19/2010 - 05:26
Internal Microsoft documents obtained by Joystiq indicate that its Xbox 360 console will gain support for USB storage devices some time this Spring. "According to the document, the USB mass storage device must be at least 1GB and the system will do a compatibility check. 'The system partition occupies 512 MB of space, and by default the consumer partition occupies the remainder of the device capacity, or 16 GB, whichever is smaller.' Upon inserting a blank USB storage device, 'consumers are offered two choices: "Configure now" or "Customize."' The 'Configure now' option will use 'the entire device capacity, up to the maximum of 512 MB plus 16 GB,' meaning, regardless of the overall size of the device you're using, the Xbox will only enable 16 GB of usable, non-system storage. The 'Customize' option will allow you to 'preserve some pre-existing, non-console data on the device' such as music." There have also been rumors of a new, smaller form factor for the 360, and hacker Ben Heck has given his thoughts on some leaked motherboard pictures.

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Lag Analysis For the PlayStation Move

Fri, 03/19/2010 - 03:26
The $64,000 question about Sony's upcoming motion control system, the PlayStation Move, is how responsive it will be compared to traditional console controllers and its counterparts from Nintendo and Microsoft. Eurogamer slowed down videos of Sony's tech demo software to establish a rough baseline latency that developers will have to work with. Quoting: "While exact latency measurements aren't possible in these conditions, a ballpark idea of the level of response isn't a problem at all. The methodology is remarkably straightforward. Keep your hand as steady as possible, then make fast motions with the controller. Count the frames between your hand moving, and the motion being carried out on-screen. Equally illuminating is to stop your movement suddenly, then count the frames necessary for your on-screen counterpart to catch up. While not 100 per cent accurate, repeat the process enough times and the frame difference becomes fairly evident. Bearing all of that in mind, and recognizing that we don't know how much latency the display itself is adding, I'd say that a ballpark figure of around 133ms of controller lag (give or take a frame) seems reasonable, certainly not the ultra-fast crispness of response we see from games like Burnout Paradise or Modern Warfare, but fine for most of the applications you would want from such a controller."

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Bruce Bueno de Mesquita Uses Games To See the Future

Fri, 03/19/2010 - 00:48
parallel_prankster writes "Bruce Bueno de Mesquita is a professor of politics at New York University and a senior fellow at the Hoover Institution at Stanford University in California. In his new book, The Predictioneer (The Predictioneer's Game in the US), he describes a computer model based on game theory which he — and others — claim can predict the future with remarkable accuracy. The website also has a game page where he provides an online version of the game and information on how to play." The (semi-paywalled; may need to register) New Scientist has a story on de Mesquita, too; a snippet: "Over the past 30 years, Bueno de Mesquita has made thousands of predictions about hundreds of issues from geopolitics to personal problems. Overall, he claims, his hit rate is about 90 per cent."

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Professor Ditches Grades For XP System

Thu, 03/18/2010 - 06:57
schliz writes "Like in World of Warcraft, students of Indiana University's game design classes start as Level 1 avatars with 0 XP, and progress by completing quests solo, as guilds, or in 'pick up groups.' Course coordinator Lee Sheldon says students are responding with 'far greater enthusiasm,' and many specifics of game design could also be directly applied to the workforce. These included: clearly defining goals for workers; providing incremental rewards; and balancing effort and reward."

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Can You Fight DRM With Patience?

Thu, 03/18/2010 - 04:39
As modern DRM schemes get more annoying and invasive, the common wisdom is to vote with your wallet and avoid supporting developers and publishers who include such schemes with their games. Or, if you simply must play it, wait a while until outcry and complaints have caused the DRM restrictions to be loosened. But will any of that make game creators rethink their stance? An article at CNet argues that gamers are, in general, an impatient bunch, and that trait combined with the nature of the games industry means that progress fighting DRM will be slow or nonexistent. Quoting: "Increasingly so, the joke seems to be on the customers who end up buying this software when it first comes out. A simple look back at some controversial titles has shown us that after the initial sales come, the publisher later removes the vast majority of the DRM, leaving gamers to enjoy the software with fewer restrictions. ... Still, [waiting until later to purchase the game] isn't a good long-term solution. Early sales are often one of the big quantifiers in whether a studio will start working on a sequel, and if everyone were to wait to buy games once they hit the bargain price, publishers would simply stop making PC versions. There's also no promise that the really heavy bits of DRM will be stripped out at a later date, except for the fact that most publishers are unlikely to want to maintain the cost of running the activation, and/or online verification servers for older software."

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Devs Finally Finding Success With Xbox Indie Games

Thu, 03/18/2010 - 01:36
McBacon writes with this excerpt from Wired.co.uk: "Often dismissed as a failed venture, the Xbox Indie Games programme has earned successful man-and-his-dog developers tens of thousands of pounds from sales of their homebrew games. Wired explores the success stories of this hidden marketplace. ... now, more than a year since its launch, the Xbox Indie Games are seeing something of a revival. Microsoft has made huge strides to improve the service, games are beginning to be taken more seriously and success stories are becoming more and more common. Especially for [James] Silva, a New York-based developer, who became an impromptu Indie celebrity after his game The Dishwasher won Microsoft's Dream-Build-Play competition. He says he's 'absolutely thrilled' to have seen I Maed a Gam3 w1th Zomb1es!!!1 — his latest game — become a cult hit, for gamers to flock to it in record numbers and to have sold over 200,000 copies."

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Aussie Gamers Dress As Zombies To Raise R18+ Awareness

Wed, 03/17/2010 - 12:47
swandives writes "Australian gamers will dress as zombies to raise awareness about the lack of an R18+ rating for video games in the country. The protest will begin at Hyde Park Fountain on March 27 and lumber through Sydney, raising awareness of the need for a higher classification rating and hopefully causing a bit of havoc at the same time! Computerworld Australia has pictures of previous zombie protests in the lead-up to the event. Australia has a long history of lobbying for an R18+ games classification but, even after a decade, video games are banned from sale if they exceed the maximum M15+ classification. So far, the list of banned titles includes 7 Sins, Risen, Left 4 Dead 2 and Dark Sector. Others, like Alien vs. Predator, were initially banned but appealed the rating and are now MA15+."

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The Problems With Video Game Voice Acting

Wed, 03/17/2010 - 05:50
The Guardian's Games blog explores the tendency of modern video games to suffer from poor voice acting, a flaw made all the more glaring by increasingly precise and impressive graphics. Quoting: "Due to the interactive nature of games, actors can't be given a standard film script from which they're able to gauge the throughline of their character and a feel for the dramatic development of the narrative. Instead, lines of dialogue need to be isolated into chunks so they can be accessed and triggered within the game in line with the actions of each individual player. Consequently, the performer will usually be presented with a spreadsheet jammed with hundreds of single lines of dialogue, with little sense of context or interaction. ... But according to David Sobolov, one of the most experienced videogame voice actors in the world (just check out his website), the significant time pressures mean that close, in-depth direction is not always possible. 'Often, there's a need to record a great number of lines, so to keep the session moving, once we've established the tone of the character we're performing, the director will silently direct us using the spreadsheet on the screen by simply moving the cursor down the page to indicate if he/she liked what we did. Or they'll make up a code, like typing an 'x' to ask us to give them another take.' It sounds, in effect, like a sort of acting battery farm, a grinding, dehumanizing production line of disembodied phrases, delivered for hours on end. Hardly conducive to Oscar-winning performances."

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Study Finds That Video Games Hinder Learning In Young Boys

Wed, 03/17/2010 - 02:35
dcollins writes "Researchers at Denison University in Ohio have shown that giving PlayStations to young boys leads to slower progress in reading and writing skills. Quoting: 'The study is the first controlled trial to look at the effects of playing video games on learning in young boys. That is to say, the findings aren't based on survey data of kids' game habits, but instead on a specific group of children that were randomly assigned to receive a PlayStation or not ... Those with PlayStations also spent less time engaged in educational activities after school and showed less advancement in their reading and writing skills over time than the control group, according to tests taken by the kids. While the game-system owners didn't show significant behavioral problems, their teachers did report delays in learning academic skills, including writing and spelling.'"

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Designer Builds Coffin For Xbox's Suffering RROD

Tue, 03/16/2010 - 11:34
angry tapir writes "The Xbox 360 RROD coffin was created by Aussie designer Alexis Vanamois, and it does exactly what it says on the tin. It's the ultimate final resting place for 'bricked' Xbox 360 consoles that have suffered the Red Ring of Death; it even has a cavity for your controller!"

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Bethesda Unveils New Co-op Dungeon Crawler

Mon, 03/15/2010 - 17:37
Bethesda Softworks took advantage of the recent Game Developers Conference to take the wraps off a new game called Hunted: The Demon's Forge that they're partnering with development studio inXile to create. It's planned for the PC, Xbox 360, and PS3, though no release window has been set. It's a third-person action game with a swords & sorcery setting, and it features two heroes as they fight their way through monster-filled dungeons. The game is designed such that two users can play together online (no split-screen), each controlling one of the heroes. ShackNews summed it up thus: "From what I saw, Hunted rolled up ideas from a number of different games to create its modern reinterpretation of the dungeon crawl. There was the raw action appeal of wading through waves of goblins, spiders, and related denizens. The skill system and weapon upgrades bring in the character development side from a role playing game. And the co-op design with its warrior and archer dynamic introduces the reward of playing together like an MMO."

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<em>BioShock 2's</em> First DLC Already On Disc

Mon, 03/15/2010 - 14:28
An anonymous reader writes with this quote from 1Up: "Trouble is brewing in Rapture. The recently released Sinclair Solutions multiplayer pack for BioShock 2 is facing upset players over the revelation that the content is already on the disc, and the $5 premium is an unlock code. It started when users on the 2K Forums noticed that the content is incredibly small: 24KB on the PC, 103KB on the PlayStation 3, and 108KB on the Xbox 360. 2K Games responded with a post explaining that the decision was made in order to keep the player base intact, without splitting it between the haves and have-nots."

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Mario Reduced To 8x8 With Open Source and Arduino

Sun, 03/14/2010 - 21:50
adeelarshad82 writes "The open-source Arduino electronics platform has received a ton of attention from the hardware enthusiast community. And one more follower is joining the fray — Mario himself. The mustachioed plumber of console video game fame has been converted into an eight-by-eight LED matrix by Carnegie Mellon University student Chloe Fan. However, the game isn't quite the Mario you know from your legacy Nintendo Entertainment System. For starters, it's just lights. While one often sees the game's LED-backed grid used in devices like the open-source Monome, where it can function as a push-button toggle for music beats and effects, Fan's version of Mario uses the grid as a display only. Mario — or rather, a one-light representation of the game's hero — is controlled NES-style through the use of two buttons. One button makes Mario move forward; the other makes him leap into the air."

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How Sony and Microsoft Hope To Crack the Motion Control Market

Sun, 03/14/2010 - 11:41
An editorial at Eurogamer delves into what Sony and Microsoft hope to achieve with their upcoming console motion control systems, despite entering the market several years after Nintendo set the standard. "The cards Sony has placed on the table this week suggest one answer to that question. It sees PlayStation Move as being an upgrade path for Wii owners — an invitation to the tens of millions of consumers who have invested in Nintendo's platform to swim upstream to the more powerful, HD-enabled system. Yet even Sony's most optimistic view of the market will be tempered by a dose of realism here. ... What's more likely — and what Sony are probably quietly hoping to achieve a significant proportion of the Move's success through — is that the technology will expand the appeal of the PS3 in the family setting." The Digital Foundry blog has an in-depth look at the PlayStation Move from Sony's event at the Game Developers Conference, saying, "... if there was one positive you could take away from the event, it was that Move is clearly a far more precise implementation than the Wiimote. Some of the games felt clearly more 'tactile' than the Wii equivalents."

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Licensing an Abandonware Game?

Sat, 03/13/2010 - 02:37
WolverineOfLove writes "I'm recreating a 1980s abandonware game with copyrights that have been seemingly unused for the past 18 years. The situation is detailed further in a Slashdot journal entry I just wrote, but in short: Is it worth dealing with all the copyrights and paying money if I want to recreate an abandonware title as an open source game? I know there are legal implications to certain decisions I might make, but there is a real possibility that this game's copyright holder will do nothing with the rights, and I'd much prefer preserving it for others than letting it fade away."

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University of Wyoming Studies Video Games

Fri, 03/12/2010 - 12:43
krou writes "The Christian Science Monitor has an interesting story about how the University of Wyoming's English Department is helping fund a collective called the Learning Games Initiative to study video games. Jason Thompson, an assistant professor at UW who is part of the group, explains that 'it's a group of people [who] do research on games, do development on games, and keep an archive of games printed matter such as manuals, ... systems, all of it. We really look at games as cultural artifacts; things that reveal theology, things that reveal power. Things that should be studied in the academy.' The English Department has been very open-minded with the project, because they understand that gaming can educate people, and that 'we can expand our notion of what text and study is; the idea that it might be fun doesn't necessarily preclude its study.' Thompson believes that it's important for academia to study gaming, because games could be used in the future as a type of textbook: 'if games can teach, then as teachers shouldn't we understand what kind of teaching's going on?'"

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Sony Begins Selling HD Movies On Its PSN

Fri, 03/12/2010 - 07:26
itwbennett writes "Sony on Tuesday 'rolled out the ability to buy HD movies from the PlayStation Network,' writes blogger Peter Smith. Sony claims they're the first service to offer HD titles to own from all six major movie studios. Smith runs the numbers on 'standard' pricing for titles ($19.99 for new releases; $17.99 for older movies), file sizes (ranging from 4 GB for Zombieland to 7.5 GB for 2012), and resolution (720P as far as he can tell)."

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Sony's PS3 Motion Controller Gets Demoed and Named

Thu, 03/11/2010 - 10:38
itwbennett writes "In a 45-minute press conference at the Game Developers Conference in San Francisco, Sony announced its motion controller, officially named the Playstation Move. The Move consists of the Eye Toy (a camera pointed at the player) and a wand-like controller with a lighted ball at the end and a range of buttons on the shaft, writes blogger Peter Smith. 'Alternatively games can use two of the wands, or one wand and one "sub-controller" that has an analog stick (the camera is always required),' says Smith. 'If this is sounding very much like the Wii's Remote and Nunchuk well, you aren't far off (though at least there's no cable between the two parts to smack you in the face when things get heated).' Here are Smith's thoughts on the demo: 'All in all, the demos seemed OK, but I, at least, wasn't really blown away by any of them. That said, it's always hard to tell how well these systems work without actually trying them for yourself. You need to feel the connection (or lack thereof) between what your hands are doing and what's going on on-screen in order to be sure. For example, in the boxing demo the player did a quick spin move that led to a roundhouse punch. It's hard to say if his motion triggered a pre-set action (a 'combo') or if the system was able to track the controller that accurately, and was able to 'connect the dots' from when his body briefly occluded the wand to when it reappeared.'"

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Sony's PS3 Motion Controller Gets Demoed and Named

Thu, 03/11/2010 - 10:38
itwbennett writes "In a 45-minute press conference at the Game Developers Conference in San Francisco, Sony announced its motion controller, officially named the Playstation Move. The Move, consists of the Eye Toy (a camera pointed at the player) and a wand-like controller with a lighted ball at the end and a range of buttons on the shaft, writes blogger Peter Smith. 'Alternatively games can use two of the wands, or one wand and one "sub-controller" that has an analog stick (the camera is always required),' says Smith. 'If this is sounding very much like the Wii's Remote and Nunchuk well, you aren't far off (though at least there's no cable between the two parts to smack you in the face when things get heated).' Here are Smith's thoughts on the demo: 'All in all, the demos seemed OK, but I, at least, wasn't really blown away by any of them. That said, it's always hard to tell how well these systems work without actually trying them for yourself. You need to feel the connection (or lack thereof) between what your hands are doing and what's going on on-screen in order to be sure. For example, in the boxing demo the player did a quick spin move that led to a roundhouse punch. It's hard to say if his motion triggered a pre-set action (a 'combo') or if the system was able to track the controller that accurately, and was able to 'connect the dots' from when his body briefly occluded the wand to when it reappeared.'"

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Accidental Wii Suicide

Thu, 03/11/2010 - 10:00
Paul Taylor noted a story that I would have thought to be an April Fool's Day joke a few weeks from now, which makes it only seem more tragic. A 3-year-old shot herself with a gun after mistaking it for a Wii controller.

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