Hype of I haul 3 is past, luckyly for my and celebrating the exit of Call of Duty 4 I am on the verge of emigrating to him to multiplayer that it counts on a much more mature community in FPS. You but do not occur very many egg me to play with people who do not have the smaller idea of than a series of rules at the time of playing in line exists. Not cheaters, not campers, not spawn killing and the best one of all, not trash talking.

The options remain short and it is not fault of the developer since he is one of the problems that carry to play in random servants, where you cannot have total control on the users. My experience in I haul 3 has been to regulate to disastrous in the ├â┬║ltimas two weeks: people whom gamecard sees your and does not stop in racist insults does not matter that she is of you yourself equipment, people who graze in the fields lately to the est├â┬║pido thing arguing that it is ÔÇťstrategyÔÇŁ, quitters (in excess) and people who remove benefit from bugs of the map.


I haul 3 is boasted to be the first place in the list of mÃs played, is one lÃstima that great part of its community does not know that a label exists in line.

Books of game design and game devI apologize not to update like would have, but last dÃas I have filled of work and just a short time it frees that I take advantage of I have it to read some books that conseguà at the beginning of week in the library of the UAM Azcapotzalco.

In one of those flown that one throws to see that it falls, me encontr├â┬ę of except a dozen of interesting books of dise├â┬▒o, art and development of videojuegos. Eleg├â three books despu├â┬ęs to leaf through them by one hour, each with certain points that called atenci├â to me ┬│ n.

In a pair of d├âas I take reading without stopping the book of Postmortems from Game Developers de Austin Grossman. It distributes CMP, the group responsible for the Game Developers Conference, Gamasutra and GD to it Magazine and the treatment is the same that occurs to the Postmortems de Gamasutra. A person of the study in cuesti├â ┬│ n is in charge to enumerate a series of points throughout the development of videojuego: Qu├â┬ę was well and Qu├â┬ę was bad.

The Nascent book this divided in (studies with its first project) in which emphasizes Irrational Games with System Shock 2, Bohemia Interactive or Nihilistic. Continúa with Sequelas añadiendo to Blizzard (Devil II) and Epic Games (UT). In the middle of the book we have the part of Innovacià ³ n with Lionhead and the excellent Black&White, Ion Storm (EX- Deus) and Naughty Dog with Jak&Daxter.

The book closes with seccià ³ n of licenses with Raven Software (Star Trek), Network Storm (Rainbow Six) or Lucas Arts (SW Starfighter) and seccià ³ n Online with Turbine (Asheron' s Call) or Mythic (Dark Age of Camelot). All the projects follow the same line and is very interesting to know filosofÃa that it reigns in each study at the time of handling the project.

It is a book that this thought to read itself skipped, is not forced that you go of principle to aim. You can saltarte of Westwood to Irrational or Ensemble to Epic to contrapuntear filosof├âas and to see the causes of the ├â┬ęxito. And if you asked about Bungie I fear decepcionarte but it does not come I pull ahead, the book is of the 2003 and contains in his mayor├âa PC games. Nevertheless this is not reason to leave it in the shelf, is a quite valuable piece and of War, Bioshock, Fable, etc. helps to understand the process you of many present games like Gears.

I finish not yet it, in some days I give to one reseña mà themample s. Of the other two books one is Rules of Play de Eric Zimmerman, a quite ample study of the models of diseño that are detrÃs of the videojuegos. teà is rich, conceptual and therefore, completely difficult a book ³ for which not estÃcustomary to read of metodologÃa. This book I only recommend it to somebody with antecedents of any branch of diseño (graphic, industrial or architecture) since similar concepts are handled and is even much more simple to make direct relation between the forms to drive in a conventional project of diseño. If you look for aid for a document of diseño, these lost and you want to find your future way in the industry or you do not know to distinguish between which it is development and diseño *EVITALO*. Diseño of videojuegos and development of videojuegos are different things.

By último estÃDesigning 3D Games that Sell, of Luke Ahearn. It is the book to that less I have lent atencià ³ n, there am leido a pair of capÃtulos and like podrÃn to imagine by tÃtulo, is a species of enormous tutorial that covers with very general way all the aspects in the creation of videojuego. Diseño, development, implementacià ³ n, distribucià ³ n, etc. Comes with pequeños advice and tutorial from engines Open Source that includes the CD that acompañthe book.

I conclude dici├â┬ęndoles that is peculiar to see that no of these three books nor of other 4 which le├â ten├âa resello of pr├â┬ęstamo. It is clear to me that it is a subject that interests to very few people in ours pa├âs to him.

Sailing in Akihabara News I am east video and the complete report of the event that SEGA organzà ³ to show Initial D Arcade Stage 4. Acompañando to the Sprinter Thunder (of the main personage) we have to a Impreza WRX and a Mazda RX7, all mounted in platforms that move as you are handling.

├éQu├â┬ę thinks? I would have liked to see a Skyline R34 :D

Manhunt 2Once m├âs Rockstar Games est├âin the eye of hurac├ân because not incluy├â ┬│ in the cr├â┬ęditos of Manhunt 2 the work that made Rockstar Vienna before yielding the project.

Jurie Horneman, the previous producer, anuncià ³ that in the manual of game of Manhunt 2 omitted the names of little but of 50 people who worked in the game before Rockstar decided to close the study año past. Horneman said:

ÔÇťGustar├âa not to do to me except the work of Rockstar London but, judging by which I have seen in im├âprevious genes and, all the work that we did in Rockstar Vienna finds in versi├â final ┬│ n of the game, relocated or modified but to end of accounts est├âthere.

It bothers the attitude of Rockstar Games when trying that the work of Rockstar Vienna jam├âs existi├â ┬│, being that but of 50 people we put a├â┬▒os of work and our better effort to obtain the best game. I feel proud of to have participated in this project ÔÇť.

This subject is quite delicate, is not ├â┬ętico to omit the cr├â┬ędito of the original author. The IGDA has a Comit├â┬ę in charge of these subjects (even in beta). And soon the many developer is asked for qu├â┬ę are in process to leave the industry.

We will wait for the official answer of Rockstar Games, meanwhile they can check post original with the official list of people who began the project.

>

If he says it to Fidel, I create to him. :P

VÃa: TeamXbox

Aún I am surprised using the publisher of Crysis when I am east video of new Unreal ED. The good news is that Unreal Tournament 3 already is gilded reason why aterrizarÃin the stores at the end of the following month, the bad one is the delay of a month since they did not include the publisher in demo of weeks ago.

├éSomebody said ÔÇťForgeÔÇŁ?

The publisher of Crysis this available one to settle within the folder of the game, once installed is only necessary to go to the folder bin32 (where are the feasible ones) to be able to run it.

Here I leave a pair them of images of the Island map, I do not have words to explain evolucià ³ n with respect to the first Sandbox (FarCry), have to do it you yourself.


Sandbox 2.0

Sandbox 2.0

Hype of Bioshock is past, already we can remove to one conclusià general ³ n from this game, but before that it is recommendable east video of the development process.




This presentaci├â ┬│ n fu├â┬ę within cap├âtulo of the IGDA in Montreal the past 11 of September and we can see Chris Kline, programmer in head of Bioshock and SWAT 4 speaking of the process of development in extensive pl├âtica of but of one hour, with one sesi├â ┬│ n of questions and answers in the end.

He is interesting to see first we give of the game (very similar to System Shock) to verify that the initial concept was developed correctly. In case they do not want to see all the video, they can check a summary within pÃgina of the IGDA Montreal.

ÔÇťIn following generaci├â ┬│ n, the consoles superar├ân graphically to the PCÔÇŁ.
8mm.

Technically it is possible, podrÃa to be developed to a chip grÃfico but powerful, nevertheless at least one, ten or one hundred PCs must count on the same to be able to develop a game.

Electronic Arts:

In: Videojuegos

21 Oct 2007

Electronic ArtsNot that to think when reading this commentary of Gerhard Florin, chief of a main directorate of Electronic Arts International, which suggests:

ÔÇťDeberia to exist a ├â┬║nica platform of videojuegos since the present competition between consoles ┬│ n between the developers and consumers creates an atmosphere of confusi├â ÔÇť.

In the BBC interview online, Florin a├â┬▒adi├â ┬│ ÔÇťWhat we want is a abierta platform, standardized, that is m├âsimple s that to have five that is not compatible.ÔÇŁ Corr├âjanme if I am bad but ├équ├â┬ę competition does not serve it to foment the quality of or (or service) and gives to the consumer the benefit him to choose what but it agrees to him?

To carajo with this estúpido commentary of Electronic Arts, a company that seems to want to adueñar itself of all the market of videojuegos. Instead of to pay million by exclusive rights of licenses they deberÃan to worry to execute otherwise its tax exemptions and not to offer parchadas versions to us año with año.

By the way, Âthey have noticed the raquÃticos that are the manuals of the EA games? if they have 4 or 5 pÃginas already is gain.

VÃa: Gamasutra

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