Xfire Purchased, Team Leaving

phorce phed and several other readers sent news that a system notification was sent out this evening through the Xfire IM client, to wit: “Xfire was bought by new owners today. Most of the team that has built Xfire over the last six years is leaving. We enjoyed working for you for the last 127 releases and wish we could stay to create the next 127. Good bye, good luck, and game on. — The Xfire Team.” According to Wikipedia, the new owner is 3D Realms.

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Study of MMOG Proves Human Interaction Theory

An anonymous reader writes “A new study analyzing interactions among 300,000+ players in an online game universe, called Pardus, has for the first time provided large-scale evidence to prove an 80-year-old psychological theory called Structural Balance Theory. The research, published in PNAS, shows that individuals tend to avoid stress-causing relationships when they develop a society, resulting in more stable social networks.”

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China Restricts Minors From Using Virtual Currency

eldavojohn writes “For those under eighteen who play video games in China, life just got a little harder. Not only is gold farming illegal, but starting August 1, virtual currency platform makers are expected to put in safeties that prohibit underage players from using virtual currencies — because doing such a thing might promote ‘unwholesome’ behavior. The new regulations explicitly ‘forbid content advocating pornography, cults, superstitions, gambling, and violence in all online games.’ The business papers are picking it up as a number of stocks from companies like Tencent Holdings — which is heavily based in virtual currency in China — fell about 5%, though the company said that the ban on minors will not affect it.”

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Cory Doctorow On For the Win, Gold Farming, and DRM

adaviel passes along a New Scientist interview with Cory Doctorow, who has been touring for his new book For the Win. The SF author and technology activist talks about DRM, gold farming, and much else besides.

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Mobile Game Trojan Calls the South Pole

UgLyPuNk writes with an excerpt from Gamepron.com: “Freeware games can actually cost you more money than their pay-to-play cousins, as mobile gamers in the UK have learned. A ‘booby-trapped’ version of a popular Windows Mobile game has been sneakily spending their money while they sleep – by dialing phone numbers in the Antarctic behind their backs.”

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Google PAC-MAN Cost 4.8M Person-Hours

The folks at Rescue-Time, who make software that helps you (and companies) figure out how you spend your online time, did a modest calculation based on their user base and concluded that Google’s playable PAC-MAN doodle cost the world over 4.8 million person-hours of productivity last Friday. “Google PAC-MAN consumed 4,819,352 hours of time (beyond the 33.6M daily man hours of attention that Google Search gets in a given day). $120,483,800 is the dollar tally, if the average Google user has a cost of $25/hr. (note that cost is 1.3 – 2.0 X pay rate). For that same cost, you could hire all 19,835 Google employees, from Larry and Sergey down to their janitors, and get six weeks of their time.”
Also, Google made the doodle permanent.

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A Playable PAC-MAN On Google Doodle

Kilrah_il and several other readers made sure we noted Google’s tribute to PAC-MAN on its 30th anniversary — a playable game implemented in JavaScript. “‘To play the game, go to google.com during the next 48 hours (because it’s too cool to keep for just one day) and either press the “Insert Coin” button or just wait for a few seconds.’ There is also an Easter egg for those who want to recall one of the first multi-player games, but you’ll have to RTFA to find it.” This doodle may overshadow the Official PAC-MAN 30th Anniversary Destination.

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Wii Could Be What the Doctor Ordered

crimeandpunishment writes “The American Heart Association and Nintendo are teaming up to promote Wii. The popular games can be branded with the AHA’s logo, to indicate that they’re considered a healthy choice. As part of the deal, Nintendo will donate $1.5 million to the AHA. The Heart Association is concerned about childhood obesity, and now concedes that its campaign for traditional forms of exercise just isn’t getting through.”

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Indie Pay-What-You-Want Bundle Reaches $1 Million

Spinnacre writes “The week-long Humble Indie Bundle, a pay-what-you-feel-adequate promotion, reached a million dollars in total contributions with just 50 minutes of sale time remaining. For a minimum price of a penny, gamers could get DRM-free downloads for World of Goo, Gish, Aquaria, Lugaru, Penumbra: Overture, and Samorost 2. The bundle gained great success immediately after being featured on sites such as Ars Technica and Slashdot for followup blog posts about game piracy and multi-platform gaming.” According to this tweet from Steve Swink, the milestone means that several games will release their source code. In fact Wolfire is in the process of creating a public source code repository for Lugaru; Aquaria, Gish, and Penumbra: Overture are also due to be opened up within the next week.

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Best Way To Sell a Game Concept?

dunng808 writes “If a couple of young, game-crazy guys wanted to get started designing a game with the intention of selling the concept, how should they proceed? In the music industry they would make a demo MP3. In the film industry they would write a script (and I would recommend lyx with the hollywood document class). Should they develop some sample game play with a well-known engine? Is the one in Blender good enough? This somewhat dated list suggests it is. Or should they focus on textual descriptions and static scenes made with Blender and the GIMP? Is there even a market, let alone a convention, for selling game concepts?”

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