Recently I stumbled upon The Sultan Gaming Table. With a price tag of over $8k, it would have to be awesome: but it has little compartments for the players and DM as well as a drop down playing surface. If you find the pricetag daunting then you are a sane person, and might instead want to look at the Emissary which starts at a “mere” $1500 and has many of the same features. Honestly I just love the idea of having my minis on a playing surface underneath the dinner table. I ought to be allowed to expense one of these. I also wish they had more pictures and fewer renderings on the site.


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Recently I stumbled upon The Sultan Gaming Table. With a price tag of over $8K, it would have to be awesome: but it has little compartments for the players and DM as well as a drop-down playing surface. If you find the pricetag daunting then you are a sane person, and might instead want to look at the Emissary which starts at a “mere” $1,500 and has many of the same features. Honestly I just love the idea of having my minis on a playing surface underneath the dinner table. I ought to be allowed to expense one of these. I also wish they had more pictures and fewer renderings on the site.


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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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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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Published by
kdawson on
Mar 07, 2010
ZuchinniOne writes “With Ubisoft’s fantastically awful new DRM you must be online and logged in to their servers to play the games you buy. Not only was this DRM broken the very first day it was released, but now their authentication servers have failed so absolutely that no-one who legally bought their games can play them. ‘At around 8am GMT, people began to complain in the Assassin’s Creed 2 forum that they couldn’t access the Ubisoft servers and were unable to play their games.’ One can only hope that this utter failure will help to stem the tide of bad DRM.”


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eldavojohn writes “Enough rumors, Portal 2 is due out for 2010. Valve also let users know through an announcement on Steam. Game Informer seems to be the de facto provider of Portal 2 information so far. Prepare yourselves for more aperture science! Notice anything funny about the underlined letters in Steam’s announcement?”


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wintersynth writes “We hacked a toy brainwave reader to electrocute people if their brainwave frequency got too high (by concentrating). We took outputs off of the 5 level LED indicator, put the outputs through a transistor/resistor/relay circuit to give 2 levels of high voltage through an electric shock circuit right into the user’s arm.”


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An anonymous reader writes “It appears Valve has begun another ARG (Alternate Reality Game) similar to the one that led up to the release of the original Portal game. A recent Portal update unlocked a new achievement which has uncovered various hidden images and sounds containing references to the Portal and Half-Life universe. Many believe this to be part of the run-up to the announcement of Portal 2 and/or the next installment of the Half-Life series. A thread on the Steam forums has already reached over 1 million views as people piece together the information. Another thread summarizes the information found so far. Based on clues from the ARG, some are speculating an announcement at the 2010 Game Developers Conference where Valve’s co-founder Gabe Newell is to receive this year’s Pioneer Award.”



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Killer Orca is one of many to tell us about a new study on the effects of violent video games on kids. The latest meta-study that analyzed research from 130 different reports claims to have “conclusively proven” that violent video games make more aggressive, less caring kids. “The team used meta-analytic procedures — the statistical methods used to analyze and combine results from previous, related literature — to test the effects of violent video game play on the behaviors, thoughts, and feelings of the individuals, ranging from elementary school-aged children to college undergraduates. [...] Anderson says the new study may be his last meta-analysis on violent video games because of its definitive findings.”



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An anonymous reader writes “Activision, after acquiring Vivendi, became the new copyright holder of the classic King’s Quest series of adventure game. They have now issued a cease and desist order to a team which has worked for eight years on a fan-made project initially dubbed a sequel to the last official installment, King’s Quest 8. This stands against the fact that Vivendi granted a non-commercial license to the team, subject to Vivendi’s approval of the game after submission. After the acquisition, key team members had indicated on the game’s forums (now stripped of their original content by order of Activision) that Activision had given the indication that it intended to keep its current fan-game licenses, but was not interested in issuing new ones.”



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