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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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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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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New video details life in the Wild West.
New video details life in the Wild West.
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 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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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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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 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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