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Gamasutra: Ryan Creighton's Blog - Truth in Advertising: Matching Your Game to Your Pay... - 2 views

  • The way the market actually works is that you catch wind of a game through a friend or a website, and you eventually stumble upon its page on a digital distribution site like Steam or Good Old Games. You watch the trailer, look at the screenshots, maybe double-check its purported quality by reading Metacritic reviews (or just glancing at the game's damnable Metacritic score) ... and you imagine what the game might be like to play, and whether you'll enjoy it. You create a mental picture of that enjoyment you'll get from the game, and then you compare that to the asking price. If the asking price is aligned with the enjoyment you predict you'll get from the game (and everyone's equation for this is different), AND you have that money to fart away on entertainment, THEN you may just complete the purchase.
  • If i were to approach this exercise completely cynically, i would continue to tweak and refine the page until i got the best potential conversion from my respondents, and then release Spellirium without making any changes to it. Because, speaking absolutely cynically, it doesn't actually matter if the game is good or bad - it only matters that people buy it. But that's not how Untold Entertainment rolls!
  • Of course, i desperately do want to make a good game. So i'll use the Steam page mock-up and survey as a funnel to decide on my testers. Those respondents who report the highest interest in playing the game, and the highest likelihood of buying it, will test the game. At that point, it doesn't matter who is a "proper" word gamer and who isn't: what matters is that i have an obligation to the people who are excited about my game and who want to buy it. If those players struggle to make 3-letters words, and if those players expect long words to be rewarded over tricky words, then i will adjust the game for the sake of those players. Because those players are my paying audience - not some mythical "perfect" players that i've hand-picked to enjoy Spellirium the specific way i've configured it. The players choose my game - not the other way around.
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Gamasutra - News - Opinion: Kinect Succeeds In Spite Of Itself - 1 views

  • Problem one
  • Put simply: Using your hand in the air like a mouse just doesn't work. It's slow, clumsy and ultimately frustrating for users who want to jump into an experience quickly.
  • Problem two: There are no real standards for the way people interface with the machine. Yes, holding your left hand out at an angle will bring up the dashboard in most games, but from there it's the wild west.
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  • Problem two: There are no real standards for the way people interface with the machine. Yes, holding your l
  • Ironically, the best interfaces out there aren't even Microsoft games. Dance Central and YourShape are the most natural.
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    Mas detalles sobre este post...
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    (Esta fue mi respuesta al articulo orginal) No offense but: Put Simply: First of all It does work, maybe the user who writes the article is the clumsy one, and its not frustrating, at least not for everyone, its quite easy to handle and to interface with. (Esto es solo del post) *Problem 1 with this article: there are two problem two's Problem 2 with this article: in the las part it says that the best interface aren't even Microsoft Games, weren't there any Standards?? What do they mean by Wild West, is there a game named like that?? I keed, but anyway what else is requiered, aside from the Dashboard?? in every Xbox game the only thing u had before Kinect was the Dashboard....maybe a quick game interface. (lo escribi en Ingles por que el post esta en ese idioma, pero en todo caso creo q se nota lo que pienso sobre eso)
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    Depronto me lo tome un poco personal, pero me parece que este articulo en gamasutra no esta bien justificado, para los q quieran ver como funciona y lo difícil que es hacer que este dispositivo sea mas preciso: http://www.gizmodo.es/2010/11/04/%C2%BFcomo-funciona-kinect.html A mi me parece que la tecnologia es mas compleja que la del Wii y del Move, y mucho mas innovadora, quizas los juegos no sean tan graficamente atractivos como los del PS move, pero aun asi la jugabiidad es mucho mas interesante
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Console Wars Round 4 - Xbox 360 Vs. PS3: CPU | TechnoBuffalo - 4 views

  • In our fourth installment of Console Wars, we compare the CPU of the Xbox 360 with that of the PS3. This video explains the technology behind Each processing unit, plus describes how each impacts the experience for the gamer. We also debunk the myth that the PS3 has eight cores.
  • n our fourth installment of Console Wars, we compare the CPU of the Xbox 360 with that of the PS3. This video explains the technology behind Each processing unit, plus describes how each impacts the experience for the gamer. We also debunk the myth that the PS3 has eight cores.
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    Justo para el tema de esta semana traigo aquí un vídeo que revise hace mucho tiempo para que me ayudara a elegir entre cual de las dos consolas comprar. Vale la pena aclarar que esta 'Guerra entre estas consolas' esta dividida mas o menos como en 10 partes, y vale la pena sentarse a ver cada una de ellas. En este caso preciso me quise enfocar en el CPU, pero de todos modos es muy interesante como se resuelve esta guerra viendo todos los capítulos completos. Espero les guste a todos.
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    Muy buen video, pero lastima que gane el PS...
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    Jajajaja, pues yo tendré Xbox 360, pero por mi esta bien... si se ve todos los vídeos se dará cuenta por que lo digo.
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    jaja lastima no, PS3 esta sobre el 360.
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Rich Tax Breaks Bolster Video Game Makers - NYTimes.com - 1 views

  • tax incentives — a collection of deductions, write-offs and credits mostly devised for other industries in other eras — now make video game production one of the most highly subsidized businesses in the United States, says Calvin H. Johnson, who has worked at the Treasury Department and is now a tax professor at the University of Texas at Austin.
  • Because video game makers straddle the lines between software development, the entertainment industry and online retailing, they can combine tax breaks in ways that companies like Netflix and Adobe cannot. Video game developers receive such a rich assortment of incentives that even oil companies have questioned why the government should subsidize such a mature and profitable industry whose main contribution is to create amusing and sometimes antisocial entertainment.
  • For example, Electronic Arts of Redwood City, Calif., shipped more than two million copies of Dead Space 2 in the game’s first week on the market this year. It shows a total of $1.2 billion in global profits the last five years using an accounting method that management says captures its operating profits. But largely because of deferred revenue, deductions for executive stock options and a variety of accounting requirements, the company officially reports a net loss for the period. And the company reports that it paid out $98 million in cash for taxes worldwide in those years.
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    En este artículo del New York Times se nombran diferentes incentivos que durante años han existido en USA para compañías que inviertan en investigación, y cómo las compañías de videojuegos han utilizado estos incentivos en su provecho... Lo ven como injusto, ya que la investigación en juegos no es fácil que sea beneficiosa para la sociedad en general... También nombran que hay incentivos en muchos países... Cuál debería ser nuestra posición?
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NYU Game Center - 0 views

shared by pfiguero on 25 Feb 11 - Cached
  • The NYU Game Center, established in 2008, is an independent, multi-school center for the research, design, and development of digital games. The Center is housed at the Tisch School in the Skirball Center for New Media and is a collaboration with NYU's Courant Institute of Mathematical Sciences, Polytechnic Institute of NYU, Steinhardt School of Culture, Education, and Human Development, and Tisch School of the Arts. Its goal is to incubate new ideas, create partnerships, and establish a multi-school curriculum to explore new directions for the creative development and critical understanding of games. In so doing the Game Center will help establish New York City as a place of innovation and creativity in this important field.
  • YU Game Center, established in 2008, is an independent, multi-school center for the research, design, and development of digital games. The Center is housed at the Tisch School in the Skirball Center for New Media and is a collaboration with NYU's Courant Institute of Mathematical Sciences, Polytechnic Institute of NYU, Steinhardt School of Culture, Education, and Human Development, and Tisch School of the Arts. Its goal is to incubate new ideas, create partnerships, and establish a multi-school curric
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    Un centro de investigación en videojuegos en NY
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    Un centro de estudios en videojuegos en New York University.
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Exhibitions: The Art of Video Games / American Art - 2 views

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    Vote! From February 14 through April 7, 2011, the public is invited to help select games to be included in the exhibition. You can vote online for eighty games from a pool of 240 proposed choices in various categories, divided by era, game type, and platform. The games on the ballot were selected by exhibition curator Chris Melissinos, who worked with the museum and an advisory group
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    Q pena Pablo, no se si viste los posts anteriores, pero yo acababa de poner el mismo link...esta interesante..
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    Lo que agregué es la nota sobre el voto... Creo que no mencionaste eso en tu comentario... ;)
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    si se me olvido mencionarlo, gracias por la aclaracion
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Gamasutra - News - Feature: Understanding Your Players Completely - 4 views

  • In Gamasutra's latest feature, a unified model of player types is proposed -- by surveying work done by academics and developers and attempting to synthesize a total picture of why players play. The piece starts with Richard Bartle's four famous Types: - Killers: interfere with the functioning of the game world or the play experience of other players - Achievers: accumulate status tokens by beating the rules-based challenges of the game world - Explorers: discover the systems governing the operation of the game world - Socializers: form relationships with other players by telling stories within the game world
    • Daniel Laverde
       
      Personalmente me considero un achiever, constantemente estoy buscando ganar todos los trofeos posibles para cada juego jeje.
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    Un modelo para comprender el objetivo del jugador en un juego... 
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Google Goes Back to the Drawing Board for Nexus Q - 2 views

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    But last week, just five weeks after the introductory pomp at the annual developers' conference, Google indefinitely postponed shipment of the device. Though Google was hardly betting the company on the Q, the failure reveals deeper challenges for the Internet search giant as it tries to move into two new areas: hardware and social technology.
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    Creo que es una noticia interesante, pero la relación con videojuegos no es tan clara...
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The Gadget Show builds an FPS simulator that shoots back (video) - 1 views

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    Battlefield 3 taken into the next dimension by UK technology programme, "The Gadget Show" Unique simulator provides the ultimate immersive experience for First Person Shooter (FPS) fans Birmingham, UK (17th October 2011) - Battlefield 3, one of the most highly anticipated games of 2011 is yet to hit the shelves, but UK technology programme The Gadget Show, gained exclusive access to a pre-release level and hand-built a simulator to play it.

The Witcher 2 el juego de rol desencantado - 0 views

started by norberto florez rios on 26 Apr 12 no follow-up yet
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Generative Design - CampusParty2012 - Nuevas formas de diseño interactivo - 1 views

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    Generative design methods have found their way into the everyday life of designers and now represent a serious design discipline. The programming language Processing allows users to create new imagery and interaction concepts. Whether using it for print, web, film or interactive installations, creative coding is used not only for artistic experimentation but also commercially for brand communication, corporate designs, data visualization and intuitive interfaces. The lecture "Generative Design" given by Cedric Kiefer, part of onformative a design studio specialized in generative design, picks up where experimental efforts end and the applied usage of generative design begin. Using practical examples, he explains how generative design methods can be used effectively and efficiently and how they can change the design process. He also gives a short insight to the "Generative Design" book, which will be published in English in October
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    Interesante, pero poco relacionado con videojuegos... o al menos no se destacan elementos relevantes en el resumen arriba...
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Nintendo President: Lack of games hurting Wii U, but more titles coming | PCWorld - 0 views

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    Nintendo's President said a lack of compelling titles for the Wii U is hurting sales, and promised to improve the console's lineup this year. The comments from Satoru Iwata came Wednesday, a day after the Kyoto-based company revealed it had sold 3.45 million Wii U consoles worldwide by the end of March, only 60 percent of its goal when the console went on sale late last year.
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Los usuarios traen de vuelta a 'Leisure Suit Larry in the Land of the Lounge Lizards HD' - 0 views

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    Leisure Suit Larry in the Land of the Lounge Lizards , exitosa aventura gráfica de tintes eróticos gestada por Al Lowe en 1987, volverá en alta definición tras culminar su meta recaudatoria.
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EA sues Zynga, claims The Ville is a copy of The Sims Social - 1 views

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    Electronic Arts thinks Zynga went too far copying the design of its popular Sims series for Facebook game The Ville , and has filed a copyright infringement suit against the social game giant. Increible hasta que punto pueden de ir las demandas por copyright en Estados Unidos, aunque la empresa EA dice que es para ayudar a pequeños estudios que no tienen manera de pelear contra las empresas grandes como Zynga (creadora de The VIlle, juego en facebook).
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Star Wars Battlefront Beta "Largest in History of EA" - 0 views

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    Over nine million people played the beta for DICE's Star Wars Battlefront, making it the "single largest beta in the history of EA," according to senior producer Sigurlina Ingvarsdottir. Posting on the game's official website, Ingvarsdottir said the studio "could not be happier" with the amount of interest being shown for its upcoming shooter.
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Gamasutra - Features - Postmortem: Radiangames' Monthly Xbox Live Indie Games Series - 2 views

  • Postmortem: Radiangames' Monthly Xbox Live Indie Games Series
  • 1. Scope Control
  • It's amazingly hard to keep a game simple and not to turn it into something epic, so the smaller and more focused the original idea, the better.
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  • 2. Playtesting
  • it essentially guarantees your game will be enjoyed by more people than it would have otherwise.
  • 3. Restricted Art Style
  • 4. Upgrades
  • They want something that rewards them and keeps them invested in playing, something beyond the intrinsic rewards of getting better and competing against your own (and others') best scores.
  • 5. Passion vs. Innovation
  • If the games had some innovation in them (Crossfire, Inferno, and Fluid did, in my opinion) that was a bonus. But I knew that getting a game done is hard, and by making games that I had a passion for, I'd be more motivated to play them, improve them, and most importantly finish them.
  • What Went Wrong
  • 1. Pricing Indecision
  • 2. Mental Beatdown Making games is hard in so many ways. It's hard to choose which idea to work on next. It's hard to hone a prototype into a solid direction. It's hard to bring all the different elements together into a cohesive design. It's hard to write music, create art, and code. It's hard to hear people say your game sucks when you thought it was almost done.
  • 3. Minimal Personality There was a great article in Game Developer magazine this past year about how to inject personality into your games. If you've played my games, you may have guessed that I never read it, but you'd be wrong. I just rarely spent time thinking about it.
  • 4. Branding Baggage
  • 5. Too Many Modes
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    Un buen postmortem sobre desarrollo rápido de videojuegos
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    Interesante articulo, y tienen razon, es dificl no desarrollar mas de lo que se debe...
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The Modern Warfare 3 Files: Exclusive First Details on the Biggest Game of 2011 - 0 views

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    Call of Duty: Modern Warfare 3 is coming Nov. 8, 2011, Kotaku has learned, delivering with it mammoth battles that engulf a dozen cities around the world including New York, Paris and London. Multiple sources have shared details of the game's story, art, sounds and game modes with Kotaku, noting...
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    Para los interesados en el juego mas esperado de play station 3, Modern Warfare 3. Sale el proximo 8 de Noviembre del año presente. En el link están algunos de los detalles del juego mas esperado del año por los aficionados del play station 3
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Yep, an emoji is Oxford's word of the year. Surprised? Don't be - CNET - 0 views

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    Use your words, people. Oxford Dictionary has declared the "face with tears of joy" emoji as the 2015 word of the year... even though an emoji is not a word. Shall we weep for the future of language? No. Emojis themselves are not complex enough to be a language.
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UK video game industry is independent and mobile-focused - 1 views

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    A new report from TIGA entitled "Making Games in the UK Today: A Census of the UK Developer and Digital Publishing Sector" found that over half of the video game companies in the UK were started in the last four years.
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