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  • GameSpy: PlanetSide -- The Discussion - Page 1
    in from out of nowhere and cuts me to shreds Just like that I m dead Back to the Sanctuary Jog back over to the shuttle bay Maybe the wait is shorter now Oh look 7 MINUTES What I ve played entire games of Enemy Territory shorter than that What are you supposed to during that time Through all of this I ve acquired a few battle points and can now afford a Mosquito aircraft license I go back outside and after some more trial and error I figure out which vehicle pad has the Mosquito and fly off Handling the craft thankfully is pretty intuitive and I fly off through a warpgate I spend the next 10 15 minutes flying over different continents just checking things out going from warpgate to warpgate Many of the continents appear to be dominated by the New Conglomerate so I try to stay high up and out of sight It s not combat but at least I feel like I have some clue what I m doing now I finally reach one continent that s being contested so I find a Vanu base and set the Mosquito down on the roof I load up my Punisher and search for a matrix panel to save to Hey there s an enemy right in front of me I unload on the guy at point blank range At which point he calmly turns around barely flinching and kills me nearly instantly GodDAMN Back to the Sanctuary I spend a few minutes wrestling with the in game map trying to figure out where the action is It s really annoying the way some menus just pop up when you re trying to scroll the map around The big battles appear to be on Amerish and it appears the only sensical way to get there is via shuttle I jog over to the shuttle bay again The wait 6 minutes To heck with this I quit So far I ve put about 6 hours into PlanetSide not counting my time in the beta and I still feel like a total newbie Anyone else here playing it What am I missing I m having a hard time figuring out why anyone would pay a monthly fee for this game Sluggo Original Message From Fargo Subject PlanetSide Trying to find the action in PlanetSide is a process that takes a couple of minutes time that s equivalent to me to trying to find a good Battlefield 1942 server when you want to play It s definitely not newbie friendly I ve never used the shuttles or instant action I just either join a squad that s soon to lift off preferable or I flick through the big map looking for a continent in conflict and then drive there I ve never spent more than a couple of minutes doing this but it s a learned art and it s not easily learned Original Message From Sluggo Subject PlanetSide I must

    Original URL path: http://www.gamespy.com/articles/491/491408p1.html (2016-02-16)
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  • GameSpy: Can Nintendo Defy History? - Page 1
    2003 fiscal year At the beginning of the year Nintendo projected sales of 12 million GameCube game consoles in 2003 As the year progressed Nintendo downgraded its projections to 10 million Final sales results however reflected sales of only 5 6 million consoles worldwide That 5 6 million represents systems shipped in 2003 The actual worldwide install base is 9 4 million Nintendo s profits are down nearly 40 percent despite the overwhelming success of Game Boy Advance SP but don t expect Nintendo to implode like Sega or disintegrate like Atari Not in the near future If there s one company that does not need to land on top to survive it is Nintendo Even so the Kyoto based game giant is starting to look worse for the wear Nearly Sony Only Make no mistake Nintendo s slow sales do not reflect an industry wide trend Having shipped one year earlier than Nintendo or Microsoft and thus having had the market to itself for an entire year Sony has now shipped over 50 million PlayStation 2 consoles worldwide With more than 21 million units Sony Computer Entertainment America has sold more than twice as many consoles as Nintendo has shipped worldwide As the competition now stands Sony is the runaway winner It has shipped more than 50 million game consoles worldwide conceivably more than Microsoft and Nintendo will ship combined through the end of this generation Microsoft holds a slight edge over Nintendo in the North American and European markets That edge may be as much as 1 million consoles between both markets But Microsoft is virtually locked out of the Japanese market however where it has sold less than one million consoles Nintendo kind of missed the market says Electronics Boutique Vice President of Merchandising Jerry Madaio Nintendo

    Original URL path: http://www.gamespy.com/articles/491/491439p1.html (2016-02-16)
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  • GameSpy: Creative Player Actions in FPS Online Video Games - Page 1
    in social relationships resulting from the expansion of new 3D gaming technology employed in one genre of games the multiplayer first person shooter FPS games Yates and Littleton 1999 have argued for the need to examine the cultural context of player interactions Our project is an attempt to understand the social character of online FPS games best represented by the PC mod for the game Half Life Counter Strike However this paper will only focus on a particular subcategory of creative player actions practiced by those that engage in this game We argue that the playing of FPS multiplayer games by participants can both reproduce and challenge everyday rules of social interaction while also generating interesting and creative innovations in verbal dialogue and non verbal expressions When you play a multiplayer FPS video game like Counter Strike you enter a complex social world a subculture bringing together all of the problems and possibilities of power relationships dominant in the non virtual world Understanding these innovations requires examining player in game behavior specifically the types of textual in game chats and non verbal logo design avatar design and movement map making etc actions To study these patterns of in game talk and behavior among Counter Strike players and the social significance of that talk we examined and coded the log text files generated from playing 70 hours on 50 different servers with durations ranging from 30 minutes to 2 1 2 hours We also noted in game logos and non verbal interactions as we played with other online players We have also collected interviews and gathered participant observation data These are incorporated into some of the observations in this article Within the game console function log files are easily generated and are most often used by players to check their kill

    Original URL path: http://www.gamespy.com/articles/491/491466p1.html (2016-02-16)
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  • GameSpy: Emergent Behavior - Page 1
    did answer and Valve Software did bestow Half Life upon me But somewhere along the line I kept growing up and the gaming industry forgot to follow The past few years have seen an amazing amount of technical innovation GeForce 3 cards push polygons around with surprising ease allowing prettier and more complex geometry models textures But the crucial elements that kept me loving games for so long are getting more and more difficult to find Story We re still getting Star Trek fan fiction Immersion No one since Valve has had the courage to give me a game without cutscenes Character Thin clichés Acting Amateurs and semi Pros who can barely grasp the basic concepts of line delivery Metal Gear Solid 2 The gaming industry has figured out what we ll buy After years of searching they ve done what the movie industry and the music industry and the television industry had done before them They found the lowest common denominator and they re pandering to it So we get Metal Gear Solid 2 We get Return to Castle Wolfenstein They re fun games and a lot of effort went into their creation and I feel a little bad slagging them and their creators But I m going to anyway because they re not giving me anything new They re not giving me anything interesting They re giving me the same old stuff wrapped up in a shinier package And the truth is the same old stuff has lost its charm for me There are two directions that gaming can go in needs to go in if it wants to take the next step and evolve What s interesting is that these two directions are almost completely opposite paths The first is the easier path If you re going

    Original URL path: http://www.gamespy.com/articles/491/491538p1.html (2016-02-16)
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  • GameSpy: Office Romance, Middleware, and Our Love Affair With Polygons - Page 1
    Playstation 2 programmers making games is now hard Really hard like when you can t seem to zip up your trousers while walking down a steep flight of stairs maybe this is just me Making games now takes scheduling planning millions upon millions of dollars pounds in investment and even then you re not exactly guaranteed anything more than a Half Life clone that needs two patches before it s even playable The whole patch situation these days is akin to paying for a movie having the film melt during scene ten and then rather than asking for your money back going home and waiting for a tape in the mail Click to visit Criterion Consequently there s been a lot of buzz in the industry lately about the advent of middleware and its ability to considerably and reliably cut development time and problems enabling developers to spend more of their energy on making the games fun rather than making the games work I recently spoke with Mike King at Criterion associated with but entirely different than Criterion Studios which is known for such games as Trickstyle Mike had this to say initially Our RenderWare Platform is open and flexible so you can take the pieces as they stand change them and or add your own plug ins features effects Again as a RenderWare platform user you start ahead of the game and get to focus your endeavours on the key elements that will make your title standout Now I know what you re thinking Do middleware products just take a pre fab engine and add new textures and character animations Is this why we have a new FPS every month and I can no longer distinguish one from the other What s going on Why am I on this

    Original URL path: http://www.gamespy.com/articles/491/491553p1.html (2016-02-16)
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  • GameSpy: Lessons to be Learned - Page 1
    In fact I was actually disappointed when I saw that the tutorial in Half Life Blue Shift was nothing more than the original Half Life one with a few minor changes Obviously I knew how to play already but I enjoyed those tutorials enough where I wanted to see what the next one would be like Other great tutorials can be found in Thief The Dark Project and Deus Ex both of which feel more like preludes rather than instructional videos System Shock 2 not only had a great tutorial but it also directly affected the outcome of the game At the end of the tutorial you chose your career and this gave you a specific set of skills Naturally it is much easier to create clever tutorials in first person shooters than more technical games There isn t any in game tutorial with Falcon 4 0 but the manual assuming you get the version with the spiral bound one contains an enormous in depth training guide Actually it doesn t just teach you how to play Falcon 4 0 it teaches you how to fly an F 16 A game like that prides itself on its realism but it would have been nice to have an audio guide through the training missions instead of forcing the player to routinely pause the game and read from the hefty manual You would think a publisher would be interested in making their product accessible for those that aren t already fighter pilots and would want to make it as mainstream as possible But obviously that s not the case Battlecruiser Millennium If you want proof that there are developers that are only looking for those that are willing to put in some serious effort look no further than 3000 AD and the

    Original URL path: http://www.gamespy.com/articles/491/491584p1.html (2016-02-16)
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  • GameSpy: Shut up and Play! - Page 1
    s being shown is any real indicator of what will be a good or bad game Sure there are games that have looked great at E3 and then gone on to be great games Black White is a good example of an E3 regular that lived up to much of its hype as is Half Life which was a two time Best of Show award winner before its eventual release But for each of those there are plenty of games like No One Lives Forever or Clive Barker s Undying which didn t make the biggest splash at E3 but turned out to be great games nonetheless This year s E3 featured some games that were clear winners with attendees The enormous line to get into the Medal of Honor Allied Assault demonstration rivaled that of last year s Halo trailer It was nearly impossible to make your way through Nintendo s area because of the insane crowds that were huddled around Star Wars Rogue Squadron II Rogue Leader Both of these games don t seem to be trying to create new genres but rather perfect existing ones There s no question about it Rogue Leader is simply a newer version of Rogue Squadron But boy is it impressive visually and there is such an incredible thrill about being able to participate in scenes from the original Star Wars trilogy As for Allied Assault if the demo was any indication 2015 isn t trying to reinvent the wheel but instead they have focused their energies on creating a fully realized combat environment It s still a Half Life style first person shooter but the addition of planes flying overhead and a complete reenactment of the Normandy invasion makes it stand out from the rest Halo But those were just two

    Original URL path: http://www.gamespy.com/articles/491/491601p1.html (2016-02-16)
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  • GameSpy: So You Want to Review Games for a Living? Part II - Page 1
    gotten an 1100 word review The freelancer will reason that they needed the extra space which is a load of hooey The majority of print reviews are one page which is 600 to 700 words If those writers can do it so can you So why are word counts important Often it s a matter of space as is the case with magazines but more often it s a case of editorial style Longer reviews tend to be sloppy and unfocused while shorter reviews force the writer to be clear and concise And remember if you turn in a review that goes over the word count the editor will have to do heavy editing to bring it down to the proper length Interstate 82 81 Turn in complete work Too many freelancers think that the review begins and ends with the text That s not the case If the layout of the magazine Web site requires box outs or side bars include those Always include screenshots with captions Let me repeat that with captions When used properly screenshots become another part of the review and an opportunity to illustrate your points And always always always take screenshots from the entire game Don t grab ten shots from the first twenty minutes of the game Not only does this give the impression that you didn t play the game for an extended period of time it also doesn t serve any benefit to the reader Know the Publication This seems fairly obvious but most freelancers totally ignore this aspect of the review process If you want to write for a Website or a magazine you need to know that pub s style and be able to write in that style You need to know their likes and dislikes If you want

    Original URL path: http://www.gamespy.com/articles/491/491636p1.html (2016-02-16)
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