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Poll: What is your favorite game genre? 
Game Design
Posted by bizfu on Friday, August 22, 2008 @ 12:58:04 EDT (84 reads)
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_______________ 
: Street Fighter IV Arrives on PC (Street Fighter IV)


The Number One fighting title is back as Street Fighter IV PC launches at European retail today. The critically acclaimed Street Fighter IV launched in February for the Xbox 360 and PLAYSTATION 3 (PS3) and this latest PC instalment of the title brings with it all the content from the Current-Generation console versions plus some exclusive features.



_______________ 
: Sack it To Me - The "Liberty" Edition (LittleBigPlanet)


Posted by Mark Valledor: "Happy 4th of July weekend LBP'ers! Check out some of the latest happenings and have a wonderful break."



_______________ 
: Fight With Your 360 Avatar (Band of Bugs - Xbox Live Arcade)


BeefJack writes: "From next Wednesday July 8th, your Xbox 360 avatar will be able to fight for you.

That's assuming you have the XBLA game Band of Bugs, and get the new mode that will be released for it called Spider Hunter, and you will also be able to use said Avatar in the single player mode, replacing main character Maal. The download will be free, which is always a bonus, and will let you cast fireballs and spells with your avatar."



_______________ 
: Vampire: The Masquerade - Bloodlines Still Getting Patches (Vampire: the Masquerade Bloodlines)


Five years after Vampire: The Masquerade - Bloodlines's release and four years after its developer Troika Games closed its doors, the community is still churning out unofficial patches. Today patch 6.3 was released.



_______________ 
: EverQuest's 51/50 Server Mayong Is Live (Everquest)


Earlier in the week, EverQuest's new 51/50 server "Mayong" went live. Pretty much anyone that played EQ around launch will recognize the name as that of the infamous vampire Mayong Mistmoore, a character that was sometimes played by GMs and devs for live events way back in the day. For those not familiar with the special rules of this server type, it's fairly simple: 51 is your starting level, and 50 is the number of AAs you automatically receive upon making a character.

To get people in the mood to begin the inevitable leveling races, and also to celebrate Independence Day, there is a 51% experience boost for players on all servers until Monday morning.



_______________ 
: Guild Wars Dragon Festival Offers a Good Time (Guild Wars)


If you're one of the many Guild Wars players out there, you're probably well aware of the festival that occurs right around this time each year. If, like some others, you have Guild Wars - probably even installed on your machine, but haven't logged in for a little while - then now is the time to head back in-game! Why? Because it's time for the Shing Jea Boardwalk to reappear, heralding the opening of the annual Dragon Festival.



_______________ 
: Everquest: Underfoot expansion officially announced (Everquest)


Although news of Underfoot has been roaming since the Fan Faire last week, Sony Online Entertainment has officially announced the expansion to the EverQuest community.

To launch in November 2009, Underfoot focuses on the Heart of the World and the Plane of Underfoot, ruled by Brell Serilis.



_______________ 
: Final Fantasy XIII now available for pre-order (Final Fantasy XIII)


Examiner.com writes:

"The pre-order business is always amusing. Even before the game publishers have released final pricing and release dates, retailers both offline and online are more than happy to take your money anyway.

Cue the videogame retail giant that is Gamestop, now taking pre-orders at an expected price of $59.99. What's surprising (aside from their Rubber Ducky Wii bundle) is the decidedly unexpected humor present in their disclaimer."



_______________ 
: EA Sneak In-Game Advertising Into Fight Night 4 (Fight Night Round 4)


Fans of Fight Night Round 4 have found today that EA has sneaked in some fairly invasive in-game advertising into the game a week after it's release.



_______________ 
: More than 600,000 Wii MotionPlus units sold in Japan (Wii Sports Resort)


Examiner: "The Wii MotionPlus is already making a big splash in Japan."



_______________ 
: Bplus launches official website to Bit Boy (Bit Boy!!)


Bplus, independent software developer from Austria today launches the official website to their WiiWare title Bit Boy!!. In case you don't know what Bit Boy!! is, here's a little low-down.

Bit Boy!!, is a totally new kind of game mix in which one-pixel-hero Kubi rushes through the whole history of videogames in order to save his pixel pals.



_______________ 
: 2v2 Arena changes partially reversed for 3.2 in World of Warcraft (World of Warcraft)


Jaime Skelton writes: "Reversing a previous decision to make only 3v3 and 5v5 arena ratings in World of Warcraft count toward gear, Blizzard announced today a partial reversal of their decision. . . In short, 2v2 arenas can still be used as a stepping stone for gear into the higher arena brackets - but weapons, shoulders, and the race for Gladiator will only be available to 3s and 5s."



_______________ 
: Ghostbusters DLC Coming To LBP (LittleBigPlanet)


Media Molecule has just drop a hint at what it's next DLC will be.

The DLC will be bases on the Ghostbusters universe, there's no more information at this time about the Ghostbusters DLC, it maybe just a sticker pack or could it be the next level pack with the proton gun as the next weapon for LBP.



_______________ 
: Metroid Prime Trilogy Collectors Edition Tin photo and bonus artwork (Metroid Prime Trilogy)


The Metroid Prime Trilogy for the Wii gets even sweeter. Check out additional images of the box art from the upcoming Metroid Prime Trilogy here. You can see more of the collector's tin, in addition to a newly announced pre-order bonus, a Metroid Prime Trilogy poster. There's also details of an included art booklet.

Details on the Metroid Prime Trilogy art booklet:
"Metroid Prime Trilogy comes with a Metroid art booklet. The art booklet contains 5 double sided panels printed with metallic ink on high quality premium gloss paper. The booklet contains development, sketch, and concept art accompanied by the history of Metroid and Samus. Unfolded, the total booklet length is just under 36 inches."

This is the first truly collector's edition game bundle from Nintendo for the Wii system. Don't miss out on the opportunity to score a few extra items. GameStop is even throwing in a t-shirt of Metroid Prime Trilogy as a pre-order incentive.



_______________ 
: Midway Avoids Fatality, Who Cares? (Mortal Kombat II - PS3 Network)


NowGamer: Warner Bros. Interactive is set to complete the acquisition of troubled Midway Games, but is it the last hurrah of an outmoded publisher?

Warner Bros. was the sole bidder for the majority of Midway's assets, including its Chicago and Seattle studios and the ubiquitous Mortal Kombat franchise. The $33 million sale has since been approved by a court hearing, while Midway's Newcastle and San Diego studios, which were not included in the deal along with a number of ageing sports titles, are set to close in the next 60 days if a buyer doesn't come forward.

The question is will gamers really care? The company was huge in the eighties, producing endless fun via its arcade division – but with the death of coin-ops, Midway has become something of a dinosaur, still relying on it's biggest franchise, Mortal Kombat.



_______________ 
: Interview: Kellee Santiago Talks Thatgamecompany's Road Ahead

[Continuing a set of interviews by Game Developer magazine EIC Brandon Sheffield for GameSetWatch, he talks to Thatgamecompany's Kellee Santiago on a multitude of neat topics regarding downloadable games and the Flower creators' future.]

Kellee Santiago is cofounder of Thatgamecompany, known for genre-shaking downloadable titles such as flOw and Flower, which both push the boundaries of games and their emotional resonance, but also give Sony something to point to in the way of artistry in the PSN space.

Thatgamecompany has been growing, slowly but surely, to where Santiago can now step out of the defacto-production role she often held on top of her studio running duties, so that she can now look externally, to see how TGC can potentially help other smaller indies, or expand the company's offerings in targeted ways.

We spoke with Santiago recently about changes within the company, the potential of a Flower expansion, PSP Go and Project Natal, as well as the viability of a TGC game based on an emotion like rage:

Thatgamecompany's Next Steps

Can you talk a little bit about what's next for you guys?

Kellee Santiago: I have to admit that it's probably going to be a little frustratingly vague just because we're in the middle of just solidifying the details on our current PSN project.

But I think the last three years we've spent building up this brand of Thatgamecompany and what it is. We hope what people are getting from us is Thatgamecompany is about providing meaningful experiences and unique experiences through video games.

And as I see us going forward and growing as a company in the future, I think what we'd like is to bring more titles under that brand. Whether that's us growing an internal team to handle multiple projects or by going with more of like a label structure where we have "Thatgamecompany presents," and we're able to help other teams that we see and other projects that we see that we really want to see come to light, that would fit under that brand as well.

Interesting. So, not exactly like a publisher, but like a liaison or something?

KS: Hmm, a liaison? Yeah, I think it would be kind of... That's partially what we've been doing in some ways, and I think just formalizing that as a business plan maybe.

How would you say you've been doing it already?

KS: I think we've become involved with a lot of the other indie developers. I mean, we're all more connected now than we've ever been before thanks to venues like the Independent Games Summit.

What we've also tried to do in addition -- I mean, I always say that we're one of the few companies that hopes that other people copy us, because we don't want to be this little niche random thing. This is where we want things to go. We want a lot of games to be made like ours.

What we've also been trying to do is when we see stuff that's awesome, or if people come to us asking for advice or connections or something, we always try and set them up. In these interviews, I think we try and drop a lot of projects, you know, names, and try to gain exposure for the indie dev scene as a whole.

Talking about the next project I didn't realize that you were necessarily tied to PSN. I just knew it was with Sony. It didn't connect for me that it was PSN specifically.

KS: Well, the goal has always been digital distribution.

New Platforms

What do you think about PSP Go then?

KS: The PSPgo... It's interesting. I just remember Jenova saying that when he was in Shanghai, he saw a lot more people having PSPs than DSes. I mean, this is totally anecdotally, but that they were very much like fashion accessories, and that they would watch media on it or something or browse the internet but not really play games. And I could see the PSP Go continuing that, like being that. I don't know as a game system... $250 is a lot of money.

That's true.

KS: [laughs] I thought that was expensive, but...they're also putting out a lot of major franchise games on PSP, so it will be interesting to see if that helps more people on PSP playing games, checking out the new stuff that's there as well. Fat Princess is going to go PSP.

It's definitely been a piracy vehicle previously, so it will be interesting to see how the PSPgo does in that regard. I also wanted to ask you what you thought of Project Natal -- it seems like a Jenova kind of thing.

KS: Yeah, well, I was going to say, it certainly falls under a lot of the... Or touched on the things that I know he's been interested in as far as that. Especially when you think about accessibility, removing the controller completely.

I guess one of the major criticisms that I've heard the last couple of days is people saying, "Well, how are they going to first-person shooters on it?" It's like, "Well, maybe they don't do a first-person shooter."

And maybe it's about making new games, allowing for different kinds of games. We don't have to think about games that already and how they're going to translate to that control. I think what it is is it allows for new designs to emerge.

My question is how much of it is real.

KS: Yeah.

The New Hire

So you have Robin Hunicke (previously a design lead at EA) now. How did that come about?

KS: It grew really organically. I mean, as you probably know, we got her fresh off of shipping Boom Blox Bash Party. So, I think as she was wrapping that project, she was thinking about her next steps. She's just one of those people we also like to bounce ideas off of, so we started talking about some of the ideas we had for our current project, and it just seemed like a really great match.

I think that with our experimental game design process, one of the issues that we've had in the past is tightening up the production of that and tracking it and developing a better process for it. And Robin just really has a passion for designing a team experience around creating these kinds of games that we saw as a huge value.

My question will be how many incredibly strong personalities can Thatgamecompany hold without exploding? I know that even as a small team, it's difficult to get everyone to push in the same direction.

KS: Well... [laughs] I mean, part of that is Jenova growing as a director, and I think he has. I think that also allowed for this to happen on this project. I mean, hopefully we want there to be lots of strong personalities at Thatgamecompany because we want to be a company that attracts the best and the top talent.

You can find a lot of people who are willing to do whatever you tell them, but when you want to continue to create unique games and unique designs, you need people who will also step up as leaders and also champion their ideas and bring new ideas.

Flower

Certainly. Jenova talked a bit about whether there would be a Flower update. Can you talk about that at all?

KS: Again, there's nothing to confirm or deny right now. We're unfortunately still so small that it's hard to divide our resources effectively. Flower was certainly designed as a complete experience.

One of the ethical challenges we face as a company is that we really strive to provide meaningful experience to the player. So, in the past, when we've thought about developing expansions or developing downloadable content, it becomes very difficult because we really, really want to make sure that it's very meaningful, that we're not just trying to get more money out of people that love our games.

So, that's added to this challenge of Flower being a complete experience as well. So, when we think of what to add and what would be meaningful. It's very difficult. At the same time, it's regrettable right now that we haven't been able to support those fans and those players in a better way because the outpouring of expression after that game and the emails we get have just been amazing. We would really like show them that we care about that.

BIt's quite difficult when of course you sort of want to go on and do your next thing but people still want more of what you've already got.

KS: Yeah, yeah. Hopefully, part of that is satiated by just our next project, and that will be another Thatgamecompany project, and I think the players of Flower and flOw will enjoy it.

Right. But how long is that going to take?

KS: Right. [laughs] Yeah. And also, when we think about the projects, I mean, right now, as I was saying, it's like our current project is requiring an all hands on deck sort of approach, so it makes it difficult to then try and manage downloadable content or an expansion. But it's something we're trying to improve.

I guess you could go with like external help like you did with the PSP version of flOw, but I don't know if that's appealing.

KS: Yeah. I think that's also something where now that we've gained Robin as a producer, that will allow me to focus more on that stuff, hopefully opening up the opportunity of doing exactly that.

And certainly the code for Flower is a lot better, so in that way, it will be easier than flOw was. [laughs] Yeah, poor Supervillain had like the worst time, and I just really, really give them mad props for dealing with that.

I guess that's what happens with indie teams' early projects. It's like, "Well..."

KS: "No one's ever going to look at this ever again." [laughs]

As long as it works.

KS: Exactly. As long as we ship it.

On Rage

Are you going for a specific feeling for the next project?

KS: Yes, but we can't talk about it right now. But we always start with emotions, and this is no exception.

Well fine! I assume that... I always wonder what would you all do with an emotion like rage, or something like that, which I know is really outside of what Jenova wants to do. But I've always found that curious.

KS: Well, part of our mission statement is to create games that communicate emotions that aren't currently available on the video game apartment. Rage is well-covered.

Right.

KS: But that's not to say it's out of the realm of a Thatgamecompany game because if one day, we've moved well beyond, I don't know, the emotions that are communicated today, which I can't see because I think there will always be an audience for this -- I mean, I'm so stoked for God of War 3. I think it would be really interesting, that's all I can say.

I think it would be interesting to start a game with, you know... Well, maybe God of War, you know, that's what they captured so well, with that like visceral rage, and then designed everything around that.

I'm really interested with this Six Days in Fallujah project that keeps getting picked up and dropped and dropped...

Well... Have you actually seen the gameplay?

KS: Nah, I don't know.

That's the thing. A a lot of indies are coming out to stress the importance of Konami, but having seen it, it didn't look very complex to me -- like just another male power fantasy video game.

KS: I wonder, because I know some of the guys at that development studio, and their heart is in the right place. So, I guess I was excited by... Well, maybe partnering with Konami, they would have been able to get it to a very meaningful place.

But yeah, you're right. Intention isn't everything. There has to be execution behind it.




_______________ 
: Easter Egg For Atari Donkey Kong Found 25+ Years Later

In an engaging retelling of his time at Atari, former programmer (now a principal software engineer at Microsoft) Landon Dyer revealed that there was a yet-undiscovered Easter egg in the Atari 400/800 version of Donkey Kong. Though he described the hidden message as "totally not worth it", the fact that he couldn't remember how to bring it up anymore surely compelled a few gamers to try and find it themselves.

Sixteen months later, Don Hodges has posted details on how he uncovered the Easter egg (displaying Dyer's initials), though he didn't find it after suffering hundreds of playthroughs. Rather, he activated the game's debugger and sifted through over 25,000 lines to find the relevant subroutine.

According to Hodges, of all the game hacking he's previously done, this find was the most rewarding and enjoyable for him. Here are his instructions for bring up Dyer's initials:

1. Play a game and get a score of 33,000 through 33,900. This score must become the new high score.

2. Kill off all of your remaining lives. However, your last life must be killed off by falling too far - by walking or jumping off a girder that is too high to land safely. If the last life is killed any other way, the egg will not appear.

3. Set the game difficulty to 4 by pressing the Option button 3 times. The icon for this difficulty is a firefox.

4. Wait a few minutes, and the demo screen where Kong jumps across the screen will appear.

5. The title screen will then appear, and Landon Dyer's initials [LMD] will be at the bottom center of the screen.

"I'm totally impressed," said Dyer after reading about Hodges' accomplishment. "And no, getting the Easter egg to pop up still isn't worth your time?"

[Via @retronauts]




_______________ 
: Strong Bad's Cool Reversible PC Game Cover For Attractive People

The vector art cover for Telltale's PC DVD edition of Strong Bad's Cool Game for Attractive People (which collects all five episodes of the series) is attractive enough, but pulling out and reversing that cover will reveal a fantastic alternate Atari 2600 version bullet-pointing the adventure title's notable features: pointing, clicking, and pixels.

Sure, the Venture Brothers third season DVD set pulled a similar stunt with its jacket several months ago, but that homage didn't sport a huge Videlectrix logo on the back (or the lurking, sinister shadow of Trogdor, the "beefy-armed dragon of legend "):

[Via Whimsical Phil]




_______________ 
: Bizarre But Awesome: Hexquisite Corpse Collab

Over 91 members of pixel art community Way of the Pixel worked in concert to create this hallucinatory piece. Each artist staked their claim on a tile from the hex grid, using a 16-color limit and outlines from adjacent grids to guide their own contributions -- because of how the project was structured, the participants didn't even see each other's completed work until the entire field was published.

As a result, you'll see a nest of birds next to a mechanical hand with a chainsaw, a plate of spaghetti turning into a head of hair belonging to a topless girl, and other odd juxtapositions. You can see the full piece below, but you should really head to the forum to see a much bigger version. I've also included a poster version that one artist printed out.

[Via Minusbaby]




_______________ 
: Massive Bank Fraud In EVE Online

djconrad was one of several readers to point out the latest major scandal in EVE Online, the space MMO notable for its large, player-driven economy and the entertaining stories it often generates. A player named Ricdic, chairman of a large in-game bank, decided to embezzle roughly 200 billion ISK (the game's currency). Ricdic exchanged the ISK for about $5,000 to pay off real-life debts. Massively has an in-depth write-up about how the theft affects the game and its players. Since the scandal became public, there's been a run on the virtual bank, and its executives are doing what they can to reassure people that it will continue to exist. Ricdic was banned, not for the embezzlement, but for trading 200 billion ISK for real currency, which is forbidden by EVE's EULA.

Read more of this story at Slashdot.






 

 

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