Category: Discussion

Indie Game Mag Pay-What-You-Want Sale

By Meg | February 1, 2010

Want to subscribe to Indie Game Mag without paying $25 a year? As gamedrinkcode has pointed out, gamers can only spend $10 on their hobby, which is why Indie Game Mag is offering a Pay What You Want sale. Get a year’s digital subscription for $1, or $10, or however much you’d like, now through February 8th. Which Mike seems to think is Valentine’s Day.

Via The Pay-What-You-Want We Heart IGM Sale

Popularity: 1% [?]

How To Afford An Indie Game – gamedrinkcode

By Meg | January 30, 2010

gamedrinkcode has a quick comic about how to afford a $15 indie game.   It’s funny how a pretty box and shrinkwrap will dramatically change the perceived value of a game! I don’t hate mainstream titles just because I also like indie games, though.

Via gamedrinkcode » Archive » How to afford an indie game

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Inmate Loses Fight To Play D&D

By Meg | January 27, 2010

A man serving life in prison for first-degree intentional homicide lost his legal battle Monday to play Dungeons & Dragons behind bars.

Prison officials instigated the Dungeons & Dragons ban among concerns that playing the game promoted gang-related activity and was a threat to security. Singer challenged the ban but the 7th U.S. Circuit Court of Appeals on Monday upheld it as a reasonable policy.

Dungeons & Dragons players create fictional characters and carry out their adventures, often working together as a group, with the help of complicated rules.

I don’t think we should punish murderers by letting them hang out and play D&D in the first place… but it seems a bit odd that prisoners can watch cable and read other books, but not D&D. Maybe prison officials are afraid of someone getting shanked over the division of party loot?

Via Game over: Inmate can’t play Dungeons & Dragons – Odd News – Fresnobee.com

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Kill 10 Rats And Bring Me Their Tails!

By Lexton Collins | January 4, 2010

Guest author Lexton “Lunarhound” Collins discusses the upcoming Guild Wars 2, believable NPC drama, heroic errand-running, and shares his perspective on what makes a good MMO great.

Most gamers, both fans and detractors, would agree that MMO’s need shaking up. It’s happened before, when City of Heroes and, shortly afterward, World of Warcraft made camp grinding a thing of the past and brought quest-based advancement to the mainstream. Suddenly, characters had purpose-driven lives. Other games followed suit, and life was good in cyberland.

Now, several years later, gamers are growing weary of the new grind. It’s tough to ensure that every single one of the hundreds of quests necessary to keep an MMO going are interesting, and players are growing weary of the endless variations on “kill ten rats and bring me their tails”. Mini dramas acted out by NPC’s cease to feel immersive when sticking around for a minute afterward lets you watch the world reset before your eyes so that the next players in line can ride. Collecting exclamation marks and running errands for people too lazy to deliver their own letters or fight their own battles feels less like an adventure and more like checking off a list of chores. Few want to go back to the way things were, but developers, and many players, seem to be finding it difficult to see a way forward.

There have been efforts to do something different but they’ve gone largely unnoticed. Guild Wars came hot on the heels of World of Warcraft, and attempted to remedy many of the ‘theme park’ issues that came with a static world that had to reset each quest for the next player by making heavy use of instancing. Players see each other in towns, but once outside, you and your party had your own private copy of the world. This allowed them to change things permanently based on your actions. Unfortunately, this lead to many players not considering it a real MMO and, despite its commercial success, it didn’t inspire many imitators. Additional problems came from the fact that players could not jump, climb or swim and the world was full of invisible walls that forced strict adherence to the current mission path. Dungeons & Dragons Online came along a few years later with a similar world structure coupled with much better implementation of the mission-based game play and a great new action combat system, but the facts that it couldn’t (at the time) effectively be played solo and it required a monthly fee, it also ended up being relegated to niche status.

Now, Guild Wars has a sequel on the way. ArenaNet was very secretive about it for quite some time after its announcement, and even now information is limited, but what is beginning to emerge paints an interesting picture of a title that is trying to shake up the genre all over again. With the inclusion of open world areas and much greater mobility (players will be able to jump, swim and climb as they can in most other MMO’s), as well as new attitudes toward creative use of instancing, they might actually succeed this time.

In a preview at Eurogamer, back in August, lead designer Eric Flannum states that “I think I can safely say that you won’t see a single exclamation mark floating above a character’s head in Guild Wars 2.” This one little sentence makes for a pretty bold statement considering the direction of MMO’s for the past few years and, luckily, he elaborates:

“We actually don’t have a traditional RPG/MMO quest system… Instead what we’ve got are Events. Think of them as group-orientated activities. This is one of the many things that will encourage the player to explore the world – you can wander through and never quite know what you’re going to see. You might come across a fortress that’s being attacked by centaurs, or it might be that the centaurs attacked half an hour before you got there and they hold it now. You might start walking along a road you’ve walked a hundred times and suddenly there’s a caravan traveling along that road that you may not have seen, and you can go help that caravan out.”

Supposedly, these events will form a complex web within any given public area, spawning new ones and phasing out old ones based on cause and effect. An older example given is that of a dragon attacking a bridge. Players can band together to defeat the dragon, which might open up a new chain of events that can be participated in. Alternately, they might fail, choose not to help, or simply not be there when the dragon attacks, which would result in the bridge being destroyed and a completely different chain of events opening up, revolving around repairing the bridge. The difference between this and something like Warhammer Online’s public quests is that they will not simply reset repeatedly so that players can do them over again. The assertion that there will not be a traditional quest system seems to indicate that public areas will consist of countless such events and, rather than wandering around looking for someone with an exclamation mark to tell them what to do, players will spend their time looking for something actually happening. The potential of such a system to change the way questing is seen in online games is staggering.

That isn’t to say that all adventuring will be completely directionless. Each player will have a personal quest chain to play through that reflects his or her own character. From an interview with MMORPG.com in December:

“When a player creates a character in Guild Wars 2, they will be able to answer many questions about their personal character history. These answers will help determine your personal story in the game. As many fans have theorized, one of the first things you choose is a ’subdivision’ of your race, which provides a more personal feel to your character’s history. For the humans, that means their ancestry–Elonan, Krytan, Ascalonian and Canthan–and also their social status as gentry or commoners of the city of Divinity’s Reach. For charr, it primarily means their legion, whether Blood, Ash, or Iron. The asura choose between the three most respected colleges of learning; Synergetics, Dynamics, and Statics. The sylvari follow the path of their seasonal cycle, or the time of day in which they awakened, being Dawn, Day, Twilight or Night. The norn choose their personal totem, and may choose to walk in the path of bear, snow leopard, raven or wolf. From these and other initial determinations, a wealth of personalized storylines develop, so that each player in the game experiences a story that is individually tailored to their character.”

According to ArenaNet, these choices, though part of character creation, will not affect class or power in any way. Their sole impact is on the player’s own personal narrative. This sounds tantalizingly like the Origins system in Dragon Age: Origins, and is an exciting thought when considered in the context of an MMORPG.

There’s no telling, of course, how much of an impact any of this will have or how well it will be received until the game is available to the public in some form. And if these claims were being made by a smaller developer without the experience or budget to back them up, they might be only a faint cause for hope at best. But ArenaNet has the budget and the talent to back up its big ideas, and it has already proven with one successful series that it knows what it’s doing.

Most seem to believe that the ultimate feat for an MMORPG would be to topple World of Warcraft. I’m not so sure. I think the ultimate measure of success is moving the genre as a whole forward. With a new approach to quest content, a strong focus on providing the player with a personal storyline, and the lack of any sort of monthly fee, Guild Wars 2 stands poised to do exactly that. Will it topple World of Warcraft? I doubt it. But it may force Blizzard to change in order to compete, which would almost certainly lead to other games following suit. Now that would be an accomplishment.

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Facebook’s Secret Code

By Meg | December 11, 2009

Just in case you don’t have enough time-wasters on Facebook (I’m looking at you, FarmVille players), here’s something new to try:

The Konami code, named after the Japanese company behind classics like the Teenage Mutant Ninja Turtles series and the Nintendo Contra classics, is one of video-gaming’s most storied cheats. During development of the 1985 Konami arcade game Gradius, a programmer found the game to be too difficult and programmed in a key sequence — up, up, down, down, left, right, left, right, B, A — that, if entered, gave the player a set of the game’s power-ups. As word of the shortcut spread, other programmers aped his cheat, working the same sequence into their own games. The Konami code works in nearly 100 video games now, including Frogger and Dance Dance Revolution.

And now it works for Facebook. Try it for yourself — log in to Facebook and type the code: up, up, down, down, left, right, left, right, B, A, enter. It doesn’t matter where you type it: just have the Facebook page open and active. The result? Lens flares — those groovy circles that appear when pointing a camera into the sun — appear on your page with every click of the mouse. Useful? Not in the slightest. But they’re easy enough to get rid of — logout and they’re gone.

Reading this made me immediately made me tab over to Facebook and type in XYZZY to see what would happen

Via Konami Code: Facebook Uses Video-Game Cheat, Adds Flare – TIME

Popularity: 4% [?]

Gender and Gaming

By Meg | November 30, 2009

As a woman gamer, I tend to focus on my own experiences feeling a bit out of the mainstream gamer culture. I realized that women gamers are not the only side subset when I met Jeb Havens (formerly of Cyberlore), and read some of his commentary as a gay gamer. But this intro post on the new Border House gaming blog shows me that there’s yet another secret subset of gamers:

Which minority groups do I belong to and why am I here? To start I wasn’t always a woman gamer, I started off as a guy gamer, well on the outside I was. I was born a boy and lived my life as a man until I was 29. I just couldn’t take it any more and had to come clean to the world that I was a woman and have always felt like one. My whole life was thrown up in the air and what came down was mostly shattered into pieces. Relationships were strained or ruined, arguments were had, and life continued only this time with me completely happy for the first time in my life.

Via The Border House

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The Dark Side of Facebook Games

By Meg | November 3, 2009

TechCrunch has a good piece on Facebook spamming hell over at Scamville: The Social Gaming Ecosystem Of Hell. When I think of the Facebook games spamcycle, I usually think of autoinvites, and invite-500-friends-to-read-your-horoscope apps, but this goes further into the dark side of Facebook games.

Via Scamville: The Social Gaming Ecosystem Of Hell

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WarCraft Down In China

By Meg | July 12, 2009

I blogged from Beijing last year about World of WarCraft access in China. Technical difficulties were keeping nerdy expats from accessing servers from outside China, and when you’re in China, you know that a sudden “technical glitch” preventing you from accessing a previously available site means that something is going on that the Chinese government doesn’t want you to know about. (See also: inability to connect to YouTube, Twitter, Blogspot, etc. during the current Xinjiang unrest, last year’s torch relay protests, that stuff that didn’t happen in T-word place, etc.)

Although it turned out to be real technical difficulties, we spent a long time worrying about what had gone politically sensitive in Azeroth. Was it a Free Dun Morogh rally?

Anyway, seems like there’s there’s another technical issue with WarCraft and in the Middle Kingdom, and this time it’s the China-based servers, not the foreign ones, affected.

The handover should have gone smoothly. Blizzard had decided to change its Chinese handling company for World of Warcraft from The9 to Netease.

And so on June 7th the WoW closed down for the handover but has yet to come back again.

Apparently Blizzard and NetEase are “working around the clock” to get the service restored to millions of Chinese users, but after three weeks there’s still no show.

The result has been long waits to enter Taiwanese servers as Chinese players swamp them.

via Boomtown – PC.

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Seeking DS Game Recommendations!

By Meg | June 24, 2009

I’m looking for a DS game I can play with my little niece. She loves playing Cooking Mama with me, but she can’t read very well yet so I have to read her each set of instructions. She’s very good with the stylus, my screen is safe even in her kindergartener hands.

So I’m looking for a DS game that uses the stylus more than the buttons, and doesn’t have a lot of reading (she can sound out words and I can read her instructions, but a game based on dialogue is just too frustrating for a beginning reader). It goes without saying that I don’t want her to play anything violent or bloody.  Any ideas?

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Using Firefox? Microsoft Says To Get Lost

By Meg | June 23, 2009

In a move that sounds like a joke, Microsoft is offering $10,000 as a prize for using IE8. They specify that Firefox users need to switch, or get lost! I’ve been accused of blog hyperbole once or twice, but that’s a direct quote from the contest site:

We’ve buried $10,000 somewhere on the Internet and if you’re the first one to find it, you get to keep it.
But you’ll never find it using old Firefox.
(So get rid of it, or get lost.)

It seems as if the big M is paying users to risk giving up the convenience and stability of FireFox, but if the choice is between a distant shot at a $10,000 prize, or using a stable browser with virus protection everyday, well, that’s not much of a choice.

….

Even though there’s a $10,000 prize that can only be seen with IE8, I’ll be staying with FireFox. So, Microsoft, since you put it that way, I think I’ll get lost.

This is an excerpt from a post on my personal blog at Simpson’s Paradox, because I thought the $10,000 bribe to give up Firefox was just too hilarious not to share here.

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Looking Forward

By Meg | May 6, 2009

Just a quick post to talk about upcoming games!

The new Sims 3 is coming out in just a few days! I can’t wait to play it!  Seems like I was just excited about the release of Sims 2!

My boyfriend is waiting for Warhammer 40,000 Online, but I can’t say I’m counting down to that one.

I’m also looking forward to the frequently-delayed LEGO Universe, which is now expected to be released in 2010.

What games are you waiting for?

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Nintendo Vs. Bob

By Meg | May 1, 2009

Remember Bob? The would-be Nintendo developer who couldn’t get a license and set up a game-writing lock-in? Yeah, that didn’t sway Nintendo.

Nintendo finally said:

He did submit to be a licensed developer. We have an evaluation process. We evaluated the opportunity. We decided at this point in time that he did not meet the requirements to be a licensed developer.

via MTV Multiplayer » Nintendo Finally Comments On ‘Bob’s Game’ Situation.

Like I said before, it all depends on if his game is any good!

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The growing free-to-play model

By Meg | March 31, 2009

I mentioned the growing free-to-play model when I talked about China’s gamers a few days ago, and about the differences in Chinese gaming and American gaming. Fat Foogoo is also talking about this:

A primary deterrent to early free-to-play titles in the Western market was that they were developed in and for an Eastern market style of play. That, and 9 times out of 10, well, to be honest, they just weren’t of very good quality, thereby leaving the end user with a ‘errr….this is crap, can I play WoW now please?’ experience. Add to this experience the fact that Western developers and studios just couldn’t grasp the profitability margin in ‘optional payment’ games. Fast forward, and may I introduce to you both ‘Runes of Magic’ as distributed by Frogster, and ‘Wizard 101’ as developed by Kingsisle. Note that ‘Runes of Magic’ is in fact developed by Taiwanese studio Runewaker, but distributed and marketed by a Western firm, Frogster (based in Berlin, Germany). Both of these free-to-plays have conquered a rather vociferous audience and successfully ported them to the world of free-to-play. Sure, there have been some grumbles here and there, but at the end of the day, the numbers that both Runes and Wizard are putting up in such a short amount of time cannot be a coincidence.

Interesting choice of example games. I played the beta and reviewed Wizard 101, and guest author Lexton Collins played the beta and reviewed Runes of Magic. We didn’t set out to make an East-West comparison, but it is an interesting one.

I think the free-to-play model will continue to grow among young, Western gamers, since it gives players a chance to try out a new game without a prohibitively high price tag. I see this type of marketing as similar to the system on Big Fish and other portals who offer a free demo and then a paid full version.

In either system, if you’re hooked, then you pay, and most gamers don’t mind shelling out for a game they enjoy but are wary of buying something they haven’t played. There are losers who steal games but in general gamers have a respect for the people who make our toys and don’t mind paying for something good.

(And, yes, this logo has almost nothing to do with the discussion, I just like how it looks.)

Quote from 2009: The year of Free-to-Play .

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China’s Gamers

By Meg | March 30, 2009

It’s not often when my interests in China and gaming collide. Nate, of the China blog Orientation, recently posted on Chinese gaming habits, particularly the huge numbers of MMO gamers in wang ba, or net cafes.

China contains an undulating 59 million online gamers. Despite the fact that 47m of them play free-to-play games, this is a massive amount. To put that into perspective, the 2007 estimate of England’s population was 51,092,000 while the 2008 census quoted America as having 306,068,000 million people. Imagine the entire country of England plunking down and playing a game everyday. Keep in mind that these are only online PC games.

The majority of Chinese gamers, though, seem to play in net cafes and not on personal computers. (Although this may be changing, I saw plenty of Beijing teens with their body weight in personal electronics, and laptops can’t be far behind). Playing in net cafes instead of at home changes the gamer culture quite a bit. No more jokes about nocturnal gamers living in their basements, although there are plenty of 24-hour wang ba for late-night gaming sessions.

Also, fewer games rely on the purchase of software (I’ll save the discussion of China and software piracy for a different post!), since one copy will be installed in the cafe and anyone who comes by will use it. Instead, games have an in-game cash shop or an hourly fee. While talking about Runes Of Magic, Lexton Collins credits the Asian game community for bringing us the free-to-play MMO model.

I also wrote on Chinese net cafes and gaming culture over on  Wang Ba: Gaming In A Strange Land on CNReviews. (It feels a bit odd to quote myself, but it’s better than re-writing my description):

Chinese net bars sell computer time by the hour, and most also sell juice, soda, candy, snacks, and instant noodles, the Chinese equivalent of a Hot Pocket. You can also buy cigarettes, smoking isn’t just permitted in net bars, at times I think it’s mandatory.

The library-like silence of an American net cafe is gone, replaced with the usual thousand-decibel cellphone conversations, Tudou or Youtube videos, and shouts from the boys playing CounterStrike. It might not be the most conductive environment for working, especially when compared with the headphones-wearing crowd back home, but the cheery shouts of videogame victory don’t need translation.

Another thing Nate noticed was the divide between guys playing combat-heavy games and girls spending their internet time using QQ, China’s answer to AIM. Chinese girls do play games but it’s more likely to be something cute on a handheld game or on their mobile phones than hardcore PC games.

I’m sure Chinese netizens and Old China Hands will see this as a very surface analysis, but it’s very interesting to me, to see how the gaming sub-culture translates into other countries! Share your thoughts in the comments!

Related: Travel in China is like a Fantasy Novel, Living In China Is Like an RPG.

Popularity: 28% [?]

Talking Smack Tutorial

By Meg | February 14, 2009

Angry GamersAngry Gamers has a tutorial on talking smack in online games, just in case the Barrens Chatters of the world need help.

Insult indirectly – Use similes and metaphors to get your point across. For example, if your opponent sounds like he is 7, don’t say “What are you, 7 years old or something?” use an indirect approach to say the same thing, like asking him if he likes apple juice before nap time.

See? It’s not all calling people a n00b and then running away! You can be clever in your insults!

I’d like to add my own rule, for those without Vent or other voice chat: No all-caps sentences, because looking like a spammer isn’t clever on any level.

Via Talking Sh!t: The Tutorial – Angry Gamers.

Popularity: 27% [?]

Thoughts On Casual Games Dev

By Meg | February 13, 2009

Game development isn’t exactly my strong suit. Personally I prefer to let other people work long hours, pouring their heart and soul into a game, and then I play it and complain about what’s wrong with it. Hey, that’s where my talents lie!

But I do have huge admiration for indie developers, and I hope to focus on lesser-known titles here on ThumbGods.

Cliff Harris of Positech Games talks about making independent development profitable. Cliff is behind the Positech Games titles Democracy 2, Kudos (and Kudos 2!) and others. The entire interview is worth reading, if you’re all interested in what makes a game succeed, but one statement really stuck with me.

Who will survive in the casual game business in 2010?

Big Fish Games, Popcap.
I think I’ve got the full list there.

Big Fish Games is an awesome casual games portal. The “new game every day!” works perfectly for repeat business.  They’re a total giant, even my mother-in-law has a Big Fish Games account. But I worry that massive portals like BFG (much as I love them!) and now Amazon are making it harder for the guy-with-website development model to succeed.

Not to be all doom and gloom, because as Cliff’s interview shows, an indie game developer and creative marketer can still do very well.

Via Interview with Cliff Harris (cliffski) from Positech Games | Sell More Games.

Popularity: 26% [?]

Board Game Photos

By Meg | February 4, 2009

Clue picture frameI saw this cool project over on Photojojo to make an old game board into a picture frame. Sounds weird, but it would look awesome in a gamer’s bedroom or study, or bring it to work and hang it over your desk. They have pretty detailed step-by-step instructions, with photos. This would be a great use of a favorite old game, once you’ve lost a couple pieces. I especially like turning the Scrabble letters — or any other game tokens — into pushpins to easily update your gameboard photos.

What do you think?

Via Photojojo » Turn a Scrabble Board into a Picture Frame. (Thanks to Wonderlandkat for the tip)

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Mario Is A Menace

By Meg | February 2, 2009

http://i41.tinypic.com/a0dvgg.jpg

Fortunately, I played Frogger so I know how to dodge cars.

(This picture has been forwarded to me a bunch of times, I guess all my friends know I’m a nerd.  If anyone knows where to attribute this photo, let me know and I’ll link.)

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Buying WoW Characters

By Meg | January 28, 2009

Have you ever thought about buying a high-level World of Warcraft toon? I’ve definitely thought how cool it would be to instantly have a level 60… or level 70… or level 80, especially since max level is always just a few levels higher than I am!

Some people buy World of WarCraft accounts to keep up with high-level friends or just to try end-game toys without grinding their way there. There are a lot of reasons to buy a character for WoW or Warhammer Online or your MMO of choice. Or maybe you just need a little extra gold, and it’s quicker to pay for it than grind.

There’s also a large group looking to sell WoW accounts, but I get too attached to my characters. By the time I get to a decent level, I wouldn’t want to get rid of my toon! If you’re a powerleveler, it could be a good way to make a little extra money. Sell off your old character, or your extra in-game cash, and start over!

Whether you are buying or selling, just remember to be careful! And enjoy your new MMO toons!

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Video Game Warning Labels?

By Meg | January 27, 2009

Gamertell talks aWarning labels mark video games as health hazzardbout the proposed videogame warning labels:

I read the report posted on CNet by Don Reisinger which indicates that on January 7, 2009, Joe Baca, a democratic representative of California, introduced the H.R.231: The Video Game Health Labeling Act of 2009 bill to 111th Congress requesting to make it mandatory that video games that have received a rating for violence to display the following warning:

WARNING: Excessive exposure to violent video games and other violent media has been linked to aggressive behavior.

I thought it was funny. At first. Then again, (according to a report card published by the Nation Institute on Media and Family in 2008) if we can’t get parents to read the labels that are already displayed on the packages now, how would this be any different?

I don’t believe videogames provoke violence or aggressive behavior — I think the cause goes the other way, that aggressive teenage boys are attracted to blowing up pixels, not that blowing up pretend people makes you want to blow up real people.

It’s the same thing as when people worry that Barbie is going to give little girls warped self-esteem. Um, Barbie is pretend. Videogames are pretend. I hope that kids can sort out the difference between real and pretend, and it seems like a gross failure of parenting if they can’t.

So, warning labels are a total waste of space. Good parents talk to their kids about what they’re playing, and don’t need it,  and bad parents probably wouldn’t be swayed by a little warning sticker.

Via Opinion: Warning labels!? Don’t even pretend video games are as bad as cigarettes – Gamertell

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11,000 Gamers Attend Virtual Wedding

By Meg | January 12, 2009

Ah, gaming romance. I love stories like this, because they ruin the stereotype of anti-social gamers, and the stereotype that all gamers are men.

LAND O’ LAKES, FL– JANUARY 12, 2009– Artix Entertainment’s MMORPG AdventureQuest Worlds was the setting for the December 29th wedding of longtime Artix gamers Bello and Merca which was broadcast live starting on www.aqworlds.com with over 11,000 gamers in attendance.

The bride, who is a retailer, and the groom, who is a pre-school teacher, have been avid Artix gamers for three years. They live in southwestern Missouri and decided to share their union with fellow gamers worldwide.

“We thought this was a unique opportunity to do something memorable,” said Bello.“We decided to go with AdventureQuest Worlds because we’ve been playing Artix games for years now and almost feel like we’ve been a part of Artix Entertainment’s maturation as a gaming company.”

Read the rest at OVER 11,000 GAMERS ATTEND ADVENTUREQUEST WORLDS ONLINE WEDDING Gaming Industry | Press Release by MCV

Popularity: 22% [?]

Fake Call Of Duty Beta Emails!

By Meg | January 11, 2009

I heard some Twitter rumors and then read this on IAMfourzerotwo. If you get an email inviting you to a new Call of Duty beta, um, it’s a fake. It’s hard to tell if this is a virus or a not-terribly-subtle phishing scam or just a prank, but at any rate, it’s not a beta invite.  (picture from 402 also)

Via IAMfourzerotwo · Beware of fake “COD5″ Beta Invites

Popularity: 22% [?]

More On BobWatch

By Meg | January 7, 2009

I posted earlier about Bob, the developer who’s going into lockdown to convince Nintendo to publish his game. Joystiq has a newer post about what’s going on now. We’ll have to see what he does next, the line between genius and nutjob is a bit blurred. I guess it depends on if the game is any good!

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Bob’s Game

By Meg | January 5, 2009

Usually I read about game developers with a touch of envy. I imagine days spent making games more fun or translating a really cool concept into a fun activity to share. (My boyfriend, who does work in game dev tries to convince me that it isn’t all lollipops and rainbows)

But this story… is just a little weird.

You’ve got to feel for Bob Pelloni. The guy sinks 15,000 hours over five years into making a DS RPG — completely by himself — called Bob’s Game. Now, when his labor of love is finally ready to be shown to the world, the poor guy can’t wrestle the last thing he needs, a disc containing the development kit (or SDK), away from Nintendo. After 17 weeks of trying, Bob’s getting serious and locking himself in solitary confinement for 100 days in protest.

Bob’s got no internet, no television, just the tools he needs to work
and a phone to check his email (in the hopes that Nintendo tries to get
a hold of him). If you’d like to pitch in and help out, Bob’s asking
that you drop a line to Big N. We’ll do the same, and let you know what we hear.

Ok, it’s a lot weird. What do you think?

Via ‘Bob’s Game’ dev confines self in Nintendo protest – Joystiq

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Gamer Skills

By Meg | December 30, 2008

I posted the other day about recruiters avoiding MMORPG gamers because they’re afraid to hire someone who fits the stereotype of the unwashed slacker gamer. The BBC has a new article that talks about the good things we learn from gaming. Time management games and sims teach actual skill, not just buttonmashing.

“Dad she says, “Should I hire a new janitor for my zoo?” Sure I said, go ahead,” explained Mr Laux.

“And then she said she couldn’t afford it out of her current income but really wanted to invest into capital improvement. She said if she didn’t then people wouldn’t come to her zoo because it will get old.

“And I said well why not hire the janitor and fire him when you are done.

“Well I could do that but if I do that then employee morale will go down and productivity will go down and it may cost more in the long run she said.”

Via BBC NEWS | dot.life | A blog about technology from BBC News | Gaming is good for you

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