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Saturday, July 19, 2008

ChinaJoy试玩新游[峥嵘天下] / Evaluating Zhengrong Tianxia at Chinajoy

From the http://game.21cn.com/online/activity/2008/07/17/4960949.shtml dept.

2008年7月17日,第六届ChinaJoy游戏展会正式开幕。
以下是杭州五花马网络科技有限公司《峥嵘天下》展台:
游戏介绍:
《峥嵘天下》是一款即时制大型多人网络全3DMMORPG游戏。游戏的设计将遵循Easy&Fun的设计原则,强调“成长与体验”的乐趣并辅以丰富而艺术的特效。
整个游戏以我们原创的东方架空世界为游戏背景。以充满东方文化气息的“仙侠”为内容主体表现和玩家操控对象。以强调游戏战术策略为设计思想核心。
《峥嵘天下》的画面表现采用了Full3D技术,通过此技术将更好的体现角色与场景的丰富与差异。逼真写实的画面效果,以及源自电影技法的镜头运用,将使整个游戏过程充满了动感和临场感。
《峥嵘天下》将是一款包括——战斗,收集(装备、秘籍),养成(法宝、神器、神兽培养),经营(帮会建设/个人商会),策略(大型互动阵营对抗/战场),探险(中小型多人合作副本)等多方面游戏模式的综合型MMORPG。
游戏的主要玩法将仍然是玩家所广为接受的第三人称角度,控制单一角色行动的方式来作为基础游戏模式。上述的各种游戏模式将贯穿整个游戏过程。
《峥嵘天下》使用了集群式的服务器技术进行开发,可以满足十万人同时在线,最多可以承受3-10万人同一服务器进行帮派战。

Friday, July 18, 2008

BigWorld Announces Direct Local Presence in Japan and South Korea

BigWorld Announces Direct Local Presence in Japan and South Korea

17th July 2008

For Immediate Release

(Canberra, Australia): BigWorld has recently expanded its presence in both the Japanese and South Korean markets. Gavin Longhurst, BigWorld VP for Business Development, announced that this move bolsters BigWorld’s ability to provide direct sales and support to the increasing number of game developers using the BigWorld MMO engine in the region. Longhurst said that BigWorld has appointed James Hursthouse, formerly founder and CEO of Online Game Services Inc. (OGSi), as Director, Business Development and Yoshikazu Furuhata as Account Executive.

Full release here.

Thursday, July 17, 2008

Twinity rolls out a chunk of Berlin


from the Walk in the Park dept.

Virtual Economic Forum reports that Metaversum has implemented outdoor spaces on its BigWorld engine founded Virtual World, Twinity. The area on show now to cruisers of the Twinity world is Berlin's Hackescher Markt and surrounds. You can sign up to take a peek at what's going on inside this world over at www.Twinity.com.

Twinity is a socially oriented virtual world that focuses on recreating personal and public spaces inspired by real world locales - the first of which is the city of Berlin.

So real in fact, I was just talking to an avatar - 'Neva' (in world) who claimed to have been so lost in the realistically modeled streets of Twinity/Berlin that she had to alt-tab back to the desktop so she could Google map her way out. Thank God she had internet access, right?

Right.

《霸道》结束技术性封测 / 'Badao' finished the first Closed Beta

Quick comment: As the first 3D title of Lenzgame and after 9 months long development,'Badao' finished the first Closed Beta yesterday.
2008年7月16日,《霸道》结束首次技术性封测,开发商灵智伟业将不会保留此次测试的玩家数据。
《霸道》作为灵智伟业首款自主研发的3D网络游戏,从游戏故事背景、画面设计、动作捕捉、音效配乐等一整套环节均是出自中国人之手,灵智伟业经验丰富的开发人员更了解、熟悉中国玩家的喜好,这款“中国制造”的网络游戏可以说是为国人打造十二分的亲切与体贴。
《霸道》在“中国文化特色”上得到充分的展现。《霸道》的故事背景依附于中国古代奇书《山海经》,多变的游戏中将会演绎《山海经》书中多彩的神话传说。
《霸道》采用先进的BigWorld引擎研发,整个研发活动自2007年10月份开始,目前项目进展顺利。

龚峤:创世将超越天下贰 / 'Chuangshi OL' will beyond Tianxia

From the http://news.duowan.com/0807/80235462563.html dept.

在2008届上海Chinajoy现场,多玩游戏网专访了光宇华夏副总经理龚峤,龚峤向多玩记者透露,光宇华夏已经制定了年度目标,一是将问道的最高在线人数提高至100万,二是在年底推出十款新品。
  结缘《西游Q传》 光宇华夏再度出击回合制市场
  此次Chinajoy,光宇华夏的重头戏是宣布代理火石开发的《西游Q传》,龚峤表示,火石非常赞赏光宇在回合制网游方面的运营经验,因此非常放心地将《西游Q传》交给光宇。火石上一个获得成功的回合制产品是《水浒Q传》,由金山代理。
  多玩记者向龚峤问及《问道》成功的原因,龚峤表示,除了产品本身的因素以及与吉比特的愉快合作之外,公司对《问道》的集中投入是成功最关键的原因之一,而光宇华夏自主研发的项目亦不会选择回合制方向,这样与研发商的合作会更为畅通。
  自主研发瞄准3D MMORPG 第一阶段目标是十万人在线
  由光宇华夏深圳分部进行研发的《创世》,则是光宇华夏今年寄予厚望的3D MMORPG。《创世》采用了与《天下贰》相同的Bigworld引擎,龚峤表示,作为一款比《天下贰》后上市的产品,《创世》有信心在游戏品质上超越《天下贰》。而针对丁磊16日表示将在一年之内将《天下贰》的在线人数达到100万的言论,龚峤则表示,光宇不希望于在第一款产品上走得太急,十万人在线已经是不错的答卷,而在期间积累的经验以及对引擎潜力的挖掘,光宇会在后续产品中将积累的实力逐渐发挥出来。
  下半年光宇推出十款新品 看好网页游戏
  除了《西游Q传》与《创世》,光宇下半年亦有十款新品的上市计划,其中包括了一款网页游戏。针对目前网页游戏生命周期较短的问题,龚峤认为,《猫游记》等游戏已经证明网页游戏的生命周期并不低,光宇自主研发的网页游戏也会拥有较长的生命周期。
  明年再谈上市 等候网游股利好大环境
  上季度营收超过3亿的光宇华夏为何极少提及上市计划呢?龚峤向多玩记者表示,最近网游股的大环境并不算好,市盈率普遍低迷,光宇更愿意等待利好环境的出现,再考虑上市的计划。至于时间点,龚峤认为明年或许会公布相关的计划。

丁磊称天下2要在1年内做到100万人在线 / Netease: Tianxia II PCU to Reach 1 M

From the http://news.duowan.com/0807/80152940636.html dept.

Quick comment: Netease (Nasdaq: NTES) CEO William Ding recently said that the company expected concurrent player counts of 3D MMORPG Tianxia II to reach 1 mln within the year. Ding also said that he saw no particular advantage to "community" online games, as online games already satisfy players' needs for social interaction.

7月16日消息,第六届中国国际数码互动娱乐产品及技术应用展览会ChinaJoy将于7月16日至19日在上海国际博览中心举行。丁磊今日在接受多玩游戏、网易科技等少数媒体专访时透露:天下2要在1年内做到100万人在线。
  盛赞《天下贰》 希望成为游戏业的《功夫熊猫》
  丁磊在接受专访时不时对《天下贰》赞不绝口,同时他认为这款游戏符合了绿色游戏的标准。他认为,从市场的检验角度来看,大话西游和梦幻西游可以称为他心目中的功夫熊猫,同时他更希望《天下贰》能够成为游戏行业的功夫熊猫。
  “中国传统好的文化价值都融合在这款游戏里面,例如游戏中的草药都是现实中药的名字。还有打斗的玩法,有个角色是医生,这个职业的一个法术就叫做“润脉”,《天下贰》中的角色技能都是来自中国古文化中的一段。”丁磊介绍说。《天下贰》能做好的是,一个非常大的舞台,有很好的内容要去挖掘。”
  此外,丁磊也不赞同游戏的快速贬值,他认为这对玩家而言不负责任。“玩家花了2万元玩一个游戏,拿到交易市场可能2千元都卖不到,而大话西游的玩家,花费了5千元的成本,在交易市场依然可以卖5千元。”
  游戏不同于电影 应该避开浮躁
  丁磊称,他对一个游戏公司的产品作出评价,不是从媒体处去了解信息,而是通过玩家得到反馈。对于网易而言,对游戏的把关标准就是尽量少犯错误。
  “电影看了不好,观众没地方抱怨,但是游戏如果玩家觉得不好,很快就可以选择不玩。”丁磊认为,国内的游戏公司应该学习功夫熊猫的导演,他研究中国功夫用了20年的时间,才拍摄出功夫熊猫。丁磊表示,他希望游戏公司能够通过作品来传达积极向上的勤奋价值观,并避开浮躁的潮流。业内一些公司喜欢抓住潮流,但是在游戏本身的品质上却花费的时间不多。
  对于网易而言,丁磊称未来也会选择代理游戏的道路,但是会有几个选择标准,首先代理游戏不能和网易自己研发的游戏冲突,在整个行业内,游戏作品有回合制、即时战略制、休闲制等,网易如果选择代理,应该是代理哪些网易研发线不具研发能力的作品。
  就网易与暴雪的合作问题,丁磊表示目前尚没有进一步消息对外披露,如果双方的合作有新进展,将第一时间对外披露。
  成人游戏也应有基本道德观
  对于今早史玉柱在游戏高峰论坛上关于巨人只做成人游戏的观点,丁磊提出了自己的不同看法。丁磊认为,成人游戏也应具备自己的价值观。他反对拿着成人游戏当作幌子,把很多不好的东西往产品放到游戏产品中。丁磊称这种走捷径的方式最终伤害的还是自己和消费者。在丁磊看来,国内有相当比例的公司都将一些不好的内容放到了游戏产品中,但是很多人却不敢公开承认。
  网易仍是互联网公司
  丁磊强调网易拥有2.5亿注册邮箱用户,每个月的活跃用户达到6000万,因此网易仍是一个互联网公司。
  “游戏产品容易产生良性的商业模式,电子邮箱的全球范围竞争性比较难带来大量的用户,如果免费邮箱每个人收5元,收入早就超过了游戏。”丁磊表示,对一家公司的判断是游戏公司还是网络公司,不单要看收入,还要看它的主流产品。网易邮箱的影响远远大过游戏。

Tuesday, July 15, 2008

Exclusive screenshot for upcoming Meteor Games MMO


From the If you Write it They will Come dept.

Donna Williams and Adam Powell were kind enough to shunt across the image seen here for their upcoming MMO. The image depicts their Priest class for their upcoming BigWorld-based title being built at their hip studios in West Hollywood, California. Details on the game are thin at the moment - even the title of the game is a closely guarded secret.

What can we infer from this image? From the likely feature set of this class?

  1. If the image is life-sized, Priests are likely be very, very small indeed. They could be up to a maximum of only an inch or three tall (or so - estimates vary). This could be a problem in raids - with the primary healers being crushed underfoot in the chaos of battle by their own comrades. Clearly, Meteor Games have yet to think this through and I can already hear the outcry from the as yet un-massed tribes of players demanding balance and redress from this short-sighted feature.
  2. Again, from this image, we can infer that priests live in hilly, mountainous areas as shown by the constant cascades of rocks tumbling over their heads. Of course, if the previous assessment of their tiny scale is correct, these 'rocks' could also be grains of sand. Or dust motes.
  3. Priests don't appear to have any legs, which means they probably float or levitate in their surroundings. Or if tiny in size as the image indicates, perhaps they are simply blown about by ground effect eddies from the movement of other players. Although there are no posts from early adopters of the class about control issues, we can readily see this becoming an irksome piloting class, akin to a helming a massive re-fuelling tanker aircraft as it lumbers through the night skies - in this case though, one tiny in size, more agile and set in a Fantasy World in a dress.
  4. Priests have three horns on their head, presumably to offset their lack of legs. Again, details on these are sketchy at best, but a likely feature if they are - as we suspect - miniature healers that fly around the map in tiny gnat-like swarms - is the ability to latch onto other characters like a thorn or barb, fixing securely to them with their heads. Healing can then be applied to the target character without fear of drifting away or being flattened as unsuspecting characters sit down to polish their armour.
Check out http://www.meteorgames.com/ for more coverage on this intriguing title from the team that brought you Neopets.