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A Look Back:aion gold

A Look Back:aion gold
Some things have changed in the gaming biz. For example...
A team of one for a hit title now numbers at least 50 and as high as 600, though typically not all at the same time. Developers used to just deal with tools, whatever tools they got. These days, good tools can mean the difference between getting your product shipped and crashing and burning in agony. There's a little more to it than 250 lines of code and a few data tables. What was two pages of Atari boxes on the inside cover of "Electronic Games" magazine is now 1,099 titles, at least 1,000 titles per year. As Jerry McGuire once said, "it's hard to keep up." No, I haven't played Dragon Age yet. (sigh) Games based on film franchises are just as risky as they were years ago, but far more of them are being attempted. What was something only enjoyed by buying a handheld item that only displayed LED lights is now thousands upon thousands of detailed games in something one quarter of the size in your pocket. Oh yeah, that thing in your pocket also holds all the music you ever owned and will own, and is your frickin' phone, too. Online games only played by a maximum of sixteen players now number in the millions. In fact MMORPGs, (okay, WoW, with apologies to the other ones like Eve Online) are by far the greatest pillar making PCs as a game platform viable. Genres are almost meaningless. Strategy, action, adventure, RPG. They blend together in a motley collection of anything and everything.
A FARMER placed nets on his xyyqqx0105 newly-sown plowlands aion gold and wow gold caught a number of Cranes, which came to pick up his seed. With them he aion gold trapped a Stork that had fractured his leg in the net and was earnestly beseeching the Farmer wow gold to spare his life. "Pray save me, Master," he said, "and let me go free this once. My broken limb should excite your aion gold pity. Besides, I am no Crane, I am a Stork, a bird of excellent character; and see how I love and slave for my father and mother. Look too, at my feathers-- they are not the least like those of a Crane." The Farmer laughed aloud and said, "It may be all as you say, I only know this: I have taken you with these robbers, the Cranes, and you must die in their company."
Birds of a feather flock together.
ONE WINTER a Farmer found a Snake stiff and frozen wow gold with cold. He had compassion on it, and taking it up, placed it in his bosom. The Snake was quickly revived by the warmth, and aion gold resuming its natural instincts, bit its benefactor, inflicting on him a mortal wound. "Oh," cried the Farmer with his last breath, "I am rightly served for pitying a scoundrel."
The greatest kindness will not bind the ungrateful.
More news is published about games in a single hour than was reported in a month twenty years ago. Mostly online. Game print magazines, in fact the world of print itself, is encountering a cataclysmic shift, though perhaps not complete destruction. CGDC, now GDC, started at 150 developers in 1988 and 2009 attendance numbered more than 17,000. "17,000, Chewie. These guys must really be desperate." In the old days, more hours of gameplay meant "better". Shorter gameplay meant you were at an arcade and understood that people were only after your money. Not anymore. And this is awesome. Though it forces people seeking a lucrative result to come up with more techniques for monetizing a game experience, such as micro transactions. Seeing a woman working in games in the 80s and 90s as a developer was surprising. At the publishers I've worked at / for these days, I work with at last as many women as I do men, and those in development are rapidly filling more roles. It was very easy to score gear and / or be approached by hardware companies in game development, even with consistent feedback and consulting on the hardware. Now, not so much. I have to create a very compelling business case and do some thoroughly unflattering begging. Emergent gameplay in conjunction with just the right touch of high quality graphic realism / superrealism and compelling narrative is incredibly difficult. But oh, so worth it. Publishers that have sweated through the overages in development have reaped the rewards afterwards.
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