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Thread: Articole interesante legate de gaming

  1. #481 SP
    Manager paul's Avatar
    Quote Originally Posted by VG247
    [...] Speaking to three sources – one working at Ubisoft, the second a former senior Ubisoft employee, and the third Driver’s original creator, Martin Edmondson – a picture has emerged of a game that gradually and organically grew beyond the bounds of the Driver license, birthing the Watch Dogs series we know today.

    “The game that was released as Watch Dogs started life as a sequel in the Driver franchise, but was always largely what you see in the final product,” says the source at Ubisoft. “It was always modern day, it had on foot, parkour, combat as well as driving, all set in a large open-world city, and the main hook was always modern technology and hacking. After a while trying to make this concept fit into the Driver franchise, the decision was made to turn it into its own, new IP.”

    Typically, a publisher will back a single game to reboot a series, then build on that foundation if it turns out to be a success. But Ubisoft was working on two distinct visions for what Driver could be at the same time. One, headed up by Edmondson in the UK at historic Driver studio Reflections, was subtitled San Francisco. Both bold and nostalgic, it locked players inside the car, just like the ‘90s original – but allowed them to swap between vehicles via a funny and fantastical concept called ‘shift’. Players would float disembodied through the city to possess other drivers, and have conversations with their passengers.

    While development of San Francisco was underway, a team under Far Cry 2 veteran Jonathan Morin at Assassin’s Creed studio Ubisoft Montreal pitched and conceived its own Driver sequel. Reflections had no input on the story, which left out series characters like undercover cop Tanner, his partner Jones, and shotgun-toting villain Jericho – though it wouldn’t have been the first Driver game to do so. [...]
    Full: Inside the Driver game that died so that Watch Dogs could live - VG247

  2. #482 SP
    Turbo Killer RonanN1's Avatar

  3. #483 SP
    Manager paul's Avatar
    Giles Goddard On Creating Mario 64's Face, 1080, And Carve Snowboarding - MinnMax Interview:
    00:00:00 - Intro
    00:01:37 - Giles Goddard’s island life
    00:04:03 - Reflecting on his legendary career
    00:05:54 - Carve Snowboarding
    00:11:57 - Creating 1080 for the Nintendo 64
    00:14:38 - Working with Miyamoto
    00:17:46 - Steel Diver, Tank Troopers, and thoughts on modern Nintendo
    00:23:35 - Creating Super Mario 64’s big opening face
    00:29:13 - Crunch within old Nintendo
    00:36:12 - Zelda 64 prototypes
    00:42:13 - Who was Link to the Past’s original director?
    00:47:03 - Giles’ personal history archives
    00:49:56 - The design of the Nintendo 64 controller

  4. #484 SP
    Senior Member dronology's Avatar
    Dark Souls Helps My Mental Health But I Don't Know Why
    Quote Originally Posted by GameSpot
    During the pandemic more people have been playing games than ever before, but while it's easy to think gamers are gravitating towards the likes of Animal Crossing or Minecraft, many people instead turn to intense, difficult games like Dark Souls or Bloodborne for comfort.

    Alexander Kriss, psychotherapist and author of 'Universal Play', explains the science of how games help people's mental health, and why playing stressful games during a global pandemic might be a good thing.

  5. #485 SP
    Manager paul's Avatar

    Quote Originally Posted by Bloomberg
    Hundreds of former employees have left to create their own studios where they can make beloved real-time-strategy video games like Warcraft

    In recent years, a stream of developers and executives from top video game publisher Blizzard have left to create their own studios, seeking the creative freedom and autonomy they feel is no longer possible at a company chasing mega hits.

    Now an alumni network, affectionately dubbed Blizzard 2.0 by some in the gaming community, has sprung up in Irvine, California, the same town where Blizzard has a sprawling campus. Hundreds of ex-employees, including the company’s co-founder and chief executive officer for decades, have spread out there across a half a dozen independent studios.

    Without the best-selling brands, like Warcraft and Overwatch, and fan goodwill that Blizzard has built since its founding in 1991, going indie is a risk. But the startups are getting support from venture capitalists eager for a shot at the kind of revenue Blizzard’s parent company, Activision Blizzard Inc., generates — $8.1 billion in 2020. And the founders are convinced the fans will be there for them.

    Blizzard made a name for itself early on with its real-time strategy games, which let players battle each other using large numbers of complex units in "real time," as opposed to waiting turns. Its Warcraft and StarCraft franchises came to define the genre. But in recent years, as real-time strategy games have declined in popularity, the gaming giant has favored more lucrative franchises such as Diablo, in which players use a single character to slash through hordes of demons, and the first-person shooter Overwatch.

    So when veteran producer Tim Morten and a handful of other Blizzard staff wanted to make a new strategy game, they left the company and started a new one, founding Frost Giant Studios last year.

    Morten said big publishers such as Activision Blizzard are looking for “billion-dollar products” rather than simply aiming to develop profitable games. “My perception of RTS as a genre is that Blizzard has made money with it,” Morten said, “but it’s all about orders of magnitude.”

    While StarCraft II, released in 2010, sold more than 6 million copies, Blizzard hasn’t been able to generate as much revenue from players over the long term. In contrast, Overwatch has generated more than $1 billion from in-game purchases such as costumes and loot boxes, according to the research firm SuperData. Morten said he “really believes” that real-time-strategy games can be massive hits. “But the right place to prove that is in a riskier, venture-backed environment.”

    A Blizzard spokesman said the company “thrives because of the thousands of talented people around the world who have poured their energy into creating epic entertainment for our players. We continue to invest in our teams to train and elevate the leaders of tomorrow.”

    Frost Giant raised nearly $10 million, led by BITKRAFT Ventures. Other investors include Kona Venture Partners, based in South Korea, where StarCraft became a national sport watched by millions of people.

    Venture capitalists are eager to find unicorns in gaming and have invested more than $13.3 billion in video game companies since 2014, according to investment firm White Star Capital. Eden Chen, CEO of Pragma Platform Inc., a developer of a software engine for game designers, and an investor in Frost Giant, called the industry “notoriously under-monetized” and “under-invested” given its potential. Chen said venture capitalists should be thinking of games less like films and more like apps, because titles such as League of Legends and World of Warcraft remain popular and supported for years.

    Publicly traded game companies like Activision Blizzard often take a conservative and risk-averse view when it comes to backing games, whereas venture capitalists take a more scattershot approach, investing in dozens of game companies in hopes that one will be a hit like Roblox, the popular game making tool whose parent company was valued at nearly $50 billion when it went public earlier this year.

    Investors have taken a particular shine to Blizzard alumni. In 2016, former Blizzard chief creative officer Rob Pardo raised $25 million from venture capital fund Andreessen Horowitz and game company Riot Games Inc. to start Bonfire Studios. More have followed, with Lightforge Games, One More Game, and Raid Base all announcing their existence in recent weeks.

    Ben Brode, formerly the director of popular card game Hearthstone, left Blizzard in 2018 to found an independent studio called Second Dinner. He and his co-founders struck a deal to make a game with Marvel Games and raised $30 million from the Chinese company NetEase Inc.

    “It was a little scary to jump off the ship,” after working at Blizzard for 15 years, Brode said in an interview. “But we get to have more freedom and move quicker.”

    Fans are already excited at the prospect of spiritual successors to Blizzard games. Morten said that for his strategy game, he and his team have been in touch with longtime players who are happy to see a dormant genre revitalized.

    “We've reached an era where the community itself is the most important factor in the success of a game,” he said.

    The wave of ex-Blizzard indies may also inspire even more talent to depart Blizzard, which has faced several recent controversies such as the disastrous release of Warcraft III: Reforged, a remake that was panned by fans and critics and described as the company’s first bad game.

    The talent exodus has also coincided with a shift in the once-autonomous culture at the beloved company. Activision has taken a heavier hand in operations at Blizzard, pushing it to cut costs and produce bigger games more quickly, Bloomberg has reported.

    For decades, the man protecting Blizzard’s culture from corporate influences was Mike Morhaime, the co-founder and former CEO who left in 2018. Last year, Morhaime announced his own company, Dreamhaven, founded with his wife Amy and two dozen other Blizzard veterans.

    Dreamhaven operates two internal game studios and has partnered with several other ex-Blizzard companies, creating a network of alumni who often collaborate. Morten said Dreamhaven is consulting for Frost Giant, while Brode said he regularly invites developers from other ex-Blizzard studios to come playtest his company’s game. Recently, Frost Giant announced a licensing deal with Epic Games Inc.’s Unreal Engine and an advisory partnership with Dreamhaven. “We're all super friendly with each other,” said Brode. “We're all trying to stay afloat, trying to do our best, help each other get there.”

    It remains to be seen whether these new studios will find success in what has become a booming but oversaturated gaming marketplace. None of the ex-Blizzard companies have announced any titles, although Brode said he hopes to reveal Second Dinner’s Marvel game within the next year.

    Doug Creutz, an analyst at Cowen & Co, said he expects to see some “good games, maybe some great ones” but that it’s unlikely that this alumni network will recreate the magic that turned Blizzard into a household name. “There have been plenty of attempts already by ex-Blizzard folks to start new studios, and while some have seen decent success, we haven’t seen any of them get remotely close to what Blizzard has achieved,” he said. “The founders of Blizzard were young and hungry and probably a bit ignorant of what a long shot they were engaged in at the time, back in the 1990s.”

    The stream of departures are compounding shortages caused by the company’s own efforts to trim headcount. Blizzard eliminated dozens of people in March after cutting hundreds of jobs two years earlier. Jeff Kaplan, the veteran director and face of Blizzard’s popular game Overwatch, left the company in April.

    With teams short-staffed, employees have had to help with duties outside of their regular job descriptions, the gaming website IGN reported in a piece spotlighting the exodus of Blizzard veterans. Blizzard staff have also been speaking out internally about salary discrepancies, Bloomberg reported.

    Creutz said the departures have “already had an effect” on Blizzard. The internal cultural issues and other changes will also be important factors in the quality of Blizzard’s future titles. “That’s not to say they won’t put out good games in the future, but they might not be as consistently great as they were,” he said.
    ‘Blizzard 2.0’ Storms In to Make the Games Blizzard No Longer Wants To - Bloomberg

  6. #486 SP
    Senior Member dronology's Avatar
    Every old video game console dies eventually. Moving parts seize-up, circuit boards fail, cables wear out. If a user needs a replacement connector, chip, ribbon, gear, shell—or any of the thousands of other parts that, in time, can break, melt, discolor, delaminate, or explode—they’re usually out of luck, unless they have a spare system to scavenge.

    But there is an exception to this depressing law of nature. In San Jose, on a side street next to a highway off-ramp, inside an unmarked warehouse building, is part of the world’s largest remaining collection of factory-original replacement Atari parts — a veritable fountain of youth for aging equipment from the dawn of the home computing and video gaming era. This is the home of Best Electronics, a mail-order business that has been selling Atari goods continuously for almost four decades.

    But if you'd like to share in Best’s bounty, as many die-hard Atari fans desperately do, there's a very important piece of advice you need to keep in mind: whatever you do, don't piss off Bradley.
    Don't Piss Off Bradley, the Parts Seller Keeping Atari Machines Alive

  7. #487 SP
    Manager paul's Avatar
    Quote Originally Posted by Bloomberg
    ROBBING THE XBOX VAULT: INSIDE A $10 MILLION GIFT CARD CHEAT
    A junior Microsoft engineer figured out a nearly perfect Bitcoin generation scheme.

    Volodymyr Kvashuk received the $15 code a few weeks before Christmas, in 2017, among a batch of 20 others worth $300 altogether. But the engineer, who went by Vova for short and was in his mid-20s, hadn’t paid for the Xbox gift cards himself, nor were they some early holiday present from relatives. Kvashuk had recently begun a full-time job at Microsoft’s headquarters in Redmond, Wash., testing the company’s e-commerce infrastructure.

    His team’s focus was to simulate purchases on Microsoft’s online store, looking for glitches in the payments system. This meant making lots of pretend purchases in the store. If Kvashuk added a Dell PC to his shopping cart, he’d use a faux credit card Microsoft had provided, complete the transaction, and document any errors. The system knew the purchase was fake and wouldn’t deliver the device to his doorstep. At least that was what was supposed to happen.

    Kvashuk started small, generating Xbox cards in increments from $10 to $100. But his haul quickly escalated. By the time federal agents caught up with him almost two years later, he had stolen more than 152,000 Xbox gift cards, worth $10.1 million, and was living off the proceeds in a seven-figure lakefront home with plans to buy a ski chalet, yacht, and seaplane. This past November, a judge sentenced him to nine years in prison.
    The Xbox Gift Card Fraud: Inside a $10 Million Bitcoin Virtual Currency Cheat

  8. #488 SP
    Senior Member dronology's Avatar
    Quote Originally Posted by Polygon
    A sealed cartridge of The Legend of Zelda sold on Friday for $870,000, making it the highest-priced video game ever sold at auction. The sale broke the previous record, held by the sale of a sealed copy of Super Mario Bros. that went for $660,000 in April. Both games were sold by Heritage Auctions, and the price on each includes a 20% buyer’s fee.

    The deal dwarfs previous sales of The Legend of Zelda conducted by the auctioning site. Prior to this, another high-end cartridge of the game sold for $50,400 in September of 2020, making this sale roughly 17 times the price of that earlier one.

    What accounted for the exorbitant price hike? Well, this one’s factory sealed and rated 9.0 A sealed by Wata (with ten being the highest possible rating). But beyond its condition, much of its value comes down to this: It is the only copy from one of the earliest production runs that the auction site has had the opportunity to offer, and as the listing says, possibly will have to offer for many years.

    “It is widely believed that the copy sold Friday is one of just two sealed ‘NES TM’ copies graded by Wata,” a release said. The cartridge is a rare variant edition of The Legend of Zelda that was only produced for a few months in late 1987 before it was replaced by another. “Essentially, this copy is the earliest sealed copy one could realistically hope to obtain,” the auction description said.

    That, coupled with the sweeping fan interest and cultural significance of the The Legend of Zelda franchise at large, made for a highly desirable item.
    Legend of Zelda cartridge sells for record $870,000 at auction
    Attached Images Attached Images the_legend_of_zelda_wata_9.0_a_sealed_no_rev_a_round_soq_early_production_nes_nintendo_1987_usa_.jpg the_legend_of_zelda_wata_9.0_a_sealed_no_rev_a_round_soq_early_production_nes_nintendo_1987_usa_.jpg

  9. #489 SP
    Manager paul's Avatar
    Quote Originally Posted by The Verge
    On Friday, when I wrote about how a sealed copy of The Legend of Zelda for the NES sold for an eye-popping $870,000 at auction and set a new record for the most expensive video game ever sold, I wondered which game would be the first to sell for more than a million. Just two days later, I have my answer: a sealed copy of the Nintendo 64 classic Super Mario 64 sold for an astonishing $1,560,000 at Heritage Auctions on Sunday, smashing the record that had just been claimed by The Legend of Zelda.
    A copy of Super Mario 64 is now the most expensive game ever after selling for $1.5 million - The Verge
    Attached Images Attached Images screen_shot_2021_07_11_at_11.13.11_am.0.png

  10. #490 SP
    Manager paul's Avatar
    Quote Originally Posted by Ars Technica
    The Strong National Museum of Play has obtained a rare demo of Super Mario Bros. 3 that a pre-Doom id Software coded for MS-DOS PCs back in 1990. The acquisition will ensure that the historical curiosity will be preserved and accessible to researchers well into the future.

    Students of video game history have long been aware of the existence of the demo, which was described in detail in David Kushner's excellent 2003 book Masters of Doom. id Software—then known as Ideas from the Deep (IFD)—coded the game in under a week and sent a copy to Nintendo in the hopes of getting a contract to develop an official PC port of the NES classic, which had launched in the US earlier in 1990.

    Part of what made the demo special was a John Carmack-coded scrolling algorithm that went way beyond the stuttering background movements and full-screen wipes you'd usually see in late '80s DOS games. "When looking at PC games of the era, there really weren't titles with the smooth scrolling seen in Nintendo’s hits," Museum of Play Digital Games Curator Andrew Borman told Ars via email. And though Nintendo would never entertain the idea of a PC port for SMB3, id Software was "not deterred by the rejection, [and] the technology was reused for Commander Keen, which is still one of my favorite series of that era," Borman said.

    https://vimeo.com/148909578
    Museum obtains rare demo of id Software’s Super Mario Bros. 3 PC port | Ars Technica
    Attached Images Attached Images title1-1440x899.png menu-1440x899.png plants-1440x899.png victory-1440x899.png ifd-1440x899.png 1-42-1440x899.png 1-4-1440x899.png

  11. #491 SP
    Manager paul's Avatar
    Tech Focus: Global Illumination - What It Is, How Does It Work And Why Do We Need It?

  12. #492 SP
    Manager paul's Avatar
    Quote Originally Posted by Gregor Punchatz
    In 2008, when I was working for the good folks at Janimation in Dallas Tx, we were hired by Gearbox to create a vertical slice (an animated version of what the game will look like) for the game "Duke Nukem Begins", a Duke origin story.

    I headed up this project, as the director at Janimation, and did a lot of the character development, including the design and modeling of Duke. We poured everything we had into making the most awesome cinematic Janimation had ever created. But unfortunately, we got word the game was canceled due to the legal issues with Duke Nukem at the time.

    "Duke Nukem Begins" was never made.

    It crushed us, as this was what we thought could help us compete with bigger players in the game trailer market at the time.

    Because it is still a piece I am damn proud of, I am releasing it 13 years after its creation. The whole team that worked with me deserves to see this released into the wild.

    I hope this somehow resurrects this version of the game by showing the world how awesome it would have been...
    Duke Nukem Begins:

  13. #493 SP
    Why so serious ? razvanrazy's Avatar
    Best Selling Video Games 1979 - 2020

  14. #494 SP
    Manager paul's Avatar

    Take a deep dive behind one of the many creations that breathed life into The Elder Scrolls V: Skyrim – the language of its mighty Dragons.
    Full: How Bethesda Game Studios made Skyrim’s Dragon language
    Attached Images Attached Images sky_dragon_in-body_cave.png sky_dragon_in-body_exploration.png sky_dragon_in-body_script.png sky_dragon_in-body_cake.png

  15. #495 SP
    Manager paul's Avatar
    How I Remade The Simpsons Hit and Run in a Week:

  16. #496 SP
    Senior Member dronology's Avatar
    Exposing FRAUD And DECEPTION In The Retro Video Game Market



    WATA Grading and Heritage Auctions EXPOSED For Inflating Retro Games!


  17. #497 SP
    Member lucicleric's Avatar
    Las si eu asta aici, poate e putin offtopic. Are si parti de gaming dar este super interesant din punctul meu de vedere:


  18. #498 SP
    Turbo Killer RonanN1's Avatar
    Nu-i cine stie ce articol dar am sa las asta aici <3



    Fix modelul acela imi lipsea, pe restul le am, inclusiv cel din 2020.
    Attached Images Attached Images 241380221_535054104225011_3612451792768615822_n.jpg screenshot-2021-09-05-01-04-20-viorel-nicolae-stra-mturean-facebook.png

  19. #499 SP
    Manager paul's Avatar
    Spider-Man 4 was a cancelled tie-in game for the cancelled film of the same title, Spider-Man 4. The movie / game tie-in was set to release on May 6, 2011, however issues with Sony / Columbia caused the film to be cancelled and retooled as The Amazing Spiderman, which released on July 3, 2012. Some developers of the project have stated that the release date they were informed of was as early as April 2011 and as late as January 2012, so it's likely that it was largely undecided early on.

    Development of Spider-Man 4 began sometime in late 2008. Several development studios pitched for the title, however, it was ultimately given to Radical Entertainment, for development on XBOX 360 / PlayStation 3 / PC. The development of the Wii version was given to Eurocom, and development of the Nintendo DS version was given to Vicarious Visions. The game was canned in January 2010, when Sony / Columbia announced that the film had been cancelled. Interestingly, the film was announced to be cancelled on January 11, 2010, while the Wii build of the game labeled "First Playable" is dated January 15, 2010.

    Radical Entertainment's version of the game was the farthest along in development, but even then it was not very far. Developers have estimated the game was about 10 - 15% complete, with one near-final quality sequence of missions and several other missions that were being worked on.

    The XBOX 360 / PlayStation 3 / PC version of the game was based on the game [PROTOTYPE]. Activision chose Radical largely because of the detailed New York City model they had already created an environment for, within [PROTOTYPE]. When the game was cancelled in January 2010, several assets created would later be used in [PROTOTYPE 2].
    Spider-Man 4 | Obscure Gamers

  20. #500 SP
    Turbo Killer RonanN1's Avatar
    Almost 500 ‘New’ Xbox, Dreamcast Prototypes Just Got Released




    http://kotaku.com/almost-500-new-xbo...-re-1847708974

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