Friday, January 14, 2005

Slashdot | IGDA Persistent Worlds White Paper Released

Slashdot | IGDA Persistent Worlds White Paper Released: "Posted by Zonk on Friday January 14, @10:51AM
from the white-papers-inc dept.
Elonka writes 'The Online Games SIG of the IGDA has released the latest in a series of White Papers on the online computer gaming industry. The 2004 Persistent Worlds White Paper (80-page, 457K pdf) had several contributors from across the industry, and gives general 'developer to developer' advice, covering everything from a quick overview of major products, to design considerations on multiplayer gameplay and dealing with online communities, to technical considerations, to some stats about the international marketplace, including the rapidly-growing Asian market. Editors included Daniel James of Three Rings Design, makers of Yohoho! Puzzle Pirates, and Gordon Walton, VP and Executive Producer at Sony Online and presenter of the Ten Reasons You Don't Want to Make a Massively Multiplayer Game talk at the 2003 Game Developers Conference.'


Tuesday, January 11, 2005


Wired News: Real World Doesn't Use a Joystick: "After a recent three-day binge of playing the Japanese cult hit video game Katamari Damacy, Los Angeles artist Kozy Kitchens discovered that walking away from the game was not as easy as putting down her joystick.

In the game, players push around what amounts to a giant tape ball, attempting to make the ball bigger by picking up any and all objects in its path. Kitchens found that her urge to keep picking things up was not so easy to shake.

'I was driving down Venice Boulevard,' recalled her husband, Dan Kitchens, 'and Kozy reached over and grabbed the steering wheel and for a moment was trying to yank it to the right.... (Then) she let go, but kept staring out her window, and then looked back at me kind of stunned and said, 'Sorry. I thought we could pick up that mailbox we just passed.''"