The key to understanding ghost behavior is the concept of a target tile. The large majority of the time, each ghost has a specific tile that it is trying to reach, and its behavior revolves around trying to get to that tile from its current one. All of the ghosts use identical methods to travel towards their targets, but the different ghost personalities come about due to the individual way each ghost has of selecting its target tile. Note that there are no restrictions that a target tile must actually be possible to reach, they can (and often are) located on an inaccessible tile, and many of the common ghost behaviors are a direct result of this possibility.
With everyone looking critically at StarCraft, it was clear that the project needed to be vastly more ambitious than our previous ground-breaking efforts in defining the future of the real-time strategy (RTS) genre with the first two Warcraft games.At the time of the StarCraft reboot, according to Johnny Wilson, then Editor in Chief of Computer Gaming World, the largest-distribution gaming magazine of that time, there were over eighty (80!!) RTS games in development. With so many competitors on our heels, including Westwood Studios, the company that originated the modern RTS play-style, we needed to make something that kicked ass.
Historically, it's been easy to point to success with traditional MMOs: subscription numbers were the ultimate means a company used to measure how well a game was doing, and customers typically looked at those same numbers as well to gauge the success of the game. The number of concurrent users-how many players are online at a given time-was also important, but that number was usually hidden from users, since it typically painted a less rosy picture of a game's health when compared to the number of active subscriptions. Now let me pose a second question: If the success of a subscription-based MMO is measured by the number of people paying a monthly fee, how does that impact game design decisions?
John Carmack has been building a virtual reality headset in his spare time. He's showing it to people behind closed doors at this year's E3, tucked away inside the Bethesda booth, and described it as "probably the best VR demo the world has ever seen." Our video hero, David Boddington, was the 30th person in the world to use it.Check the link for a 20 minute video with Carmack on virtual reality, why he decided to tackle headsets, the latency of the human mind, and the first footage of one his handmade prototypes.
Out of necessity, Diablo 3's reward system has to account for the Auction House. Because equipment is never destroyed, in-game rewards can never be too frequent or powerful or they will flood the Auction House, eventually trivializing game difficulty. There have been many solutions proposed, but the reward system seems so intertwined with the Auction House that it's difficult to see a radical change coming. Blizzard's response over the next few patches will be very interesting to watch.
Diablo 3 comes out in a couple weeks. I'm giving it the coveted award for "Biggest Comeback In System Design." Diablo 2's ability system was so bad that it's almost unbelievable, while the way Diablo 3 handles ability customization is one of the very best systems I've seen.
Postmortem means "after death" and is used in the gaming world when developers analyze their finished game and everything they did during its creation.Postmortems can be very helpful because they provide insights and tips that you can use in order to not make the same mistakes... or get ideas on how to do certain things when developing a game.
In February, Tim Sweeney will be inducted to the Hall of Fame of the Academy of Interactive Arts and Sciences. He will earn a spot alongside 15 other giants of video games, people such as Super Mario inventor Shigeru Miyamoto, legendary Doom programmer John Carmack and Sim City dreamer Will Wright. Like the other Hall of Famers before him, Sweeney gets the nod for more than his work on a single game. He did create the company that made Unreal and Gears of War. He also created the first Unreal Engine, the graphics technology that has evolved to become the ubiquitous bedrock upon which Xbox 360, PlayStation 3, PC and even iPhone and iPad blockbusters are built. And he built a business, Epic Games, a company he started solo in his parent's house and has grown into one of the most successful independent video game development companies in the medium.
Major League Gaming has released its viewing totals for its finals event last weekend in Providence, Rhode Island, and once again, they've broken their own records and the event was the biggest of the season.Their previous record for concurrent online viewers was in MLG Orlando with 181,000, but now? Providence boasted 241,000 with 3.6 million hours of video consumed over the weekend. 175 countries tuned in to watch the event, where the highlight was the Starcraft 2 final where 16 year -old Korean Leenock bested the Swedish Naniwa for the national championship crown.
But there were always issues slowing down release. At what point do you give up on your baby? In Moby Dick, Captain Ahab was obsessed with chasing the white whale. Even though I didn't finish reading it, I'm sure he finally caught that whale and lived a long life on a beach surrounded by swimsuit models