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    <title><![CDATA[[GameRatty] tag: support]]></title>
    <link>http://gameratty.com/tag/support</link>
    <description></description>
    <pubDate>Thu, 20 Nov 2008 12:49:00 +0000</pubDate>
    <generator>iRatty Engine</generator>
    <docs>http://blogs.law.harvard.edu/tech/rss</docs>
    <item>
      <title><![CDATA[Mandatory Trophies in 2009]]></title>
      <link>http://gameratty.com/article/d547a2ec089503f687686572d376b21b</link>
      <guid>http://gameratty.com/article/d547a2ec089503f687686572d376b21b</guid>
      <description><![CDATA[Tosh covered this in the side bar, but the topic is worthy of more coverage. Sony will begin mandating trophy support for all new PS3 games in 2009
Many gamers are happy, since they like trophies and...]]></description>
      <content:encoded><![CDATA[<p>Tosh covered this in the side bar, but the topic is worthy of more coverage. <a href="http://news.google.com/news/url?sa=t&#038;ct=:ePkh8BM9E0KzgxVohwELPluMBJYzfhT-6PO8757v1KrEhIpeAFrbD3o/0-0&#038;fp=492613aa4f0c45b0&#038;ei=DBkmSa_sM43KgQOF6ZFX&#038;url=http%3A//www.gamespot.com/news/6201444.html&#038;cid=1272128708&#038;sig2=iramiUbn4uAib5JYok2feQ&#038;usg=AFQjCNGJWn76AhLh62wkV3rjP9A9fqB-iw">Sony will begin mandating trophy support</a> for all new PS3 games in 2009.</p>
<p>Many gamers are happy, since they like trophies and this will mean that more games will feature them. But this also means that some developers that don&#8217;t want to add trophies to their game will just not put their game on the PS3.</p>
<p>I don&#8217;t like this kind of thing at all. This crosses the line from basic technology, stability, and obscenity issues to actual creative content. This would be like the movie theater chains mandating that all new comedies use laugh tracks or all new action movies must have at least two car chases.</p>
<p>It&#8217;s normal for bosses, investors, and big clients to make these kind of demands, but Sony (and Microsoft/Nintendo) is essentially a middle-man between independent studios and the public. If I were a passionate independent developer, and some clueless beaurocrat middle man started to tell me how to design my product and what feature list it needed, I would tell them to kiss off! What&#8217;s next: all games must feature bald space marines and singing purple dinosaurs?</p>
<p>OK, I&#8217;m probably overreacting a hair. Trophy logic can&#8217;t be that complicated to program in to a game and it&#8217;s not that invasive on the game experience. However, I still think that this is the wrong way to go. If a development studio is able to fund and create their own products,  they should have maximum creative control over the end user experience and shouldn&#8217;t be mandated into supporting the platform&#8217;s latest brand-identity marketing gimmicks.</p>
<p>Lastly, let features live and die on their own merit. If a feature is appreciated by users and the development resources are justified, developers will generally support the feature on their own terms without coercion. We are seeing this willing developer adoption of trophy support. Why take the choice out of the hands of the developers and force those that feel otherwise into compliance?</p>
<p>I&#8217;m sure my coblogger Henning would love to enforce split-screen support on all games, but isn&#8217;t this kind of decision best left in the hands of the developer?
</p>
]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 23:14:50 +0000</pubDate>
      <category domain="http://gameratty.com/tag/ps3">ps3</category>
      <category domain="http://gameratty.com/tag/trophy support">trophy support</category>
      <category domain="http://gameratty.com/tag/support">support</category>
      <category domain="http://gameratty.com/tag/ps3 games">ps3 games</category>
      <category domain="http://gameratty.com/tag/games">games</category>
      <category domain="http://gameratty.com/tag/developer">developer</category>
      <category domain="http://gameratty.com/tag/feature list">feature list</category>
      <category domain="http://gameratty.com/tag/independent developer">independent developer</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <source url="http://www.ps3blog.net/2008/11/20/mandatory-trophies-in-2009/">Mandatory Trophies in 2009</source>
    </item>
    <item>
      <title><![CDATA[PlayStation: Entertainment Unleashed]]></title>
      <link>http://gameratty.com/article/60c0e0eee8a47dd46d10311a8a7bfa33</link>
      <guid>http://gameratty.com/article/60c0e0eee8a47dd46d10311a8a7bfa33</guid>
      <description><![CDATA[PlayStation Nation
This is one of the fun parts of my job, when we get to unveil our TV commercials and give you, our loyal fans, a preview of our spots before they hit the airwaves. This years...]]></description>
      <content:encoded><![CDATA[<p>PlayStation Nation, </p>
<p>This is one of the fun parts of my job, when we get to unveil our TV commercials and give you, our loyal fans, a preview of our spots before they hit the airwaves. This year’s campaign is dubbed “Entertainment Unleashed” and for good reason.  </p>
<p>The campaign actually began quietly a few weeks back with three fifteen second “tease” executions.  Hopefully, you’ve seen these by now. These initial ads depicted various people catching glimpses and reflections of beautiful PS3 game footage magically appearing on building facades across a city.  </p>
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<p>This weekend, we’re excited to reveal what triggered the excitement.  The spot begins with a guy creating a <a href="http://www.us.playstation.com/PS3/Games/LittleBigPlanet">LittleBigPlanet</a> level on a building wall and from there, the PS3 takes on a momentum all its own, spreading amazing entertainment content uncontrollably from building to building throughout the city.  The ad prominently features not just LittleBigPlanet but also two other PLAYSTATION 3 exclusive titles &#8212; <a href="http://www.us.playstation.com/PS3/Games/Resistance_2">Resistance 2</a> and <a href="http://www.us.playstation.com/PS3/Games/MotorStorm_Pacific_Rift">MotorStorm: Pacific Rift</a>.  And we’ve also highlighted PS3’s Blu-ray capability by featuring Blu-ray movies like <a href="http://thedarkknight.warnerbros.com/dvd/">The Dark Knight</a>, showcasing PS3’s unrivaled leadership as both a gaming and multimedia entertainment experience.</p>
<p>PLAYSTATION 3 offers unrivaled game content, with not just one platform-defining game, but an array of groundbreaking games across virtually every genre throughout the year that are pushing the envelope of creativity and sheer gameplay. </p>
<p>And at the end of the spot, you’ll see that all this great exclusive content has literally been unleashed on the city and its residents.  I know our fans will appreciate spotting some of your favorite games across the cityscape.  </p>
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<p>This week marks an important <a href="http://blog.us.playstation.com/2008/11/17/happy-birthday-ps3/">milestone for the PS3</a>.  And one of the things we’re most excited about as we head into year three is the tremendous adoption and excitement found on PlayStation Network.  This year alone, we’ve added great new features you guys have been asking for like a service to deliver <a href="http://blog.us.playstation.com/tag/psn-video/">High Def movies and TV shows</a> that you can rent or buy and store directly on the PS3’s hard drive; a robust trophy system that lets you compare your gaming prowess with others as well as help you discover everything about the great PS3 games you’re playing; and of course, the groundbreaking <a href="http://blog.us.playstation.com/2008/09/19/playstation-home-beta-extended-today/">Home</a> service, which is just around the corner for all.   All of this and a lot more has resulted in more than 14 million active PlayStation Network accounts – a very rapid expansion of a service that we have equally aggressive plans for in the future.</p>
<p>So with its tremendous growth and adoption, we thought it was time to give the PlayStation Network its own moment in the sun with a TV spot that sings its praises.  This PlayStation Network ad will also make its debut this weekend.   The ad is a metaphor and itself depicts the relentless spread of the PlayStation message from user to user.  We’ve featured various ways you can “Download/Play/Connect.”  Great downloadable games like <a href="http://www.us.playstation.com/PS3/Games/Ratchet_and_Clank_Future_Quest_for_Booty">Ratchet &#038; Clank: Quest for Booty</a>, <a href="http://www.us.playstation.com/PS3/Games/PAIN">PAIN</a>, <a href="http://www.us.playstation.com/PS3/Games/wipEout_HD">Wipeout HD</a> and <a href="http://www.us.playstation.com/PS3/Games/echochrome">Echochrome</a>.   Free online gaming and downloadable levels with games like <a href="http://blog.us.playstation.com/2008/11/18/littlebigplanet-weekly-download-update/">LittleBigPlanet</a>.  Human connection and community via Home.   And downloading great movies like Hancock directly to your PS3 and then sharing it with your PSP.   </p>
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<p>When we launched the PS3 two years ago, we said we would deliver on the most advanced next generation console that would offer ten years of entertainment value. We are committed to that promise and remain confident that we’re now just scratching the surface on PS3’s potential.</p>
<p>We hope you like these new ads and look forward to your feedback and continued support for PlayStation.</p>
<p>Enjoy!</p>
<p>Peter </p>
<p>PS:  Killzone 2 is real and it’s spectacular…</p>
<img src="http://feeds.feedburner.com/~r/PSBlog/~4/460168370" height="1" width="1"/>]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 21:07:53 +0000</pubDate>
      <category domain="http://gameratty.com/tag/playstation">playstation</category>
      <category domain="http://gameratty.com/tag/entertainment">entertainment</category>
      <category domain="http://gameratty.com/tag/ps3">ps3</category>
      <category domain="http://gameratty.com/tag/ps3 games">ps3 games</category>
      <category domain="http://gameratty.com/tag/playstation nation">playstation nation</category>
      <category domain="http://gameratty.com/tag/playstation network">playstation network</category>
      <category domain="http://gameratty.com/tag/ps3s">ps3s</category>
      <category domain="http://gameratty.com/tag/ps3s hard drive">ps3s hard drive</category>
      <category domain="http://gameratty.com/tag/games">games</category>
      <source url="http://feeds.feedburner.com/~r/PSBlog/~3/460168370/">PlayStation: Entertainment Unleashed</source>
    </item>
    <item>
      <title><![CDATA[Activision sponsors YouTube Live]]></title>
      <link>http://gameratty.com/article/fe5f06dd517479d9980334df714d46e1</link>
      <guid>http://gameratty.com/article/fe5f06dd517479d9980334df714d46e1</guid>
      <description><![CDATA[Activision is excited to make Guitar Hero a lead sponsor of YouTube Live, YouTubes first ever official live community celebration. A surprise real-live guitar legend will perform on stage alongside...]]></description>
      <content:encoded><![CDATA[<blockquote><p><strong>Activision is excited to make Guitar Hero® a lead sponsor of YouTube Live, YouTube&#8217;s first ever official live community celebration.  A surprise real-live guitar legend will perform on stage alongside Guitar Hero expert and YouTube star Freddie Wong. Guitar Hero® World Tour kiosks will also be available throughout the event.</p>
<p>The in-person audience of thousands will experience some of YouTube&#8217;s renowned musicians, bedroom vloggers, side-splitting comedians and world-class athletes at Herbst Pavillion in Fort Mason on November 22. The more than 50 YouTube and real-world stars scheduled to appear on Youtube Live have a combined 2.5 billion video views on YouTube. Artists scheduled to perform are Katy Perry, Akon, William.I.Am, Soul Ja Boy Tell&#8217; Em, Esmee Denters, Discovery Channel&#8217;s Mythbusters, Bo Burnham and Mc Hammer and many more.</p>
<p>For more information, visit http://youtube.com/live. At the same URL, fans can sign up for a chance to win tickets. The event will be streamed live on YouTube starting around 5pm (PST) on November 22nd via http://youtube.com/live.</strong></p></blockquote>
<p><strong><small>Have you heard about the Ustream/GoNintendo charity event to benefit Child&#8217;s Play?  <a href="http://gonintendo.com/?p=61611">Click here for more details.</a>  Also, <a href="http://digg.com/nintendo/GoNintendo_com_and_Ustream_tv_Charity_Event_Nov_22nd">please click here to bump our DIGG!</a>  We really need your support to make this happen!</small></strong></p>
]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 19:47:33 +0000</pubDate>
      <category domain="http://gameratty.com/tag/youtube live">youtube live</category>
      <category domain="http://gameratty.com/tag/live">live</category>
      <category domain="http://gameratty.com/tag/youtube">youtube</category>
      <category domain="http://gameratty.com/tag/event">event</category>
      <category domain="http://gameratty.com/tag/charity event">charity event</category>
      <category domain="http://gameratty.com/tag/benefit childs play">benefit childs play</category>
      <category domain="http://gameratty.com/tag/discovery channels mythbusters">discovery channels mythbusters</category>
      <category domain="http://gameratty.com/tag/november">november</category>
      <category domain="http://gameratty.com/tag/november 22nd">november 22nd</category>
      <source url="http://gonintendo.com/?p=63782">Activision sponsors YouTube Live</source>
    </item>
    <item>
      <title><![CDATA[Gameloft plans to support DSiWare, says WiiWare one a month publishing limits may be removed, states no official DSi launch date, but has heard spring]]></title>
      <link>http://gameratty.com/article/4e9be320a4f8e2ca886c333a39190ee8</link>
      <guid>http://gameratty.com/article/4e9be320a4f8e2ca886c333a39190ee8</guid>
      <description><![CDATA[A portion of a GameDaily interview with Gonzague de Vallois, senior vice president of publishing at Gameloft
GameDaily BIZ : What are your plans for the Nintendo DSi
Gonzague de Vallois : Were...]]></description>
      <content:encoded><![CDATA[<p>A portion of a GameDaily interview with Gonzague de Vallois, senior vice president of publishing at Gameloft&#8230;</p>
<p><strong>GameDaily BIZ</strong>: What are your plans for the Nintendo DSi?</p>
<p><strong>Gonzague de Vallois</strong>: We&#8217;re preparing for the North American launch. There&#8217;s nothing official on when this will be. We&#8217;ve heard spring-summer. We&#8217;ve heard Q3. I believe from Nintendo&#8217;s perspective there&#8217;s no hurry to release the device in North America because DS is still selling extremely well. If the DSi and DS are close in price, the DSi will kill DS sales.</p>
<p><strong>BIZ</strong>: How will you support Nintendo DSi?</p>
<p><strong>GdV</strong>: We&#8217;ll support both Nintendo DS and DSi. We&#8217;re working on some games that we&#8217;ll release at retail through our distribution partnership with Ubisoft. These games will come in a single package and will work on both DS and DSi, with the DSi version taking advantage of additional options like the cameras and advanced sound capabilities. We&#8217;ll be much more aggressive with the DSi Store than at retail.</p>
<p><strong>BIZ</strong>: How has Nintendo&#8217;s WiiWare been working for Gameloft?</p>
<p><strong>GdV</strong>: WiiWare is pretty open. We have eight games on WiiWare, including Brain Challenge, TV Show King and games like bowling and pool. Downloads depend on the title on WiiWare. We&#8217;re experimenting a little. Party games do really well. Simple mono-player titles like bowling or pool aren&#8217;t doing as well. The target is family or Nintendo fans only looking for Nintendo games. We&#8217;re learning on the platform.</p>
<p><strong>BIZ</strong>: How has working with Nintendo been?</p>
<p><strong>GdV</strong>: Nintendo still limits publishers to one title a month. They&#8217;re talking about removing this limit. Nintendo seems to be more open to more titles.</p>
<p>Please make sure to read the full interview.  Almost the entire piece is about Nintendo, in regards to the DSi or WiiWare.  <strong><a href="http://www.gamedaily.com/articles/features/gameloft-on-dsi-and-digital-distribution-/?biz=1&#038;page=1">Click here to check it out.</a></strong></p>
]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 19:41:02 +0000</pubDate>
      <category domain="http://gameratty.com/tag/support nintendo dsi">support nintendo dsi</category>
      <category domain="http://gameratty.com/tag/nintendo">nintendo</category>
      <category domain="http://gameratty.com/tag/dsi">dsi</category>
      <category domain="http://gameratty.com/tag/nintendo dsi">nintendo dsi</category>
      <category domain="http://gameratty.com/tag/nintendo fans">nintendo fans</category>
      <category domain="http://gameratty.com/tag/dsi version">dsi version</category>
      <category domain="http://gameratty.com/tag/nintendo games">nintendo games</category>
      <category domain="http://gameratty.com/tag/wiiware">wiiware</category>
      <category domain="http://gameratty.com/tag/support">support</category>
      <source url="http://gonintendo.com/?p=63780">Gameloft plans to support DSiWare, says WiiWare one a month publishing limits may be removed, states no official DSi launch date, but has heard spring</source>
    </item>
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      <title><![CDATA[Warhammers major problem, the players.]]></title>
      <link>http://gameratty.com/article/872758141a07fb51772c3816b2f4d6c3</link>
      <guid>http://gameratty.com/article/872758141a07fb51772c3816b2f4d6c3</guid>
      <description><![CDATA[Warhammer is plagued by some rather terrible flaws, flaws that should have been tested in beta. The flaws have nothing to do with coding errors or graphical problems, but rather center around player...]]></description>
      <content:encoded><![CDATA[<div class='snap_preview'><br /><p>Warhammer is plagued by some rather terrible flaws, flaws that should have been tested in beta. The flaws have nothing to do with coding errors or graphical problems, but rather center around player actions and motivation. Warhammer Online&#8217;s biggest problem is the players are simply not playing it correctly.</p>
<p>Now before you go and post a &#8220;don&#8217;t blame the players&#8221; comment, relax and keep reading. On paper, everything in WAR works. In execution, each piece also works on its own. Scenarios are a noticeable improvement over WoW battlegrounds, PQs are a clever new way to implement PvE, and RvR is a ton of fun when players are battling over keeps or objectives, and truly does separate WAR from other MMOs in that regard. The engine supports PvP above and beyond what previous MMOs have done, and the balance is remarkable for a new MMO with so many class options and abilities.</p>
<p>The problem occurs when you put everything together, and then let MMO players enter the world and decide what they do next. Who could have predicted that contrary to the massive Alliance/Horde imbalance, WAR would feature the exact opposite? What happened to everyone wanting to be the knight in shining armor? Who could have predicted that in a game that starts at level one, rather than at the cap, players would STILL race towards the end regardless of anything around them, and do so in the most grind-like manner? (one scenario per tier)</p>
<p>Mythic coded an amazing game. They nailed the look and feel of the Warhammer IP, they had a great launch, and they continue to support the game at a rapid pace. What Mythic failed to do is provide enough motivation to herd players in the right direction, to guide them towards the great content they have provided. In today&#8217;s MMO market, it&#8217;s no longer enough just to provide quality content; you also have to guide your players to it. Take for instance open groups. Open groups make finding players for PQs or RvR rather simple, yet many players still don&#8217;t know about the /join command, or that you can look at all the open groups around you by clicking an icon. The best way to gather players is still to advertise in regional chat, and this clearly shows the general lack of awareness by players. Lairs are another example of wasted content. Instead of being explored and discovered by players, lairs go largely ignore, not because they are not entertaining (they are), but because the players are not guided to them. (Which is the design point of lairs, to be found by explorers, but clearly catering to the explorer means you exclude the masses)</p>
<p>It&#8217;s safe to say Mythic is now aware of this rather dire problem, as the last two events have been a virtual hand-holding to guide players into content. The Witching Night brought RvR lakes to life, and now Heavy Metal directs players on a daily basis, be it towards a scenario, some PQs, or whatever else Mythic has planned. It&#8217;s a good first step, but it makes you wonder why it&#8217;s a step being taken a month after release, rather than something fleshed out and ready to go on day one. What would Mythic&#8217;s retention rate look like if more players have experienced a great keep battle before bolting towards more neon pastures?</p>
<p>Blizzard, masters of hand-holding, gave the MMO market an innovative step forward with daily instances (was Blizzard the first MMO to do this? It&#8217;s always dangerous saying Blizzard was the first to do anything&#8230;), but Mythic should &#8216;borrow&#8217; the idea and take it a step further. As others have commented in the past, we need daily RvR lakes, or daily keeps, or even daily scenarios. Each day a new focus, something that drives the majority towards a single point. Fluff rewards are enough to drive players, so create an overall influence bar that runs for a month or so of time, and at each influence level hand out trophies, titles, whatever. Each month reset the bar, mix up the rewards, and continue to guide players. Save the major events for really game-changing stuff like new classes or major content updates.</p>
<p>Who would have guessed that the biggest problem facing WAR would not be content, bugs, or stability, but rather player motivation? Clearly not Mythic, but now lets just hope they move quickly to provide that motivation, and get players into the great content they already created.</p>
<p><em>And just for the record, I myself have not really experience the majority of the problems listed above. I’ve never had an issue finding a group for a PQ, I’ve seen plenty of RvR, and I’ve never been at a lack for content or something new. That said, Monolith seems to be a very well balanced server, and playing with Forsaken and CoW really helps, so I understand that my situation is somewhat different from the majority. I also understand how /join works, but that&#8217;s just elitist old me…</em></p>
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      <pubDate>Thu, 20 Nov 2008 18:45:36 +0000</pubDate>
      <category domain="http://gameratty.com/tag/players">players</category>
      <category domain="http://gameratty.com/tag/mmo players enter">mmo players enter</category>
      <category domain="http://gameratty.com/tag/drive players">drive players</category>
      <category domain="http://gameratty.com/tag/players comment">players comment</category>
      <category domain="http://gameratty.com/tag/rvr lakes">rvr lakes</category>
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      <category domain="http://gameratty.com/tag/guide players">guide players</category>
      <category domain="http://gameratty.com/tag/guide">guide</category>
      <category domain="http://gameratty.com/tag/gather players">gather players</category>
      <source url="http://syncaine.wordpress.com/2008/11/20/warhammers-major-problem-the-players/">Warhammers major problem, the players.</source>
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    <item>
      <title><![CDATA[PS3 Trophies in 2009]]></title>
      <link>http://gameratty.com/article/3d043a85104e50241babb380d559d0ac</link>
      <guid>http://gameratty.com/article/3d043a85104e50241babb380d559d0ac</guid>
      <description><![CDATA[ps3.qj.net - Trophies will be mandatory with all games starting in 2009. This doesnt mean old games will get patched per say. But all new games will feature trophies
Tags: PS3 , PLAYSTATION 3 ,...]]></description>
      <content:encoded><![CDATA[<p><a href="http://ps3.qj.net/SCEE-starting-next-year-PS3-trophies-will-be-mandatory/pg/49/a id/126485">ps3.qj.net</a> - Trophies will be mandatory with all games starting in 2009. This doesn&#8217;t mean old games will get patched per say. But all new games will feature trophies.
</p>
<p class="tags">Tags: <a href="http://technorati.com/tag/PS3" title="See the Technorati tag page for 'PS3'." rel="tag">PS3</a>, <a href="http://technorati.com/tag/PLAYSTATION+3" title="See the Technorati tag page for 'PLAYSTATION 3'." rel="tag">PLAYSTATION 3</a>, <a href="http://technorati.com/tag/Trophie+Support" title="See the Technorati tag page for 'Trophie Support'." rel="tag">Trophie Support</a></p>]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 17:40:40 +0000</pubDate>
      <category domain="http://gameratty.com/tag/trophies">trophies</category>
      <category domain="http://gameratty.com/tag/ps3">ps3</category>
      <category domain="http://gameratty.com/tag/games">games</category>
      <category domain="http://gameratty.com/tag/feature trophies">feature trophies</category>
      <category domain="http://gameratty.com/tag/trophie support">trophie support</category>
      <category domain="http://gameratty.com/tag/playstation">playstation</category>
      <category domain="http://gameratty.com/tag/net">net</category>
      <category domain="http://gameratty.com/tag/tags">tags</category>
      <category domain="http://gameratty.com/tag/mandatory">mandatory</category>
      <source url="http://www.ps3blog.net/2008/11/20/ps3-trophies-in-2009/">PS3 Trophies in 2009</source>
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    <item>
      <title><![CDATA[WoW Widows Back in Full Force]]></title>
      <link>http://gameratty.com/article/9e01a85d3eb81e8157d6bd51d4404749</link>
      <guid>http://gameratty.com/article/9e01a85d3eb81e8157d6bd51d4404749</guid>
      <description><![CDATA[It seems over on the other side of the pond, men are choosing WoW over pregnant girlfriends, and far over the complaints of their significant others. Partners choosing WoW over each other is nothing...]]></description>
      <content:encoded><![CDATA[It seems over on the other side of the pond, men are choosing WoW over pregnant girlfriends, and far over the complaints of their significant others. Partners choosing WoW over each other is nothing new. Since early 2005, a Yahoo! Group has existed offering support for those who find themselves second to a dancing Night Elf avatar. Named World of Warcraft Widows, the group is nearly 4,000 strong, and one of the larger public groups on Yahoo.]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 16:35:02 +0000</pubDate>
      <category domain="http://gameratty.com/tag/night elf avatar">night elf avatar</category>
      <category domain="http://gameratty.com/tag/larger public">larger public</category>
      <category domain="http://gameratty.com/tag/warcraft widows">warcraft widows</category>
      <category domain="http://gameratty.com/tag/named world">named world</category>
      <category domain="http://gameratty.com/tag/pregnant girlfriends">pregnant girlfriends</category>
      <category domain="http://gameratty.com/tag/yahoo">yahoo</category>
      <category domain="http://gameratty.com/tag/support">support</category>
      <category domain="http://gameratty.com/tag/strong">strong</category>
      <category domain="http://gameratty.com/tag/complaints">complaints</category>
      <source url="http://www.n4g.com/gaming/News-233912.aspx">WoW Widows Back in Full Force</source>
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    <item>
      <title><![CDATA[DS Homebrew - DronS v1.4]]></title>
      <link>http://gameratty.com/article/7fcaef7d4cc9054c57ec7c11f181f2fb</link>
      <guid>http://gameratty.com/article/7fcaef7d4cc9054c57ec7c11f181f2fb</guid>
      <description><![CDATA[n00bey's released his homebrew game for the DS DronS v1.4, a game based on the lightcycle sequence from the Tron movie

How to play: Players would have to drive through a 3D world, with opponents...]]></description>
      <content:encoded><![CDATA[<a href="http://img.qj.net/uploads/articles_module/126512/drons_qjgenth.png?654143" rel="lightbox[article126512]" title="DronS 20v1.4 20- 20Image 201 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/126512/drons.png 3F654143 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img style="margin-bottom: 3px; margin-left: 3px;" alt="DronS v1.4 - Image 1" title="DronS v1.4 - Image 1" src="http://img.qj.net/uploads/articles_module/126512/drons_qjgenth.png?654143" align="right" border="0"></a>n00bey's released his homebrew game for the DS DronS v1.4, a game based on the lightcycle sequence from the <a href="http://ds.qj.net/tags/tron/9974" id="tag" title="">Tron</a> movie. <br><br>How to play: Players would have to drive through a 3D world, with opponents ahead making lines behind them. Avoid these lines for you to win. Last player alive wins Grin. It's easily comparable to games like <span style="font-style: italic;">Snake</span>, <span style="font-style: italic;"><a href="http://ds.qj.net/tags/nibbles/7104" id="tag" title="">Nibbles</a></span>, etc.<br><br>Changelog for v1.4:<br><ul><li>Added mirror of the whole arena on the ground.</li><li>Mirroring got it's own menu</li><li>Added "Player left!" message</li><li>You can change the distance between you &amp; the wall you have to be for speeding-up</li><li>Multi-Langual support, [Now I just need translations...]</li><li>Czech translation added [translated by Programix ]</li><li>Spanish translation added [translated by FraGMenT ]</li><li>German translation added [translated by n00bey  ]</li></ul>   <br><ul><li>Now the car is loaded just out of one model and then rotated... (Last time there were a model for each way xD )</li><li>Color values are displayed in percent now</li><li>Changed the rumble a bit</li><li>Some small changes in the server here and there</li><li>Merged many if-clauses ...  if(bla) if(lol) if(wtf) return true; -&gt; if(bla&amp;&amp;lol&amp;&amp;wtf) return true;</li><li>Fixed the check for existance of configuration files...</li><li>Menu scrolls now, because the old menu over the whole screen died on longer entries</li><li>CPUs are now shown 2 in one row to save you from endless scrolling</li><li>Fixed the "Player joined" message, as it also told you that someone joined if he left</li><li>After Playing online you're getting back your configuration</li><li>In onlineplay youre now playing with YOUR color</li><li>Wohay, the game actualy is quite on its limit... I have to reduce maximal lines to 255 to prevent horrible laggs</li></ul>   <br><ul><li>Tanks to GuSec, Cas &amp; everyone else who tested the server with me-</li><li>LAN Play removed because it is too much work to keep the online-server that small it can be run while playing</li><li>Player limit set to 10 [Performance reasons... It was just too much ]</li><li>Removed the keyboard code  (Since its not used anymore)  </li></ul><br>Download: <a style="font-weight: bold;" title="download here" href="http://dl.qj.net/DronS-v1.4-Nintendo-DS/pg/12/fid/24922/catid/221">DronS v1.4</a><br><br><img src="http://feedproxy.google.com/~r/qj/ds/~4/1eIFqZzrXrA" height="1" width="1"/>]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 15:30:18 +0000</pubDate>
      <category domain="http://gameratty.com/tag/player limit set">player limit set</category>
      <category domain="http://gameratty.com/tag/player">player</category>
      <category domain="http://gameratty.com/tag/lines">lines</category>
      <category domain="http://gameratty.com/tag/reduce maximal lines">reduce maximal lines</category>
      <category domain="http://gameratty.com/tag/drons">drons</category>
      <category domain="http://gameratty.com/tag/online-server">online-server</category>
      <category domain="http://gameratty.com/tag/server">server</category>
      <category domain="http://gameratty.com/tag/return true">return true</category>
      <category domain="http://gameratty.com/tag/menu scrolls">menu scrolls</category>
      <source url="http://feedproxy.google.com/~r/qj/ds/~3/1eIFqZzrXrA/126512">DS Homebrew - DronS v1.4</source>
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      <title><![CDATA[Column: 'The Interactive Palette' - Grim Fandango and Diegesis]]></title>
      <link>http://gameratty.com/article/72673a3f15fc00a4af4b553303bb536c</link>
      <guid>http://gameratty.com/article/72673a3f15fc00a4af4b553303bb536c</guid>
      <description><![CDATA[The Interactive Palette' is a biweekly GameSetWatch-exclusive column by Gregory Weir that examines the tools and techniques of the digital games trade with a focus on games as art, using a single game...]]></description>
      <content:encoded><![CDATA[<p><img alt="Manny Calavera with scythe" src="http://www.gamesetwatch.com/gswgrim1.jpg"  hspace="5" align="left"/><em>['The Interactive Palette' is <a href="http://www.gamesetwatch.com/column_the_interactive_palette/">a biweekly GameSetWatch-exclusive column</a> by Gregory Weir that examines the tools and techniques of the digital games trade with a focus on games as art, using a single game as an example. This time - a look at diegesis in Grim Fandango.]</em></p>

<p>In video games, there is a division between the world inhabited by the game's characters and the representation of that world to the player.  The game environment, world objects, and most sound effects and dialogue exist in the game world; that is, they can be perceived by characters.  Other elements, such as most background music, loading screens, and subtitles, exist outside of the game world.  They are part of the narration of the game, and help to provide the player with information or emotion that is not necessarily apparent to the characters of the game.</p>

<p>The film world calls this concept "diegesis."  This is most easily explained in relation to music.  If a film's music comes from a source inside the world of the film, like <i>Casablanca</i>'s piano-playing Sam, it is said to be <em>diegetic</em>.  </p>

<p>The dramatic music  that plays over a James Bond action scene, however, cannot be heard by Bond; it is <em>non-diegetic</em>.  Video game music can be looked at in the same way; <i>Super Mario Bros.</i>'s earworm background music is decidedly non-diegetic, but when the player comes across a radio in <i>Portal</i> playing a Latin version of "Still Alive," that music is diegetic.  The player character Chell can hear it just like the player can.</p>

<p>The concept of diegesis applies to more than just music, of course.HUD elements can be non-diegetic or, as in <i>Metroid Prime</i> or <i>Star Wars: Republic Commando</i>, incorporated into the player character's helmet and therefore diegetic.  <i>Metroid Prime</i>, in fact, plays with diegesis via the game's very interface.  By using the X-Ray Visor, it becomes clear that while the player selects Samus's weapons with the C Stick, Samus herself chooses weapons by moving her fingers into various positions.</p>

<p>One work that pays particular attention to the concept of diegesis is LucasArts's 1998 game <i>Grim Fandango</i>.  The game creates a very cinematic atmosphere by dispensing with many non-diegetic elements.  Playing the game feels very much like watching a film noir piece due in part to this decision.  By looking at how <i>Grim Fandango</i> handles diegesis, we can see how this concept can be used in video games.</p><p><img alt="Inventory screen with pack of cards" src="http://www.gamesetwatch.com/gswgrim2.jpg"  hspace="5" align="right"/><b><u>With Bony Hands I Hold My Partner; on Soulless Feet We Cross the Floor</u></b></p>

<p><i>Grim Fandango</i> is the successor to a long line of adventure games put out by LucasArts.  All of the company's previous titles use the SCUMM engine, where the player controls the game with a mouse cursor, choosing verbs for the player character from a list or a "verb coin."  Clicking on the ground moves the character, and the character's inventory of held items either occupies a portion of the screen or is visible via a secondary screen.</p>

<p><i>Grim Fandango</i>, however, is based on a new engine.  The GrimE engine, as used in this game, has no visible verb list, no mouse cursor, no inventory screen, and no hover text for world objects.  Instead of clicking to move the main character, Manny Calavera, the player steers him with the keyboard.  Interactive objects are indicated by Manny turning his head to look at them as he moves.  The non-diegetic inventory screen is replaced by a close-up view of Manny's jacket, where he takes out various objects as the player flips through his collection, putting each item away before taking out the next.</p>

<p>This design decision has clear advantages.  The lack of non-diegetic screen elements encourages player immersion by making the game world seem less artificial, and the inventory system does a similar thing by ensuring that every player action, even that of searching through the inventory, represents an action taken by Manny.  Additionally, the gameplay looks more cinematic, which reinforces the game's connection to its film noir inspirations.  The game almost feels like playing a CGI noir film.</p>

<p>However, the diegetic elements have their downsides.  The movement system is often more awkward than the simple click-to-move approach, and Manny's gaze is a less useful indicator when he is near multiple interactive objects.  </p>

<p>The one-item-at-a-time inventory system creates the most problems; at some points in the game, Manny is carrying a large number of things, and scrolling through them all can be annoying, with the amount of time it takes for Manny to remove each item from his jacket and describe what it is.</p>

<p><img alt="Manny at piano with Glottis" src="http://www.gamesetwatch.com/gswgrim3.jpg"  hspace="5" align="left"/><b><u>The Music Stops as if to Answer an Empty Knocking at the Door</u></b></p>

<p>There are still several non-diegetic elements left in the game.  The conversation system is a notable exception to the immersive interface.  When Manny speaks to someone, <i>Grim Fandango</i> presents a rather standard conversation tree interface, with visible options that the player can scroll through and pick from.  It's understandable why the developers made this choice.  </p>

<p>A diegetic alternative could be created, maybe letting Manny think about various topics in his head and mumble the options to himself, but this would probably be even more awkward than the inventory system... and would make Manny's character much more tongue-tied and socially awkward.</p>

<p>The other major non-diegetic element is the music.  Most of <i>Grim Fandango</i>'s music is non-diegetic; generally, the wide array of jazzy tunes don't come from an in-game source.  This is in keeping with the cinematic feel of the game.  While the music seems to work against the player's suspension of disbelief, it does support the illusion of the game as film.  This is an aspect that would have been easy to make diegetic; there are ample opportunities in the world of the game for diegetic music.  However, the developers' choice to make the music non-diegetic doesn't weaken the game.</p>

<p><img alt="Manny and Meche" src="http://www.gamesetwatch.com/gswgrim4.jpg"  hspace="5" align="right"/><b><u>But Now We Dance This Grim Fandango and Will Four Years Before We Rest</b></u></p>

<p>Diegesis is fundamentally a method of bringing the player closer to the game.  Every non-diegetic element, whether it's a mouse cursor or a soundtrack, serves to reinforce the "fourth wall" between the player and the game world.  By removing non-diegetic elements, the developer can make it easier for the player to lose herself in the game via immersion.  That isn't to say that immersion isn't possible in a heavily non-diegetic game, but all other things being equal, a diegetic game will be more immersive.</p>

<p>There's an important caveat, though.  If an element of the gameplay experience is made diegetic at the cost of usability, the player is pulled out of the experience again.  Consider Manny's coat-based inventory; using this system is actually more difficult than it would be for Manny to actually pull something out of his pocket.  In this case, immersion would probably be restored by using an easier but less diegetic inventory system.  This would undermine <i>Grim Fandango</i>'s goal of creating a cinematic experience, but it would make the game less frustrating and easier to use.</p>

<p><i>Grim Fandango</i> is one of the most well-crafted video games of all time, and it has a lot to teach us about how video games can and should be made.  Its use of diegesis is probably the way in which the game is most unique among games.  </p>

<p>Diegesis is something that all developers should consider in the course of making a game: when is it better for an element of the game to be diegetic, and when is it best to make it separate from the game world?  By considering this, developers can ensure that their game strikes the best balance between immersion and usability.</p>

<p><em>[Gregory Weir is a writer, game developer, and software programmer.  He maintains <a href="http://ludusnovus.net">Ludus Novus</a>, a podcast and accompanying blog dedicated to the art of interaction.  He can be reached at Gregory.Weir@gmail.com.]</em></p>
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      <pubDate>Thu, 20 Nov 2008 13:00:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/non-diegetic">non-diegetic</category>
      <category domain="http://gameratty.com/tag/major non-diegetic element">major non-diegetic element</category>
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      <category domain="http://gameratty.com/tag/heavily non-diegetic game">heavily non-diegetic game</category>
      <category domain="http://gameratty.com/tag/element">element</category>
      <category domain="http://gameratty.com/tag/non-diegetic inventory">non-diegetic inventory</category>
      <category domain="http://gameratty.com/tag/decidedly non-diegetic">decidedly non-diegetic</category>
      <source url="http://feeds.feedburner.com/~r/gamesetwatch/~3/460169865/column_the_interactive_palette_4.php">Column: 'The Interactive Palette' - Grim Fandango and Diegesis</source>
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      <title><![CDATA[Sony officially makes trophies mandatory in January]]></title>
      <link>http://gameratty.com/article/6ae70c21e75cc1a43b6528b607149acf</link>
      <guid>http://gameratty.com/article/6ae70c21e75cc1a43b6528b607149acf</guid>
      <description><![CDATA[Since trophies were announced as Sony's answer to Microsoft's achievements, its implementation has been a little patchy. The worst part is hearing &quot;[game name] to have trophies&quot; as if it's a big deal....]]></description>
      <content:encoded><![CDATA[
					<p>
				<img src="http://www.destructoid.com/elephant/ul/112156-trophy.jpg" alt="Sony officially makes trophies mandatory in January screenshot" width="468" border="0" />
			</p>
				<p>Since trophies were announced as Sony's answer to Microsoft's achievements, its implementation has been a little patchy. The worst part is hearing &quot;[game name] to have trophies&quot; as if it's a big deal. By this point, a game having trophies should not be bloody news. </p><p>Thankfully, Sony is going to put an end to such nonsense by <a href="http://www.videogamer.com/news/20-11-2008-9989.html" target="_blank">officially declaring</a> mandatory trophy support in January 2009. It was a confirmed by a Sony Computer Entertainment Europe spokesperson today.&nbsp;</p><p>This is generally great news for PS3 owners, but it does have its down side. PlayStation 3 fan sites are going to have 78% less to blog about now that trophy support is no longer &quot;news.&quot; </p>		
					
		
<p><a href="http://feeds.feedburner.com/~a/Destructoid?a=BjUYD4"><img src="http://feeds.feedburner.com/~a/Destructoid?i=BjUYD4" border="0"></img></a></p><div class="feedflare">
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</div><img src="http://feeds.feedburner.com/~r/Destructoid/~4/460060328" height="1" width="1"/>]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 12:49:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/trophies">trophies</category>
      <category domain="http://gameratty.com/tag/mandatory trophy support">mandatory trophy support</category>
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      <category domain="http://gameratty.com/tag/january">january</category>
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      <source url="HASH(0x8ae7b2c)">Sony officially makes trophies mandatory in January</source>
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