Finally: WiiWare to get beer pong game

August 31st, 2008 by hiphper

Filed under: Nintendo Wii

Sometimes blogging is really hard, like when Microsoft or Sony mails us a whole bottle of Dom and a platter of foie gras and we have to eat it all before 1. It goes bad or 2. The housekeeper tries to hide some in her apron. But there are sometimes when it’s very easy, like today, when you come across a post that’s so intrinsically hilarious it requires practically no work.

Frat Party Games is an actual new division of JV Games and they’re actually making a beer pong game for WiiWare that’s actually called Beer Pong. And the image above? That’s literally what you see when you click “Features” on their web site. Because we totally hate your eyeballs, we’ve put a trailer for it after the jump.

[Via Satan/NWF]

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MDickie Interview

August 31st, 2008 by hiphper
EDIT: Exclusive preview image courtesy of MDickie.

MDickie is the author of dozens of unique games, and probably needs no introduction for most of this audience so I’ll get right to the interview.

1. One thing that’s notable about you is how fast you complete games, often in three months; did you ever have problems with procrastination, or is working so fast natural to you? Do you use any productivity tools such as to-do lists or schedules, or do you just work on things as you feel like it?

MD: Well, let’s not fly that flag too hard because time is gushing away from me like water at the moment! I estimated it would only take 3 months to turn Reach into a wrestling game, but the project is heading into its 6th month and I’m still working 12-hour days. Of course, 6 months is still pretty astonishing for a game of that size and sophistication. My closest counterpart, “Pro Wrestling X“, has clocked up a good 3 YEARS in production - and that’s a team effort! As you say, 3 months is the standard for me now though - so my fans get restless at anything longer. After all these years, I guess I just know what I’m doing. I instinctively know exactly WHAT needs to be done, WHEN it needs to be done, and HOW I might best achieve that. It’s a lot like a puzzle - I just know how to put all the pieces together as quickly as possible. One of my best tricks is dividing the day into art work and programming work. I create media in the morning and then bring it to life in the afternoon, so there’s a nice flow to what I’m doing. Other than that, it’s a race against the clock that makes me work so fast. I don’t really have a choice! It may be a cliché, but time is money. The longer I spend making a game, the more money it has to make. For instance, if I had spent all year making World War Alpha I’d be out of business now because it didn’t fly. Game over. I’m only here because Hard Time arrived and picked up the slack. My scattergun approach makes me failure-proof. If one concept doesn’t work, another one is right around the corner to take the next shot. And on and on it goes, evolving towards perfection. The weak concepts die out and the strong concepts live to fight another day…

2. You’ve said on your site that you believe that making a game as a team is a bad idea because it dilutes the creativity. But couldn’t each team member be creative in their own part of the game? For example, the musician with respect to a game’s music, or the artist with respect to a game’s graphics. It’s not necessarily true that having a team means that every decision in a game has to be decided by committee, each person could have full dictatorial control over their particular part.

MD: Well, let’s qualify that by pointing out that it doesn’t work for ME. Other people are free to do what works for them, and they’ll no doubt have more success in certain areas. All I know is that everything people love about my work is down to me doing it single-handedly. There’s not a soul who can tell me what I can or can’t do, or what is or isn’t possible - not even at the level of publishing. That’s how I tackle concepts and add features that would never get past committee. I simply find it more fulfilling too. When you rely on somebody else to bring your vision to life then things get lost in translation. With this new wrestling game, for instance, I can’t countenance how many hours I would have wasted explaining why an animation needs to follow certain rules or why a texture needs to have a certain structure. All of these things I understand instinctively, so not one second is wasted in error and not one pixel is lost to compromise. That’s true of any profession. People usually rely on others because they HAVE to - not because they want to. It used to drive Woody Allen crazy that making a film was a team effort. He lamented that “every day a truck pulls up full of fresh compromises”! Likewise, Michelangelo was criticized for working alone - but he insisted, “How else can I hear God’s voice?”. Only in solitude is a man true to himself and his vision. Anything less is a counterfeit version of creativity, born out of necessity rather than will. At the end of the day, you have to ask yourself whether you’re Michael Jackson or “that guy from The Jackson Five”…

3. The first time I played Hard Time, I walked a few steps, caught some type of sickness, walked a bit more trying to figure out how to cure myself or find a doctor, walked a bit more, started falling down and coughing and looking like I’m about to die, a police officer came up to me, I tried to talk to him but accidentally hit the kick button, and that was when he then killed me. This strikes me as getting the spirit of exactly what prison is really like (at least according to my aunt who spent a few years in it, she tells some pretty crazy stories, like how they had to work for long hours or get no bathroom paper).

So the question is: how much research did you do on prisons before making that game? Did you rely mainly on how it’s portrayed in media (like that HBO “Oz” series), did you watch documentaries on it, did you ever visit one, and in general, how important do you feel it is to research subjects relevant to your games?

MD: The way you opened that question, I thought you were going to criticize it for NOT being realistic! I’m not sure what kind of prison your Aunt ended up at, but the one is Hard Time was supposed to be fictitious in its barbarity. You obviously don’t live in the UK! We live under a liberal regime, so our criminals are treated like royalty. Their only concern is which game they’ll load onto their en suite PS2 or which TV show they’ll watch on cable, so it wasn’t exactly a fruitful source of inspiration. I did suddenly start taking an interest in how prison was portrayed on TV (Oz was already fresh in my mind and Prison Break had just gotten big), but I’d be
lying if I said there was anything structured to it. At the end of the day, a game was always going to be fictitious and exaggerated - so any realistic details would have only fallen by the wayside anyway. Making a game is a lot like writing someone’s life story - you play down the things that aren’t interesting and dwell on the things that are. The closest thing I did to research on this project was to follow a discussion that I had stumbled across on GameDev.net. By coincidence, they happened to be talking about how a prison game could possibly work from a design point of view. All the problems I eventually had to tackle myself - such as how do you keep it realistic without it being as dull as a real regimented lifestyle? Some might say I didn’t actually succeed in sidestepping that landmine, but I did my best! It was a very difficult concept to hold together - as most of mine are - but I pride myself on being able to turn anything into a game. Not necessarily a good one, but a coherent game nonetheless…

4. Because this is a blog for other independent developers and I’m one myself, I should ask this question. Like Introversion, the self-proclaimed “last of the bedroom programmers”, you’re a bit separated from the rest of the independent games community: you don’t post on forums for example, and say things like “If you look around, I’m the only person in the history of this business that’s doing what I’m doing.” (Said in a March 2004 interview.) You’ve called them (us) embarrassing, insecure, out-of-touch, bitter, jealous, and so on, and you’ve called yourself the most reviled man among independent game developers.

I’m not saying that the current state of indie development doesn’t have flaws, but do you still feel that *not one* other independent game developer even comes close to your level (either in talent or outlook) enough that you could call them a kindred spirit? For instance, take the finalists at the IGF (http://www.igf.com) for this year, or the winners from previous years, do you truly have nothing good to say about any of those games or the people who make them?

MD: It’s funny you should bring this up, because I just posted a commentary on my website about this very subject (”The IceMan Thaws“, 16th December 2007) - acknowledging the quality of some of this year’s entries and endorsing the efforts of my fellow independent developers in general. Even going so far as to say I’m not worthy of being a part of it. I’ve never really had a problem with individual creations (I’ve been playing an independent pool game for the past 5 years!). My argument has always been that I simply don’t see anybody else doing what I’m doing - whether that’s for better or worse. At the end of the day, there’s a difference between what I do and what the average independent game developer does. I single-handedly make big, sophisticated 3D games that kids get excited about - the average independent developer makes quaint 2D games that appeal to a niche audience. I churn out a rich variety of concepts at the steady rate of a mainstream corporation - the average independent developer forces out one title every year or two. I publish my own boxed products and run a profitable business - the average independent developer is resigned to it being a hobby. Now, when you’re asked to articulate those differences as often as I am, the rhetoric is bound to get a little ugly from time to time. Especially when I constantly have to defend myself against a loud minority who resent all of the above and see me as a threat. I know how hard I work and I know how special what I do is, and anybody who has the audacity to dispute that is going to be chastened. At the end of the day, there’s a limit to how much I can apologize for stating the truth. I’ve never said anything that I can’t back up 100%. When Wrestling MPire 2008 drops next year, you bring me one human being who could even begin to make anything of that size and sophistication. He doesn’t exist - not at the independent level or even the mainstream level. I don’t take any pleasure in saying that. My fondest wish is to create an army of people who ARE capable of that. At the moment, that’s simply not the case. And until it is, I’ll be bridging the gap between independent creativity and mainstream success - proving that the impossible is possible and the unthinkable is thinkable…

5. You once said something that I’ve always thought was a very inspirational quote: “People assume I’m quite courageous for starting my own business, but there’s actually a lot of cowardice involved. I’m just as scared of NOT achieving something as other people are about going out and doing it.” I wish we had more cowards in that sense.

One of my favorite movies is Ikiru, which is about this old Japanese guy who worked in a bureaucracy for all of his life and then was diagnosed with stomach cancer; suddenly realizing that he’d done nothing with his life he spends his last few months doing one last worthwhile thing. I think for a lot of people it takes some drastic event like that to make them realize the importance of their life, and how short it is. So this may be a difficult question, but what do you think is the best way to get people to be afraid of wasting their life (short of being given a few months to live)?

MD: If you want to get deep about it, I had a cousin who grew up alongside me at practically the same age - only to pass away before he was barely a teenager. You’d have to be pretty cold not to be haunted by that! One of us is living the life of his dreams, the other isn’t living at all. That’ll get you on a “gotta compensate for the chance they missed” kinda vibe. Subconsciously, it’s probably why I spend every waking hour achieving something or other. It’s practically a sin not to. As for the particulars of getting into this profession, it’s not my place to preach because I got into it when I had nothing better to do. I had no stable source of income to sacrifice and no mouths relying on that income, so I would be remiss to advise a family guy to follow my example. It’s like what Jesus said about rich people, except it’s “easier for a camel to pass through the eye of a needle” than it is for a man with responsibilities to pursue his dreams! The more baggage you’ve got, the harder it is to travel. That’s why the Buddha spoke of “detachment”. The more nerve endings you put out into the world, the more painful it is to live the extraordinary life that many of us yearn for…

There are two ways to be happy - to have everything you want or to want nothing! I’d lean towards the latter if I was to counsel a man of responsibility to pursue his dreams. The trick is to enjoy the process rather than the end result. For instance, it’s impossible for me NOT to be a game designer. It’s not something I “do” for a purpose, it’s something I “am” instinctively. Banish me to a cave and I’ll conjure up some form of entertainment involving rocks - just as my younger self had made games out of cardboard. If you’re doing something for the right reasons then you can’t fail at it anymore than you can “fail” to play tennis - you can only fail to WIN! And so it’s by divorcing oneself from the result that one guarantees he’ll enjoy the process. Pay attention the next time someone gives up learning to play the guitar or some such, and you’ll realize that’s what’s going on. They weren’t enjoying the “process” of making music - their mind was focused only on the end result. Recreating the tunes of their favourite musician, playing to an appreciative audience, getting a deal, etc. The sponsoring thought was counterfeit, and their efforts could only follow suit. As Bart Simpson conceded, “I wasn’t good at it right away so I gave up”…

6. You’ve mentioned that even though your games are violent, they treat violence much more seriously than other games do, they you don’t romanticize it, but instead they show its harmful aftereffects; you’ve said that your war game was really a game about peace. I agree with that viewpoint myself, for instance in one of my games there was a point in the story where many players told me they felt guilty about killing so many enemies (which was exactly the intention). But this type of thing is rare. For instance, last month I played through Jets’n'Guns, which is a wonderful indie shmup but as anyone who has played it knows it absolutely romanticizes violence almost every aspect of the game. Why do you think that type of thing is much more common in games?

MD: I attribute it to something I’ve often criticized the industry for, which is our bizarre fascination with Hollywood. Despite all the success, we’ve somehow reached the point in our evolution where we’re “ashamed” of being game designers! We want to make movies instead. The problem is movies already exist, and they don’t need us. And so we have this awkward dance where a game designer steps outside of his comfort zone and makes a fool of himself. It’s like a mechanic and a chef switching roles for the day - your car won’t work and your kitchen will be a mess! I cringed when I heard they were making games of The Godfather, The Sopranos, and Reservoir Dogs - because I knew they’d miss the point and screw it up. Handling that material isn’t where a game developer’s strengths lie, so it’s like giving a loaded gun to a child - quite literally! If you’ve ever been in the company of a child once they’ve accidentally been exposed to those images, you’ll notice that they’re preoccupied with what doesn’t matter. “Wasn’t it cool when Tony Soprano shot that guy? The gun went bang! And there was blood! And the blood was red!” From what I can gather, game developers seem to respond in the same way. Out goes everything that does matter and in comes a fascination with what doesn’t. The same is true of (relatively) original material such as Grand Theft Auto and Manhunt. It’s very much from the childish school of thought that states “anything naughty is cool”. They’re the kind of people that listen to rappers and say, “He just swore! Did you hear him swear?!” - blissfully unaware of all the sentiments that were articulated in and around the swearing. I can only attribute that to the industry’s infancy, and the fact that we’re not used to having this much creative power. If you give a starving man a meal, he doesn’t eat it with much decorum. Take a socially inept man and give him power, he’ll make just as much of a mess. That said, my games are as violent as any out there - so who am I to talk?! I’d like to think I’m a bit more articulate about the whole thing though. If I was embroiled in controversy, I’d be explaining myself via every media outlet in the country. These guys tend to run away like kids that have let off a stink bomb. When there’s no method to your madness, you cease to be an artist…

7. You mention that when you’re not working on games, you’re working on self-improvement: exercise, studying philosophy and politics, and so on. Do you have any strong views on those subjects? You don’t often speak about those types of things on your website, so it’d be interesting to know who your favorite philosophers or political thinkers are, and what type of exercises you use and recommend (I favor complex isometrics like this for example), and any other self-improvement tips or practices you’ve picked up.

MD: I get accused of going “off topic” when I talk about creativity, so there’s no way I could pull off a rant about politics! I do know a lot about it and have some considered views, but I’m not arrogant enough to believe that my opinion is more valid than anybody else’s. That pretty much sums up my political views to be honest - the belief that there are no right answers. People often like to criticize politicians, but I seem to spend a lot of time defending them. The whole “George Bush is stupid!” and “Tony Blair is a liar!” angle seems very childish to me. People tend to have such passionate views to compensate for the fact that they don’t know what they’re talking about. The reality of politics is that you spend 18 hours a day going blind on paperwork, trying to make as few mistakes as possible. The whole “I hate him for this!” and “She’s stupid for doing that!” line of thought doesn’t quite do the balancing act justice…

As for philosophy, for me that tends to be a by-word for religion. “Religion” is a very loaded word nowadays, so you have to wheel it out carefully. It conjures up images of a brainwashed zealot who believes in following rules. The reality is that religion is simply passionate philosophy. If you think about, these guys are just philosophers who were so incredibly popular that people built up institutions around them. They’re victims of their own success. That’s why militant atheism bothers me a great deal, because - as with politics - it doesn’t get to the heart of the matter. 90% of atheists are simply annoyed by religious people and religious practices, and know no better way of articulating that annoyance than by disregarding the whole thing. They quite literally throw the baby out with the bathwater! They would do better to acknowledge that Krishna, Moses, Buddha, Jesus, Muhammad - and thousands of others like them - were great human beings first and religious icons second. And so would religious fanatics. It all boils down to the human ego. The atheist’s ego says, “I’m intelligent and you’re gullible!” - whereas the fanatic’s ego says, “I’m close to God and you’re not!”. If they were detached from ego, they would each see that they’re arguing about the same thing. The scientist has a profound respect for life, and the spiritualist has a profound respect for God. The thing is the words “life” and “God” are interchangeable - two ways of viewing the same energy that permeates every atom in the universe. In that sense, science and spirituality are growing closer and closer together - until we realize that they were never apart…

And so my interest is in developing an all-encompassing world view - which understands every religion in the history of mankind and cross-pollinates that with science, politics, and the arts. The role of exercise is to create the perfect vehicle within which that world view might travel and be expressed. People think I’m going off topic with that too, but I can’t stress enough how important it is. Where do you think I get the energy to work 12 hours a day without going crazy?! It’s true what they say about “strong in body, strong in mind”. I shudder to think where I’d be if I didn’t sit a fit and healthy body in front of this laptop. People assume that fitness is an egotistical pursuit, born out of some deep-rooted insecurity. “Who are you trying to impress?” was the snide remark of one woman I recently argued the matter with. “Nobody” is the answer - it’s all about YOU and how you feel when you wake up in the morning. There’s no better metaphor for human achievement than a bar of metal that weighs more than you, which you’ll eventually lift over your head! The mental strength that’s required to confront your notions about what is or isn’t possible. The confidence that comes with setting goals and achieving them. It’s all life in its many permutations - mind, body, and soul…

8. You’ve written once in an interview that you have a retirement letter already written, and may give up independent game making because it’s not as rewarding and you aren’t able to make a good living at it. Have things improved since then, or are things still on the down-turn for you? I hope it doesn’t happen personally, it’d be great to see you continue to make your ’seasons’ of games for many decades to come.

MD: The irony is it’s the fact that I’ve got everything going for me that makes me feel that way! I’m as well-publicized as it’s possible for an underground artist to be, I work with genres that have mainstream appeal, I have a huge catalogue of products, and I pocket every penny of the proceeds. And yet here I am barely making a living, so I have to ask myself is this as good as it gets? Is this what I’m telling kids to aspire to? When you first get into the entertainment industry, you hear tales of 50 Cent selling one million albums in a week and figure it must be child’s play. With hundreds of millions of people owning computers and playing games, how hard can it be to reach just 0.01% of them? The reality is for all those millions playing, not ONE will part with their money unless you give them a reason to. And I mean that quite literally! I was once being shown around the premises of a publishing house and the guy was pointing to each game poster saying, “That one has sold, that one hasn’t, that one has…”. He wasn’t talking about whether or not they had sold “many” copies - he meant whether or not they’ve sold AT ALL! That’s what independent artists are up against. Whether it’s films, music, or games, the little guy is struggling to find ANY one to put ANY value on what they do. But that’s just the mortal in me talking. The human ego thinks it needs recognition, and the human body thinks it needs food and shelter. The immortal, on the other hand, seeks only to experience things. He’s the one that can’t sleep at night because he’s so excited about what he’s going to achieve the next day. The one that enjoys spending every waking hour doing something creative. The only “paper” that one cares about is the fan letter from a kid who considers you to have made their favourite game, or the guy who’s been inspired to hold his head a little higher and chase his dreams a little harder. When you hear me switching from positive to negative, it’s the latest battle in that endless war between yin and yang. How long it remains balanced in favour of my games is anybody’s guess!

9. My favorite game of yours is Wrecked — not for its execution, but for its ideas, just for what it meant. I’m an atheist myself, but even so I still found a lot to like about a game with such religious/spiritual purpose. I felt that there was a lot of potential in it, but that it was marred with a few problems which kept it from reaching it fully. Do you plan on making a sequel to it, or a game similar in style and tone to it?

MD: Yeah, Wrecked suffered from a lot of novice flaws. But if you think about it, it’s the first time I had ever tackled a game of that nature. Everything prior to that was industry sims like Popscene, niche concepts like Sure Shot, and of course fighting in its numerous guises. Hard Time is practically the only other step in the evolution of that adventure gameplay, so there’s plenty of scope for improvement. The spiritual themes in that game were very much an afterthought. Throughout its production, it just became obvious that the way a player chooses to guide a life says a lot about them. Do you give in to base instincts to get what you want, or do you make life harder for yourself by showing restraint? What I love about the end result is that it’s entirely ambiguous. God or spirituality never manifests itself at any point, so you don’t know whether the guru was mad or telling the truth! It’s just something you’re told, and then you decide what it means to you - much like in real life. I like the idea of a player being the “soul” to a game character’s “body”. That’s a theme that I’ll being expanding upon in some future games. Most notably one about a game character who doesn’t know he’s a game character! The nature of existence will obviously be key to that game, as the “created” struggles to come to terms with “creation” - and indeed the “creator”. More controversially, I’d also like to make a series of RPG’s about religious figures. I don’t see why a game need be any more offensive than a movie about those times and places - of which there are many. In fact, you could argue that a degree of interaction would make it even more meaningful. It’s just such a thorny issue that I have to hold off until I know what I’m doing and why I’m doing it…

10. You’ve written things like “Programming is a scientific factor that crushes the spirit, and scares away talented visionaries. The pivotal moment in the life of any art form is when the ’scientist’ starts losing ground to the ‘artist’.” This is why I feel that game engines which allow anyone to make games without much programming or technical knowledge are the future of game development, but a lot of people feel that ‘real’ game designers write their own engines from scratch and only use C++ or the like, and they look down upon games made in Blitz Basic, Game Maker, or engines like that. Do you think this will change as engines and computers get increasingly powerful, and that we’ll see a time when most games don’t have a ‘programmer’, or do you think the emphasis on the graphical arms race will ensure that most games will continue to be made using pure programming indefinitely?

MD: Oh, you’ll never see the back of programming. That’s what game development IS! It’s inconceivable that there’ll ever be a time when making games doesn’t involve telling a computer what to do, when to do it, and how to do it - and that will always be a technical factor. I’m not calling for that to be eradicated - I just celebrate when it’s made more palatable. Like the wires hidden behind the plastic face of your favourite gadget, we’re just looking for the unnecessarily complex to be simplified. I mean, playing the piano isn’t “easy” - but it’s just easy enough that anybody can sit in front of one and work at getting their head around it. I think products like Blitz BASIC and Dark BASIC are already achieving that for game development, and that’s all we need to coax our version of Lennon & McCartney onto the stage. I resent the implication that it’s not “real” programming though. People talk about them being “game engines” as if they’re readymade games, but all I get out of them is a more logical way of loading in and manipulating 3D models. There are still 250′000 lines of code that make my latest project a wrestling game! Like writing music, the talent is in coming up with those lines and inserting them in the right place. We never want to make something so easy that there’s no struggle involved. I’m reminded of a story my school headmaster used to tell us about two caterpillars at the bottom of his garden. One emerged from its shell and blossomed into a colourful butterfly, whereas the other made no such progress. In order to make life easier for it, he gently cut its casing and a butterfly eventually emerged - only it was black & white because, without the struggle, no blood had gotten to the wings. Long may game development be hard enough to get the blood pumping!

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Git your chat on

August 31st, 2008 by hiphper

I know that everyone is off playing GTA IV… but we are having a chat night tonight… answering any questions about the 360voice/GamerDNA merger! We will be announcing a fun little distraction, and giving away a few GamerDNA T-shirts.

ENTER THE ROOM
 

Update 11:50pm ET

Thanks everyone who attended! That was some good fun. We gave away some GamerDNA T-shirts and answered all sorts of questions. Master Devwi was nice enough to type up a transcript of what he could capture. Check it out posted in his comments. It isn’t word for word… but it will get you started. As always feel free to contact us for more questions or ask them in the comments of this blog post (by clicking the title of this entry)… or the forums!

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Case: Activision v. Gibson (C.D.Cal.) PENDING

August 31st, 2008 by hiphper

After receiving a letter accusing them of patent infringement, Activision filed a declaratory judgment action March 12, 2008, against Gibson Guitars, asking the court for finding of invalidity and noninfringement. Gibson is asserting that it has a patent on a musical performance simulation, which Gibson alleges Activision infringes via its popular Guitar Hero games.

The lawsuit was filed in the Central District of California. The patent is U.S. Pat. No. 5,990,405, entitled “System and Method for Generating and Controlling a Simulated Musical Concert Experience,” issued Nov. 23, 1999. At a glance, the broadest claim appears to be:

13. A system for simulating participation of a user playing a musical instrument in a pre-recorded musical performance having audio and video portions, the musical instrument producing instrument audio signals at an instrument audio output when the instrument is played, comprising:

a. a source playback device for playback of the audio and video portions of the pre-recorded musical performance through corresponding source audio and source video outputs;

b. a source audio control device for controlling one or more characteristics of the audio portion of the pre-recorded musical performance during playback, the source audio control means operably connected to the source audio output and to the instrument audio output and having a controlled audio output; and

c. the source audio control device is responsive to the instrument audio signals whereby at least one characteristic of the audio portion of the pre-recorded musical performance is controlled by playing of the musical instrument by the user.

We’ll keep tracking this case and let you know of any major developments.

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World of Warcraft Character Portraits Now Available

August 30th, 2008 by hiphper

Wowport
If in-game screenshots just aren’t doing it for you anymore, perhaps you should consider immortalizing your favorite virtual avatar in an oil-based portrait courtesy of the illustration team at Mondolithic Studios.

Those particularly devoted to their own fictional representatives need only send the firm a screen capture of the beloved avatar, and the team at Mondolithic will recreate the scene “using the finest Windsor-Newton Oil paints” on canvas “up to a size of 29″ wide by 19″ high.”

In case you lack a flair for the dramatic, Mondolithic Studios is also willing to send a character to your virtual location to capture a stylized screenshot for the portrait.

The lack of solid pricing information on the company’s blog leads me to believe the prices might be a bit out my range, but if any of you happen to be independently wealthy, I do have a birthday coming up.

The World of Warcraft Fine Art Portrait Series [Mondolithic Studios]

Image courtesy Mondolithic Studios

See Also:


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Underperforming XBLA titles to be delisted

August 30th, 2008 by hiphper

Filed under: Microsoft Xbox 360

yaris

We’re not the only ones tired of sifting through the digital dump. Xbox Live GM Marc Whitten has made it clear that any stinkers in the Xbox Live Arcade catalog will soon be delisted, he told Next-Gen. That’s a nice way of saying, Microsoft is finally taking out the trash. And what qualifies as 100% pure garbage, you ask? It’s a combination of things: A title must be at least 6 months old, have a Metacritic score below 65 and a conversion rate below 6%. Microsoft will provide a three-month notice before delisting any game.

“Overall I think you will find this will focus the catalog more on larger, more immersive games and make it much easier to find the games you are looking for,” said Whitten.

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XBLA: Positively Clueless

August 30th, 2008 by hiphper

Are Microsoft purposely throwing this round? XBLA was, in my opinion, their strongest asset this generation. It’s certainly not their sales, quality control, or non-FPS game lineup. Go read Oddbob’s rant, he hits it straight on as usual.

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Patent: 6,264,560 - USPTO grants re-exam request

August 30th, 2008 by hiphper

The U.S. Patent and Trademark Office agreed to re-examine online-gaming patent 6,264,560 after the Electronic Frontier Foundation challenged it on the grounds that the technology covered by the patent had been used extensively before it was issued.

The patent is entitled “Method and system of playing games on a network” and allegedly claims all Internet gaming systems that use tournament-style play, display advertisements and have real-time updates of rankings in multiplayer games. Seems pretty broad, except for the fact that it potentially has priority back to December, 1996. The patent issued on July 24, 2001.

Abstract from patent: The present invention is a game playing method and apparatus for automating games such as blackjack, poker, craps, roulette, baccarat and pai gow, wherein players may play continuously and asynchronously, and information related to advertised items can be exchanged between players and advertisers. In one embodiment, each instance of a game is likely unique from all other current game instances. The games do not require a manual dealer and in one embodiment, played in a gaming establishment using low cost gaming stations. The present invention may also be used to play such games on the Internet or an interactive cable television network wherein a game controller communicates with players at network nodes in their homes and at their leisure since there is no game tempo requirement. During a game, advertising is selectively provided by comparing player personal information with a desired demographic profile. Player responses to advertising are used for evaluating advertising effectiveness. The invention is useful for test marketing of products, advertisements, and reduces advertising costs.

Relevant claims:
Claim 1: A method for conducting one or more tournaments, comprising:

identifying players requesting to join one of the tournaments, wherein each tournament includes a plurality of instances of a game for playing by each of the players identified, wherein for each of the players, at least one of the following (a) and (b) must be satisfied for the player to complete one of the tournaments:

(a) a predetermined number of instances of the game must be played by the player;

(b) a predetermined amount of time must elapse between the commencement of the tournament and the termination of the tournament;

for each tournament, the following steps are performed:

(A1) selecting the identified players to be included in the tournament;

(A2) grouping the players into groups, wherein for each group, the players therein compete against one another in playing instances of the game;

(A3) determining one or more winning players for each group;

(A4) establishing a modified version of the game by changing a rule of the game while retaining another rule for the game;

(A5) combining the winning players from different groups into one or more new groups for competing against one another in playing instances of the modified version of the game.

Claim 81: A method of playing a game on the Internet, comprising:

first receiving player identification at a game playing Internet accessible node (GPIAN) for first and second players;

transmitting, via the Internet, from the GPIAN, first information related to communications between: (a) the GPIAN, and (b) a first Internet accessible node from which the first player communicates with the GPIAN;

wherein said first information is utilized in subsequent Internet communications between the GPIAN and the first Internet accessible node;

causing said first information to be stored on the first Internet accessible node so that it is available in subsequent different Internet connections by the first player;

second receiving, via the Internet, at the GPIAN, first responsive information indicative of said first information being present on said first Internet accessible node;

first playing with the first player a first game, wherein one or more game play representations are transmitted to the first player via the first Internet accessible node;

second playing with the second player a second game, wherein one or more game play representations are transmitted to the second player and from the GPIAN while the first player is playing the first game;

playing of a third game between said GPIAN and the second player, wherein a third collection of one or more game play representations is transmitted to the second player, and wherein the transmissions of the game play representations for the third collection and the first collection overlap in time;

wherein said step of second receiving at the GPIAN occurs when the first player has reconnected the first Internet accessible node to the Internet after said first information has been stored on the first Internet accessible node and said first Internet accessible node has disconnected from the Internet.

Claim 87. A method of playing a game on a communications network, comprising:

receiving, at a game playing node of the network, a request for selecting a pace of play of an instance of the game by a first user at a first node of the network;

first transmitting game plays between said game playing node and the first user using network communications between the game playing node and the first node, wherein at least a second user has played an instance of the game; and

transmitting to the first node a ranking of said second user, wherein the ranking is indicative of a proficiency of the second user in playing the game.

Claim 92. A method of playing a game on a communications network, comprising:

receiving at a game playing node on the network, a contact by each of a plurality of users, via a corresponding node on the network for the user, for initiating a corresponding instance of the game between the game playing node and the user’s corresponding node, and at least some of said instances overlap in time;

transmitting game plays between said game playing node and a first of the users, for the corresponding instance of the game;

transmitting from the game playing node to the corresponding node of the first user, the ranking of a second of the users, wherein said ranking is indicative of a proficiency of the second user in playing the game, and said ranking is updated to present a change in said ranking while the first user is playing the game.

Claim 94. A method of playing a game on a communications network, comprising:

first receiving, from each of a plurality of users via a corresponding node for the user on the network, a contact at a game playing node on the network, so that each of the users initiates a corresponding instance of the game between the game playing node and the user’s corresponding node, and at least some of said instances overlap in time;

second receiving, at the game playing network node from a first of the users via the first user’s corresponding network node, a request for selecting a pace of play of the corresponding game instance;

playing, by the first user, the corresponding instance of the game with the game playing node at the pace selected by the first user.

Claim 95. An apparatus for playing a game on a network, comprising:

a display area for electronically displaying an instance of the game to a first user;

an input area for allowing the first user to input a game play;

a communications network connection for communicating, on a network, game related information, between: (a) one or more of said display and said input area, and (b) an addressable node on said network accessible by a network address available to said apparatus;

wherein a plurality of users communicate with said addressable node for playing instances of the game; and

wherein between at least a majority of game plays by the first user, there is a game play related network transmission via said communications connection; and

a game speed of play control for allowing the first user to control the pace of the instance of the game.

Claim 102. An apparatus for playing a game on a network, comprising:

a display area for electronically displaying an instance of the game;

an input area for allowing a first user to input a game play for said instance of the game;

a communications network connection for communicating game related information between said apparatus and a game controller, wherein said game controller communicates with said apparatus via a network, said network also connected to additional network nodes for allowing simultaneous play of instances of the game with the game controller by a plurality of users;

a control for allowing the first user to cancel a previously entered wager;

a card reader, wherein when an identification card identifying the first user is provided thereto, data identifying the first user is communicated to the game controller.

Claim 103. An apparatus for playing a card game electronically, comprising:

a card generator for generating one or more electronic card representations for playing the card game;

a game playing engine for playing a first electronic instance of the card game between a first player and a substantially electronic dealer module, wherein the first player is dealt a first sequence of the card representations, and wherein a second player plays a second instance of the card game with the dealer module so that said first and second card game instances overlap in time, and wherein the second player receives a second sequence of the card representations; and
wherein, for an initial series of one or more plays by said first player using said first sequence, when said second player also initially plays said initial series of one or more identical plays using said second sequence, then for corresponding identical plays by said first and second players, their corresponding hands of card representations are identical.

Claim 104. An apparatus for playing a card game electronically, comprising:

a card generator for generating card representations for playing said card game electronically;

a game playing engine for playing said card game with a plurality of players simultaneously, wherein said game playing engine transmits, for each player, a corresponding collection of one or more of said card representations through a communications network to the player;

a timer in operative communication with said game playing engine for changing a time limit for accepting an input from a first of said players when said first player transmits a communications network request to change a speed of play of said game.

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Buy Xbox Live Points Through Japanese Cell Phones

August 30th, 2008 by hiphper

Docomo
Microsoft points are now just a phone transaction away: Japanese mobile phone provider NTT DoCoMo is adding Xbox Live spending through its handsets.

Starting May 26th, users of phones from NTT DoCoMo will be able to use the “DoCoMo Keitai Harai” (DoCoMo Mobile Payment) service to pay for Xbox Live Gold Membership subscriptions and to load up on Microsoft Points.

Charges from using the service are added to users’ phone bills.

I tend to get my Microsoft Points by purchasing them at a local convenience store, although I will admit to the occasional impulse credit card buy, like last night, when I needed points to get On the Rain-Slick Precipice of Darkness.

Photo: Guwashi999/Flickr.com

Pay for Xbox Live With DoCoMo Ketai Harai [Dengeki Online]

See also:


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PSN Thursday: Oh boy … well, there’s The Con

August 30th, 2008 by hiphper

Filed under: Sony PlayStation 3, Sony PSP, Online

Considering the fanboys get all uppity when we say that there’s nothing in the PSN update for the week, we’ll temper it by saying The Con is available for $20 on the PSP. For PS3 owners, there’s the European Rock Band DLC tracks and the PixelJunk Monsters music album for $3. Let’s just end this post and get out clean while we still can. The full North American PSN update can be found after the break.

The European PSN update is located in the land of PS3 Fanboy.

Continue reading PSN Thursday: Oh boy … well, there’s The Con

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