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Senin, 07 Oktober 2013

Top Ten Classic Video Games

10. Pong
Origins: Pong was based on a game called 'Tennis for Two' which was a simulation of a game of tennis on an oscilloscope. Physicist William Higinbotham, the designer, goes down in history as creating one of the first electronic games to use a graphical display.
The Concept: The game is intended to represent a game of Tennis or Table Tennis (Ping Pong). Each player has a bat; the bat can be moved vertically. The screen has two horizontal lines on the top and bottom of the screen. A ball is 'served' and moves towards one player - that player must move the bat so that the ball hits it. The ball rebounds and moves back the other way. Depending on where the ball hits the bat, the ball will move in different directions - should it hit one of the top or bottom lines, then it will bounce off. The idea is simply to make the other player miss the ball - thus scoring a point.
Game play: while it sounds utterly boring, the game play is actually very addictive. It is easy to play but very difficult to master, especially with faster ball speeds, and more acute angles of 'bounce'.
Nostalgia: for me this is the father of video games. Without Pong you probably wouldn't have video games - it started the craze that would continue grow and become a multi-billion dollar industry. I will always remember this game!
9. Frogger
Origins: this game was developed by Konami in 1981, and was the first game to introduce me to Sega. At the time it was very novel and introduced a new style of game.
The Concept: Easy - you want to walk from one side of the road to the other. Wait a minute - there's a lot of traffic; I better dodge the traffic. Phew Made it - hang on, who put that river there. Better jump on those turtles and logs and get to the other side - hang on that's a crocodile! AHHH! It sounds easy - the cars and logs are in horizontal rows, and the direction they move, the number of logs and cars, and the speed can vary. You have to move you frog up, down left and right, avoiding the cars, jumping on logs and avoiding nasty creatures and get home - do this several times and you move to the next level.
Game Play: Yet another simple concept that is amazingly addictive. This game relies on timing; you find yourself dinking in and out of traffic, and sometimes going nowhere. The graphics are poor, the sound is terrible, but the adrenalin really pumps as you try to avoid that very fast car, or the snake that is hunting you down!
Nostalgia: I love this game for many reasons. I played it for a long time, but never really became an expert - however, it was the first ever game I managed to reproduce using Basic on my ZX81 - I even sold about 50 copies in Germany!
8. Space Invaders
Origins: Tomohiro Nishikada, the designer of Space Invaders was inspired by Star Wars and War of the Worlds. He produced on of the first shooting video games and drew heavily from the playability of Breakout.
The Concept: aliens are invading the Earth in 'blocks' by moving down the screen gradually. As the intrepid savior of the Earth it's your task to use your solitary laser cannon, by moving horizontally, and zapping those dastardly aliens out of the sky. Luckily, you have four bases to hide behind - these eventually disintegrate, but they provide some protection from the alien's missiles.
Game Play: this is a very repetitive game, but highly addictive. Each wave starts a little closer to you, and moves a little fast - so every new wave is a harder challenge. The game involved a fair amount of strategy as well as good hand eye co-ordination.
Nostalgia: I wasted a lot of time playing this game. While originally simply green aliens attacked, some clever geek added color strips to the screen and the aliens magically changed color the lower they got - that was about as high tech as it got back in the days of monochrome video games!
7. Galaxians
Origins: Galaxians expanded on the Space Invaders theme by having aliens swoop down on the defender. It was one of the first games to have colored sprites.
Concept: Take Space Invaders, add some color, remove the bases and make some of the aliens swoop down at you and you have Galaxians. Essentially the concept is the same as Space Invaders, you're defending the world against alien invaders, but rather than the whole screen full of aliens moving down at you in a nice orderly fashion, you get groups of aliens swooping down in haphazard ways.
Game play: if you liked Space Invaders then you'll love this. The strategies are different, as you often have to avoid two or three different groups of alien 'swoopers' but if you can shoot them as they swoop, then you get some great bonus points. The game is difficult until you get used to some of the patterns
Nostalgia: this was one of the first games that I played on a desktop computer that was almost exactly like the arcade fame. I had an old Acorn Electron, and this game was almost perfect on this little machine. I miss my old Acorn Electron!
6. Defender
Origins: This game was created by Williams Electronics in 1980. The Game was designed by Eugen Jarvis, Sam Dicker, Paul Dussault and SLarry DeMar. It was one of the first games to feature complex controls, with five buttons and a joystick. While slow to catch on due to its difficulty, it still was a popular game.
Concept: Most of the shoot-em-up games of the era were horizontal shote-em-ups. This game changed the playing field by being a vertical shooter. Yet again aliens are intent of doing nasty things to earth - this time they are trying kidnap 10 humans. You are in charge of the sole defender and must kill the aliens before they kidnap the humans. You fly over a 'landscape' and can see your humans mulling around on the surface. The aliens appear and drop towards the humans - you can kill them at this point, but should they grab an alien, you must shoot the alien, and catch the human before the alien reaches the top of the screen.
Game play: This was a great game that was easy to play but tough to master. Shooting the aliens and catching the humans gave the best bonuses, and this formed a major part of the strategy. There were some different type of aliens that chased you making the game a lot more hectic than others; often it was just a relief to finish a level. While not as addictive as some, it did give a feeling of achievement when you reached a high score.
Nostalgia: I went on vacation with a friend for a week and we spent the entire week in the arcade playing this game and the number one game on my list (I won't reveal the name now!). It was one of the best memories of my teen years!
5. Missile Command
Origins: In July 1980, Atari published a revolutionary game. It didn't have a joystick, but had a ball that controlled an on screen cursor. It was programmed by Dave Theurer and licensed to Sega.
Concept: Those pesky aliens are getting smarter. Rather than sending space ships down to fight, they're hiding in deep space and sending a bunch of missiles to blow up the Earth's cities. This game was unique as it use a 'round' joystick. You used this to move to a point on the screen and then fire a missile into this spot - the culminating explosion would destroy any missiles that hit the 'cloud'. The missiles were essentially lines that moved down from the top of the screen at varying angles and speeds - some of them would split into multiple 'missiles' half way down.
Game play: this is a very strategic game. Placing your bombs in the right place and timing them right could essentially clear the alien missiles quickly and easily. As the game move on you found yourself spinning the wheel frantically trying to get the bombs in the right place. This game was adrenalin pumping fun - sometimes you seemed to be up against impossible odds and yet you'd breath a sigh of relief when one city survived.
Nostalgia: this was one of the first games I played on a table top machine. While these didn't really catch on, it was still fun to be able to put a can of soda down while you played!
4. Breakout
Origin: This game was heavily inspired by Pong. It was created in 1976 by Atari, with Nolan Busnell and Stew Bristow being the key designers. It's probably one of the most cloned games ever, even today there are new games based on the same theme coming out. Apparently the Apple II computer was inspired by this game - wow where would Steve Jobs be now without Breakout.
Concept: The idea is simple - you have a bat at the bottom of the screen that can move back and forth. Above you is a wall of bricks. A ball will move from your bat - every time it collides with a brick, the brick disappears and the ball bounce back at you. Your task is simple - stop the ball going off the bottom of the screen by placing your bat in the way and bouncing the ball back at the wall - you also have to remove all the bricks in the wall to progress to the next level!
Game play: this is a fairly difficult game to master. As the bricks get lower each level and the ball speed increases, it becomes more and more difficult to 'break out'. Also, sometimes the angle that the ball comes off the bat is so acute that it is very difficult to judge where the ball will bounce! It's one of those games where you just keep on saying 'just one more game' and before you know it five hours have passed.
Nostalgia: when I lived in Wales we had a little utility room that housed books and my little ZX Spectrum - I used to spend hours playing this game as my Father sat and studied. It was like a male bonding session!
3. Hang On
Origin: This game was released in 1985 and was developed by Sega. It was one of the first '3D' racing games and one of the first to introduce a 'realistic' aid to playing the game - that it a larger replica motorcycle style cabinet, with speedo, brakes and a throttle. This game became the benchmark for future racing games and lead to the highly praised Out Run series. The game cleverly used 'billboards' and trees to give you the feel that you were moving at high speed.
Concept: You are a motorcycle racer - you sit on top of a bike and have to race around a 3d race track, overtaking other riders and reaching certain checkpoints within a time limit. The game featuring different places and conditions (such as night).
Game play: Yet another easy game to play but very difficult to master. Timing the turns was essential, especially if other bikers got in the way. Each slight touch of another bike, or crash into a barrier slowed you down and made it harder to reach the checkpoint in time. The awesome graphics (for the time) made this game pleasurable to play as you really felt you were in a race. It is another game that kept you coming back for more.
Nostalgia: As a kid I always wanted a real motorbike, so this gave me a feeling that I actually had one. I was very good at this game (an d Pole Position) and constantly had my name on the high score table - it's perhaps the only game I could truly say I was a master.
2. Pacman
Origin: Developed by Toru Iwatani, and programmed by Hideyuki Moakajima San, this game came out in mid 1980. The name is derived from a phrase that relates to the sound when your mouth opens and closes (allegedly). Namco produced the game, but it really took off in America when Midway released it.
Concept: You are Pacman and you are very hungry. You find a maze full of 'dots' and zip around eating them. Unfortunately there's some ghosts who aren't too happy about this and they will chase you and eat you - but hey, there's some really big dots that give you the power to banish the ghosts back to their central cage. The maze is complex, filling up the whole screen, but there are no dead ends - there's also a passage way between each side of the screen. In the center, is the cage that holds the ghosts - occasionally bonus fruit appear next to the cage. You essentially have to eat all the dots in order to progress.
Game play: This is a simple concept, but with pretty decent graphics and an addictive tune it became a huge success. There is a lot of strategy to the game - each ghost follows a set pattern (although eventually they'll forget this and follow you) - in fact there are books dedicated on the best route to avoiding the ghosts. The game gets harder as you go, with the ghosts speeding up and getting smarter.
Nostalgia: there's something about the music in this game that is just so catching -even as I write it I can hear it in my mind. It's one of the first games that I can remember using music as a major selling point. I wasted many hours playing this game, and although I was never great I always had fun trying to devise new routes. It is also probably my most successful programming achievement - I designed a version of this for the Acorn Atom and I actually sold a couple of hundred copies (again in Germany) - I am proud that as a twelve year old, I was able to use logic and programming skills and make some money doing it.
1. Asteroids
Origin: It's truly amazing to think that this game was first released in 1979 - I've been playing it for 30 years now! Developed by Atari and designed by Lyle Rains and Ed Logg, the game cleverly used vector graphics and real inertia physics to convert a simple concept into a classic game.
Concept: Your little space ship has strayed into an asteroid belt. With the use of thrusters, a trusty laser cannon and a hyperspace unit, you must move your spaceship in all directions over the screen and avoid the asteroids. You can go anywhere on the screen and even going off the edge is OK - it just happens to be a wrap around universe. The asteroids come at you from all angles. Initially they are large, and are fairly slow. Once hit they split into smaller asteroids, and these smaller asteroids split again - the smaller the asteroid the faster it goes. Occasionally a nasty alien ship will appear and start firing at you - he'll occasionally hit the asteroids and split them. The idea of the game is simple - destroy all the asteroids without colliding into them or getting shot by an alien.
Game play: Wow what can I say. To really succeed at this game you have to use strategy - firing at all asteroids will fill the screen with a lot of small fast moving asteroids, making it difficult to avoid collisions. Therefore the game required that you pick off one asteroid at a time, and then deal with the smaller asteroids. While doing this, you also had to maneuver gingerly; with real inertia, you often found yourself drifting without realizing it and suddenly you'd be in the middle of four or five asteroids.
Nostalgia: this is one of the only games that I still play today. Whether it's the 'Buck Rogers' in me, or I just like the challenge I don't know! You'd think that after 30 years of playing I'd either master the game or get bored; somehow neither has happened - I can sometimes get a mega score, but usually I'm just average. I guess I like the fact that it makes me think and keeps my hand-eye co-ordination in tip top condition! Now if only I could get all that money that I pushed into the asteroids machine back - I'd be very rich!
To play some of these games for free go to my website:www.squidoo.com/TopTenVideoGames
http://www.squidoo.com/SimonCook

Kamis, 05 September 2013

Secrets to an Amazing Role-Playing Game

Role-playing games are a very specialist type of game that really need a far greater attention to detail than other less immersive genres. As the computerized version of the genre took off there were a lot of money hungry companies who decided to storm into the genre without really trying to understand what the vital elements of a role-playing game are. In some cases, these companies have actually had the audacity to buy out smaller companies who did know the genre and they destroyed long-held legacies of great traditional games.
Considering that this may have an impact on the future of computerized role-playing games I have felt it to be of importance to educate these gaming giants in an effort to help them understand the only thing that matters to them. In order to sell role-playing games you need an audience willing to buy the product and if a company consistently puts out dodgy shooters in the guise of apparent role-playing games they'll only destroy their reputation and go bankrupt. I know that the word bankrupt is a word that these money hungry companies recognises and so I emphasise one point, try to sell dodgy shooters to role-playing fans and you will go bankrupt!
Personally, I have been a role-playing gamer for about thirty years and I fell in love with only two systems that I probably can't name because of article writing guidelines. What I can say is that very few game producing companies have come even close to the pen and paper versions of the best role-playing games on the market, you know, the ones that people actually enjoy playing. I will say that I rejoiced when role-playing games became computerized as it meant I could do my role-playing without the need to hunt for people with similar tastes and even though some games have risen to become great role-playing games, they are sadly few and far between. On that note, of the styles of role-playing games that include pen and paper, computerized games and online games, there is only one type that can meet the fully immersive needs of a role-player and I'll reveal why later.
Okay, what are the elements of a great role-playing game then? I'll give you one at a time but the very most important piece of advice to keep in mind during this whole discussion is immersion. To be a truly great role-playing game, it has to grab the players attention and not deliver diversions that allow the player to slip back into the reality of the real world. The player must be kept in the fictional world if they are to feel that they have experienced a great role-playing game.
One of the most vital elements of immersion is a storyline; a really believable and yet gripping storyline. A role player doesn't want to load up the newest game and find to their dismay that storyline consists of the flimsy idea that they have to kill heaps of things to get enough experience to kill the apparent bad guy. Who wants to play a game where the bad guy is designated the bad guy without good reason? Have you played a game where you are part of one group of people and you've been chosen to defeat the other group of people but there's no actual evidence that shows why the other group is bad? The worst of these are the recent thug games where one criminal organisation wants to defeat another criminal organisation and you're the hitman. Who is really that stupid to fall for such a terrible storyline? It's certainly not for intelligent role-players.
A good storyline can't be a shallow excuse for a war and it has to be something you'd want to be a part of. The storyline also has to be included in the gameplay itself and delivered in a way that doesn't interrupt the reality of the gameplay either. There's nothing worse than a big cut-scene that drops into the middle of the game and makes you sit idle for more than a minute or two. For role-play gamers, the immersion of the game comes from being the character, not from watching the cut-scenes as if you were watching television. What's next... advertisements?
Another part of a great game play experience is being aware that you have been a part of the fictional world since you were born. This is conveyed by knowing where things are in the world and knowing who the current leaders are, along with knowing current events. This can be done cleverly by feeding snippets of information in a natural manner during conversations with non-player characters. Some extremely vital information can be revealed in otherwise meaningless banter, just like in the world you're immersed in right now.
One thing that will jolt a role player out of a game is a sudden unwanted conversation with a hastily introduced character who explains where the next local town is and that you have to be careful because there's a war on or some such thing. This is only done in games where the maps are updated as you discover places of interest. Making a major city that lies not ten miles from your current position something that you have to discover is ridiculous at best and only suits scenarios where you've been teleported into a new reality or you've lost your memory although the latter should be used sparingly as there are already too many games out there that rely on the character having amnesia. Discovery can be implemented in far more subtle ways by having secret areas within already well-known places and it is this that gives a role-player a sense of discovery.
Another immersion problem is the introduction of a love interest in a game without any participation on your part. You're playing away, minding your own business and then all of a sudden, one of the infatuated characters that you never knew existed, has an impact on gameplay because of a supposed vital role they play in the group you're a part of. They should, at the least, allow a bit of flirting in the conversation paths before a love interest is thrust into the mix. For me, someone suddenly having that kind of interest is an immersion breaker because there was nothing at all that prompted a relationship. If there is a love interest possibility in the game, then it needs to be introduced in a believable way and shouldn't be out of the characters control.
There was one game in which this happened and the involvement of two love interests was the excuse for one of the non-player characters to do worse at being a support while the other became a great support. Sure, the idea was novel but it was also very childish because it assumed that these two love interests were so enamoured with the player that neither could do without him. It was worse than watching Baywatch or Desperate Housewives.
I'm only going to add one more element to the mix because I just wouldn't reach a conclusion if I allowed myself to point out every requirement of the best role-playing games. As I stated before, the important factor is immersion. A real deal breaker for me is the inability to develop the type of character I want. I've encountered this more often than not in games where you have no choice over the skills that you character can develop. Of course, this is the worst scenario and there are many games that allow limited development but there are only a handful of games that allow a real sense of development.
A truly great role-playing game has to allow players to develop in any direction and compensate for this flexibility by incorporating multiple paths through the game. There's no point in creating a computerized role-playing game if the character does the same thing in every single play through of the game. The most annoying of these issues is a game where you can have a spell wielding character but they develop the exact same spells at exactly the same point in every run of the game. It's a little more forgivable for warrior types but even in this case there are many games which allow for dozens of different fighting styles.
Now, if I were to continue with this discussion I'd add other topics like the renaming of attributes with no good cause, allowing for more than one quest to be given at a time, real world purchase requirements during the game and other ridiculous practices.
I did promise to show which game type was the best for role-playing games though so, here it is. Non-online computerized games are the only games that allow for full immersion and I'll explain why.
Unlike table-top games, you aren't interrupted by the requirement to physically reach out and move pieces which takes you out of the role of the piece itself. Compared to pen and paper games, you aren't required to look up tables or enter long boring discussions on how rules should be interpreted. Massively multiplayer online role-playing games don't meet the requirements either and I know some of you will be surprised but when was the last time you were playing a computerized role-playing game and one of the other players had to leave because they had to go to work and they informed you it was a different time in their part of the world.
Computerized role-playing games are the only role-playing game type where the characters stay in the game, you don't have to suddenly work out if something is allowable by the rules and the user interface stays consistent so that the immersion is most efficient.
In conclusion, the best role-playing games are stand-alone home computer based and don't involve interaction with other real world people who will throw a spanner in the immersion works. The storyline must be solid and delivered in a natural manner, a deliverable assumption that your character already knows the fictional world, no instant love interests out of nowhere and the ability to develop your character in any direction seamlessly along with plot paths that allow for these developments.
I only hope that the gaming companies pay attention to this and realise that they are making role-playing games for role-players and if they're not in the market for role-players, then they should call their games by a different genre.
Check out my unique site where I discuss the merits of various role-playing games at RPG-Games-Plus

Senin, 19 Agustus 2013

Alienware vs Rockdirect vs Dell : Finding the Best Gaming Laptop

So you want to buy a gaming laptop.
But not just any old gaming laptop, you want to buy the best
gaming machine on the planet, the best gaming machine money can
buy -- the fastest, the most powerful, the ultimate kick-ass,
take no prisoners, meanest motherboard of all gaming laptops.
Well, there's some good news for you, things have really changed
in the laptop world. No doubt you are probably aware there have been
some major developments in laptop construction and technology
in the last year or so. Technology that puts the gaming laptop
on par or near par with its main rival, the desktop PC.
Recent changes in technology have really brought gaming laptops
into the spotlight with a whole list of new Technologies:
PCI Express, Sonoma Chipset, SLI, Hyper-Threading, Dual Graphics,
Better RAM, and now Dual Core gaming laptops. Gaming notebooks are
just now entering the specs and performance arena which was exclusively
reserved for the bulky yet much more powerful desktop PC.
Just in case you have had your head buried in term papers and study
sheets lately -- hey, it happens! Here's a brief rundown of these
new technologies that will give you the fastest gaming laptop:
Graphics Cards: these are the real heart of any gaming machine. They
are getting faster and more powerful. We also see the use of dual
graphics cards and better transfer of data with new pipelines
and buses.
PCI Express: is a new standard for expansion cards that comes in
different versions. Presently, we have the x16 and x1 lanes, they
offer increased bandwidth. For example, x1 lane offers 500MB/sec
instead of just 133MB/sec for PCI.
NVIDIA SLI: SLI stands for Scalable Link Interface, technology
that lets you use a couple of GeForce 6800 graphics cards together
with PCI Express X16. Basically, SLI will speed up graphics on a single
monitor by deploying two graphics cards. It also lets you combine
4 GPUs in one system for the fastest graphics yet.
An alternative system would be ATI's CrossFire which
is a SLI-like configuration using 'Master' and 'Slave'
cards to combine two Radeon GPUs for improved and faster
graphics.
Hyper-Threading: Gives processors better performance
especially when combined with dual-core processors,
capable of handling four software threads which will put
a smile on any gamer's face.
Better RAM: DDR3 SDRAM (Double Data Rate Three Synchronous
Dynamic Random Access Memory) this new DDR memory standard
will use 40% less power and run at speeds up to 800 MHz.
Don't confuse this with GDDR3 (in Graphics Cards) which is
a totally different technology.
Dual Core: just as the name says, you put two CPUs into
a laptop for more power and faster computing. Rockdirect's
Xtreme 64 was one of the world's first dual core notebooks to
hit the market.
Also be on the lookout for Intel's Dual Core Notebook
Chip dubbed Yonah, it will be somewhat different in that
this notebook chip will not only have two cores but these
cores will share a 2MB cache which will greatly boost performance.
In most cases, keeping ahead of all these developments and
improvements can be a pleasurable chore for most gamers but
it can sure eat into your gaming time. And as the notebook
technology evolves, the gaming laptop will get even more smaller
and more powerful, offering a real alternative to the gaming
desktop PC even for the most die-hard Power Junkies.
Serious gamers will also know laptop or notebook gaming technology
is constantly evolving and mutating. Therefore, most gamers will
only purchase a fully upgradeable open architecture notebook, they
look for a laptop design which can be easily upgraded with the newest
and latest technology, if at all possible.
Despite this option, as laptop gaming technology steadily improves,
gamers are still left with the choice of which gaming system to buy.
Just in case you have be hibernating for last five years -- hey, it
happens. Here's a quick rundown of the different systems on the market
...Voodoo, Alienware, Mayhem, Vigor, Sager, ASUS, Rockdirect,
M-Tech, Dell...
Despite the fancy lapels, serious gamers know that most laptops are
made by the same two or three companies in Taiwan! The same components
and mainframes are assembled under different brand names and marketed
to the public.
Not to get too cynical, but sometimes it's the laptop with
the better paint job or the better advertising that will
win your purchasing dollar. Not that savvy gamers are easily
fooled, perish the thought, but packaging may rule the day,
performance may be the same or negligible in gaming
machines with basically all the same components and specs.
Regardless of this sober reality, gamers are still left with the
choice of which gaming manufacturer has tweaked these components
into the best gaming laptop on the market. There are numerous gaming
specialists that make high quality machines well worth your
consideration but because of limited space here we will only examine
three major gaming manufacturers, sometimes for entirely different reasons.
These three are Alienware, Rockdirect and Dell. All produce serious
contenders for the ultimate gaming laptop. Here's a brief rundown on
all three makers and their gaming laptops which may be of some help
to anyone looking to purchase a high-end gaming monster.
Alienware Laptops
First, we will start with the most distinctive looking gaming
laptops on the market. Those coming from Alienware, a company
founded by two avid gamers, Nelson Gonzalez and Alex Aguila, in
1996. It has become one of the leading producers of revolutionary
gaming PCs and Notebooks. It has also won raves and rewards from such
top industry publications as CNET, PC Gamer, Computer Games and
many more.
Their flagship model is the Area-51m 7700. This scary monster
can be outfitted with an Intel Pentium 4 Processor with
Hyper-Threading Technology - (2.8GHz - 3.8GHz, 800MHz FSB,
1MB Cache, Socket 775) Intel 915P + ICH6 chipset with NVIDIA
GeForce GO 6800 ULTRA with 256MB DDR3. It has a 17 inch WideUXGA
1920x1200 LCD Display and 4 dedicated SO-DIMM slots for
Dual-Channel DDR2 Memory. Warranties can be purchased for up
to 4 years.
The Alienware Area-51m 7700's base price starts at around
$2000 but if you want to max out this system, be prepared
to double that amount. High price for high performance.
Runs quiet and cool. This one is dressed to kill.
Rockdirect Laptops
Next, we go across the pond, for a company that produces some
high priced yet powerful gaming machines. Rockdirect gaming notebooks
are another group of machines that many gamers should consider.
Rockdirect, formerly known as Rock, is a British company that's
on the cutting edge of notebook technology. They have had a long
history of making high quality laptops for business and gaming.
Rockdirect laptops are expensive, there's no way to get around
that fact.
Rockdirect's Xtreme 64 is one of the world's first dual core
notebooks using AMD Athlon 64 X2 4800+ processors and twin
100GB 7,200RPM hard drives. With NVIDIAGeForce Go 7800 GTX
graphics and a 17 inch WSXGA+ (1680x1050) display with X-Glass
for better viewing. Around 2,300 pounds or $4,000 USD.
Three Year Collect and Return Warranty.
Dell Laptops
Hey dude, this can't be a DEll?
Dell with the introduction of its XPS second generation gaming
laptops has to be considered by the serious gamer. Don't laugh!
With the introduction of the XPS Gen2 laptops, Dell entered the
gaming market for real. A lot of people stood up and took notice.
Even more people stood up when Dell introduced the XPS Renegade 600
desktop gaming system with 4 NVIDIA 7800GTX GPUs at the
CES this year. Now that's putting SLI to some good use!
Dell's top Notebook Model is the XPS M170 powered by
Intel Pentium M Processor 780 (2.26 GHz/2MB Cache/533MHz FSB)
and 2GB1 Dual Channel DDR2 SDRAM at 533MHz 2 Dimm Memory on
a 100GB 7200rpm Hard Drive. It uses 256MB NVIDIA GeForce
Go 7800 GTX and has a 17 inch UltraSharp Wide Screen UXGA
Display. Priced at around $3,896 with a two year warranty
and longer warranties may be purchased.
Show me the Facts!
Anyone can pick a top gaming notebook and say its the fastest
in the world. However, you have to prove it or back it up.
That's where benchmark testing enters the picture, these are
standard tests that rate the performance level of your
gaming laptop. Hey, tests are good for something!
One good site that has performed a whole slue of tests on
the gaming laptops mentioned above is http://www.hexus.net.
You can see the different Benchmark tests here:
http://www.hexus.net/content/item.php?item=4188
Testing for memory bandwidth and latency, picfast,
cryptography, raytracing, realistic render, encoding and
so on. The dual core Rock XTreme 64 showed impressive
numbers, even beating out an Athlon 4000+ Desktop in
many areas.
WildCard Entry: M-TECH!
There's another laptop maker many novice gamers don't consider
when buying their ultimate gaming machine. It may not be as
well known as the ones above but the real wildcard entry is
M-TECH. This is basically the American equivalent of Rockdirect,
although the companies are in no way connected. They just have a
similar philosophy of working with and using cutting-edge technology
and firms to produce some superior gaming machines.
M-TECH, a Michigan company, started in 1995 and has close
strategic partnerships with Tech firms in Silicon Valley. It
is favorably reviewed by many industry magazines such as
Laptops, Mobile Computing, CNET, PC TODAY and others.
M-TECH produces some powerful low priced (relatively speaking)
gaming laptops such as the D900K and the D900T:
You can configure your D900T with two 100GB (7200RPM) SATA HDD
Hard Drives with Pentium 4 3.8GHz 2MB L2Cache with a RAID setup.
With Nvidia GeForce Go 7800 GTX w/256MB DDR3 and a 17 inch TFT WSXGA+
Glassview LCD display for around $3500 USD. One year warranty,
longer warranties may be purchased.
When buying your laptop, keep in mind, just because a gaming
laptop has a lot of style doesn't mean it has sacrificed performance.
It is not a matter of style over substance, it just means
you have to pay highly for all that style/advertising/packaging.
If you can afford it, go for a higher priced gaming laptop.
People buy Ferraries don't they? There's no accounting for how
people spend their money, if you want one of these dual core
laptops from Rockdirect and you can take a little bit of heat
and noise with your games, go for a Rockdirect Xtreme 64 or
the older Xtreme Ti.
If you want a dressed to kill Alienware laptop, go for the
Area-51m 7700. If you're on a budget, look closely at the Dell
XPS M170 or the other XPS systems and watch for special Dell
coupons and discounts. Dell is known for giving some great
discounts so keep your eyes peeled. And if you really want to
go against the mainstream, why not check out M-TECH. Especially
the M-TECH D900K or the D900T, ultimate performance at a good price.
No matter which gaming system you go with, try to pick one
that has a fully upgradeable open architecture structure so
you can easily upgrade when the time comes. Keep in mind,
laptop technology is changing so fast by the time your
dream machine is configured, it is probably already out of date.
Sobering thought but more true than any of us would like to
believe.
Finding the fastest gaming laptop may be an on-going process
of outfitting your dream machine with the latest technologies
and hardware as they come on stream. Hey, nobody said life would
be simple.
Just wondering how you can fit Quad SLI with 4 GPUs
into a laptop. Hey, it can happen and probably will!
For more on the best gaming laptops click here: Gaming Laptops. For information on upgrading your gaming laptop click here: Laptop Memory Upgrade. Titus Hoskins Copyright © 2006. This article may be freely distributed if this resource box stays attached.

Selasa, 02 Juli 2013

The World Within Or Online Multiplayer Games In Depth

For most of the 20th century, life used to be rather simple for most people. There was school, college, work, retirement. Along with that you had hobbies like cars, bowling, or gardening. The former was more or a less of a chore, the latter the fun stuff you did in your free time, usually together with local friends from the same neighborhood. This was basically the same as a thousand years ago. For a few lucky people the two areas overlapped and they could do the stuff that they liked as their main job.
Now, in the last 10 years of the 20th century, as well as in the first few years of the 21st, this has been changing rather dramatically. The reason is the rapid technical progress, both in the wide area network and computing power areas. Contemporary hardware can animate very detailed and realistic graphics fluently, and transfer data on the movements and actions of hundreds of objects and characters around the world in milliseconds (although, unfortunately, the speed of light still remains a limiting factor). This has led to an explosion in the availability and quality of online games, with the newest generation like Counter-Strike and World of Warcraft becoming a phenomenon no longer limited to any particular social class, but rather an all-encompassing cultural element in the industrial countries.
Increasingly, parents find that their children spend a lot of time playing some of those games, and more and more people come in contact with them. This leads to people wanting objective information, which is in practice not easy to obtain. Most articles about these games are either written by rather clueless journalists who have never or hardly played the games in question and therefore mainly focus on scandalous negative side effects, or by enthusiastic fans who dive deep into the technicalities and don't mention the real world consequences much. This article tries to bridge the gap - it describes the currently most important types of online games and looks in detail at the social relationships behind them. The authors have been longterm players for years and therefore hope that they can address the issue in considerably greater depth and detail than most journalists (however, you won't find detailed technical facts here since it is not in scope of this article).
There are basically three main types of multiplayer online games:
First-person shooters (FPS) where the player sees everything through a (usually temporary, just for the online session or less) character's eyes and his gun's barrel. This category still remains predominant in total worldwide player numbers (according to Valve, Counterstrike is currently still the most popular online multiplayer game). Some of the other examples include Quake, Unreal Tournament, and Doom3.
Strategy games are the the second main category. Usually similar to FPS games in the round/session-based style of play, in these games the player usually does not have any single entity, but rather commands a number of troops of some kind against other human opponents. There are also various options where one can both play with other humans against the computer etc. Games of this kind include Starcraft, Warcraft III, Age of Empires and many others.
The last group, the MMORPG (Massively Multiplayer Online Role Playing Games), is the area which popularity has really exploded in the last few years. Here, the player obtains a permanent character (or entity) or several which can evolve and be equipped with various gear, and undertakes adventures in a large world full with other players. This is probably the most promising group since it resembles the real world most, and it has also been the fastest developing recently. The currently most prominent games in this category are World of Warcraft, Final Fantasy XI, Guild Wars, Everquest II and Lineage II.
FPS
In first-person shooter games, the basic principle is simple. Shoot or be shot, kill or be killed. Starting with the original Castle of Wolfenstein and Doom, these games have developed to a level of frightening realism mainly for men living out their ancient predatory and fighting instincts (according to some surveys, there are about 10 times as many male as female players in average FPS games). One of the recent milestones in this category, Doom 3 is a game which is psychologically scary even to adult men with the highly detailed and realistic monsters suddenly attacking from dark corners. However, once these games take to the online multiplayer stage, their focus shifts a little. The goal is no longer to scare the pants off the lone player in his dark room, but rather to provide a fun platform for competition between many players of different skill. The most popular online game in this category is still without doubt Counter-Strike - a game which has received much negative fame because of various school shootings done by Counter-Strike players, yet still remains a highly captivating pastime for millions worldwide. It is a fan modification of Half-Life, a Valve game, and a team game in its core: one team is the "terrorists", the other the "counter-terrorists", and the play is round-based: at the start of a round, each team member receives an identical (except for clothing) avatar, picks some weapons, and the the two teams clash in combat until either a bomb is placed or everyone of one team is dead (there are also variations like "capture the flag" etc).
There are numerous reasons for the massive popularity of Counter-Strike. The game rounds are short-term in nature and don't require much time. It is comparatively realistic - weapons existing in reality like the M-16 or AK-47 are used in the game, and even one shot may be enough to kill. Also, it is easily accessible - almost everyone can install and run a Counter-Strike server, and there are many thousands of them in the world online at any given time. Although the basic game does not lead to social interaction deeper than a quick chat, the grouping of people around some specific favorite servers and the wish to play better, which inevitably requires solid teamplay, has led to the phenomenon of so-called "clans", or dedicated player groups, which usually have their own server where they train. A competitive clan will usually have requirements for people wanting to join - a certain skill level, or some minimum playtime - and most serious clan players play at least several hours a day. Dedicated clans will also sometimes meet in real life to discuss strategies and generally have fun, which is not much different from most other groups of people with similar hobbies, like e.g. stamp collectors or RC model builders. Since many servers are regional, mostly there are same-country and often even same-neighborhood people on the same server, which of course makes meeting in real life easier as well.
The picture is roughly comparable in the other FPS multiplayer games like Quake 4 and Unreal Tournament, with the main difference between that the latter are less realistic and include sci-fi weapons like laser guns and such. They are also typically much faster, with frantic movement (means, being hard to target) being highly important to survival, which is a concept rather different to Counter-Strike where sometimes the top scorers just sit in one place with a sniper rifle. However, a thing common to all FPS, mouse control is highly essential. Skilled FPS players develop extremely good mouse control (conventional mice no longer being good enough for them led to the development of a whole new segment of gaming mice) and have reaction times below 0.1 seconds. The numerous stress peaks and drops, lack of time between rounds, and the frantic gameplay often leads to additional addictions, though - many of the hardcore FPS players are chain smokers, fast-food eaters, coffee addicts, or all of it combined. There are worldwide tournaments held for most of the established FPS, and the current champions are mostly from Europe or the US.
Strategy games
The picture is a bit different with strategy games. Usually they are less frantic and leave much more room for logical thinking (of course, the classic board games like chess or Go also have major online playing facilities nowadays, but they cannot really be called multiplayer games since there is little to none team aspect, it's just one-on-one most of the time). A typical example is Warcraft III, which is the most recent in the Warcraft realtime strategy game series by Blizzard. It is played on the so-called Battlenet, a major online gaming hub by Blizzard, which also serves other strategy games like StarCraft. In Warcraft III it is possible to play both random opponents matched to you approximately by skill, either one on one or in teams of up to 4 on 4, or play others in pre-arranged teams. As in FPS games, there are also clans in Warcraft, which in this case are even explicitly supported by Battlenet. This and the very immediate visibility of someone's skill level (basically, his win/loss ratio) gives rise to much competition between dedicated players for the top ladder (ranking) spots. Unlike geographically uniform games like Counter-Strike with tens of thousands of servers, Warcraft has just a handful of large servers, each for a certain area of the world (e.g. Americas, Europe, Asia). Interestingly enough, most strategy games are dominated by Asian, especially South Korean, players, where online multiplayer games have been a very major part of the culture for years already. The professional South Korean Starcraft and Warcraft tournaments are major events with hundreds of thousands of live spectators, played on an extremely competitive level, and broadcasted on TV, and the top players have practically celebrity status and incomes in the six-figure range and higher.
Since the popular strategy games are usually also just round-based, there is not very much room for social interaction apart from an occasional chat. Strategy players are probably a bit older than FPS players on average, mostly between 16 and 35 in the Western societies.
Massively Multiplayer Online Role Playing Games
MMORPGs are the final and by far the most complex group in our classification. They are something like little worlds within themselves, often resembling scaled-down copies of the real world, yet different as well. The two leading MMORPGs as of the time of writing are probably World of Warcraft (WoW) and Final Fantasy XI (FFXI) , each with millions of active players worldwide. The distinctive difference between MMORPGs and the other kinds of online multiplayer games is that RPGs are not round-based, and do not have a time limit or any specific goal to achieve. They are just there to be explored along (or sometimes against) other players. The key concept is that each player chooses a single virtual avatar which is at first rather weak (low-level) and starts in some safe basic area of his choice. The current MMORPGs all offer a rich palette of races and locations to start with. Usually, to be able to explore the world, the character must be made stronger, which is typically achieved by killing some kind of virtual monsters repeatedly, at low levels usually alone, later in a group. You can also do "quests" - tasks given to you by an in-game character - for various rewards and with various degrees of difficulty.
Current MMORPGs are very large and highly complex. Even fully exploring their worlds can take years, and trying out all the playstyles and options is almost impossible. There are lots of different strategies for doing quests and winning difficult battles, and organizational and managemental skills become essential in major conflicts where sometimes hundreds of people are involved at once. Those large-scale groups already resemble something like real-world armies, with a defined command structure and squads with some special tasks each. This is something entirely new - nothing of comparable scale and complexity has been there until just several years ago - and the scale is likely to become ever greater.
An impressive fact is the extreme internationality of MMORPGs. A little less obvious with WoW, since it is also Battlenet-based and uses the regional server concept, it is highly apparent with Final Fantasy XI, which does not distinguish any regions - each of its servers has people from the entire Earth. Most players come from Japan (where the game originates from), many from the US and Europe, but it is possible to meet people from too many countries to list here, almost every corner of the world being represented. An interesting side effect is that one comes in contact with numerous cultures and customs and many different languages. Some anecdotal stories from the authors' own experience include a maid coming in to clean an Egyptian player's room at the wrong time, relaxed Moroccan players sipping on a water pipe in an Internet cafe while playing, and a Canadian PhD student surveying the attitudes of gamers for her thesis work.
Another positive thing about MMORPGs is that they encourage making friends and teamplay very much. It may be possible to do a lot alone (although not in all RPGs), but a well-matched group can do much more. Therefore, social skills like making contacts and keeping them are substantial in MMORPGs. Since the player is hidden behind his avatar, the threshold to approach someone you don't know is a lot lower than in real life, which makes them a good playground for shy people. The authors know of several real-life relationships that initially started with the players liking each other in the game and then finding out they liked each other in real life as well. Of course, the chance for a mess-up is much higher here as well - after all in real life it's unlikely you date someone who looks cute for a while, only to find out he's a chain smoking guy in his 30s. However, still, interestingly enough, MMORPGs are relatively much more popular with women when compared to FPS or strategy games. That is probably because there's a lot of social interaction within them - you make friends who you see and adventure together a lot, and there's a lot of talking and personal information being exchanged - something almost entirely missing from most other multiplayer games.
The clan idea from FPS and strategy games is even much more emphasized in MMORPGs. Guilds in WoW and linkshells in FFXI are major social entities, with their members meeting each other daily for years. The real-life meetings of large guilds or linkshells are worldwide events, with people coming together from many different places. Linkshell friendships sometimes last for years. On the downside, this means that one can get hurt as well in the game - a fact that many people unfamiliar with the whole phenomenon often fail to understand. "It's just a game", they say. On the one hand, they're right. Yet on the other hand, if it is possible to make new friends through these games, who become real-life friends as well, one should realize that it is quite possible to get friendships broken by them as well, for instance when being disappointed by people one had trusted. This is also something almost unique to MMORPGs - there has never been so much reality in a virtual world before. Talking of that, one should mention another peculiar aspect of those games - the equipment hunting. As the avatars are the same (or similar) for everyone, the gear or equipment that a player has basically measures his social status, much like a car or money in real life. Players with very rare, "godly" gear, are admired and envied by many people with regular equipment. Since that is something most people like, and, as mentioned, the thresholds for doing things are so much lower than in real life, many nasty things have been done in order to obtain gear. Again, here the RPGs are almost like a mirror of real life, condensing down the more hidden similar issues there to a more compact and visible form. In a way, it is a pretty interesting experience and can teach one a lot about people. It just becomes clear much faster who is worth what. A related trait of these games is the emerging RMT (Real Money Trade) industry, which basically thrives on selling virtual game money and items for real money, and for some games has reached revenues comparable to the per capita gross national products of European countries. Here one can see the blurring of the distinction between work and playing - many people don't play for fun anymore. They earn money by "camping" (sitting at the same spot all day) special monsters and selling the dropped items. It turns out it is possible to earn sizable amounts with that - more than a regular hard job in some countries would pay.
To summarize, online multiplayer games are a very large and ever increasing phenomenon. Very addictive, and easily able to occupy a player for years, they are perhaps becoming the major modern escape-from-reality tool of the next generation. Certainly, they have their drawbacks, and not too few. However, if seen as an alternative to TV, MMORPGs are definitely more worthwhile, in the authors' humble opinion.
The authors are experienced gamers and alongside with their work as co-founders of a web design and development company ([http://www.s-kaze.com]) still enjoy an occasional round of play.