steven on August 2nd, 2008
This days i am upgraded my blog to wordpress2.6,so great! btw,an litele story for this upgraded whole process I wasn’t able to login to my admin panel. Thank goodness it was a simple case clearing my cashe and deleting my cookies on my end and it wasn’t the install process or something that would have needed me to go into my database… I totally hate doing that. I’m just not that comfortable with it yet.
Also when finished this times, i will collecting more articles for mmorpg games to player,Thanks for everyone! 
steven on August 2nd, 2008
Id Software technical director John Carmack has said that it’s easier to realise the potential of the Xbox 360 hardware but that the PS3 has certain theoretical advantages, and he speculates that Blu-ray could play a decisive role in the console war in future.
“What you can say really quite clearly and not get into too much argument about it is that the 360 is much easier to develop for, it’s easier to get the performance out of it that it can deliver, and the rasterizer, the GPU side is generally faster than what the PS3 has,” Carmack told Eurogamer at QuakeCon.
“You could design a game where the PS3 would be the superior platform, but you’d have to go out of your way to do it. If you’re doing a game like people just want to do games now, the 360’s the better platform.”
The debate about the relative strengths of Microsoft and Sony’s competing next-generation platforms has raged since well before either hit the market, but Carmack is arguably among the best-placed to judge the hardware given his extensive study of both architectures and his driving role in the design of the id Tech 5 engine.
Asked about their relative strengths, Carmack explained that while the 360 is easier, the PS3 does have untapped potential. “If you were doing a whole lot of simulation, you can in theory get more performance out of the Cell processor than out of the two other dual-thread processors on the 360, but that’s a big ‘in theory’,” he acknowledged.
“But,” he added later, “the fact that Blu-ray won the format wars on there is a huge feather in Sony’s cap, and then we wind up with cases like what we’re seeing right now where having all the extra space on the Blu-ray may be a useful thing for us above the fact that the hardware’s not quite as good in terms of what it can do with the processing.”
One thing he did want to emphasise about the systems, however, is that they’re “both really good”. “That’s why any time that people make comments one way or the other about the consoles, it’s easy to leave aside of the fact that it’s the best that it’s ever been in any generation in terms of support capabilities and all that.”
Carmack’s company, id Software, is currently developing Rage for PS3, 360 and PC, although yesterday design lead Tim Willits told Eurogamer “360 is our primary target”. “We’re developing on the PC, but we have 360 controllers on all the PCs.” He also couldn’t confirm whether the PS3 version would support keyboard and mouse although - as we share Carmack’s view that keyboard/mouse is where it’s at for FPS control, we hope to see id’s mind made up favourably soon!
Article Form: www.eurogamer.net
steven on August 1st, 2008
Eidos and Funcom are proud to announce that Age of Conan continues to dominate the PC sales charts in all markets where the game is available. Over the last few weeks it has remained the overall #1 PC game in most European markets, whilst also performing tremendously well on several all-format charts. In the US, Age of Conan impressively conquered the #1 PC spot for the first two weeks of available NPD data. Due to the amazing interest surrounding the game, more than 700.000 gamers have now signed up for an Age of Conan account. In the second month after release it is also clear that Age of Conan has taken the position as the undisputed #2 subscription MMO in the western world.
When Age of Conan stormed into retail stores as what we believe to be the most pre-ordered original PC game in history, it instantly became the best selling PC game of May. The pace at which Age of Conan sold made it one of the fastest selling PC games of all times, and Funcom and Eidos are therefore very satisfied to see the positive sales trend continue. As all countries report sales differently, it is not possible to get a complete overview of the exact box sales at the time of writing, but Age of Conan remains the top selling PC game in most all released markets. This includes being the #1 overall PC game in June in the Nordic countries, Oceania, Germany, France and Spain, as well a top three contender in all other markets where the game is out. No substantial sales data for June is yet available from the US market, but Age of Conan was the #1 PC game in the latest official NPD update.
a�?That Age of Conan remains #1 in retail stores several weeks after release is of incredible importance to us, and proves that the game has a large potential beyond the early adopters,a�? said Morten Larssen, VP of Sales & Marketing in Funcom. a�?With more than 700.000 accounts created so far we have a fantastic platform to build from, and we will continue our marketing spend to further drive numbers in the months to come. It also means that Funcom can dedicate significant development resources on evolving the game even further, naturally giving us a great hope for the future of Age of Conan.a�?
a�?We are incredibly pleased to see Age of Conan turning into an MMO phenomenon,a�? said Gaute Godager, Game Director on Age of Conan. a�?As an MMO company we know that a good start is just the beginning for a virtual world. All we care about now is to make Age of Conan into an even better game, and we have extensive plans to ensure that Age of Conan remains a top MMO alternative for many years to come.a�?
steven on August 1st, 2008
Chief Executive Officer John De Margheriti today announced the appointment of Mr Adam Shaw as BigWorlda?s Education Program Manager. Mr Shaw will help the company to implement one of the first Massively Multiplayer Online Games (MMOG) and Virtual Worlds learning resources and support services for educators in 2009.
Tertiary institutions and specialist educators are currently teaching their games courses using more traditional peer-to-peer game engines which are unsuited in learning about how true MMOGa�?s and Virtual Worlds are created. The new resources that will be made available to educators by BigWorld will make it possible for teachers and lecturers to offer students the opportunity to learn on world-class middleware technology that enables hundreds of thousands of players to interact simultaneously, rather than using engines that are restricted by the number of players.
John De Margheriti commented a�?We have many months of hard work ahead with educational partners to get this initiative off the ground. The industry as a whole needs to make it easier for motivated young talent to gain experience in using todaya�?s industry standard middleware technology. These games are much more complex to develop for and this is a pro-active approach to prevent an industry shortage of experienced MMOG developers, particularly game programmers and game designersa�?.
a�?I am pleased to have the opportunity to work with leading game educators to provide them with the resources to create MMOGs and Virtual Worlds. The technology that will be made available will greatly enhance educatora�?s and studenta�?s understanding of what commercial grade MMOG engines are about and also provide students with greater job prospects in this online agea�? said Adam Shaw.
BigWorld hopes that these specialist modules in MMOG game development will help to shape the way forward for todaya�?s leading educators. Recently released statistics from DFC Intelligence show that a�?the total overall number of online gamers in the twenty leading online game countries is expected to increase 51% from 2006 to 2012a�? and that a�?worldwide online game revenue is expected to increase from $4.5 billion in 2006 to $13.1 billion in 2012, a 192% increase. According to mmogdata.voig.com, active MMO Player subscriptions have grown from about 10,000 as of April 1997 to approximately 47.67 million as of April 2008, and the number of active MMO Player subscriptions has increased by 63.07% per year on average since January 2003, and increased by 83.77% between April 2007 and April 2008 thus emphasizing the growing trend for demand for these types of games.