61 Frames Per Second

Browse by Tags

(RSS)
  • The Big, Scary Numbers of Piracy in 2008

    I’ve been looking at this list TorrentFreak created, the one of the top ten most pirated games of 2008 according to BitTorrent tracking. It is utterly fascinating, but not, as many people latched onto, because Spore is the number one most pirated game of the year. That’s an eye-rolling obvious thing to reveal, the same as if you were told The Dark Knight was the pirated movie of 2008 (Surprise! It is). So the most heavily marketed PC game of the year was the one the most people tried to get for free. So what?

    No, what’s interesting is how gigantic some of these numbers are. I’m going to go ahead and say this list is almost certainly low-balling the number of people who pirated these games, as only taking into account a certain number of well-managed trackers, as TorrentFreak did, leaves out the private trackers and people who got lucky on bad trackers. And of course, there are the people who went to their local unmarked van for a clandestine exchange using unmarked bills, but that’s neither here nor there. Let’s assume these numbers represent a conservative estimate.

    It was predicted by people paid to predict such things that Spore would sell about 2 million copies in September, and while EA hasn’t released the actual numbers if that turns out to be true that would mean Spore is doing okay. In this case, we’ll define “okay” as “more copies are being sold than being stolen.” After the jump, things will no longer be okay.

    Read More...


  • Not Quite 4D, But Close: The History of 3D Gaming

    Videogames were born into a flat, two-dimensional perspective and they are bound to an inherently two-dimensional delivery system, but, from their inception half a century ago, they have been trying their damndest to simulate a bonafide world of depth. For half their lifetime, games have let us move into a world instead of just on it and, today, the simulation can be almost unsettlingly real. The racing tracks of Gran Turismo 5 Prologue, the jungles and glaciers of Crysis, not to mention Far Cry 2’s African savannah, all feel like our world, even when they don’t behave exactly like it. After all, cars tend to crumple when they run into other cars, and grass tends to bend and warp when you step on it. (Not to mention the lack of robots and aliens in real life. Oh, and getting shot will kill you, not force you to hunt for a medpack.) But even full fantasy landscapes like the lush solar-systems-in-miniature of Super Mario Galaxy create a familiar sense of space. It has been a long, difficult journey to get to this point, though. Edge Online is running a fascinating, densely technical, history of 3D in games and it’s an eye-opening read. The only thing missing from the overview is a footnote in gaming history, but is important all the same.

    Read More...


  • Are German Game Developers more Strategy-minded?

    Oooh, look at me, I read the Economist!

    (ahem) 

    This article about German board games got me thinking: Are German video games generally more rules-based, as opposed to narrative-based, than games from other countries? Are they more purely games, as opposed to interactive entertainment?

    Germany is to board-games what Belgium is to chocolate. It specialises in “Eurogames”, which emphasise strategy over showiness, downplay luck and conflict, lean towards economic rather than martial themes and strive to keep all the players at the table until the game’s end.

    I checked out a list of German video game developers on Wikipedia (research!)

    Read More...


  • It’s What’s On the Inside That Counts: Rise of the Argonauts and the Pressures of HD Development

    Rise of the Argonauts premiered at E3 2007 and in the time since Codemasters debuted its action-RPG – as the title implies, it’s based around Jason’s mythical quest for the Golden Fleece – HD gaming has started to mature. Which is to say, videogames running on high-end systems have started to look absolutely ridiculous. Titles like Naughty Dog’s Uncharted, 2K Boston’s Bioshock (and a number of other games that artfully use the Unreal Engine 3), and, of course, Crytek’s Crysis have set a precedent for game visuals that’s becoming increasingly difficult to live up to. When I sat down with Codemasters to get a look at Rise of the Argonauts, I was disappointed. Not necessarily with the game, as some of the ideas behind its role-playing, such as currying favor with gods to develop a character’s abilities, are very interesting. I was disappointed in myself for recoiling from Rise’s visuals. Why is the character just sort of floating over the ground instead of having his feet naturally deform to the terrain? Why isn’t every grain of dirt perfectly rendered? Where are the character model’s pores? It took a moment for me to step back and realize how ridiculous it was to think like this. Not every game can feature the detail of the best of the best and not every game world needs to function like our own. But it doesn’t change the fact that I’m starting to expect these things from every game and I’d bet I’m not the only one.

    Read More...



in

Archives

  • April 2009 (110)
  • March 2009 (186)
  • July 2008 (143)
  • June 2008 (108)
  • May 2008 (92)
  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


    Send tips to 61fps@nerve.com