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Archive for March, 2006

Draconian Copy Protection Not Necessary for Games

Posted by GBGames on March 16th, 2006

Stardock, creator of Galactic Civilizations 2, released a news item recently about the reasoning behind the lack of copy protection on its latest game. In it, Avatar Frogboy writes about better ways to combat piracy, namely by making it more attractive to be a paying customer than to download a copy illegally. It’s […]

Great Gaming Moments: Homeworld: Cataclysm

Posted by GBGames on March 15th, 2006

Homeworld:Cataclysm wasn’t a sequel, but it was a great extension to the story of the original Homeworld. Basically, you’re in charge of the Somtaaw’s ship, the Kuun Lan. The Somtaaw keep to themselves, researching and mining, but they are bound to aid and protect Hiigara when requested. Cataclysm made references to “The […]

Game Developers on IRC

Posted by GBGames on March 14th, 2006

When you’re a lone wolf indie game developer, it’s easy to slack off. No one is there to tell you that you should be working on your games instead of watching television or checking your email for the one millionth time today. You’re on your own to motivate yourself and make sure that […]

Thousander Club Update: March 13th

Posted by GBGames on March 13th, 2006

For this week’s Thousander Club update:
Game Hours: 49 / 1000
Game Ideas: 142 / 1000
Target: 147
Last week I was at 24.5 hours, which means that I accomplished my subgoal of working at least 10 hours in a week. I managed to work about 11.5 hours in one day alone. I’m dead tired as […]

You Can Make Games

Posted by GBGames on March 10th, 2006

A lot of people still think that the best way to make it in the game industry is to create a great demo, show it to a large company like EA or Microsoft, and get hired. People have dreams of working on MMORPGs or “teh best game ever!!!!1!” and getting paid for it. […]

Design Concepts I Just Learned

Posted by GBGames on March 9th, 2006

I was reading through the two Game Programming Gems books I have, and one of the gems describes a game entity factory. To understand this gem, you have to understand a few design patterns, including flyweight. I never learned exactly what a flyweight was or how I would use it. […]

Great Gaming Moments: Lock ‘n’ Chase

Posted by GBGames on March 8th, 2006

My first exposure to video games was through the Atari 2600. I was probably around five or six years old when I started playing Berzerk and Asteroids. It was before I learned that these games were ports from the original arcade versions which talked to you or used vector graphics. I still […]

Why Most Businesses Fail

Posted by GBGames on March 7th, 2006

Oh, hey! MarkTaw.com updated! Why Most Businesses Fail (A Theoretical Model) was an interesting article analyzing the reasons for the high failure rate of new businesses.
Business owners can find that income fails to cover expenses. New owners might not realize that profits come many years down the road, and I believe […]

Thousander Club Update: March 6th

Posted by GBGames on March 6th, 2006

For this week’s Thousander Club update:
Game Hours: 24.5 / 1000
Game Ideas: 126 / 1000
Target: 126
I failed the challenge of hitting 10 hours in less than a week. I wasted entire evenings. I’ve been beating myself up over it, which isn’t very productive or helpful. I will take specific steps to make sure […]

More Copy Protection Questions

Posted by GBGames on March 3rd, 2006

At Joe Indie, Dicto Simpliciter, Narcissism and Piracy warns developers about being overzealous with copy protection. I think it goes well with my DRM post from yesterday.
Regarding the stats some large companies and organizations throw around about “lost sales” due to piracy:
Regardless, the conversion rate demonstrates the basic idea that most of the […]