Tag Archives: world of warcraft

CrossOver 15.1.0 has been released with some marked improvements for Linux


#CodeWeavers the #developers behind CrossOver have released CrossOver 15.1.0 graphical interface for #Wine on both Linux and Mac.

This release is build on the latest stable build Wine 1.8.1, adds significant improvements for many Windows applications and games, including, titles such as Heroes of the Storm and World of Warcraft, Microsoft Office, particularly the Excel spreadsheet application.

From the changelog, it looks like the Mac version of CrossOver has received some much-needed improvements.
And anyone playing World of Warcraft with CrossOver on Linux or Mac should know that the bug preventing players from logging into the game has been resolved. Along with various graphical issues reported by Alekhine’s Gun game players on Intel video cards have also been patched.

Steam should also work a lot better better now in CrossOver 15.1.0, allowing players to setup CrossOver’s anti-virus scanner via a configuration file. Existing CrossOver users will receive the CrossOver 5.1.0 update today for free. New users can purchase CrossOver from the official webpage.


Study find Online Gamers are not anti-social in the real-world


The video #gameindustry has grown dramatically and as a result, it has become a very common form of #entertainment for individuals young and old. Therefore, those in-the-know didn’t really need this study but hey, it helps.

According to a new study (as reported by CNET), researchers analyzed the behavior of “thousands of online gamers” and concluded that anti-social behavior is the exception to the rule. In fact, they determined that playing online games, such as World of Warcraft, can actually improve an individual’s social life.

Dubbed “Public Displays of Play: Studying Online Games in Physical Settings,” this study has been published in The Journal of Computer-Mediated Communication by researchers at North Carolina State University, York University, and the University of Ontario Institute of Technology. These researchers attended various industry events in the UK and Canada and observed the behaviour of gamers. Then, they surveyed 378 gamers to see how they related to others in reality and the virtual world.

The results? Playing MMOs and other online games didn’t stunt a person’s real-world social interactions. It even enhanced those interactions in some cases. Said NC State assistant professor of communication Dr. Nick Taylor:

“Gamers aren’t the antisocial basement-dwellers we see in pop culture stereotypes, they’re highly social people,”  Dr. Nick Taylor said in a news release. “This won’t be a surprise to the gaming community, but it’s worth telling everyone else. Loners are the outliers in gaming, not the norm.”

Taylor added the all-important caveat that in-game behavior doesn’t necessarily correlate to real-world behaviour, as some studies have suggested. This means that while someone could be particularly ruthless and evil in a video game, chances are, they’ll “socialize normally offline.” Lastly, Taylor said he’d be interested in conducting this study in other cultures, as this study utilized Western-hemisphere participants.

So, what do you think about having a social life and playing online games? Do you think it reflects real-world behaviour?

Reblogged from: psxextreme.com

”linux-game-gaming-gamer-news” title=

World of Warcraft – Now can we have a linux client?

Really BLizzard you’ve gone half way there frmo dropping all Windows 2000 support, Windows PX support ends I think its next year or the year after so maybe you can use some of the resources from them into making a linux client.

Here are some reasons why:
1- As with some Steam Games now they are getting ported to Mac OS X making ports to Linux will be easier in the similarities between OS X and Linux.

2- You can show the world that Linux is a tacklable market and programs will run on Linunx and will still maintain usability

3- It’ll pave the way into more Linux Games and the Linux Gaming finanly taking off … really WINE is a piece of crap if you ask me.

4- Linux is free…… well this kinda has nothing to do with it, but if someone is getting a new PC than can buy one or build one for cheaper because they don’t ahve to buy Windows which mean they might spare some cash to buy WoW to run on their PC if they are putting linux on it… kinda pointless but you get where I am coming from right?

5- Linux is stable….. yes it is stable, the sound server is a bit buggy but is improving with every update that we are seeing to linux and is becoming more usable. Also wayland is close to finanly taking toher from X11 or x.Org Graphics Server which will also make Linux Gaming much easier to achieve as Wayland has almost 3 tiems the performance over X.Org in some benchamrks (I’ll find a link trust me)

6- Like Mac drivers and the entire system are updated using one tool amking the system easier to maintain unlike Windows which makes it harder to help people with their issues


Ten Unsung Gaming Heroes

Eurogamer readers will doubtless know about Shigeru Miyamoto of Mario fame. You’ve probably also clocked that Peter Molyneux bloke, Will Wright and Cliff Bleszinski too. Not to mention John Carmack, Bobby Kotick and that mouthy guy from Rovio.

But for every industry ‘star’ who racks up games media headlines like Jordan in a bad news week there is a forgotten gaming hero. They are the pioneers and visionaries that time forgot. Instead of reaching the dizzy heights of game convention fame, they languish in obscurity even when their achievements live on.

Maybe they lacked the razor-sharp PR who spread the word, or avoided the limelight out of shyness. Maybe they were too ahead of their time for their own good or we were too busy looking forward to the next pixel thrill to notice what they had done. Whatever the reason, they shouldn’t be forgotten, so let’s take a moment to salute 10 gaming heroes who should be better remembered than they are.

1: Ted Dabney

When Nolan Bushnell needed help figuring out how to create the world’s first commercial arcade videogame, it was Ted he turned to. Ted solved the engineering conundrums and 1971’s Computer Space was born. A few months later in 1972 he and Bushnell co-founded Atari. But the following year Ted left Atari – Bushnell says he quit, Dabney says he was pushed – and beyond a few minor odd jobs, including some for Bushnell, he never worked in games again.

2: Dave Nutting

Back in the early 1970s, coin-op games didn’t use microprocessors. Instead they were built out of wires and integrated circuits. Alas, these hard-wired machines tended to be flaky and fiddly to build, so in 1975 Bally asked Dave Nutting to rework Taito’s Western Gun coin-op into a microprocessor-powered game. The result, Gun Fight, marked the moment that arcade game making shifted from being a hardware-engineering task to a software-development exercise – a change that opened up new possibilities for game developers. Gun Fight also inspired Western Gun’s creator Tomohiro Nishikado to use a microprocessor for his next game, which became Space Invaders.

Gun Fight: Gaming’s 2001: A Space Odyssey monolith moment.

3: Jerry Lawson

Ralph Baer may have built the world’s first games console – the Magnavox Odyssey – but Jerry Lawson was the man who gave us the first microprocessor and cartridge based system: the Fairchild Channel F. Released in 1976, complete with unique paddle-and-joystick-in-one controller and wood effect casing (it was law in the seventies), the Channel F panicked a cash-strapped Atari into selling up to Warner Communications so it could release its VCS 2600 console. In effect, Lawson’s creation started the first proper console war, although Atari won that hands down. Sadly, Lawson had only just begun to get recognition for his work when he died in April this year.

4: Muriel Tramis

Tramis answered the tired old ‘are games art’ debate back in 1987 when her adventure game Méwilo explored French imperialism in the Caribbean and won a medal from Paris’ department of culture for its artistic merit. Her follow-up, Freedom: Rebels in the Darkness, continued to explore her French-Caribbean heritage and delved into the taboos about France’s involvement in the slave trade. After making some erotic adventures she helped create the popular Gobliiins series. She now runs a web and edutainment developer.

5: Masanobu Endo

While Endo is still making games and is fairly well known in Japan, it’s his first game – the 1982 co-op Xevious – that earns him a place on this list. It looked stunning at the time, established the idea of the vertically scrolling 2D shoot-‘em-up and introduced the core ideas of many of the 2D shooters that followed in its wake, such as boss encounters and predictable attack waves. Its blueprint still lurks within many of the intimidating bullet hell shooters that are still a big deal in Japan. Endo went on to create many more games, including many that never made it out of Japan, but none had the same impact as Xevious.

6: Roy Trubshaw

If you’ve ever fallen for an MMO, this is the guy to thank. While studying at Essex University at the tail end of the 1970s, he developed a text-based virtual world where people could hang out and explore together. He called his creation MUD, short for Multi-User Dungeon, and after his friend Richard Bartle sprinkled some Dungeons & Dragons magic over it, Trubshaw’s open-source work spread across the world. Over the years, people tweaked and reinvented the MUD before it eventually evolved into the MMOs of today.

Roy Trubshaw: Planting the seeds of World of Warcraft back in 1979/1980.

7: Eugene Provenzo Jr.

Let’s be frank, Professor Eugene Provenzo Jr. isn’t a popular man in the gaming industry. The Miami University academic’s first study of video games concluded that 40 of 47 NES games he looked at were sexist, violent and/or racist. He later gave evidence to the US Senate supporting the introduction of age restrictions on games and is mates with firebrand anti-games campaigner Jack Thompson. So why is he on this list? Well, agree or disagree with him, he did pioneer the academic study of gaming – and that’s a good thing.

8: Dani Bunten Berry

One of the faces of Electronic Arts’ ill-fated early dabble with promoting game designers as rock stars, Dan Bunten – who became Dani after a sex change in 1992 – was a trailblazer for social gaming. Her creations sought to encourage people to play together at a time when online gaming was, for most, a pipedream. Her landmark 1983 release M.U.L.E. is still regarded as a master class of game design, her biggest success The Seven Cities of Gold inspired Sid Meier to create Pirates! and her 1988 real-time strategy game Modem Wars pointed to the internet-connected gaming future we now live in. But after the sex change, she was ostracized by a narrow-minded game industry and in 1998, as technology finally began to catch up with her ideas, she died of lung cancer, robbing gaming of one of its greatest talents.

9: Takashi Tezuka

Shigeru Miyamoto might get all the publicity and acclaim, but he didn’t work alone and on some of his most acclaimed works, Takashi Tezuka was at his side. Tezuka was the co-creator of Super Mario Bros. and The Legend of Zelda, but while Miyamoto became the face of Nintendo, he rarely steps into the limelight. His handiwork, however, can be found in many of Nintendo’s best-loved games including Super Mario Bros. 3, Super Mario World, A Link to the Past, Super Mario 64, Ocarina of Time, Animal Crossing and Pikmin. More recently he co-produced New Super Mario Bros. Wii and Super Mario Galaxy 2.

Super Mario Galaxy 2: Just one of the Nintendo greats that Takashi Tezuka had a hand in.

10: Tom Zito

These days, we’re used to the idea of games drawing on the ideas of cinema to tell stories, but back in the late 1980s the concept of interactive movies was in its infancy and Zito was the man pushing it forward. Together with Atari co-founder Nolan Bushnell, he came up with NEMO, a console that used VHS cassettes rather than cartridges to create games based around film footage. The NEMO never made it into the shops, but Zito resurrected its games, including the infamous Night Trap, for the CD-driven multimedia era of the 1990s and ushered in the age of full-motion video games. A few years later, the arrival of 3D graphics swept aside full-motion video gaming, but Zito’s basic idea of blending cinema and games lives on in titles such as Heavy Rain and L.A. Noire.

GDC Online: Online Games Should Incorporate The Community’s Stories

When it comes to online games and persistent worlds in particular, immersion is bigger than the game itself. Online communities sprawl outside the bounds of the product into community groups, Wikis, forums and all kinds of fan outlets. And it should — the more ways fans have to engage with a game, the more invested they become in its world.

BioWare’s Gordon Walton moderated a panel of community experts at GDC Online who talked about the importance of community and some of its future steps. “What we’re talking about is how do we get players to eat, breathe, think, live our properties even when they can’t be playing?” he posed.

Walton’s panelists were Curse marketing VP Donovan Duncan, BioWare’s Erik Olsen, producer of Star Wars: The Old Republic, Red 5 Studios founder and former World of Warcraft team lead Mark Kern joined him, along with Cody Bye of Zam, which rovides a network of wikis rich with information on many online games.

Curse is a 70-person company that acts as a community and content platform for about 30 games. “In terms of what’s really different, you don’t just throw up a website… and people are immersed and think it’s the greatest thing since sliced bread. There’s a lot of research that goes into it,” Duncan explained. “A big part of it is working with publishers and making sure there’s clear expectations and understanding early on.”

“At Zam, we’ve essentally created a Google for World of Warcraft… integrating that with the sort of old technology that we’re used to has kind of been our way of progressing things forward,” says Bye.

Bye says Blizzard loves the fact that not only is ZAM’s work useful to the community, but it saves the studio time they’d spend providing tech support to people who were simply stuck. “I think that the users also gain something on top of that, because they can see content that they’re planning to do or don’t have the time to do.”

“It’s not just about getting the information about the game out there so you can find it, but getting you the information that’s relevant to you,” suggests Olsen. “I think what we’re going to try and do, theoretically… is more of a predictive nature, where we look at what your character has done, that, ‘hey, this might be the next area for you to continue.’”

“We still have players who are essentially new, and they’re still looking for… helpful advice to them is, ‘where should I go next? Is there something else I missed that’s nearby?” Olsen elaborates.

“Players are genius at missing stuff,” agrees Walton. “There’s always an opportunity to help.”

How can the climate outside a game enhance the stories? “As game makers we provide the stage… but we don’t do enough to take those stories out of the community and highlight them and integrate them in the game,” opines Kern. He remembers an in-game event in a MUD called Gemstone he used to enjoy back in the day, and how he felt when a player “newspaper” highlighted his achievement in an in-game event.

“It was such a high as a player,” he says. He visualizes being able to go out into the community and find those personal stories and integrate them somehow so they can be a bigger part of the game world. “That’s where the cool stories come from,” adds Kern.

EVE Online’s community may be “different” than many expect, says Bye, but the developers at CCP have done in his view a strong job of recusing themselves from taking “god” roles and letting players create massive and tangible stories and events in the game.

Olsen recognizes that there’s equal appeal in feeling like a writer of a story versus feeling like a participant in a strongly-crafted narrative. Donovan asserts that even “small-group narratives” can be important; the actions of one’s guild in an MMO create meaningful storytelling for the players.

“There’s an opportunity for people to focus on even micro-narrative, which doesn’t necessarily require as much from the developer,” adds Donovan.

“There’s time to democratize stories in games,” agrees Kern.

Still, exploring this true player participation is still fledgling, Walton suggests. While community sites and extensions like those with which some of the panelists work, presenting guides, forums and tools, have flourished, developers are only beginning to explore new ways to explore this passionate player behavior.

Yet investment in cultivating deeper community resources, both in terms of times and finance, is key to the long term health of a game and a brand. Mobile platforms and social networks, which give people entirely new opportunities for avenues to connect when they’re not playing, will play a major role.

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