Tag Archives: wow

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


GDC Online: Blizzard Creative Boss Calls Writers ‘Keepers Of The Flame’

At GDC Online in Austin, TX on Monday, Chris Metzen, Blizzard SVP of creative development, explained the role of the writer at the World of Warcraft studio — and it turns out that to be a writer on a game development team, you need to be able to do more than just “sling hot sentences.”

He admitted that Blizzard — with all its success from franchises like Warcraft, Diablo and Starcraft — “isn’t necessarily known as the best story shop in the business.” But what Blizzard’s writing does have going for it is “heart,” he said.

“To us [writing] is not about the best [story] hooks in the world, or the most clever hooks,” he said. “…It’s not about being the most unique in the world, or the best-written dialog in the world. To us it’s about heart, it’s about the engagement.”

He added, “That might sound naive, but at the end of the day there are amazing game companies out there, and great minds at work. There’s a lot of competition for peoples’ attention. You’re always going to get clobbered on ideas, but what you won’t get clobbered on is expressing your personal ideas and experiences — your personal truth.”

Of course, in the games industry, conveying that personal truth as a writer must always involve the rest of the development team. “Writing for games, in our opinion, is a social engagement,” Metzen said. “At Blizzard, it’s super social. [For] writers at Blizzard, more often than not, writing isn’t their primary role on the team.”

He said writers need to do more than just “sling hot sentences.” They also have to be the map and the compass for the rest of the development team, which is knee-deep in other important aspects of creation like game design. “Over the arc of time over a game’s development, you’re the person holding the torch [for ideas].”

Metzen said, “As the design ebbs and flows, you’re the one holding the torch. The writer’s job is to hold the vision. It’s cheerleader, torchbearer, keeper of the flame. The writer needs to be the one in the mix, in the middle, and keeping the image in mind.”

Another key part of writing on a game development team is to know when to compromise, said Metzen. Writers need to lead, but they almost must adapt. . “While you’re the avatar of the hook and the story through the game’s design process … you need to know when it’s time to compromise.”

From his experience at Blizzard, he has found that writers need to keep in mind how their story melds with other parts of game creation. “You have to have the wherewithal … to not only accept that your ‘precious story baby’ will take a beating, but also have the stamina to [support] the continuance of the product.”

“Being creative with other people is very hard. Being creative alone is one thing, but doing that with other people can be really rough. The trick to it is being able to really hear and feel out what the group is needing at any particular time.”

For Blizzard, ultimately it’s the gameplay that comes first – even before story. “If you don’t make it fun in the first three minutes, you’ve failed,” Metzen said. “Accessibility in gameplay must come first.”

The fact is that if the gameplay is a turnoff, all the writer’s great story, the characters and the plot mean nothing if players don’t want to play the game. “If we can inspire and encourage and engage, then mission accomplished,” said Metzen.

CRTC tells Rogers to stop slowing down the speed of online games

Canada’s telecommunications regulator on Friday told Rogers Communications Inc. to come up with plan before the end of the month to stop slowing down the speed of online games.

OTTAWA — Canada’s telecommunications regulator on Friday told Rogers Communications Inc. to come up with plan before the end of the month to stop slowing down the speed of online games.

In a letter to the telecom giant, the Canadian Radio-television Telecommunications Commission said the company’s own traffic management policy states online games, such as World of Warcraft, should not be throttled or slowed down, and would only be impacted if Rogers misclassifies the games or if other peer-to-peer applications were running at the same time.

The issue of traffic shaping has heated up in recent years as more consumers flock to the web to play games and watch shows and movies, which require more bandwidth. Internet Service Providers say they need to manage online traffic to deal with network congestion, so the CRTC has instituted a policy stipulating that the noticeable degradation of time-sensitive Internet traffic would require prior commission approval of the under Canada’s Telecommunications Act.

Citing this policy in its correspondence to Rogers, the commission requested that the company file a plan for resolving the possibility of misclassification of other interactive game traffic by 27 September 2011.

“Commission staff considers that Rogers should address and resolves this misclassification problem,” the correspondence, dated Sept. 16, states.

The plan, due in 11 days, should include specific steps and timelines for each step, the CRTC says.

“Commission staff also requests that Rogers provide a detailed report to the commission once the problem is resolved, demonstrating that the problem has been fixed.”

The Canadian Gamers Organization filed a complaint against Rogers last month, alleging the speed of Internet connections was being unfairly affected by the company’s traffic-throttling measures.

On Friday, the head of the group said he’s pleased with the commission’s response to the complaint.

However, Jason Koblovsky suspects the problem goes beyond Rogers, so he will ask the CRTC to broaden its probe.

“The Canadian Gamers Organization is pleased that the CRTC is now taking steps to actively address this issue with Rogers, however we suspect that other ISPs who use ITMP have the same issues. We are currently getting reports from our members that Shaw customers are also affected by misclassification. The CRTC has also been aware for quite some time that Bell Sympatico members have also experienced similar problems,” Koblovsky said Friday.

“We will be asking for the CRTC to broaden its investigation to ensure that solutions presented by Rogers in this case are implemented on those ISPs as well.”

The commissioner’s traffic-management framework requires companies to be transparent with their customers about their practices.

The CRTC’s framework also says traffic shaping should only be used as a last resort to deal with network congestion and encourages companies to use “economic measures,” such as data caps, to manage demand.

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