Thursday, February 21, 2008

Should You Upgrade Your Hardware PC

by: Tony Gevano What if you found that your computer is out of date? You probably want to upgrade your computer since you have no choice to do so. Your works depend on your hardware computer upgrade. That’s how you going to have a good result.

But before you make any further step, try to learn about your computer. Search all options and ask for advice. Only after this you can go and buy a new component. It’s also useful to check if you really need an upgrade.

Sure, it’s not funny if you keep your old computer but you still loose data when you do your works. Its just a matter of time before you experience a hard drive problem when you still using your old computer. You dont want to loose your data, right? Of course most people only think of backing up their data after they experience a problem. Don’t set yourself up for a data loss disaster. Check what hardware you need for your computer.

If you have problem with your hard disk, such as crash when you do your work, better you have it renewed. Most people upgrade their hard disk to increase the size so that they can use it for games, movies and playing a lot of music. A 20 GB hard drive is sufficient to keep new office and internet applications, and all your files and data. A medium sized hard drive would be around 40 GB and the maximum would be around 60 - 80 GB.

You can choose which perfect for your work. Of course the price is also depending on the capacity of your hard disk. If you are a gamer, you may want to have high capacity hard disk such as that 60-80 GB. But if you just used it for your writing, a 20 GB is more than enough.

Another hardware you may need to upgrade is the RAM or Random Access Memory. This memory keeps data that is being worked on now and may or may not be transferred to the hard drive that represents the long-term memory of the computer. Current processors can perform an enormous number of operations per second. Almost all computer have 64 MB RAM and often 128 MB. If you want to run newer applications on your PC then you must upgrade to 128/256 MB RAM. A lot of people who upgrade from 98 to Win 2000 discover that their computers lock up very often. This is because they don’t have enough RAM.

Software For Your Kids

by: Zack Macchio Computers are all the rage today for people of all ages including children. There are many different types of software that you can choose from when it comes to picking something for your children to enjoy on the computer. Depending on the age bracket of your children you’ll have to take some time to choose software that does what you want it to do.

For the younger child aged three to five there is software that features some of their favorite television characters such as Dora the Explorer or Bob the Builder. Your children will be both entertained and educated as they play games, learn the alphabet, and learn to count. Software for very young children is easy for them to play so that you’re not always coming to their assistance whenever they press a wrong key.

Software for older children aged five to ten has even more interactive features than software for the younger child. You can buy software that is exclusively for learning and software that will only provide entertainment. Most software comes with a rating to let you know that it doesn’t contain any material that is inappropriate for children. Some types of software for this age group of children include puzzle games, software for learning a second language, math and science software, video game software, software for the artist, and software that allows your child to connect with the internet and play games with other children around the world.

Software for teens is something that you’ll need to supervise a little more closely since much of the software on the market can be objectionable and will often test the morals and virtues that you are trying to teach your children. When you buy software for your teen make sure that you take a good long look at what the software is all about, since many of the software games can feature a large amount of violence. There are, of course, software programs for your teen that are educational as well as fun and that they can use to enhance their schoolwork.

With so many different software choices out there how do you know that you’re making the right choices? Check out some of the parental listings that can be found on the internet. Many parent websites will offer you advice and ratings for much of the new software that comes out each month. This way you can be assured that other parents are approving a certain piece of software before you make your purchase.

Spyware Programs Are Out To Get You

by: Lawrence Andrews The average computer is packed with hidden software that can secretly spy on online habits.

The US net provider EarthLink said it uncovered an average of 28 spyware programs on each PC scanned during the first three months of the year.

There are currently over 38,000 spyware and adware programs that are infecting innocent Internet users such as yourself through downloadable games, music, screensavers, pictures, pop-ups, emails, and the list goes on and on. Spyware and Adware can cause your PC to run extremely slow and even crash, and allow hackers and advertising companies to invade your privacy whenever they wish.

What Is Spyware?

Spyware is a broad term for programs that collects information from your computer without your knowledge or consent. Spyware is a software program that transmits a unique code to identify you (for tracking purposes) without your knowledge or consent. The programs collects or transmits information about your computer use, or other habits without your knowledge or consent.

This internet pest which is better known as spyware installs itself on your computer without your knowledge or consent. It performs other unwholesome duties, and continue to reinstalling itself no matter how many times you remove it.

Spyware!

It has become so pervasive that lawmakers in the US are looking into ways to prevent or regulate it. The Spy Audit by EarthLink reflects the results of scans involving over one million computers between January and March. It uncovered more than 29.5 million examples of spyware.

Why should I be concerned about spyware or adware?

Passwords, credit card details and other personal information could end up in the wrong hands.

Your computer could get unwanted viruses, worms or even Trojan.

You would receive unwanted emails.

Your computer could be used by malicious operators to do damage not only your own computer, but to other computer users too.

How did I get spyware on my computer and how do I eliminate it?

It usually happens when you visit a web site, and are prompted to download something that is said to be “necessary” to view or use features of that web site. Also, you might want or download a program that has some nice features, but also installs program code that can send information out without your knowledge.

“By tracking and publicizing the growth of spyware, we can better educate consumers of its risks and encourage them to take steps to protect themselves and their families while online,” said Christine Stevenson of Webroot, which conducted the scans.

SVG and Flash as the same species

by: MAricon Williams We can name several technologies for displaying 2D interactive vector graphics on the web however, two names rises among other contenders. These are the Macromedia’s Shock Wave Flash (SWF) and the World Wide Web Consortium’s (W3C) Scalable Vector Graphics (SVG). Unlike Flash SVG is not for sale.

Adobe’s SVG browser plug-in has achieved barely around 10% penetration, compared to Macromedia’s 90% for the Flash plug-in. Flash has already established an outstanding standard nevertheless, this did not make SVG an inferior technology.

In the past Flash was considered a de-facto standard under control of one single vendor. For this reason, W3C proposed a recommendation to achieve standardized 2D interactive vector graphics on the web. This resulted to the birth of SVG. Its first version was Recommendation 1.0 which was introduced in 2001. The current version though is 1.1 which was released on January 2003.

Some people asserts that SVG is as powerful as Flash. Some say it is superior. But still there are others who think it’s the other way around. Which is which really?! To help you decide here are some vital facts:

Use Flash in the following instances:

1. You must use Flash if you want to make a Flash-like website. To replicate it using SVG is hard to do.

2. If you want to create complex animations or games you can use any of the two. However, you must be aware that SVG’s built-in SMIL animation engine is very processor exhaustive. Conversely, good results can be achieved using JavaScript animations.

3. If your users are not that computer literate like for example children for a children’s site or a site appealing to a broad audience, you must use Flash.

4. SVG supports sound. Nonetheless, if sound involves important intricate details, use Flash.

5. Use Flash if you prefer WYSIWYG to script.

SVG is advantageous in the following instances:

1. Use SVG if your task is fully scriptable. You can try DOM1 (part DOM2) interface and JavaScript. It means that you can build your empty SVG image using JavaScript.

2. SVG can effortlessly be created by ASP, PHP, Perl and extracted from a database. Be cautious though in setting mime-types on the server.

3. It is XML meaning it can be read by anything that can read XML. Flash can use XML but it has to be converted first.

4. You need not apply Flash’s action-script because SVG does not code per browser. It has a built-in ECMA-script engine.

5. SVG runs on IE/NS4+NS6/Mozilla and on PC/MAC/Linux.

6. SVG can be transformed through an XSLT style-sheet or parser. It also supports standard CSS1 style-sheets.

7. Texts used remains selectable and searchable. Graphic “objects” can be grouped, styled, transformed or composited and embedded text can be searched or indexed.

User Friendliness: Do Computers Have to be Clinical and Boring

by: Daniel Punch While sleeping through a lecture recently I roused for just long enough to catch the lecturer saying that “Error messages should not try to be funny or amusing, they should be clear and concise”. This got me thinking about the ever-elusive goal of user friendliness. The concept has changed much over the years with packages such as DOS going from being one of the easiest packages on the market, to now being complicated, convoluted, and ignored. I have begun to wonder why I am being taught that computers have to be boring to be user friendly.

The predictable nature of computers is quite dull. I study computers and work with them, so I’m used to experiencing a certain number of faults every now and then. I find these dull and depending on how close my current deadline is, downright infuriating. On the Internet side of things there is little quite as irritating as running into a 404 page when you’re trying to find something. However, the other day I ran into a site that displayed random 404 Haikus and instead of being upset at the fact that my time was being wasted, I ended up typing in bizarre addresses just so that I could read all of the little poems. You can find a few lists of 404 Haikus from a simple search in Google. Humorous website Homestarrunner.com has an entertaining page when you get the address wrong that screams “Four-oh-foured!” and displays a very entertaining message. They have another 404 page on their site that is a hilarious cartoon you can watch.

In terms of applications, games occasionally have amusing error messages such as the one in ‘Escape From Monkey Island’ with the title “Congratulations, you have found a bug!” and concludes with “…get back to work”. There’s naturally a bit more leniency and tendency towards entertaining secrets in games. Easter Eggs used to be a lot more common in software applications. These are hidden sections of code that the average user will never activate but which provide an amusing result when they do. For a large list go to http://www.eeggs.com and search for a specific type of software program that you use. There may be a few minutes of hidden entertainment to be found.

Some of the greatest Easter Eggs came from Microsoft’s software stable. Word 97 used to have a great little pinball game built in if you followed the correct steps, while Excel 97 had a fun little ‘flight simulator’ built in. Unfortunately employees are apparently no longer allowed to include these after some offensive messages were once included in a program.

Companies now require a very professional image and software costs quite a lot to develop, so we’re likely to see all the amusing quirks removed from software that’s released making it nothing but functional. I think that this is unfortunate. I agree that error messages need to be functional and let the user know what’s gone wrong but there’s no harm in taking the edge off the fact that they’ve possibly just lost a few hour’s work by adding a little humor into the picture. As long as common sense is adhered to I don’t really see why my grey pop up boxes all need to say exactly the same thing and be filled with data that’s largely useless to me. Thank you, I realize that the program has encountered an error. I assumed this when it stopped working. Why not give me a reason to actually read error messages instead of having to dismiss them as soon as they appear?

I think the idea of user friendliness has become too clinical and precise. We have rules and structures defining what is or isn’t helpful. We put fancy, bubbly skins on the dull and mundane and think that we’re making it all more interesting. Just occasionally I’d like my computer to pop up and say “Human Error. Please replace user and try again.”

Video Game Violence…What do you think about it

Daniel Punch Ever since video game designers were able to put red pixels on their imaginary characters that had recently deceased, there have been people crusading against their subversive ways. The outrage at video games seems to be cyclic, fading very briefly before exploding into the public eye once more with renewed frenzy. The controversy seems to have sparked up again in recent times, with numerous crimes being blamed on the corruptive influence of video games. There have also been various “controversies” surrounding recent video games and their content in the areas of both violence and sexuality.

The first game to receive widespread criticism and media attention was the martial art fighting game “Mortal Kombat”. This game included large spurts of blood emitted from attacks and also “Fatalities” that could be performed on stunned opponents after their defeat. These Fatalities were gruesome animation sequences showing the victorious player killing their defeated opponent in a vast variety of ways. Gamers revelled in this new experience and the controversy surrounding the violence caused mass hype that informed the less informed gamers that the game was out there. Consequently gamers played the new game just to find out what all the talk was about, thereby greatly increasing revenue.

One of the largest sparks of controversy has been the recent “Hot Coffee” modification for “Grand Theft Auto: San Andreas (GTA:SA)”. This involved unlocking a sexually oriented mini-game that had been removed from the game before release, although evidently not from the source code. The creators of the game, Rockstar Entertainment, obviously realised that this particular part of the game was not appropriate for the video gaming public and removed access to it. An enterprising fan of the game found out and modified the original code to give access to the content once again. Lawsuits were brought against Rockstar for including such content in their game, although the validity of the lawsuit has to be questioned. If the game is simply purchased and played as intended by the developers, this admittedly tasteless and inappropriate mini game would never be encountered. It is not until the user-made modification is downloaded and installed that the player is able to access the content.

Regardless of who’s to blame, “GTA: SA” was re-rated in America and banned from sale in Australia. Oddly enough the gratuitous and encouraged violence in the game went largely unnoticed in the wake of the “scandalous” sex scenes involving clothed, cartoonesque people.

When examined objectively almost all games contain a certain amount of violent content. The kid-friendly bright and colourful “Mario” games by Nintendo feature a character stomping on animated creature’s heads. In fact the majority of games, even children’s games, involve the protagonist crusading against an enemy horde of some sort and generally “disposing” of them in some manner, whether it be striking them with a weapon or body part (feet, hands, possibly a tail depending on the nature of the character). The only real stand out difference is that in a children’s game the ‘bad’ characters will generally bounce backwards in a cute manner and explode with a humorous puff sound (or simply disappear) whereas in a game oriented towards older mature players, the characters are more likely to be (somewhat) realistic, spraying a gusher of red upon their demise.

Whenever some young person somewhere commits a violent crime these days it seems to get blamed on a video game, from “Duke Nukem” and “Quake” being accused for the Columbine High massacre, to a more recent incident involving a group of minors attributing their violent actions to the “Mortal Kombat” video games. Without any solid evidence either way it’s hard to say whether or not video game violence actually has much of an influence on players. To really be sure you’d probably have to have a control group of isolated children that have never seen a violent movie or played a bloodthirsty video game. History does however show that brutal crimes were committed long before video games or even movies came into existence.

Children are quite easily influenced by something that they’re excited about and I’ve seen this happen a lot. Playing a wrestling video game with a group of eight year olds often leads to the eight year olds screaming raucously and trying to pin each other down on the ground. Pre-teens will often punch and kick their way out of a cinema in terrible combat stances after having viewed a martial arts movie. The current content rating system in place is not geared towards consumer restriction; it is largely aimed at simply informing the public about what they are going to experience. Legal restrictions are not actually put in place until the higher, more severe ratings like in x-rated films. Parents, guardians, and society in general need to start taking an interest in who is viewing certain types of content. Instead of complaining about the entertainment a child is enjoying, the parent could be there at the beginning looking at the rating that is printed clearly on the packaging of all entertainment. A simple “I don’t think that’s suitable, how about this game? It has a lizard!” distracts the child a surprising number of times. In my experience, children genuinely just want people to take an interest in what they’re interested in, not just murmuring indistinctly, “Yes dear, that’s nice.” as the child installs the newest violent game.

What about the children that are playing the games in the restricted ratings categories? The only way that they can even get the game into their possession is if a parent (or someone of legal age) purchases the game for the child, or if the store disregards the rating guidelines in place and sells it to them regardless. Either way the fact that a game’s content has fallen into a minor’s hands is not the fault of the game developer.

I’m not out to defend the integrity of artistic vision presented in video games as many other gamers are. Frankly there seems to me to be little artistic integrity in rendering blood that is ever more liquid in appearance. I do however enjoy playing some games that are quite violent in nature and in many cases the violent nature of the game increases my enjoyment. Video games are escapism, there’s (arguably) no point in playing a video game that simulates something you can just walk outside and do (and yet sports games somehow consistently sell in large numbers… curious…). Interestingly I have never yet felt the overwhelming desire to break down into a kung fu stance and commit murder. Perhaps more important than simply banning questionable content in video games would be studying why this content is so appealing to today’s

What are Rackmount Computers

by: Max Bellamy Rack mount computers are essentially computer servers. Computer servers are not the ones you play games on or send emails to your friends with.

Servers perform a small number of specialized operations, some as little as a single operation, but they have the ability to perform it millions of times over and over again, quickly and flawlessly. And when one server is no longer adequate to handle the volume of transactions that a business may require, other, bigger, more powerful servers are needed. When the new servers arrive, they are networked into the system and to save space, are mounted on racks.

When the business with the servers is a steel company, or an automobile manufacturer, industrial rack mount computers are the standard. Stored in rugged steel frames, stackable in standard 19-inch racks, industrial rack mount computers are used for database servers, web servers and networks. Furthermore they are also quite commonly used in laboratory and workshop environments.

Linux is a special operating system that is basically a version of Unix, which has become the foundation of the Internet. When ISP’s like AOL and others came into existence, the amount of servers they needed to accommodate millions of customers eager to surf the web was staggering. In order to make space for that amount of computers, a special rack mounted unit was created to hold the Linux servers. Dubbed the Linux Rack mount Computer system, it became the choice for all of the new Internet businesses all over the world. Soon after, manufacturers of the Linux Rack mount Computer racks where inundated with orders and quickly fell behind schedule.

Why We Play Games, Part 2

by: Steve Hall In part one we started to get into the motivation of the gamer. We discussed challenge and its ugly stepsister competition, two of the most common motivators. Today, we look at two more on the way to forming an overall model for what moves us.

Perhaps less common than the first two motivators, creativity is nonetheless an important driving force in the gamer psyche. Though at first gaming doesn’t seem like a particularly creative act, what with its formalized rules and structured systems, there is much more room for self expression than one might think. Some games play to this directly through unique presentations or artistic themes. Music games and many of the Sim titles are basically just expressive outlets that happen to be governed by a computerized system of rules. Other creatives find their outlet in multiplayer gaming. The modern MMORPG sports equipment and decorative combinations numbering well into the millions. The Creatively Motivated gamer takes pleasure in designing how their character looks as well as changing how they interact with their environment. Creatively Motivated gamers thrive when outlets are available. Anything involving a high degree of expression, decoration, or a large abstract component draws them. They wilt in gaming environments governed purely by numbers, and in those where presentation is extremely homogeneous.

Though we sometimes don’t like to admit it, escapism is a motivation that lives in the heart of every gamer. By design, a game creates an inherently different world. Even games which have as one of their primary goals simulation of some aspect of the real world recast the player into some role they find more exciting than their own. Escaping into the role of adventurer, pilot, quarterback or even zookeeper provides motivation for nearly every gamer. Escapism Motivated gamers seek out games where the environment is rich, comprehensive, real. They thrive in worlds where suspension of disbelief is high, where they can lose themselves in the depth and complexity available to them. They gravitate toward role playing and simulation, environments where the world is rich and believable. They tend to avoid abstract games where the underlying reality is difficult to believe or understand. It is a strange sort of paradox that MMORPGS, with their incredibly deep histories and expansive worlds, are not as attractive to Escapism Motivated gamers as pure RPGs. This effect arises from the multiplayer aspect. Players talking in a public channel about out of game topics or, worse, about the mechanical and numerical aspects of the game world may well ruin the escapists experience and cause them to seek the company of non player characters or others who share their motivation.

Much has been made of the downside of escapism. A gamer who spends too much time in a world not their own can begin to lose touch. This sort of disassociation with reality can, and has, lead to all sorts of problems with work, school and personal relations. This does not mean, however, that escapism is itself an unhealthy thing. It is a basic part of the human experience. The reason we vacation, watch moves, enjoy sporting events or go camping is inherently escapist. As people, we are often unsatisfied with out lot in life. It’s natural to seek out activities that allow us to experience something outside of our day to day. Gaming is no different. However, as gamers, we are an oft misunderstood community. We owe it to ourselves and to the world at large both to fight with information, by spreading the positive realities of gaming and gamer culture, and to fight internally against obsession. No matter how good a substitute for the real world a game may seem it is, in the end, only a pastime. Leave it once in a while.

In the final part of this series we get to Social Interaction. Then, we’ll move on to some sort of unified theory about all this.

Why We Play Games, Part 2

Last week we started to get into the motivation of the gamer. We discussed challenge and its ugly stepsister competition, two of the most common motivators. Today, we look at two more on the way to forming an overall model for what moves us.

Perhaps less common than the first two motivators, creativity is nonetheless an important driving force in the gamer psyche. Though at first gaming doesn’t seem like a particularly creative act, what with its formalized rules and structured systems, there is much more room for self expression than one might think. Some games play to this directly through unique presentations or artistic themes. Music games and many of the Sim titles are basically just expressive outlets that happen to be governed by a computerized system of rules. Other creatives find their outlet in multiplayer gaming. The modern MMORPG sports equipment and decorative combinations numbering well into the millions. The Creatively Motivated gamer takes pleasure in designing how their character looks as well as changing how they interact with their environment. Creatively Motivated gamers thrive when outlets are available. Anything involving a high degree of expression, decoration, or a large abstract component draws them. They wilt in gaming environments governed purely by numbers, and in those where presentation is extremely homogeneous.

Though we sometimes don’t like to admit it, escapism is a motivation that lives in the heart of every gamer. By design, a game creates an inherently different world. Even games which have as one of their primary goals simulation of some aspect of the real world recast the player into some role they find more exciting than their own. Escaping into the role of adventurer, pilot, quarterback or even zookeeper provides motivation for nearly every gamer. Escapism Motivated gamers seek out games where the environment is rich, comprehensive, real. They thrive in worlds where suspension of disbelief is high, where they can lose themselves in the depth and complexity available to them. They gravitate toward role playing and simulation, environments where the world is rich and believable. They tend to avoid abstract games where the underlying reality is difficult to believe or understand. It is a strange sort of paradox that MMORPGS, with their incredibly deep histories and expansive worlds, are not as attractive to Escapism Motivated gamers as pure RPGs. This effect arises from the multiplayer aspect. Players talking in a public channel about out of game topics or, worse, about the mechanical and numerical aspects of the game world may well ruin the escapists experience and cause them to seek the company of non player characters or others who share their motivation.

Much has been made of the downside of escapism. A gamer who spends too much time in a world not their own can begin to lose touch. This sort of disassociation with reality can, and has, lead to all sorts of problems with work, school and personal relations. This does not mean, however, that escapism is itself an unhealthy thing. It is a basic part of the human experience. The reason we vacation, watch moves, enjoy sporting events or go camping is inherently escapist. As people, we are often unsatisfied with out lot in life. It’s natural to seek out activities that allow us to experience something outside of our day to day. Gaming is no different. However, as gamers, we are an oft misunderstood community. We owe it to ourselves and to the world at large both to fight with information, by spreading the positive realities of gaming and gamer culture, and to fight internally against obsession. No matter how good a substitute for the real world a game may seem it is, in the end, only a pastime. Leave it once in a while.

Why We Play Games, Part 1

by: Steve Hall There exists some ephemeral quality that separates gamers from the rest of humanity, some thing that makes us, us and them, not us. I’ve never been able to quite put my finger on it, but it is inescapably there. Today, in hopes of moving closer to that essential quality of gamerosity, we examine part of what makes us tick. In particular, we take a look at what draws different types of gamers to the hobby. Every gamer plays for different reasons, but there are common threads that tie the experience together.

Many gamers are motivated by the challenge a game can present. Success in a game may be governed by any of a wide variety of abilities. A First Person Shooter requires twitch reflexes, a steady hand and the ability to remain calm under pressure. A word puzzle game may require an extensive vocabulary and the ability to rethink the uses of old words, but no measure of speed. A sports simulation might well require an in-depth knowledge of the topic, in addition to arcade skill, but is unlikely to have terribly much concern for linguistic acumen.

The common thread is that all of the games challenge some subset of a player’s abilities. This challenge can be a powerful motivator. The Challenge Motivated gamer is drawn to a game that tests their skills, preferably one that tests them to their limits. The gamer may also be motivated by the natural improvement that comes from working at peak. They are driven then, not only to excel, but to improve. Challenge Motivated Gamers thrive whenever a game pushes their skill set of choice, but may be disinterested in games that fall too far away from the target.

Competition is a close cousin of challenge. Many gamers are driven by the need to prove they are the best, to be pitted against their fellows and come out on top. Competition minded gamers range from those looking for a challenge in a fair fight to the sort of win-at-all cost leet speaking infants that give us all a bad name. Competition can be easy to take too far. There is nothing inherently wrong with being driven by competition. To some extent, competition is merely challenge taken to the extreme. It is only when it leads to mistreating your fellow player that it begins to become less a motivation and more an unfortunate personality quirk. Competition Motivated players thrive on those games where they are pitted against one another with the outcome dictated by skill at playing the game. They will often wane in those environments that either require cooperation, such as many MMORPGs, or in games where skill plays a much smaller role, such as in less sophisticated card or dice games.

Next week we will take a look at some other common gamer motivations, including Creativity, Escapism and Social Interaction.

About the author:
Steve is a member of the GrandMatrix team. They provide a broad range of games, puzzles, articles and reviews. Read more articles, download and play the latest PC games for free plus enjoy thousands of user submitted puzzles, quizzes and word games at: http://www.grandmatrix.com

Why We Play Games, Part 1

There exists some ephemeral quality that separates gamers from the rest of humanity, some thing that makes us, us and them, not us. I’ve never been able to quite put my finger on it, but it is inescapably there. Today, in hopes of moving closer to that essential quality of gamerosity, we examine part of what makes us tick. In particular, we take a look at what draws different types of gamers to the hobby. Every gamer plays for different reasons, but there are common threads that tie the experience together.

Many gamers are motivated by the challenge a game can present. Success in a game may be governed by any of a wide variety of abilities. A First Person Shooter requires twitch reflexes, a steady hand and the ability to remain calm under pressure. A word puzzle game may require an extensive vocabulary and the ability to rethink the uses of old words, but no measure of speed. A sports simulation might well require an in-depth knowledge of the topic, in addition to arcade skill, but is unlikely to have terribly much concern for linguistic acumen.

The common thread is that all of the games challenge some subset of a player’s abilities. This challenge can be a powerful motivator. The Challenge Motivated gamer is drawn to a game that tests their skills, preferably one that tests them to their limits. The gamer may also be motivated by the natural improvement that comes from working at peak. They are driven then, not only to excel, but to improve. Challenge Motivated Gamers thrive whenever a game pushes their skill set of choice, but may be disinterested in games that fall too far away from the target.

Competition is a close cousin of challenge. Many gamers are driven by the need to prove they are the best, to be pitted against their fellows and come out on top. Competition minded gamers range from those looking for a challenge in a fair fight to the sort of win-at-all cost leet speaking infants that give us all a bad name. Competition can be easy to take too far. There is nothing inherently wrong with being driven by competition. To some extent, competition is merely challenge taken to the extreme. It is only when it leads to mistreating your fellow player that it begins to become less a motivation and more an unfortunate personality quirk. Competition Motivated players thrive on those games where they are pitted against one another with the outcome dictated by skill at playing the game. They will often wane in those environments that either require cooperation, such as many MMORPGs, or in games where skill plays a much smaller role, such as in less sophisticated card or dice games.

You Dont Have To Be Rich To Be A PC Gamer

There is a common misconception that you have to take out a second mortgage on your house if you want to get a computer that will run all of the latest and greatest games. I don’t know who started the rumor that you need to spend $3000 to get a gaming computer. The truth is, if you are smart about it, you can easily afford to get a high-end gaming computer. Here are a few simple rules to follow to put a gaming computer within reach.

Rule 1. Never buy the newest technology.

I know we all want to be the guy or girl with the newest toy, but you will never be able to keep up with technology. That top-of-the-line graphics card that came out today will be old news in just a couple of months and a new one will be released that is “so much better”. Guess what happens to the price of the new graphics card you just broke the bank on? It dropped by about 50%. If you would have just been patient you could have purchased it for a fraction of the cost.

Rule 2. You only have to keep up with the software.

Rule 2 closely correlates to Rule 1. It usually takes software companies two years, give or take, to develop a new game. roughs. If they went back and re-engineered the game every time a new processDuring this time there are new technology breakthor or a new graphics card came out, the game would never be released. Another important factor is that they want the game to be available to the largest number of consumers. For this reason they do their best to make sure the game can be played on a wide variety of systems. Check out the system requirements for some of the more popular games. A 1.8GHz processor and a Direct X 9 compatible graphics card will run just about everything out there. Granted you might have to turn some of the settings down but it will run it.

Once you reach a certain point the added performance of the new technology is noticeable. For example, the Athlon 64 chip has been out for more than a year, yet there are very few applications that require a 64 bit processor. If you check out benchmarks on the new PCI Express graphics cards you will see that they are running games at 300+ frames per second. When you watch a movie it runs at roughly 60 frames per second. A game will still run relatively smoothly at 20 frames per second. Basically anything over 60 frames per second likely will not be perceived while playing the game. You will only see the difference in your benchmark programs.

Rule 3. Build Your Own Computer

This is important for two reasons. First, you can be assured of better quality components when you pick everything out on your own. When you buy an off-the-shelf system, chances are you are getting a big name CPU and everything else is most likely generic. Do you know what motherboard, power supply, or type of RAM you are getting? This of course, is my personal opinion, I’m not saying every manufacturer builds sub standard machines, but from experience I’ve had greater longevity from the computers I’ve built myself. I’ve also noticed that you will often get little system memory, unless you pay a great deal more for it. You will often get 256MB of RAM with these base system. Windows XP will run, but likely with problems, on 256MB of RAM. It seems to be the most stable with 512MB or more. Other areas they cut costs is by using integrated graphics chips. This saves them having to put in a graphics card, but you will pay the price for it when you try to play a game.

The second reason to build your own computer is that you can cut your costs by stealing parts from your old computer. You can save hundreds of dollars by reusing the drives, case, monitor, keyboard and mouse. Plus, you don’t have to worry about calling a technician to install RAM or a new graphics card because you’ll already know how to do it.

How Much Can You Build A Computer For?

I just checked out some pricing and you can build a very nice midrange gaming computer for around $600-$700 using an AMD Athlon 64 3000+. If you can steal a DVD drive from your old computer and maybe the case, you can bring the cost down even more. You can build a high-end machine for under $1000. The internet is full of useful websites about how to build computers. Look around and you’ll find all the information you need. There are several books published about the topic as well. If you follow these simple rules and do a little research you can enjoy all of the best computer games even if you are on a shoestring budget.

You Don’t Have To Be Rich To Be A PC Gamer

by: Nathan Holsing There is a common misconception that you have to take out a second mortgage on your house if you want to get a computer that will run all of the latest and greatest games. I don’t know who started the rumor that you need to spend $3000 to get a gaming computer. The truth is, if you are smart about it, you can easily afford to get a high-end gaming computer. Here are a few simple rules to follow to put a gaming computer within reach.

Rule 1. Never buy the newest technology.

I know we all want to be the guy or girl with the newest toy, but you will never be able to keep up with technology. That top-of-the-line graphics card that came out today will be old news in just a couple of months and a new one will be released that is “so much better”. Guess what happens to the price of the new graphics card you just broke the bank on? It dropped by about 50%. If you would have just been patient you could have purchased it for a fraction of the cost.

Rule 2. You only have to keep up with the software.

Rule 2 closely correlates to Rule 1. It usually takes software companies two years, give or take, to develop a new game. During this time there are new technology breakthroughs. If they went back and re-engineered the game every time a new processor or a new graphics card came out, the game would never be released. Another important factor is that they want the game to be available to the largest number of consumers. For this reason they do their best to make sure the game can be played on a wide variety of systems. Check out the system requirements for some of the more popular games. A 1.8GHz processor and a Direct X 9 compatible graphics card will run just about everything out there. Granted you might have to turn some of the settings down but it will run it.

Once you reach a certain point the added performance of the new technology is noticeable. For example, the Athlon 64 chip has been out for more than a year, yet there are very few applications that require a 64 bit processor. If you check out benchmarks on the new PCI Express graphics cards you will see that they are running games at 300+ frames per second. When you watch a movie it runs at roughly 60 frames per second. A game will still run relatively smoothly at 20 frames per second. Basically anything over 60 frames per second likely will not be perceived while playing the game. You will only see the difference in your benchmark programs.

Rule 3. Build Your Own Computer

This is important for two reasons. First, you can be assured of better quality components when you pick everything out on your own. When you buy an off-the-shelf system, chances are you are getting a big name CPU and everything else is most likely generic. Do you know what motherboard, power supply, or type of RAM you are getting? This of course, is my personal opinion, I’m not saying every manufacturer builds sub standard machines, but from experience I’ve had greater longevity from the computers I’ve built myself. I’ve also noticed that you will often get little system memory, unless you pay a great deal more for it. You will often get 256MB of RAM with these base system. Windows XP will run, but likely with problems, on 256MB of RAM. It seems to be the most stable with 512MB or more. Other areas they cut costs is by using integrated graphics chips. This saves them having to put in a graphics card, but you will pay the price for it when you try to play a game.

The second reason to build your own computer is that you can cut your costs by stealing parts from your old computer. You can save hundreds of dollars by reusing the drives, case, monitor, keyboard and mouse. Plus, you don’t have to worry about calling a technician to install RAM or a new graphics card because you’ll already know how to do it.

How Much Can You Build A Computer For?

I just checked out some pricing and you can build a very nice midrange gaming computer for around $600-$700 using an AMD Athlon 64 3000+. If you can steal a DVD drive from your old computer and maybe the case, you can bring the cost down even more. You can build a high-end machine for under $1000. The internet is full of useful websites about how to build computers. Look around and you’ll find all the information you need. A good place to start is http://gaming-computers.net There are several books published about the topic as well. If you follow these simple rules and do a little research you can enjoy all of the best computer games even if you are on a shoestring budget.

Your Fingertips and a Phone-line, perhaps.

by: Seamus Dolly Never, before the Internet and its components, did a regular person have such cheap access to such a wide database. With it comes an opportunity.
To download music or play games, if that is what you want, but never, could a person rapidly gain access to information!
Never could a person disperse information to such a degree, either.

With it comes a freedom to express ideas, creations, or business concepts, which held previous generations captive to their true abilities and potential. You can be certain that many had intelligence, imagination and foresight, but lacked the resources and framework to do what is now, commonplace. The thing is though, that while many ideas are indeed commonplace, simple variations can become some workable, feasible and rewarding.

If you have a spark of imagination, you should be able to find an angle. Bizarre or conventional, outrageous or ordinary, something searchable should lend itself to inspiration.

While some get comfortable with modern cultures, labour costs will increase and fewer things are cheaper. To download a webpage or send 500,000 e-mails, the value is exceptional and unlikely to spiral. In this alone, there has to be potential.

General research, which took time and discipline, can be done in a short time. Search engines, which find search engines and almost anything else, will speedily return many results. Indeed, lots of specific information can be ‘mined’ as well.

It is a shame where some don’t realise its true power. Get what was once a stupid idea, manipulate it into a modern context, and see what can happen to it.

For the market is global and interest in any concept, is no longer limited to a local audience. What that means is that your community figure-head, tribal leader (or whatever your hierarchial structure), neither have to approve, condemn or otherwise comment on your business if that is what you want. It is easier, much easier to find/target like-minded individuals, than it ever was.

Though some social benefits are lost, it has become extremely simple to communicate with others on earthly opposites, and the time/speed difference is almost negligible.

Indeed, remote tooling manipulation is common enough, whether medical or industrial. More opportunities! The software, hardware, and implied support mechanisms for this existing but growing market might titillate the imagination, and spawn many ventures.

All growth will never only be in the technological market. With all its ‘finery’, people still need paper for hard copy solutions, and blank paper is not much of a record. Pigments and paper are complimentary.

Which way are mobile phone games heading

by: Peter Lenkefi Aside online games and static game devices like Playstation, mobile games are the next most popular games around now.
The popularity has grown so big that mobile operators are competing against each other by offering their subscribers loads of both free and paid games for their pleasure. Not only mobile operators, cell phone manufacturers are also pre-programming their phones with a variety of games.
The growing interest in mobile gaming is producing a lot of benefits for the mobile industry. The operators are deriving sizable revenue from selling these games, software developers are regularly deriving royalties from phone manufacturers and the manufacturers themselves are cashing in heavily on revenue from subscribers. You will appreciate the level of income in this are if you consider the fact that by the year 2009, there would be 220 million mobile phone game fans in the world.
Now lets delve into the kinds of games we have around:
We have the embedded games that are factory coded into the phones, SMS games that operate by interacting with a SMS server upon which the game resides and browser games that are played online using the cell phones mini browser. Of all these games the cheapest and most popular is the inbuilt ones though the excitement offered by SMS and online games are not a deterrent to people who would spend every dime to get hooked on. The reason is browser games are of multi-media origin and can be compared to the type experienced on Playstation or xbox.
There are several ways to develop mobile games though the most popular language used are C++, Java and Binary Runtime Environment for Wireless (BREW) platform .
Out of these three, Java is the most popular method. The reason is obvious - java is widely supported by the web and supported by all the principal phone manufacturers. Again a medium like J2ME is open source and thus cheap to use as a development medium.
Java as we know it is highly portable across platforms and leaves developers with little worry that their program will not work on certain phones. Programmers choose this language platform because it does not interfere with programs running natively on the phone.
But in reality the future of mobile game development is in MIDP 2.0 API which is a compilation of high end applications that allow developers to come up with sophiscated and highly interactive games for fans. It is fast to use and ensures a stable program after compilation.

Wednesday, February 20, 2008

The Future of Video Games

by: Daniel Punch I’ve recently been thinking about where video games could be going in the future. I’m hoping to work in the game industry one day after I’ve finished university study and I’ve been wondering about it a lot. What do I want to see happen in the future? Well I may not have too many answers right now, but I have come up with a few ideas that I think may come into ‘play’ in the not too distant future.

Firstly forget Virtual Reality, as we know it. They’ve tried VR goggles and they made a lot of people sick in doing so. It’s probably never going to work very well in its current form. They’re still around and you can still buy them but they really don’t seem to be taking off. It will probably take a lot to get people totally immersed and involved in a new form of game play. It’s threatening to lose touch with the outside world and the people around you aren’t going to appreciate it much either. The Sci-fi neural implants are also both a long way off and not likely to be accepted by a majority of the general populace without some severe marketing and luck. I for one am not planning on going through brain surgery just to have a computer attached to my head. In fact I never want anyone to able to plug into my brain.

A technology that was brought to my attention by a zealous presenter at the local ‘Science and Technology Centre’ (a sort of science museum aimed at making science fun for children and juvenile adults such as yours truly) is that of ‘Augmented Reality’. Augmented Reality is essentially the overlaying of virtual elements onto the real world, such as a pair of transparent glasses that can display certain elements over the top of what is actually there. I agree with the presenter in that this could indeed have some awesome potential. Forget all the socially beneficial applications such as workmen being able to view underground pipes before digging, think about it from a games point of view. This technology could provide gamers with the ability to run around looking like complete idiots shooting at things that aren’t actually there and that no one else can see, kind of like in the film ‘They Live!’ The upside to this is that it would be a lot of fun. A group of people from the University of South Australia created the ‘ARQuake’ project, http://wearables.unisa.edu.au/projects/ARQuake/www/, merging the classic shooter Quake with this Augmented Reality technology. Again, this technology may not ever become overly popular, but it would be entertaining to play with.

Technology has driven the games industry for a long time with new games always trying to keep one step ahead of the competition. It started way back at the dawn of technology and it continues to this day. 2D graphics gave way to 3D and 3D is becoming ever better. Graphics are starting to lose the ability to impress like they once did. The step between Quake 2 and 3 was amazing, but DOOM 3 while being visually very impressive isn’t leaps and bounds ahead of its competitors in the same way new games used to be. 2D graphics encountered a similar problem; there comes a point where you just can’t do much more with graphics technology. It is this that turns graphics from striving for technological achievement to becoming art. It is my hope that we will start turning away from tech demos and return to game play and making great entertainment. Games such as Zelda: The Wind Waker or The Sims that strive to show greater depth of character through simplifying the game enough to portray emotions will hopefully become more common (and more fun but that’s just one person’s view). Technology plays a certain part in the conveying of emotions and story but it’s quite hard to focus on everything at once. When technology is easier and less essential to game sales we’ll hopefully see an increase in games that cast a lasting impression.

Somewhat unfortunately the rise of the ‘Casual Gamer’ will probably lead to more simplistic games being released. While personally I would love to see depth of story and characters, there are a significant number of players out there who want to pick up a game for twenty minutes or so, have a bit of fun, and then put it down until another time. These gamers are generally less interested in the latest greatest technology and more interested in a ‘fast food’ kind of entertainment that satisfies the moment, despite the lack of quality or the lasting effects. Hopefully the two game types can co-exist peacefully although recently it has been seen that some developers are cutting down on some of the planned depth of a title in order to accommodate the more casual gamer.

As technology pushes forwards boundaries are slowly being broken down between systems. We saw the Bleemcast a few years back enabling the running of Playstation games on the Dreamcast, and the PC is able to run almost anything given the right emulation software. Consoles are able to emulate other consoles and new consoles are being announced that promise the ability to play PC games. The Xbox 2 is reported to have a model in planning that comes in a PC case and with the ability to run both PC software and Xbox software. Macs can emulate Windows software and vice-versa. We’ll probably start seeing less of a distinction between consoles and PCs as the price of technology continues to drop and consoles continue to become more and more powerful and able to compete with the more expensive computers. Ideally we’ll see a single platform come into prominence so that everything can be run without purchasing a copious number of different machines, although that does have a downside in that it can establish a monopoly for one particular company.

The technology price drop and increase in power has also lead to more powerful hand-held machines than before. Real games, not just simple toys are now available for the portable market. The advent of PDAs and mobile phones with the ability to play games raises awareness of portable gaming and new competitors are starting to get in on the field that was once primarily dominated by Nintendo’s GameBoy. There is a new product, the gp32, that can run many different emulators and hence, many different system’s games (including some PC games).

I can’t say for sure what’s going to happen but these are just a few ideas that I’ve had recently. Hopefully the games industry will continue to strive towards new heights with new and interesting game play, stories, characters and ideas. I’m looking forward to seeing what happens in the next few years.

Get Started In Creating Computer Games

by: Daniel Punch I’ve always loved video games, ever since I first played them on a friend’s computer after primary school. There’s something almost magical about the fact that we can move images around and interact with virtual worlds, a living fantasy presented for us to interact with however we please. I’ve also always wanted to make games myself but, until recently, didn’t have the technical knowledge to do so. Now, I’m a second year software engineering student, so if I weren’t able to code a game without too many dramas there’d be something drastically wrong. But what about the common person? The person for whom the term ‘memory leak’ conjures up images of their grandfather, ‘pipeline’ is where the water flows and ‘blitting’ is unheard of? Well, everyone can get in on the game creation process, and you don’t even need to learn ‘real’ programming to do so.

So where do games start? With an idea. Games, like all fiction, require an idea to be successful. Sure, in the same way you can just sit down and write a story without foresight you can jump on in and slap a game together but, unless you get ridiculously lucky, the best works are usually the ones that have been thought out.

There are two methods of planning a project; you can start from a known technological standpoint and build your project on top of that or you can just go for the design, add as many features and ideas as you like and then remove the ones that you can’t use when you’ve decided on the technology you’re going to implement the game with. In general, the second one is probably the best one to go with when designing games. When you’re first starting out, however, the first option will save you many headaches.

So, for a first game you’re going to want a pretty simple idea. Don’t get me wrong, crazy-go-nuts game ideas are fantastic, and there should be more of them out there, but you’re not going to be able to create a real world simulator with fifty billion virtual people all interacting real time and your actions having a butterfly effect on the future of the virtual universe when it’s your first game. Really. Many people try it; none that I know of have succeeded. Imitation is the best way to start out. Simple games, such as ‘Space Invaders’, ‘Tetris’, ‘Pacman’ or even ‘Pong’ are great places to start. All are largely simple to create but have some inherent challenge. ‘Pacman’, for example, requires path finding for the ghosts. I recommend that you start even simpler than that for your very first attempt. ‘Space Invaders’ is a nice point to jump in. You can make a simple, complete game without much effort and it’s almost infinitely extensible.

If you’re stuck for an idea, pick a genre that you enjoy. Do you love adventure games such as ‘Monkey Island’, ‘Grim Fandango’, ‘Space Quest’, ‘King’s Quest’ etc.? Design one of those. Are you into fighting games like ‘Street Fighter’, ‘Tekken’, ‘Soul Calibur’, ‘Mortal Kombat’ and so on? Come up with an idea for that. Do you like first person shooters such as ‘Quake’, ‘Half Life’ or ‘Doom’? I don’t recommend it as a first project, but you can always give it a go. Feel free to be as generic as you like, this is a learning experience after all.

Now that you have your idea it’s time to flesh it out. Don’t worry about the technology or the fact that you may not know how to actually implement a game just yet, just grab yourself some paper and a pencil and go crazy with ideas. Describe the main characters, game play, goals, interactions, story, and key mappings, anything you can think of. Make sure you have enough detail so that someone can read through the notes and play through the game in their head with relative accuracy. Changing game design during the coding process is almost always a bad idea. Once it’s set, it should remain set until the tweaking phase (I’ll go into this more later) or you’re likely to enter ‘development hell’, where the project goes on and on; more and more work is done with less and less outcome.

At the end of this period of your game creation, you should have the following:
- A written outline of the game’s characters and possibly a sketch or two (be they space ships, yellow circles, cars or the prince of the dark kingdom of Falgour, you need to know who or what the player will be and who they will compete against)
- A written outline of the story (if there is one, this isn’t too vital for ‘Space Invaders’ or ‘Tetris’, but for ‘Uber Quest: An Adventure of Awesomeness’ it’s a really good idea)
- A description of game play, written or storyboarded. Storyboards are visual representations of ideas. Draw your characters in actions, with arrows showing the flow of action and short written descriptions detailing the events occurring in your image (because some of us aren’t fantastic artists and our images can be a little open to interpretation)

Now that you have a fleshed out idea, it’s time to work out how this will all get put together. If you’ve gotten to this point worried that you’re going to have to spend years learning complex programming languages in order to implement your idea, fear not! Others have already done the hard yards for you. There are many RAD (Rapid Application Development) Tools available for game creation, a number of which are available for free online. Some of them still require you to learn a ’scripting language’ (a simplified programming language made for a specific task) but in general this isn’t too complicated or involved. I’ve compiled a brief list of some of them that can be found at the end of the article. The free ones are listed first, organized by game genre.

Well, that should be enough to get you started in the creation of your game. The most important thing to remember once you’ve gotten this far is that you need to complete your game. Many, many people start a project and then lose interest and it fails, or they keep moving on to one new project after another without finishing anything. Start small, build a working (if simple) game that is, above all else, complete. When you get to this stage you will always have a huge number of things that you wish to change, fix etc. but you’ll get a great feeling from knowing that it is, in its way, finished.

From this point, you can start the tweaking phase. Play your game a few times, ask others to do the same, take note of what isn’t fun or could be better and change things here. At this stage, it is more important than ever to keep backups of previous versions, so that if a change doesn’t work you can go back and try something different without losing any of your work. It is at this point that you can add all new features, improve graphics and sounds, whatever you please, safe in the knowledge that you’re working on a solid foundation.

When you’re happy with your game, why not share it with the world? There are many cheap or free places out there for you to host your files on and then you can jump on link lists and forums and let everyone know about your creation. Well, I hope that this has been a helpful introduction into the art of creating games. It’s a great deal of fun, and can open whole new avenues of creative expression for you to explore. Jump in and have fun.