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  • Player and developer interaction in EVE Online

    by 
    James Egan
    James Egan
    08.09.2008

    MMOs are constantly evolving games, from their earliest days as they're conceptualized to their final days when the servers shut down, forever. They evolve throughout their lifespan because they must. Players naturally pick up on ways to use the ever-changing game mechanics to best suit them, prompting the devs to either brand these tactics as an exploit or targeting them for rebalancing in a future patch. A case in point is the impending speed nerf in EVE Online, which is one of the biggest issues currently debated by EVE pilots. But do players have the right to be this angry when the developers change the game? Jim Rossignol argues this point in "EVE Online and the Big Nerf": "EVE is basically a ongoing symbiotic process... perhaps this means the developer has to make some unpopular decisions for the good of the process as a whole. The relationship between player and developer is not one of equals, nor is it always at its best when it is entirely amiable." Do you agree with Rossignol on this -- and does paying that $15 a month entitle MMO players to pressure devs to change the game to fit their playstyle, or should MMO developers keep the game balanced as they see fit?

  • Why do you pay for your games each month?

    by 
    James Egan
    James Egan
    07.09.2008

    How much game do you need to support a monthly fee? That's a question Tobold asked in his blog, noting that there are a number of games charging for monthly subs that would be better off with alternative business models. He cites the example of the in-beta Football Manager Live, which he feels is niche in the first place, and coupled with great complexity and minimal graphics, wouldn't exactly draw crowds of subscribers. Tobold thinks that a higher cost to purchase the game and then offering a free basic version would be a more appealing option for some players. And for those who are hardcore about the game, a subscription that would include more detailed statistics would be a better fit. He notes titles like Diablo, Hellgate: London and Guild Wars -- games which eschewed the standard subscription model for either box sales or partial subscriptions. This led him wonder what exactly we expect from a game we're willing to subscribe to. Tobold asks: What are you willing to pay a monthly fee for, and where do you balk at the cost? Are there specific features which you think justify a monthly fee? Sound off if you have some ideas about what makes your game of choice worthy of your sub money each month. Or if your preferred MMO isn't a subscription title, what drew you to that game?

  • MMOs: Are the fees worth it?

    by 
    James Egan
    James Egan
    06.17.2008

    Do you feel you're getting enough value for your $15 per month MMO subscription? Casual gamers or people who are just too busy at times for games would likely say they're not getting their money's worth. It's one of the big reasons free-to-play business models are becoming increasingly popular. Dave Spohn, who covers internet games at About.com, looks at how game expenses compare to other forms of entertainment. A lot of MMO gamers use this to justify their time sinks -- but the more time you play, the more value you get for your money. So if you play beyond 10 hours in a given week, you're actually getting your kicks for less than 50 cents per hour. Sometimes you're paying far less than 50 cents if you're a hardcore player of a particular title you sub to. But do you need to rack up ludicrous amounts of gaming time to really get the full benefit from that sub? To answer that question, Spohn looks at a few of the most popular forms of entertainment and breaks down their costs per hour in comparison to subscription games.

  • Klein + Hummel intros O 810 and O 870 subwoofers

    by 
    Darren Murph
    Darren Murph
    02.21.2008

    Klein + Hummel has exposed a new duo of earth-shakers today, dubbed the O 810 and O 870. These subwoofers were designed for use in "music, broadcast, and post-production studios for tracking, mixing, and mastering," which means that they'll most certainly suffice in your humble (or not so humble) home theater setup. Interestingly, the press release fails to mention the difference between the two, power handling specifications or even what size the woofer is, but we do know that each unit will feature four-mode LFE channel processing, fourth order crossovers / flexible acoustical controls and built-in volume controls. Additionally, the subbies can handle frequencies down to 18Hz, and while no price is given (surprised?), we fully expect 'em to cater to the affluent sect.

  • Infinity and JBL's PS212W and CSS10W wireless subwoofers

    by 
    Conrad Quilty-Harper
    Conrad Quilty-Harper
    09.22.2007

    Although the humble subwoofer is probably the least likely to require placement inside a space that's beyond cable reach -- or concealment -- thanks to its non-directional sound frequencies, JBL and Infinity have teamed up to solve the problem anyway. The PS212W is a 12-inch $679 400W sub with an included 2.4GHz wireless transmitter / receiver bundled: yes, that's 2.4GHz, the same frequency nearly all your other wireless kit uses. JBL's Cinema Sound CSS10W also uses this overused frequency for its wireless, but it's only 10-inch and 300W, and will retail at the lower price of $559 when it launches in January next year.[Via Audio Junkies]

  • Robotic submersibles take on fish-like sensing abilities

    by 
    Darren Murph
    Darren Murph
    05.05.2007

    Controlling your fish remotely is one thing, but utilizing fish sense to dictate the actions of an uncrewed submersible is an entirely different animal. Malcolm MacIver and colleagues at Northwestern University have created an "artificial electric-field sensing system that could ultimately give robotic subs the same additional sensory capabilities" as found in weakly electric fish. These particular sea-dwellers have an uncanny ability to sense electric fields, and can also generate their own to "help navigate, identify objects, and even communicate with other fish." The newfangled "electro-location" system could allow underwater bots big and small to more accurately maneuver and collect data, particularly in situations where precise movements and recognition of surroundings is important. Even the creators admit that it'll be quite some time before man made sensors can come close to mimicking those found in nature, but judging by the videos seen in the read link, they're certainly riding the right wave.[Via NewScientistTech]

  • Energy-efficient Deepglider scours the ocean for scientific data

    by 
    Darren Murph
    Darren Murph
    02.28.2007

    The University of Washington's Deepglider won't go down as the first manmade projectile to scour the ocean for random (albeit useful) tidbits of information, but it does sport an ultra-modern frame and energy source that certainly sets it apart. Similar to the nuke detector, Edinburgh Duck, and the bevy of other submarines used for the benefit of mankind, this concoction is used to capture underwater data to aid researchers in discovering more about global warming and seafloor conditions, but its autonomous nature and carbon fiber enclosure gives it the ability to remain underwater "for up to a year" and sink to depths of nearly 9,000 feet. The 71-inch long, 138-pound device carries sensors to measure "oceanic conditions including salinity and temperature," and when not patrolling the seas based on satellite-driven controls, it can transmit the data remotely using the same signal path in reverse. Notably, the torpedo-like device boasts an energy-efficient, battery-powered design that allows it to stay submerged for ridiculous amounts of time without needing a recharge, and while we're not too sure if its researchers are too caught up in its unmatched diving abilities to notice how swank the power system is, they've apparently got a good thing going.

  • DepthX robot submarine passes first test

    by 
    Donald Melanson
    Donald Melanson
    02.22.2007

    As Popular Science reports, inventor/spelunker Bill Stone's DepthX robot submarine recently underwent its first successful test in Mexico's La Pilita underwater cave, which Stone hopes is only the first step on the bot's way to exploring Jupiter's ice-covered moon, Europa. After a slight delay with some suspicious border guards, the robot quickly got to work on its initial field test, diving some 300 feet down into the cave system, collecting samples, capturing images, and building a 3D map of the area. As the video after the break shows, the robot is definitely built to impress, with some decidedly sci-fi sounding sound effects adding the perfect final touch. According to Popular Science, DepthX will undergo another field test next month, to be followed by a considerably bigger challenge in May, when it'll dive more than 1,000 feet into the Zacaton, the world's deepest sinkhole.[Via Slash Gear]

  • Enchanted Arms embraces bilingualism

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    08.07.2006

    Due for release on 29 August, Enchanted Arms is the fully localized version of From Software's more awkwardly named and rather annoyingly capitalized [eM] eNCHANT arM, the first traditional Japanese RPG to emerge on the Xbox 360. For its American release, the fine French folks at Ubisoft have bravely volunteered to publish the game and translate the gratuitous amounts of Japanese voice and text into something more palatable to a Western audience. Then again, many localizations turn out be anything but palatable, representing the aural equivalent of vicious food poisoning. The mere memory of Shenmue's soulless soccer kids causes great discomfort and anxiety, feelings that are slightly dimmed by Ubisoft's intentions to include both Japanese and English soundtracks on the Enchanted Arms disc. Excellent news, to be sure, but frustrating in the sense that Ubisoft is one of the few publishers that actually does put a great deal of care into cinematic presentation, generally avoiding talentless talkers who end up in the recording studio through sheer chance. Based on Grandia II, their English efforts might not be nearly embarrassing enough to warrant this feature.And really, "feature" is a good word to describe it. With advanced compression techniques and new, Blu-tinged storage mediums arriving, there should be no reason for gamers not to have a choice in who they hear blathering about chosen ones and ancient, poorly imprisoned evils. It's about time that publishers and developers realized that poor voice acting is no laughing matter.[A video involving magical limbs is embedded in the second part of the post.]

  • Offer for one free year of EGM ends today

    by 
    Dan Choi
    Dan Choi
    05.26.2006

    "Free" offers on the internet often come with annoying trials and lengthy cancellation procedures, but this one here's legit -- it's actually running from the subscription web site of the publisher of EGM, Ziff Davis Media.You may have seen this offer for 12 free issues of Electronic Gaming Monthly on Joystiq or other game sites out there. Basically, what's happening is the Ziff Davis Game Group is running a subscription drive for the mag, sponsored by the World Cyber Games. Free subs are only on offer through today, however, so get a move on if you want a piece of the printed action.Of course, EGM may be no OPM, but it's helpful for even the healthiest fanboy to get a balanced diet of multiplatform news and information on a regular basis. Also, please note that you're under no obligation to sign up for the World Cyber Games page which follows the EGM subscription one, so you can absolutely get your free mag without registering with the WCG.[Via Joystiq]