Tuesday, August 26, 2008

Playing creative games for fun: a great way to relax / Williams Money Group by: Alexandur Marias

Play is a state of mind that is safe, inquisitive and exists in the moment. It is also a bodily state of relaxation and an uplifting and engaged emotional state. Some say play is a spiritual state of profound connection and joy. Play can be something we do by ourselves or with others, but it is also something we can watch others do. Play is often described as a time when we feel most alive, yet we often take it for granted and may completely forget about it. Play can be entirely positive, or have a negative.

Most people believe that play is unproductive, and therefore inferior to “productive” activities. Perhaps this is because we equate play with feeling –happy joyous feeling –that traditionally is seen as less important than thinking. Many of us have lists, at home and at the office, prioritizing tasks by how productive they are. When we run out of time, we cut the fun stuff and do the “productive” stuff because we may feel guilty or bad if we play hooky or goof off by playing a game of golf or chess, taking a hike in the woods or daydreaming for an hour. New research on the brain contradicts this cultural dismissal of play, by emphasizing the importance of feelings and the necessity of feeling safe and relaxed in order to think clearly and productively. Play teaches us how to
manage and transform our “negative” emotions and experiences; it supercharges learning, and is a foundational factor in good mental and physical health. And, it can make work more pleasurable.

How can play trigger the flow state?

Psychiatrist and writer Mihaly Csikszentmihalyi, (pronounced "chicks send me high”) studied play in Sidney, Australia and described it as a flow state that requires just the right balance of challenge and opportunity. If the game is too hard or too easy, it loses its sense of pleasure and fun. Maintaining a flow state in games with others requires all participants, regardless of age or ability, to feel challenged, but not overwhelmed. Csikszentmihalyi’s research has been undertaken and confirmed in several countries, and now reaches 250,000 surveys. In the flow state we feel:

Why is play an important part of our lives?

Humans are designed by nature to play, and have played throughout evolution. Playfulness is an inborn ability that is hardwired into our genetic code. Play is part of how humans have adapted and survived everywhere on Earth, from the tropics to the great deserts to the Arctic Circle. We want to play because it is instinctive and fundamental to our existence; it is one of the evolutionary mechanisms that enabled us to
develop as a species. Playing helps us survive by connecting us to other human beings and to sources of energy and excitement within ourselves. Play is simultaneously a source of calmness and relaxation, as well as a source of stimulation for the brain and body.

Play will be important to our future. Some futurists have said that we'll need to be more inventive, creative, and flexible to handle the tasks, flow and rhythm of life in this century and beyond. A sure (and fun) way to develop these abilities is to play – with your children and grandchildren, your officemates and friends.

Why is it important to play at work?

When researchers follow pre-teen children’s attitude about play, they discovered that some children called almost everything they did “play” while others called almost everything they did “work”. Reconnecting with the children at the end of adolescence, the children who thought of everything as play were more successful and happier in school and were more content socially than the people who saw everything as “work”.

Success at work does not depend on the amount of time you work. It depends upon the quality of work, and the quality of work depends on the level of well-being of the workers. The level of well-being depends significantly on the how often they replenish themselves through play in any of its forms. Work is where we spend much of our time. That is why it is especially important for us to play during work. Without some recreation, our work suffers. Most of us have been working faster, harder, and smarter, and with diminishing free time. We first thought that working faster, harder, and smarter would handle our increased workload, but that is not the case. We still got behind and became chronically overwhelmed. When the project you're working on hits a serious glitch (as they frequently do), heading out to the basketball court with your colleagues to shoot some hoops and have a few laughs does a lot more than take your mind off the problem. If basketball isn't your cup of tea, having a model airplane contest, telling stories, or flying kites in the parking lot will also allow your relationship to the problem to shift and enable you to approach it from a new perspective. Interjecting play into the work cycle: keeps you sane and functional during times of stress; refreshes your mind and body; renews hope; triggers creativity; and increases energy.

Playing non-violent computer games can be a great way to relax and combat stress, at home and at work, by children and adults. There are many sites on the Internet with free or resonable priced non-violent computer games, such as:
http://www.fungamesplaza.com
http://www.fungamesplaza.com/pc-kids_games.html
http://www.fungamesplaza.com/pc-addicting_games.html
http://www.amicgames.com






About the author:
Alexandru Marias is an IT student mentaining software sites: www.amicutilities.com, www.downloadsplaza.com
Advertise your Games Here






©2008 Williams Money Group- All Rights Reserved

Tuesday, August 19, 2008

Why We Play Games, Part 2 / Williams Money Group 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.

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
Article Sponsored By Williams Money Group








©2008 Williams Money Group - All Rights Reserved

Monday, August 18, 2008

Why We Play Games, Part 2 / Williams Money Group 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.

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
Article Sponsored By Williams Money Group






©2008 Williams Money Group - All Rights Reserved

Tuesday, August 12, 2008

J2ME developers and programmers: The mobile game industry winners / Williams Money Group by: Chris Palau

Who could have predicted that the 80’s game of Pong would spawn a multi-billion dollar gaming industry complete with PCs, PDAs, and wireless phones that are specifically designed to handle the speed and graphics that today’s games demand?

If you think that current gaming technology is hot then, as they say, “you ain’t seen nothing yet.”

Wireless or mobile gaming is the future and the future is now. 2004 saw an explosion in mobile gaming technology which redefined the mobile phone as a gaming device. Handsets capable of displaying graphics equal in quality to the GameStations and GameCubes of the 1990’s were available everywhere, and game developers like Synergetix and It's Alive! were on everyone’s radar screen.

Now, just a year later, Real-time multiplayer games, some offering high-quality, 3D graphics, can be played over most telecom networks at prices that won’t put you in the poorhouse.

Never one to be too far behind the bleeding edge, even the Adult Entertainment industry is turning out PDA and cell phone-based games including gambling programs and a variety of role-based and action games where lots of sexy women end up losing their clothes. The graphics are, shall we say, stunning.

A peek under the technology hood

While the average gamer may be ignorant of the technology that is driving the wireless gaming industry, the geeks among us are very familiar with terms like J2ME, Symbian, and Brew; the development and distribution platforms upon which the wireless gaming industry has built its success.

J2ME (Java 2 Platform, Micro Edition) is a derivative of Sun Microcomputer’s JAVA development platform. J2ME is specifically designed to build applications that run on portable and wireless devices including cell phones and PDAs. It’s also finding wide acceptance among companies that develop applications for TV boxes and many of the new embedded devices which are flooding both the consumer and industrial markets.

BREW, another development language from QUALCOMM, provides a development platform that’s also suited for the wireless industry. BREW’s claim to fame is that fact that the developer can write device-independent applications which do not need to be recompiled for different phone manufacturers.

SYMBIAN is probably the most commonly used OS in the game-enabled wireless telephone market. Embraced by all major phone manufacturers, SYMBIAN supports J2ME, BREW, C++, and JAVA.


So, what does the future hold for this high-tech blockbuster that’s still in its infancy?

According to industry analysts Frost & Sullivan, the “global mobile game industry, which generated US$436.4 million in 2002, will balloon to US$9.34 billion by 2008.“ Asia is at the epicenter of the wireless gaming explosion where an estimated 500 million people are wireless Internet subscribers and two out of five are wireless gamers.

Some gaming fortune tellers predict that the convergence of GPS and wireless gaming technology will result in live-action and role playing games that will adapt themselves to the player’s physical location and include geographic-specific scenarios that change as the player moves to new locations.

Judging by the progress that’s been made in the last two years alone, the future of wireless gaming may be the most revenue and employment-generating technology of the 21st century.

About the author:
Chris Palau is CEO of a j2me programmers and developers software company http://www.techcoders.comwhich offers offshore software development services.
Article Sponsored By Williams Money Group





©2008 Williams Money Group - All Rights Reserved

Saturday, August 9, 2008

Reviving Old Computer Games / Williams Money Group by: Daniel Punch

Remember the good old days of gaming, when there were only 5 pixels in the protagonist and your imagination could turn them into a heroic figure of Schwarzenegger proportions? When the enemies and the heroes were distinguished by colour and you only needed one button on the joystick? Well times have changed and technology has moved on. Pulling my old Commodore 64 or Atari out of the back of the cupboard and setting them up often takes more time than the nostalgic pang lasts. I’ve also noticed that some of my old disks are starting to age and become corrupted. Enter the Internet.

The wonderfully technologically gifted and giving Internet populace is out in force in their attempts to preserve the older side of gaming. Remakes and Emulators for almost any old machine can be found around the Internet. Emulators act as a layer between old software and new hardware allowing modern PCs to run programs that such hardware was never meant to see. Commodore 64, Amiga, NES, Master System, Arcade Machines and more have all been emulated and the necessary programs placed online for download, usually for free.

Emulation is not a new idea. I had a hardware emulator for the VIC20 that plugged into the back of my Commodore 64 and allowed the use of the older VIC20 cartridges with the new hardware (I never actually owned a VIC20 or any programs for it but that’s another issue). Emulator popularity has been fading in and out for many years, only coming into many people’s attention with the release of Bleem!, a Playstation emulator for PC that was released while the PSOne still held a dominant share of the video game market. Bleemcast (a Playstation emulator for the Sega Dreamcast) soon followed causing one of the more interesting video game legal battles as Sony fought to have the emulator shut down. However, the emulators have a strong following and very active user base.

Emulators are easy to find and download. Simply search for the system you want and add the word emulator to the end (e.g. “SNES Emulator”) and you’ll probably come up with a lot of hits. Be slightly wary as some emulator sites will either be false links or may contain pornographic ads. Setting the emulators up to run is usually fairly straightforward and there’s a fair chance that you’ll be able to find some documentation and help. Some of the newer systems require a BIOS image to be installed with the emulator. This is to get around the legal issues raised by Sony in the Bleem! legal battles by requiring you to be in possession of a Playstation BIOS (and hence, presumably, a Playstation) in order to play the games on your computer. Making a BIOS image to load into your computer will most likely be beyond your technical expertise, but a quick check of your console’s case will reveal the file you need to get and then it’s as simple as searching the internet for a BIOS image that matches the BIOS you already own.

Of interest are the PC emulators now available. Windows no longer has very good support for older DOS-based games so there are a few emulators out there now to emulate the DOS environment. DOSBox (http://dosbox.sourceforge.net/) is probably the best known of the crop. There are also game-specific emulators such as ScummVM (www.scummvm.org) or DOOM Legacy (http://legacy.newdoom.com/) that focus specifically on certain games and hence are able to improve the experience for those particular titles.

Once you have yourself an emulator you’ll need to get yourself some programs to run with it. These programs are called ‘ROMs’ and are images of the original storage device that the program came on (be it a cartridge, tape, floppy or other). The process of creating a ROM is probably far too technical for the vast majority of computer users so you’re probably going to have to find a ‘backup’ from somewhere to download. This is where the venture gets slightly foggy. Basically the deal is that you can only have a program ROM if you own the original program. So if you have boxes of old Amiga disks, NES cartridges, or other old gaming programs stored away somewhere, you’re in luck, otherwise you’re treading on legally shifty ground. While it can easily be argued that the downloading of a 1987 computer game is of no real consequence to the company that has in all likelihood closed down, copyright doesn’t actually expire for 50 years and computer games just haven’t been around that long.

Online ‘emulation’ is a new area now being explored. The idea is that you simply play the game in your browser through a Java applet or Flash application. These might not always strictly be emulated programs but many remakes are feature perfect with the originals. The graphics, sounds, and game play remain intact. One excellent place to look for online games is Every Video Game (http://www.everyvideogame.com). While the site does not in fact contain ‘every video game’ it does have a very large list of old games from the arcades, GameBoy, NES, and Master System all playable through your browser. Many remakes can also be found at Shockwave’s site (http://www.shockwave.com/sw/actiongames/arcade_classics/).

Some of the old games have even been remade and updated for this modern world we now live in. Try doing a search for remakes of a game title you particularly enjoyed and you may be surprised at what you find. There are games that have been updated to be 3D, such as some old favourites of mine: Pac man (http://www.caiman.us/scripts/fw/f1292.html) and Barbarian (http://www.dgdevteam.tk/), and while these might not always be brilliant games or remakes in their own right, the thought and effort put in often leads to an enjoyable diversion. There are also more traditional versions of games that have just updated the code as well as possibly the graphics so that they can still be run.

So if you’re feeling nostalgic or just can’t get the hang of these new-fangled games that require you to push fifty buttons in a precise configuration just to jump, you may like to check out the emulation and remake scene. It’s surprisingly entertaining to go back in time to when games were simple yet fun.

About the author:
Daniel Punch
M6.Net Web Helpers
http://www.m6.net

Williams Money Group






©2008 Williams Money Group- All Rights Reserved

Friday, August 8, 2008

Video Game Violence...What do you think about it? / Williams Money Group by: 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 society?

About the author:
Daniel Punch
M6.Net Web Helpers
http://www.m6.net
Williams Money Group





©2008 Williams Money Group - All Rights Reserved

Wednesday, August 6, 2008

Which way are mobile phone games heading? by: Peter Lenkefi / Williams Money Group

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.
It is projected that this program, though futuristic, shall be the standard for mobile game developers for a long time as it exhibits versatility and the quick deployment – qualities programmer love.


About the author:
For more more information about mobile phone games please visit http://www.cellular-mobile-phone-games.com

Williams Money Group






©2008 Williams Money Group - All Rights Reserved

The Future of Video Games / Williams Money Group 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.

About the author:
Daniel Punch
M6.Net
http://www.m6.net






©2008 Williams Money Group - All Rights Reserved

Tuesday, August 5, 2008

Monday, August 4, 2008

Why We Play Games, Part 1 / Williams Money Group 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






©2008 Williams Money Group All Rights Reserved