Domain: positech.co.uk
Stories and comments across the archive that link to positech.co.uk.
Stories · 12
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Letting Customers Decide Pricing On Game DLC
An anonymous reader writes "How much should game developers be charging for DLC? It seems that one indie dev has decided to carry out a unique experiment. The latest expansion pack for Gratuitous Space Battles is priced at $5.99 — or is it? It turns out there is both a standard ($5.99) version and a discount version ($2.99). And the difference between them is... nothing. The buyers have been left to make their own decisions on whether or not they should pay full price, and send more money to the developer, or treat themselves to a deserved discount. The buy page even lists comparisons of national incomes, average salaries and even the price of sausages to help buyers make up their minds. Will this catch on? Will Microsoft start asking us whether or not we should get a discount and trust us to answer honestly?" -
Game Developer's Response To Pirates
cliffski writes "A few days ago, indie PC games developer Positech publicly called for people pirating their games to explain why, in an open and honest attempt to see what the causes of gaming piracy were. Hundreds of blog posts, hundreds more emails and several server-reboots later, the developer's reply is up on their site. The pirates had a lot to say, on subjects such as price, DRM, demos and the overall quality of PC games, and Positech owner Cliffski explains how this developer at least will be changing their approach to selling PC games as a result. Is this the start of a change for the wider industry? Or is this the only developer actively listening to the pirates point of view?" -
Game Developer's Response To Pirates
cliffski writes "A few days ago, indie PC games developer Positech publicly called for people pirating their games to explain why, in an open and honest attempt to see what the causes of gaming piracy were. Hundreds of blog posts, hundreds more emails and several server-reboots later, the developer's reply is up on their site. The pirates had a lot to say, on subjects such as price, DRM, demos and the overall quality of PC games, and Positech owner Cliffski explains how this developer at least will be changing their approach to selling PC games as a result. Is this the start of a change for the wider industry? Or is this the only developer actively listening to the pirates point of view?" -
Game Developer Asks To Hear From Pirates
cliffski writes "Indie game developer Cliff Harris has long waged war against games piracy, but has issued a call to pirates to tell him why he is wrong. Assuming that developers are missing out on potential sales from disgruntled pirates, Cliff wants to hear specifically from people who have pirated his games. Not to criticize or lecture them, but to answer a simple question. Why? The reasons people give for copyright infringement/piracy are many and varied, but much of the debate has centred around music and movies, with big 'Triple-A' games an occasional consideration. With specific application to the world of small budget 'indie' games like those Cliff makes, he wants to know the thought processes behind people pirating the games. What puts people off buying? Is it quality, cost, DRM, ease of access? Is there anything that can be done to convert those people to buyers? While many pirates often make good general points about the reasons for the widespread pirating of PC games, it's unusual to get a chance to address specific developers with specific reasons. If you knew 100% that the developer would read your email explaining why you pirated their game, what would you say?" -
Game Developer Asks To Hear From Pirates
cliffski writes "Indie game developer Cliff Harris has long waged war against games piracy, but has issued a call to pirates to tell him why he is wrong. Assuming that developers are missing out on potential sales from disgruntled pirates, Cliff wants to hear specifically from people who have pirated his games. Not to criticize or lecture them, but to answer a simple question. Why? The reasons people give for copyright infringement/piracy are many and varied, but much of the debate has centred around music and movies, with big 'Triple-A' games an occasional consideration. With specific application to the world of small budget 'indie' games like those Cliff makes, he wants to know the thought processes behind people pirating the games. What puts people off buying? Is it quality, cost, DRM, ease of access? Is there anything that can be done to convert those people to buyers? While many pirates often make good general points about the reasons for the widespread pirating of PC games, it's unusual to get a chance to address specific developers with specific reasons. If you knew 100% that the developer would read your email explaining why you pirated their game, what would you say?" -
Why Game Developers Go Rogue
cliffski writes "Jay Barnson interviews the new crop of indie game developers. How could anybody abandon the steady paychecks, access to the best tools and engines, large teams of skilled colleagues and the glory of working on one of next holiday season's blockbusters for a chance to labor in relative obscurity on tiny, niche titles? Steven Peeler was a senior programmer at Ritual Entertainment. For him, leaving and forming the one-man studio Soldak Entertainment came down to a desire for creative freedom. 'I really wanted to work on an RPG, and Ritual only made shooters,' he says. 'There were some annoying politics going on that was really frustrating, I disagreed with the direction the company was taking, I was really tired of pushy publishers and I just wanted to do my own thing.'" -
Data Harvesting From a Developer's Perspective
cliffski raises some questions about the need for game developers to have some amount of data from the users who play their games. He says, "PC Games connecting to a central server to send information (outside of MMOs) have gotten a (deserved) bad reputation in recent years. The huge outcry about Mass Effect and Spore are evidence enough of that. But in gamers' hurry to prevent intrusive DRM systems and dubious privacy-breaking data harvesting, are we throwing out the good with the bad?" Clearly, some aspects of games could be improved by having a better knowledge of average PC specs or knowing which parts of the games are more entertaining to the users. Input from customers helps to improve almost any product, as indicated by the usage of countless surveys and focus groups. But where do we draw the line between being inquisitive and being intrusive? What can game developers do to prove that the collection techniques or the data themselves wouldn't be abused? -
Power Consumption of a Typical PC While Gaming
cliffski writes "How much does your PC really draw in terms of power when idle, when in sleep, and when playing a demanding game? I don't trust everything the manufacturers of hardware say, so I thought I'd get myself a watt measuring device and run a few tests on some of the gear I leave on all the time, and the gear I go to the trouble of turning off. The Linksys router drew 8 watts, the monitor drew a fairly noticeable 30-31, but what surprised me was how little power the base unit drew, even when playing Company of Heroes. Also, the variance of power draw for Vista seemed minimal, regardless of what you got the machine to do." -
Power Consumption of a Typical PC While Gaming
cliffski writes "How much does your PC really draw in terms of power when idle, when in sleep, and when playing a demanding game? I don't trust everything the manufacturers of hardware say, so I thought I'd get myself a watt measuring device and run a few tests on some of the gear I leave on all the time, and the gear I go to the trouble of turning off. The Linksys router drew 8 watts, the monitor drew a fairly noticeable 30-31, but what surprised me was how little power the base unit drew, even when playing Company of Heroes. Also, the variance of power draw for Vista seemed minimal, regardless of what you got the machine to do." -
World's Largest Wind Farm Gets Green Light
cliffski writes "According to the BBC website the UK govt has just given the go ahead to two large offshore wind-farm projects. Between them the schemes would produce enough renewable electricity to power about one million households. The larger London Array project covers 144 sq miles (232 sq km) between Margate in Kent and Clacton, Essex and will be the world's biggest when it is completed. The £1.5bn scheme will have 341 turbines rising from the sea about 12 miles (20km) off the Kent and Essex coasts, as well as five offshore substations and four meteorological masts" -
Do Ergonomic Chairs Really Work?
cliffski wonders: "I've gone from a job as a commuting programmer working on his own code as a hobby, to a full time work-from-home one-man business. As I spend a good hour or two a day gaming as well as a full day's coding, I'm now sitting at the same desk for an awfully long time. Should I invest in one of those trendy ergonomic chairs that force you to sit with a straight back posture? Has anyone used one for a length of time, and does it really help prevent back pain? I've taken up archery, probably the best sport to encourage you to adopt good posture; are there any other tips Slashdot readers have for avoiding 'programmer slouch'?" -
Best Way to Port a Windows Game to Linux?
cliffski asks: "I have a Windows game that may benefit from a port to Linux. It's a complex politics sim based on a neural network, (think NationStates with complexity) and is probably right up the street of many Linux gamers. The problem right now is that I don't have the knowledge or the time to handle a Linux port, myself. What's the best way to arrange for a commercial port of games software to the Linux platform? Is it worth talking to lone enthusiastic hackers about collaborating? Would I save myself a lot of hassle by selling the porting rights to an established Linux games company?"