Archive for October, 2008

Calling or Betting with a Made Hand on the Board

It’s one of the most notorious stealing or bluffing opportunities in the whole game of poker: when there’s a made hand on the table, and a player is still betting out against their opponent. For instance, the board has three kings on it, and two aces, making the only way someone can beat the board is if they have a king or two aces in the hole. It is tempting, especially to ‘gambling’ players, to try to steal the pot with a bet in this spot, rather than the inevitable split that would be forthcoming if neither of the players can beat the board. Add that unlikeliest of your opponent beating the board to the idea that an aggressive might convince them to like you have it, and you have what can be a rather sticky spot.

So what do when a player bets into you when there’s a made straight or flush on the board? Is it worth calling his bet when at best you are a split? To answer this question you need to evaluate the player’s action throughout the rest of the hand. Are they the sort that could bluff here? Are they betting in a way that suggests they want you to call? Are they value betting, and if so are they capable of betting in that way without the hand in attempt to scare you off? Is there enough in the pot to make the amount you have to call to split it worthwhile?

Much of online poker or live poker for that matter is about believability and a poker hand telling a story, and using your pot odds and expectations to evaluate what you should do.

Published in: Gambling, The Funny Farm, Universe Of Games | on October 30th, 2008 | Comments Off

Video Game Violence - What Do You Think About It?

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

Published in: Universe Of Games | on October 30th, 2008 | Comments Off

Hentai Games Review - Crescendo

Hentai games are a Japanese invention. They contain content suitable for adults and often go into explicit scenes with very young subjects. With the coming of regulations and standards, it is relatively easy to find out what the product contains by checking out its ratings. The game under review falls under the dating Sim category and would be of interest to the younger generation.

The story line goes as follows. The location is a college where the final year is about to get over. The protagonist is in a pensive mood, and is trying to recall the year’s events.

The story is therefore told as a flash back, and the characters come alive with visual representations. These include a friend who took the main character to an arts club, his female friend who fell in love with the protagonist, a shy girl, his own stepsister who took care of him, and a pretty school nurse.

Each day comes alive in the thoughts of the main character. Every day brought its own unique events and elements. There were days that he wished would last forever. With all that gone, and the graduation drawing near, the subject is in a pensive mood and must make important choices that would determine his future life.

The game contains good art elements and classical music back score. The story often gets into emotional highs, but tends to lack the grip on the player making them come repeat the scenes. The hentai scenes are sparse comparatively.

This Dating Sim is available in English and is said to have good dialogues, facial artwork, graphics, and sound effects.

Although hentai and renai games may have a reputation of involving minor-looking characters into sexual activities, not all hentai games have such elements. Look out for games that have been made more from an literary and artistic point of view, and the chances are you may appreciate the subtle storyline and the artistic rendering of the storyline.

For more information on hentai games visit - Free hentai games

The author is a freelance writer associated with http://www.freehentaigame.info

The author is a freelance writer associated with www.freehentaigame.info

Published in: Universe Of Games | on October 30th, 2008 | Comments Off

PC Games - Sorcerian

The year was 1987. Japan was trying to cash in on the PC game market. In an attempt to do this, they exported one of their more popular arcade games into PC format. Because of this, the game itself, Sorcerian, plays more like an arcade game than a PC game. This doesn’t make the game itself bad, just very different.

The game itself is very interesting in many respects but because of its flaws, the game can become very dull very fast.

Let’s begin with the more interesting aspects of the game. Sorcerian is a game where you create the characters from scratch. These characters not only have certain powers and abilities, such as fighter, cleric and wizard, among others, but each character can have a different race and profession. The characters actually age, progress in knowledge and levels and eventually die. This makes the game very interesting as you attempt to build your characters as strong as possible.

The game is also very different from many other PC games in that it has multiple scenarios. Each one of these is like a separate game unto itself. Solving one scenario has no effect on any of the others, other than to increase your characters’ levels and skill abilities, along with their age. It appears after completing each scenario your character will age one year.

The scenarios themselves are fairly interesting but there doesn’t seem to be any connection between them. This is one of the game’s flaws. Plus, you can do each scenario as many times as you want. Some of them are so easy to begin with that eventually your characters will become so powerful that nothing can stop them. This is another one of the game’s flaws in that eventually it can become rather dull to play when the challenge is gone.

The look of the game itself is rather odd. The characters are extremely small and don’t look anything like real people. They follow each other in a line in an almost comical fashion. When one character battles, they all battle. There is no way to separate their actions. You can equip them with a variety of weapons, however. You can use spells, some of which are very powerful, especially in the upper levels.

The game comes with a very interesting and beautiful musical score. This is actually one of the high points of the game itself, since the graphics of the game leave a lot to be desired. Of course considering when the game itself was made, they’re not too bad. Just don’t expect too much.

The game is very old, so don’t expect to be able to play it on the newer operating systems. Anything past Windows 98 is probably going to crash and burn. The game comes on floppy disks. Yes, we’re talking very old.

In spite of the flaws, there is a charm to Sorcerian. The characters are so cute when you view them in their inventory screen. There is enough to do besides fighting, such as training, buying items and other odds and ends. If you can get around the challenges becoming too easy as you progress, this is actually a very enjoyable game.

All you have to do is find a computer to play it on.

Michael Russell

Your Independent guide to PC Games

Michael Russell - EzineArticles Expert Author
Published in: Universe Of Games | on October 29th, 2008 | Comments Off

Smaller is Better: How the PSP Defied the Odds

When the PSP was first unveiled to the public, it looked amazing. The PSP was supposed to take portable gaming to an entirely new level, and Sony does seem to be achieving that. The obstacle against the PSP was not the design or games, but the fact that hand held gaming has always taken a back seat to actual full sized counsoles is what the PSP’s, and Sony’s, biggest obstacle were. The hand held gaming has always been the third cousin of game systemshe’s family, but not in the main group. Yet despite this, the Sony PSP has not only survived: but thrived.

The PSP has a system for graphics and games that is unparalleled among all hand held systems. It is designed to be a 3D system just as the past PlayStation systems were. When this was first released, Nintendo released their hand held system at the same time, and since appearance makes first impressions, the PSP looked fantastic right off the bat and made itself the hand held system every gamer wanted. On top of that, the PSP’s advanced graphic technology is completely head and shoulders above every other competitor that has come out. The wide screen format of the screen also looks fantastic, especially in games that feature a first-person and over-the-shoulder perspective.

Those graphics, in addition to the PSP’s beautiful appearance, are what gave the PSP its initial vault to the top of the hand held systems. While gaming companies have tried to figure out for years how to hurdle over gamers who were lukewarm at best towards hand held systems, Sony succeeded. They were the one company capable of designing such a good product that they could keep a gamer’s eyes glued to the system. Sony’s decision to make a system that also played music videos and DVDs has only increased the PSPs potential pool of fans, and kept this beautiful piece of technology in the mainstream while other competitors have fallen to the wayside. The PSP’s incredible gaming capacity allows for the design of games that could never even be considered by other hand held gaming systems, and continues with the promise that bigger and better games will continue to be produced for years to come.

Dave is the owner of psp-wallpaper.info and psp-wallpapers.info websites providing information on psp downloads.

Published in: Universe Of Games | on October 28th, 2008 | Comments Off

The Video Game from Hell; is It Taking Your Child to the Devil?

Video games have been becoming progressively more violent and filled with more and more sex. Most parents would agree that this cannot possibly be a positive thing for the adolescent and often impressionable teenage brain. And just when you thought it could not get any worse. Now there is a video game from hell, actually straight to hell. One very concerned parent states in an online think tank;

“There is even a game that the object is to go down into the 9 levels of hell. Every fibre of my being screams ‘run the other way you fool!’ Who in their right mind would WANT to go into Hell?!? Anyway, in that game, the gamer must kill everyone they come in contact with, steal whatever that character has and keep going downward.”

Indeed but who created hell anyway? Humans who wanted to religiously enslave the masses and thus if a little human fears hell and can conquer that fear, then think of that. That could be considered a good thing, but you bring up a good point, why bother allowing kids to play such ridiculous games anyway? Good point. Yet the concerned parent will not be swayed that easily and continues in stating;

“By the time they get to the 9th level (ostensibly to kill the devil), they have become his without realizing it.”

Ah the irony of the Good and Evil debate at last. Well we may as well address this too then. Perhaps at the end of the game is the best lesson of all then. Be careful what you wish for? And be careful what you label. But isn’t that indeed a life lesson, we all learn? Might be nice to learn such while one is young. Yet, indeed there are much better ways to do it. Shouldn’t all parents take an interest in learning what sort of video games their children are playing? Consider this in 2006.

Lance Winslow - EzineArticles Expert Author

“Lance Winslow” - Online Think Tank forum board. If you have innovative thoughts and unique perspectives, come think with Lance; http://www.WorldThinkTank.net/wttbbs/

Published in: Universe Of Games | on October 24th, 2008 | Comments Off

Guitar Hero Review (PS2)

Guitar Hero is a fun music based game for the PS2. The developer of Guitar Hero, Harmonix, had previously created Amplitude and before that Frequency. All three of these games are music based games where you have to strum or button your way through a song. Frequency was the first, and in my opinion (and that of my friends) better than the sequel Amplitude. While Amplitude had a much better shared multiplayer view, the songs weren’t as good and the sense of actually playing the music was much decreased in Amplitude. So when the guys come over to play games at my place, we usually plop in Frequency and not Amplitude.

Guitar Hero carries on the tradition, and I think is an improvement over Amplitude. It actually includes a guitar controller, which is a half-size plastic guitar with five coloured buttons on the neck. You “strum” a two inch long lever, and the guitar even includes a bendy bar. But you don’t have to use this peripheral if you don’t want to. Using the controller feels very much like Frequency or Amplitude, except that you sometimes have to hold down the notes over time, which wasn’t a feature in the previous games.

But the guitar peripheral makes it so much more fun, you’ll want to use it. The joystick ability really only comes in handy when you play in two-player mode against a friend and can’t afford to buy a second guitar.

But how do you actually play a song? Easy to learn, difficult to master. The coloured buttons on the neck correspond to coloured dots on the moving score of the song. The score actually approaches you, and as coloured dots approach and cross a line right in front of you, you have to have the correct coloured button held down as you strum the guitar. Then the note will change to a different one, so you have to change your fingering before your next strum. It is easier than it sounds. Check the IGN website for Guitar Hero videos.

How is it? Fun fun FUN! This is one great game with great songs, and great multiplayer action. I’ve only played it multiplayer with a controller, but getting a second guitar in there would be even more of a blast. I had my friends over to play this game and they all raved about it. If you like listening to music and have a PS2, then you owe it to yourself to at least try this game.

Problems? Yes, a few. My biggest complaint (though not that big in absolute terms - this is a great game) is that the mapping of music tracks to game tracks isn’t as fun as many of the tracks in Frequency and Amplitude were. In those game you’d really get into a groove and really enjoy how the tracks were arranged by the developers. Guitar Hero doesn’t have quite the same creativity when it came to laying down the tracks. As well, the game ramps up in difficulty way too fast. The hardest setting is clearly impossible for everyone without a genetically enhanced metabolism. (This was also a problem with Frequency and Amplitude.)

But don’t let those things distract you from what is otherwise a very fun game. And if you don’t want to splurge on the full price right away, you might want to try Frequency. It’s an older game so is now in many bargain bins. It’s a true gem, and you can try out this style of gameplay for less than $10.

Henning Hoffmann is the publisher of PS3Blog.net, a great resource for PlayStation 3 news and opinion.

Published in: Universe Of Games | on October 23rd, 2008 | Comments Off

Starwars Galaxies - PC Review 2006

Starwars Galaxies (SWG) is an ambitious Massive Multiplayer Online Roleplaying Game (MMORPG) from Sony Entertainment. It is a game surrounded by history and controversial views. The actual product itself has been around now for a number of years but has been significantly re-invented by Sony twice since going live.

These large changes that Sony made have often been open to fiery debate by both old and new players. For the purpose of this review I will treat the game as new and try only to refer to the game in it’s current form.

The Starwars Galaxies starter kit has everything a new player needs to get up and running. You start by choosing from a set of races and then pick one of the available iconic careers. They are iconic because each career is based on a starwars character. A career may have you searching the galaxy as a bounty hunter or if you prefer learning the path of a Jedi. You can even customize the look of your character and give them a name.

Once your finished with the character generation you can launch into a specially designed training level that helps teach you the basics of your chosen class. During this level you will run into the likes of Han Solo and even Boba Fett.

Your character develops by gaining experience levels. With each level new skills and rewards become available. The maximum level is 90 but even with a regular player it will take many hours of gameplay to reach this.

The galaxy itself consists of planets from the star wars films and books. A recent addition was the volcanic planet Mustafaar which was seen in the final Star Wars film. To play on this planet you will need to purchase the online expansion.

Each planet has it’s own eco system and day / night cycle. As you grow within the game you will eventually be able to purchase your own home and vehicles. As well as the land based game you also get to fly around in space. The vehicle you fly in will depend on both your alignment (Rebel/Imperial/Neutral) and your piloting skill level. You can upgrade various components on your starship such as it’s engines, shields and weapons.

Both the land and space areas contain a wide range of missions. Some are short while others are lengthy but all will give some kind of reward for completing them. One way of completing difficult missions is to create a group with other players.

Starwars galaxies is set at a time somewhere between the first (A new hope) and the second (the empire strikes back) films. Throughout the game you will come across reminders of the clone wars. In one mission it is even possible to obtain some old clone armour. There are rumours of the time frame moving on for the game but so far nothing offical has appeared.

Combat takes place in real time whether it is ranged, melee or force powers. The combat system shows by a simple colour icon as to whether or not you are likely to win a fight.

For myself the verdict is not out yet on this game. I know that Sony are planning on making many improvements and additions in the near future. Star Wars fans will be at home in the SWG universe. All the favourite places are there like the Mos Eisley Cantina and the waterfalls at Naboo. The social aspect of this game creates the potential for all kinds of adventures. Although it’s good to make alliances in SWG it also works just as well if you prefer to take the single player approach.

I would like to give this game a higher score but as I feel it is still yet to be improved I shall lower it.

MMORPG fans may find this a disappointment where as hardcore Star Wars fans are more likely to stick with it.

Misty Pathster’s Score - 7/10

Gamers Diary

My current in-game experiences.

Published in: Universe Of Games | on October 23rd, 2008 | Comments Off

Role Playing Games - Builder’s Guide 4

The Challenge: An important challenge in creating a role playing gameand one prone to be overlookedis the challenge of game variety. Many role playing games are genre-specific, their rules geared to only a certain game style. Indeed, some RPGs specify more than just genre. The game world, story line, even play style are all used as factors in game design.

Not all RPGs worry excessively about this. Many use a specific game world or story line setting to benefit from brand loyalty and recognizable realms and characters. However, the more variety the game makes available, the greater the game’s potential to draw in players.

In any case, particularly specific role playing games fit their niches well enough. The designers who truly have to worry about the fourth challenge are those who intend to create a reasonably broad RPG. The fact is that role players demand variety. Browse the web sites (or even the banner ads!) of a few on-line role playing games, and you will quickly find that one of the most common selling points is the number (and, sometimes, unpredictability) of the character types they offer. Role players enjoy having a lot of character types to choose from. A fantasy game that only has fighters, wizards, clerics, and rogues won’t cut it, as won’t a sci-fi game where the only choices are astronaut, robot, and alien.

Crossovers are also becoming popular in some groups. There are plenty of players out there who would much prefer a game where robots and aliens can fight alongside fighters and wizards. And if there is a superhero or two in the group, so much the better!

But for a game to provide such options, it must be versatile. The RPG has to be able to support not only the vast (infinite?) number of character types that imaginative players might think of within a single genre, but if you want to cater to crossover players, also to the possible character types from other genres. And you have to do so while maintaining the first three challenges, and the six that will be provided afterwards.

The Risk: So now you know why it is good to make for a game with variety. So let’s say you intend to do so, going all-out with any genre possible. Good!

Here’s the problem.

You immediately find friction between this challenge and the third challenge, character value. Technological development insists that a sword is a better weapon than a club, a gun better than a sword, and a laser rifle better than a gun. So how are you supposed to maintain character value between a party that consists of a cave man, a medieval knight, a modern soldier, and a futuristic robot?

You also need a solid and balanced way for forces from opposed genres to interact. Consider magic, superhero powers, technology (both modern and futuristic separately, of course), psychic abilities (possibly differentiating between aliens, gifted modern humans, and mind-crafting mages), and simple physical prowess, to name just a few broad groups of abilities. Can you reliably say that any of them trumps the others? If so, you are shattering character value. Do they interact at all? If not, there is no way for such characters to defend themselves against one another, turning any cross-genre encounters into “who goes first” tests. Perhaps certain powers interact in superior fashions, each having ways to counter others? Too complicated, with too much emphasis on certain abilities. Players wind up locked into a multi-genre arms race rather than able to play the characters they want to play, which simply counters the point.

You could have each sort of ability working in a different way, but again, the complexity is there. In that case, it’s almost like you’re creating a different role playing game for each genre, and collecting them all into an anthology. This naturally leads to too many supplements, and a feeling that players have to buy them all to keep up to date. Good for business, bad for players, and very bad for attracting new players to a new RPG, where there is no brand loyalty getting them to buy even the core book, let alone supplements.

And, of course, there is the problem of interacting abilities within a single character. What happens when a robot learns magic or a cave man develops psychic powers? How about a superhero wielding an enchanted greatsword in one hand, an antimatter rifle in the other, and a wand of fireballs telekinetically? Players want to have access to such character types. They have to be taken into account.

The problem is that the more rules you have for describing different abilities, the more likely it is for those rules to interact in a critically unbalancing way. Next thing you know, characters have gotten around every limit you place on each genre, and used cross-genre abilities to improve their power more in a multiplicative fashion than an additive one. Variety is what players want, and it is the hardest thing to give them without breaking the system.

The Solution: As I noted in previous articles, the core rules for QoTR rely on a selection of broad ability types, each with lists of advantages that a character specializing in the ability can gain. Unlike many role playing games, the actual abilities the character has and the player’s description of its abilities are not tied together save for to assert that the description must emulate the stats. Of the various systems I have tried, I found this to be the best option for allowing unlimited description, versatile stats, and balanced character value.

Put simply, a swordsman who specializes in attacking and defending is no better or worse than a robot, modern soldier, or caveman of the same level who specializes to the same degree. Discounting specifically chosen penalties, they all have access to the same abilities and have the same stats. Their descriptions, however (and possibly the abilities that they use most frequently), will vary widely.

There is the potential for some glitches in realism using the system, but realism is actually little more than a sub-genre in and of itself. Some RPGs make a terrible mistake of assuming that players wish to play a realistic game. In QoTR, I handle realism by putting it in the player’s hands. If you want to play a realistic game, build and use your character realistically. The game rules allow plenty of leeway for character design, so players should suffer no real penalty for electing to limit their actions to realistic levels. There are options for unexploitable hindrances (yes, unexploitable) that players who wish to realistically limit their actions can use to get higher stats in other areas or other bonuses. Also, many abilities have a cost to use anyway; ignoring two abilities only gives you two more uses of the ability you really like.

Variety is one of the most important aspects of a role playing game, and also one of the most difficult to properly use. Assumptions and excessive detail can lead to imbalances that only squelch the opportunity to use the versatility offered to its fullest extent. To best encourage variety, design a system that allows players to build characters they way they wish to play them, and forces them to play their characters the way they built them.

Copyright © 2006 Dustin Schwerman.

Dustin Schwerman has been playing RPGs for over a decade, using an analytical approach to critically evaluate the game systems (and so to create the most powerful characters he could get away with). He used the extensive experience gained doing so to create his own game, Quests of the Realm. QoTR focuses on unlimited character customization, relying on its author’s understanding to detect and counter game-breaking power plays. Though balanced, QoTR still allows players to create highly effective characters and run them through heroic story lines. To contact Dustin, read more of his writings, or learn more about Quests of the Realm, visit his web site, Quellian-dyrae.

Published in: Universe Of Games | on October 23rd, 2008 | Comments Off

Future Of Gaming?

What will we play next ? And more important how will we play?

As you can see in the last decade the video games bussiness has increased constantly and will grow even bigger. Many people usually find in video games a great form of entertainment. Since the number of people from poor countries that can buy a computer is becoming bigger and bigger every day we might see a boost in the industry.

In the last years many online games appeared like World of Warcraft, Project Entropia, Lineage II and so on. And some gamers can make a living from these games. Recently in Project Entropia have been sold some virtual property deeds for the huge amount of 99,000 USD. The buyer competed last year with another player for buying an island in the same game. The owner of the island paid 26,000 USD and few months ago he claimed that he got the investment money back from the taxes he claimed on his land. Also we can see many sites that sell virtual money for a lot of online games. These online games will be the future of entertainment because you can meet real people like in a community site and also have lots of fun playing the game.

Playing for real money can also be seen in other video games like World of Warcraft and Lineage II where people train their characters for few months and then they sell them on eBay for a good sum of money. Is this a good thing ?! Only time will tell us but as far as I’m concerned it’s a great thing to combine fun with making some pocket money. You can earn lots of money only if you try harder and work (play) many hours a day. The Project Entropia concept is great because instead of paying for the game you can be paid to play. The game economy is based on the players the don’t play for money but for fun whitch invest their money in the game for better armors or weapons.

In the near future I suspect we will see more games of this kind on the market because they are really popular.

Try an alternate way to have fun at Flash Funny Online Addictive Games Free

Published in: Universe Of Games | on October 18th, 2008 | Comments Off