Minggu, 08 Maret 2009

Real Football Manager Edition 2009

Real Football Manager Edition 2009
Real Football Manager Edition 2009
128х128, 128х160, 176х220, 240х320 + For Nokia Phones | 5.1 Mb | RS

The first name in football management simulations on mobiles is back for another season! Real Football Manager 09 features a new, simplified interface and improved artificial intelligence for maximum realism. Choose your club from one of 8 different leagues and more than 200 teams. All transfers are updated for the 2008/2009 season. Plan your players’ training schedule and perfect each position’s tactics to lead you to a title. As an exclusive feature, you can even transfer your team to Real Football 2009 to play!

Find the biggest clubs and all the championships in the most successful football management game for mobiles! Lead your team to the top!


Download:
http://www.ziddu.com/download/3779429/RFM09_7879.rar.html

mirror:
http://rapidshare.com/files/206693088/RFM09_7879.rar

Sexy Mah-Jong

Sexy Mah-Jong
Sexy Mah-Jong

Screen Size: 128x128, 128x160, 176x208, 176x220, 208x208, 240x320

Can you match this classic game of imperial wisdom full of enigmas, but be careful there are some beautiful oriental beauties waiting to distract your attention. Demonstrate your wisdom like the great emperor that you're and discover those girls waiting for you behind the pyramids of stones. The only way to get your reward is to find the pairs that have a free side inside the endless pyramids of the game, with each one creating a new challenge. A fantastic game, 100% addictive, where the player will have to face the stopwatch or solve the challenge in their own time in order to enjoy those gorgeous oriental beauties that are only reserved for the Grand Emperor.

Download: 1.06 MB

Mirror:
http://rapidshare.com/files/206684288/Sexy_Mah-jong_7879.rar

Jumat, 06 Maret 2009

Computer display standard (redirected from Screen size)

Computer display standard
(redirected from Screen size)

Various computer display standards or display modes have been used in the history of the personal computer. They are often a combination of display resolution (specified as the width and height in pixels), color depth (measured in bits), and refresh rate (expressed in hertz). Associated with the screen resolution and refresh rate is a display adapter. Earlier display adapters were simple frame-buffers, but later display standards also specified a more extensive set of display functions and software controlled interface.

Until about 2003, most computer monitors had a 4:3 aspect ratio and some had 5:4. Between 2003 and 2006, monitors with 16:10 aspect ratios have become commonly available, first in laptops and later also in standalone monitors. Productive uses for such monitors, i.e. besides widescreen movie viewing and computer game play, are the wordprocessor display of two standard letter pages side by side, as well as CAD displays of large-size drawings and CAD application menus at the same time. The VESA industry organization has defined several standards related to power management and device identification. Ergonomy standards are set by the TCO. |



Standards

A number of common resolutions have been used with computers descended from the original IBM PC. Some of these are now supported by other families of personal computers. These are de-facto standards, usually originated by one manufacturer and reverse-engineered by others, though the VESA group has co-ordinated the efforts of several leading video display adapter manufacturers. Video standards associated with IBM-PC-descended personal computers include:

Table of computer display standards
Video standard Full name Description Display resolution (pixels) Aspect ratio Color depth (2^bpp colors)
MDAMonochrome Display AdapterThe original standard on IBM PCs and IBM PC XTs with 4 KB video RAM. Introduced in 1981 by IBM. Supports text mode only.720×350 (text)72:351 bpp
CGAColor Graphics AdapterIntroduced in 1981 by IBM, as the first color display standard for the IBM PC. The standard CGA graphics cards were equipped with 16 KB video RAM.640×200 (128k)
320×200 (64k)
160×200 (32k)
16:5
16:10
4:5
1 bpp
2 bpp
4 bpp
Hercules
A monochrome display capable of sharp text and graphics for its time of introduction. Very popular with the Lotus 1-2-3 spreadsheet, which was one of the PC's first killer apps. Introduced in 1982.720×348 (250.5k)60:291 bpp
EGAEnhanced Graphics AdapterIntroduced in 1984 by IBM. A resolution of 640 × 350 pixels of 16 different colors (4 bits per pixel, or bpp), selectable from a 64-color palette (2 bits per each of red-green-blue).640×350 (224k)64:354 bpp
Professional Graphics Controller
With on-board 2D and 3D acceleration introduced in 1984 for the 8-bit PC-bus, intended for CAD applications, a triple-board display adapter with built-in processor, and displaying video with a 60 Hz frame rate.640×480 (307k)4:38 bpp
MCGAMulticolor Graphics AdapterIntroduced on selected PS/2 models in 1987, with reduced cost compared to VGA. MCGA had a 320x200 256 color (from a 262,144 color palette) mode, and a 640x480 mode only in monochrome due to 64k video memory, compared to the 256k memory of VGA.320×200 (64k)
640×480 (307k)
16:10
4:3
8 bpp
1 bpp
8514
Precursor to XGA and released about the same time as VGA in 1987. 8514/A cards displayed interlaced video at 43.5 Hz.1024×768 (786k)4:38 bpp
VGAVideo Graphics ArrayIntroduced in 1987 by IBM. VGA is actually a set of different resolutions, but is most commonly used today to refer to 640 × 480 pixel displays with 16 colors (4 bits per pixel) and a 4:3 aspect ratio. Other display modes are also defined as VGA, such as 320 × 200 at 256 colors (8 bits per pixel) and a text mode with 720 × 400 pixels. VGA displays and adapters are generally capable of Mode X graphics, an undocumented mode to allow increased non-standard resolutions.640×480 (307k)
640×350 (224k)
320×200 (64k)
720×400 (text)
4:3
64:35
16:10
9:5
4 bpp
4 bpp
4/8 bpp
4 bpp
SVGASuper VGAA video display standard created by VESA for IBM PC compatible personal computers. Introduced in 1989.800×600 (480k)4:34 bpp
XGAExtended Graphics ArrayAn IBM display standard introduced in 1990. XGA-2 added 1024 × 768 support for high color and higher refresh rates, improved performance, and support for 1360 × 1024 in 16 colors (4 bits per pixel).1024×768 (786k)
640×480 (307k)
4:3
4:3
8 bpp
16 bpp
QVGAQuarter VGA
320×240 (77k)4:3
WQVGAQuarter VGA
480×270 (77k)16:9
QQVGAQuarter QVGA
160×120 (19k)4:3
WXGAWidescreen Extended Graphics ArrayA version of the XGA format. This display aspect ratio is becoming popular in some recent notebook computers.1280×720 (922k)
1280×800 (1024k)
1440×900 (1296k)
16:9 or 16:1032 bpp
SXGASuper XGAA widely used de facto 32 bit Truecolor standard, with an unusual aspect ratio of 5:4 instead of the more common 4:3 which means, if scaled, images appear wider on SXGA displays than most other resolutions. This is generally the physical aspect ratio & native resolution of 17" LCD monitors.
  • Some manufacturers, noting that the de facto industry standard was VGA (Video Graphics Array), termed this the Extended Video Graphics Array or XVGA.
1280×1024 (1310k)5:432 bpp
WXGA+,
or WXGA,
(or WSXGA)
Widescreen Extended Graphics Array PLUSA version of the WXGA format. This display aspect ratio is becoming popular in some recent notebook computers, as well as 19" widescreen LCD monitors where it is the native resolution.1440×900 (1296k)16:1032 bpp
WSXGA+Widescreen Super Extended Graphics Array PlusA version of the WXGA format.1680×1050 (1764k)16:1032 bpp
UXGAUltra XGAA de facto Truecolor standard.1600×1200 (1920k)4:332 bpp
WUXGAWidescreen Ultra Extended Graphics ArrayA version of the UXGA format. This display aspect ratio was becoming popular in high end 15" and 17" widescreen notebook computers.1920×1200 (2304k)16:1032 bpp
2KDLP Cinema TechnologyDigital Film Projection2048×1080 (2212k)1.948 bpp - 24 FPS
QXGAQuad Extended Graphics Array
2048×1536 (3146k)4:332 bpp
WQXGAWidescreen Quad Extended Graphics ArrayA version of the XGA format. This display aspect ratio is becoming popular in some recent desktop monitors.2560×1600 (4096k)16:1032 bpp
QSXGAQuad Super Extended Graphics Array
2560×2048 (5243k)5:432 bpp
WQSXGAWide Quad Super Extended Graphics Array
3200×2048 (6554k)25:1632 bpp
QUXGAQuad Ultra Extended Graphics Array
3200×2400 (7680k)4:332 bpp
WQUXGAWide Quad Ultra Extended Graphics ArrayThe IBM T220/T221 LCD monitors supported this resolution, but they are no longer available.3840×2400 (9216k)16:1032 bpp
4KDLP Cinema TechnologyDigital Film Projection4096×1716 (7029k)2.3948 bpp - 24 FPS
HXGAHex[adecatuple] Extended Graphics Array
4096×3072 (12583k)4:332 bpp
WHXGAWide Hex[adecatuple] Extended Graphics Array
5120×3200 (16384k)16:1032 bpp
HSXGAHex[adecatuple] Super Extended Graphics Array
5120×4096 (20972k)5:432 bpp
WHSXGAWide Hex[adecatuple] Super Extended Graphics Array
6400×4096 (26214k)25:1632 bpp
HUXGAHex[adecatuple] Ultra Extended Graphics Array
6400×4800 (30720k)4:332 bpp
WHUXGAWide Hex[adecatuple] Ultra Extended Graphics Array
7680×4800 (36864k)16:1032 bpp

Display resolution prefixes

Although the common standard prefixes super and ultra do not indicate specific modifiers to base standard resolutions, several others do:
Quarter (Q)
A quarter of the base resolution. E.g. QVGA, a term for a 320×240 resolution, half the width and height of VGA, hence the quarter total resolution. This prefix is usually for "Quad" in higher resolutions.
Wide (W)
The base resolution increased, and not lowered, for square or near-square pixels on a widescreen display, usually with an aspect ratio of either 16:9 or 16:10.
Quad(ruple) (Q)
Four times as many pixels compared to the base resolution, i.e. twice the horizontal and vertical resolution respectively.
Hex(adecatuple) (H)
Sixteen times as many pixels compared to the base resolution, i.e. four times the horizontal and vertical resolutions respectively.
Ultra (U)
eXtended (X)


These prefixes are also often combined, as in WQXGA or WHUXGA.

Other resolutions

There are also some other 4:3 ratio resolutions such as 1400x1050 SXGA+ and unnamed ones like 1152x864 (sometimes referred to as XGA+).

Kamis, 05 Maret 2009

Learn to play online games

Learn to play online games


Online gaming is a new era of the evolution of technology and with the rising demand of different ways to spend our leisure time and with the increase in demand for our services in the working environment. Online gaming is among the most interesting and modern way of entertainment according most of the surveys done worldwide. Many people from all age groups indulge themselves in online game to refresh their minds as well as educate themselves at the same time.

Online games are the games played on the computers by the means of internet connection. As the number of internet users is increasing the number of online gamers is also increasing. Games range from the simplest to the most complex depending on the type of game that pleases you. One of the most interesting things about online games is use of graphics and virtual worlds populated by many players simultaneously.

Additionally, playing online games is less solitary act than most people think. First, many types of games, including shooting games, sports games, backgammon, billiard and chess, are two or multi player games in which players can compete against each other. Additionally, most gaming sites add several features that encourage interaction between gamers including forums, chats, multiplayer games and tournaments, etc.

Room decoration games.This is another big hit with girls. For some reason, girls like to decorate their own rooms. They may want to put up posters, paste stickers, and make their rooms comfy and cozy. Such games allow their imagination to run wild. They can redecorate their rooms as many times as they want. So they never get bored! To play these games, all that is required is a computer, a browser, and an internet connection. If you are not careful, you can end up spending hours playing games for girls!

Social networking is a term that was used prior to its use on the Internet. Basically a social network is a community of people sharing common interests. It enables a gathering of like minded people to develop greater awareness and knowledge of their mutual business, hobby and personal interests.

One of the latest revolutions on the Internet is social networking. A social network service on the Internet centers on the building and verifying of online social networks for communities of people who share interests and activities. One of the most popular forms of social networking has been chatting however social networking is now developing in a number of different ways. Typically social networking requires the use of software but has become increasingly popular by the use of websites such as Myspace and You Tube.

It allows you to think quickly and think constructively. The games normally are developed in consultation with behavioral specialists. It has been found that people who react or respond to situations fast help in keeping the memory active. With that being said, you would find that in such cases, people are able to retain good memory for a long time.

The highest quality standards, now-a-days, are such that it helps to satisfy you by providing you the latest flash games available. As soon as a new flash game hits the market, it assures the quality standards, and is made available online, for your enjoyment and fun for free. It is for sure that you will always find a variety and latest updated games that are interesting and enjoyable to play. Free Online Games keep you occupied all day long without a thought of getting bored.

You will be more than satisfied and this is a promise. So, what are you waiting for, just log on to free online games and enjoy a world full of amazing games. You name it and it is visible on your screen for you to play happily. If you have a typical classic choice, your need is filled here in this section too, the classic arcade games, which provide you the latest and the most wanted classic Mario and sonic games along with other classics like Pacman, surprisingly in the free online versions. Free Online Games not only end here, shooting game lovers you have a room for yourself too, to bring out the real shooter in you there is a range of free online shooting games.

There is also a potential possibility for online games to help people and families to deal with chronic diseases and other illness that involve the mind. Since games are easier to understand than books then most of schools use online gaming as a way to educate people especially children. From fighting cancer cells to managing pain free online games allow families to use imagination and creativity, while also opening doors to the chance of recovery and understanding.

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Free Online Games At A Glance

Free Online Games At A Glance

There are a large number of free online games at .Com. The website specializes in presenting the latest and best when it comes to gaming.

As well as this, there are quite a lot of particular that have been produced by that are offered to people for ideas. This website takes particular care in making certain that the information for each of the free are easy plus will be simply known by any person who engages in game play on the website.

There are many different categories of at , like: Adventure, Card , Strategy , Puzzles, Arcade, and more! If you are seeking out free , has a massive selection that you will love!

If you would like to enjoy the free at , there is what is named a “basic membership” that can allow you to do so. At last calculation, there were just over three hundred unlike styles of that possibly will be performed at the stage.

You will find, at this type of variety, that there are many different that are sure to draw your interest. These free can be used to pass time, in place of spending large amounts of money in going out, and even as a supplement to the classroom as they can assist in critical thinking, multitasking, and more! is also considered to be the leader on the when it comes to free !

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FIFA 09 Ultimate Team -- Online Tournaments

FIFA 09 Ultimate Team -- Online Tournaments


Previous FIFA 09 Ultimate Team Blogs on EA SPORTS World

Blog 1 – Overview
Blog 2 – Types of Cards

FIFA 09 Ultimate Team Blog 3 - Online Tournaments

Matt Prior, Producer

Before I talk about Online Tournaments I wanted to inform you that we have confirmed the pricing for FIFA 09 Ultimate Team. It will be available beginning March 19 for 800 Microsoft points or $9.99. In addition, for those of you who don’t want to play their way to accumulate packages of cards, bronze packages of cards can be purchased for 20 Microsoft points or $0.25, silver packages for 40 Microsoft points or $0.50 and gold level packages for 80 Microsoft points or $1.00. It’s important to point out that this is only a shortcut and won’t buy you anything that you can’t already earn in-game; it’s simply a shortcut for those who want to use it. Silver and Gold packs are locked out initially and can’t be purchased during the free trial period. It takes 6 and 12 games, respectively, before the Silver & Gold packs are unlocked.

One of the questions I get asked most often is, “What are the differences between league matches and tournaments?”

League matches earn leader board points that are the ranking system for the leader boards but the points awarded are not just tied to the result. Like the coins, leader board points are also awarded based on your in-game performance. There are 5 leader boards in total: Overall, Online League, Offline League, Online Tournament, and Offline Tournaments.

Tournaments are knockout format that go to extra time and penalties if undecided by the 90th minute. Lose, and you’re knocked out of the tournament and must start again, so there is a lot of pressure. League games add to your standings on the Ultimate Team leader boards and can end in a draw. League games tend to be used as a means to earn coins and skill points while resting players in an effort to strengthen the squad or to try out new formations and players.

The online Knockout Tournaments are where gamers will come up against each other and will be where the true champions are decided. We implemented an advanced match making system that should allow for much better matchups and increase the ability to find an opponent. The format is the same as the offline: 16 gamers face off in a knockout format with only one winner taking home the trophy.

There are 18 online tournaments in all. The lowest of these is the Bronze Divisional Cup which will be the first tournament most gamers will unlock. The tournaments are unlocked by skill points which are earned by playing games. The better the performance, the more points are earned. Skill points do not decrease, so once you have unlocked a tournament, you can enter it as many times as you want. If you want to advance and fill out your trophy cabinet however, you’ll have to win it. Winning a trophy will fill in your trophy cabinet as well as earning the tournament banner. Tournament banners are hung in your training arena so you’ll instantly be able to see a measure of your success when you go back. A truly successful gamer will have a completed cabinet and an arena festooned with banners. Additionally, winning a trophy then unlocks the Silver versions and winning that unlocks the Gold. Each level of tournament will feature progressively better gamers so at the Gold level it will truly be a battle of the elite.

We have implemented advance matchup logic that should ensure more chance of matching up in an online game. Online gameplay is a key part of Ultimate Team and not having an opponent to play can be very frustrating for online games, so we have tried to create a ‘match up anytime’ system and hopefully gamers will have less wait time to match up and will match up against someone near your ability.

Quitting out is one of the most frustrating things about playing online, so we have tried to combat this by ensuring that quitting out is the worst possible course of action for gamers. If a gamer quits out, they will not be awarded any coins or skill points and all their players will be deducted a contract. If the gamer decides to finish the game, even if they are losing heavily, they will still be awarded coins and skill points, as there are set values for just finishing an online game. We hope that gamers will soon realize that quitting is the worst thing they can do and that by playing out the game they will be rewarded. You’ll definitely grow your team much quicker if you finish games.

Opinion: Designing For Free Takes More Than 'Just' Game Design

Opinion: Designing For Free Takes More Than 'Just' Game Design

[In a fascinating opinion piece originally printed in Game Developer magazine, EA Maxis designer and programmer Soren Johnson (Spore, Civilization IV) discusses the deceptively complex challenges in designing free-to-play games -- and how game designers have lots more to consider than "just" game design.]

In China, a new MMORPG with a very aggressive business model, entitled ZT Online, has gained significant popularity. With over 10 million users and an ARPU of $40/month, the game has made its publisher, Giant Interactive, one of the most profitable online entertainment companies in China.

Like many Asian games, ZT is free-to-play (F2P) and focuses primarily on player-vs-player gameplay. Not only can players steal from their defeated foes, but weaker characters can even be kidnapped and held for ransom, locking their owners out of the game.

Access to equipment in ZT is very limited. First of all, there are no loot drops from killing monsters or completing quests. Further, all items in the game are completely bound to the owner, so there is no way to trade for better weapons with other players. Instead, the primary way to gain equipment to empower one’s character is by paying real money directly to the publisher to open "treasure chests."

Essentially in-game slot machines, these chest have only a small chance of producing something useful, and finding the best equipment often requires opening thousands of chests. In fact, each day, the game confers a special bonus to the player who has opened the most chests -- meaning the player who has spent the most real-world money to obtain better items.

ZT Online’s complete embrace, at every level of the game, of real-money transactions (RMT) may be appalling to some in the West, but the game is in many ways at the vanguard of a trend to develop games that take advantage of the players’ appetites for spending money to gain in-game advantages.

Trends

Ironically, the F2P-with-RMT model traces its origins to the challenge of getting Asian gamers to buy boxed, retail games, most of whom preferred the free ride of easy and widespread piracy. In response, Korean companies like Nexon and NCsoft built server-based online games which could not be pirated and would require alternate business models.

Starting with subscriptions (including the world’s first million-subscriber MMO, NCsoft’s Lineage), the Korean industry eventually shifted to F2P games that made money from micro-transactions, such as Nexon’s KartRider and MapleStory.

With many of these online games serving tens of millions of players, the Korean model has begun attracting the attention of major Western publishers, who have chartered their own F2P games in Asia, such as EA’s FIFA Online, Valve’s Counter-Strike Online, and THQ’s Company of Heroes Online.

The promise of F2P games is that gamers will get hooked on a free game and then eventually spend their own money on their new passion. However, designing these games is not a simple endeavor; in fact, the challenges of F2P design can make developers appreciate how fortunate they were when they could design for a fixed-cost product, either a boxed, retail game or a standard, subscription-based MMO.

In a fixed-cost world, the designer can focus on just one thing: making the player’s experience as engaging and interesting and fun as possible.

For a F2P game, however, designers have to balance making free content fun enough to engage first-time players but not so much fun that they would not yearn for something more, something that could be turned into a transaction sometime in the future.

Every design decision must be made with a mind towards how it affects the balance between free and paid content. Thus, the true cost of piracy is that the line between game business and game design has become very blurry.

As games move from boxed products to ongoing services, business decisions will become increasingly indistinguishable from design decisions. Of course, the industry has seen game designers play businessmen before -- a fundamental part of arcade game design was understanding how to suck the most quarters out of players. Thus, understanding how successful F2P game have navigated these waters is instructive.

Business or Design?

The aforementioned 2D MMORPG MapleStory has an in-game RMT store in which players can purchase items for their characters. These purchases can range from purely cosmetic items, such as funny shades or blue-colored hair, to consumables which give actual in-game bonuses.

These consumables include tickets for earning double experience points over 24 hours, avatar warps for triggering instant travel, and ability resets for realigning character traits.

In a nod to in-game fairness, these bonuses only save the purchaser time instead of directly increasing the power of his character. This distinction is important as RMT can still have in-game meaning without needing to be tied to the game’s best weapons and equipment, as with ZT Online.

Maple Story Cash Store

Another popular F2P game with a different business model is the web-based MMORPG RuneScape, which uses optional subscriptions instead of optional microtransactions. Subscribers gain access to more quests, new areas, player housing, and extra skills.

Again, the designers have to decide where to draw the line between free content to grow the game and paid content to drive revenue. As one in every six active players currently chooses to subscribe, they have struck a good balance.

Travian, a successful web-based MMO strategy game, does allow players to purchase temporary in-game bonuses, such as +10% attack strength or +25% wood production for a week. These bonuses have been controversial among the community as many players feel obligated to buy them in order to compete at the highest level. Gamers can also purchase Travian Plus, which unlocks an improved interface to make playing the game more efficient. The Plus mode includes a larger map display, a combat simulator, empire management tools, graphical info screens, and queued construction orders.

As a comparison, all of these features would be expected in a similar boxed, retail strategy game, such as Civilization 4. However, by withholding their best, the designers are walking a dangerous line here as players could be turned off by the purposely crippled interface.

For example, in Travian, each of your towns can construct only one upgrade at a time. Thus, players are encouraged to visit their towns every time an upgrade is finished, and as each upgrade might take half an hour, players may need to check the site many, many times each day just to keep pace with their competitors. A simple order queue would fix this problem, but the designers purposely decided to offer this feature only to players willing to pay for Plus.

Whether this decision was right or wrong remains an open question, but perhaps a more important question is who made this decision? Game designers or businessmen? Does it even make sense to think of them as being different in a world where every element of a game can be given a price?

Without a good balance of the needs of profit and of fun, F2P games will feel either like a con job designed to suck away all of the player’s money (as with ZT Online) or a charitable endeavor that never acquires the resources needed to develop and grow. However, when facing a difficult decision, one should always err on the side of providing the best free content possible. Greedy developers looking to maximize profits in the short-term risk losing their evangelizers willing to spread the word about a great game which is genuinely free-to-play.

A Free Market Solution

One interesting way to solve this problem - pioneered by Korean companies like Nexon - is the dual currency system, which lets the free market manage the balance. Three Rings' Java-based MMO Puzzle Pirates employs such a system to meet the needs of both players who are time-rich and players who are cash-rich.

One type of currency, Pieces of Eight (PoE), is earned by spending time playing puzzle games while the other type of currency, Doubloons, is bought directly with real money. A wide variety of items are available for purchase, with effects ranging from aesthetic changes to in-game upgrades.

However, as items often cost both types of currency, players who cannot afford to buy Doubloons can trade for some by giving their PoE to cash-rich players. These latter players may need the PoE because they don’t have the time to spend earning it by playing puzzles for hours. By allowing players to freely trade the two currencies, the designers have created multiple paths to earning any single purchasable item.

Puzzle Pirates Exchange

Thus, the designers avoid the balance issues faced in Travian by making sure that all content and features are available to all players, whether they are willing to spend money or not. In fact, when a time-rich player trades for Doubloons, the cash-rich player is essentially "sponsoring" her peer -- every Doubloon spent in Puzzle Pirates earns the developer money, whether the Doubloon is spent by the original purchaser or not.

A natural free market dynamic keeps the two sides balanced. If too many time-rich players flood the game, the value of PoE will plummet, tempting players on the bubble to spend a little cash to take advantage of the low prices. Thus, with the help of the auto-balancing market forces of the dual currency system, the designer’s goal simply becomes creating a compelling experience that keeps people playing the game.

Even Giant Interactive is beginning to understand the limitations of the soak-the-rich design of ZT Online. The publisher is developing a subscription-based version of ZT (without the casino-style treasure chests) that is being launched for the low-income market not happy about playing a game full of rich players who have bought their way to the top. Another game they are publishing, Giant Online, aims for the middle-income segment by allowing RMT but adding spending caps to prevent a monetary arms race.

These developments are welcome because the free-to-play format holds great promise. F2P games have a much larger potential audience than their fixed-cost counterparts because of the former’s ability to satisfy different levels of player commitment, both in terms of time and money.

Further, the potential for innovation is greater because consumers are no longer required to make a "leap of faith" when making a large, up-front retail purchase. However, the challenge of developing F2P games is that being "just" a game designer is no longer sufficient. Success, both in terms of profit and popularity, will be determined by how well the game design matches the business model.

The Top 20 LIVE Games of 2008

The Top 20 LIVE Games of 2008

Last year was a great year to be an Xbox 360 gamer as is evident by the quality of titles that Xbox LIVE members were playing. After a few days of number crunching, here are the top games for 2008 based on Xbox Live connectivity.


Xbox 360 Top Live Titles
(based on UU’s)

1 Halo 3
2 Call of Duty 4
3 GTA IV
4 Gears of War 2
5 Gears of War
6 CoD: World at War
7 Guitar Hero III
8 Battlefield: Bad Company Demo
9 Star Wars: The Force Unleashed Demo
10 Rock Band
11 Fable II
12 Mirror's Edge Demo
13 Madden NFL 09
14 BF: Bad Company
15 Rainbow Six Vegas 2
16 UNO
17 Castle Crashers
18 COD: World at War Multiplayer Beta
19 Forza Motorsport 2
20 Too Human - Demo


Top Arcade Titles (Full Versions purchased)

1 Castle Crashers
2 Geometry Wars: Retro Evolved 2
3 Braid
4 A Kingdom for Keflings
5 UNO
6 Super Street Fighter II Turbo HD Remix
7 Fable II Pub Games
8 Duke Nukem 3D
9 Bionic Commando: Rearmed
10 Worms
11 SOULCALIBUR
12 Portal: Still Alive
13 DOOM
14 1942: Joint Strike
15 Bomberman Live
16 MEGA MAN 9
17 N+
18 Wolf of the Battlefield: Commando 3
19 Marble Blast Ultra
20 Ultimate Mortal Kombat 3

The above arcade list is based on full versions purchased.

Original Xbox Top Live Titles (based on UU’s)

1 Halo 2
2 Fable
3 Star Wars: Battlfrnt 2
4 Counter-Strike
5 Fable: Lost Chapters
6 Doom 3
7 Conker: Live Reloaded
8 Splinter Cell Chaos
9 SW: KOTOR
10 SW: Republic Commando
11 Star Wars: Battlefront
12 Burnout 3
13 Guilty Gear XX #Reload
14 Gauntlet Seven Sorrows
15 Call of Duty 3
16 Ninja Gaiden Black
17 Crimson Skies
18 MechAssault 2
19 Call of Duty 2
20 Rainbow Six 3

The Only 10 Games Your iPhone Needs

The Only 10 Games Your iPhone Needs

There are loads of games in the App Store for the iPhone/iPod Touch, but if you want to save money and space, which are the true essentials? Here are our 10 must-haves.

While there are enough good games in the App Store to fill up multiple pages on your iPhone or iPod Touch, you don't need that many, nor do you need to spend that much money. If you focus on filling certain genres with single games and not doubling up on multiples, you can make yourself the ultimate "games page" of apps. Here's the list.

Touchgrind: This skateboarding game was designed from the ground up for the multi-touch iPhone platform, and it shows. The completely unique control method of using your fingers as legs on a skateboard immediately makes sense and is totally addicting. As you get better, the new skateboards that are unlocked with high scores continually feel just within your grasp. $4.99

Galcon: Galcon is a space-based strategy game that delivers super-short games, which is perfect for the iPhone. Rather than getting dragged into games you won't finish, Galcon lets you play a bunch of one or two minute games. You can refine your strategy with each game, and every time you lose it's just too easy to try again. Lite: Free; Pro: $4.99

Fieldrunners: Many call this the best game in the App Store, and it's tough to argue with them. A tower defense game with a super-high degree of polish, this is the definition of addicting. Basically, you want to set up weapons to stop soldiers for storming your towers. You earn more cash for more weapons for every guy you stop, and you lose health for every guy who gets through. And then you can't. Stop. Playing it. $4.99

Line Rider iRide: You've probably played Line Rider on the internet in some form or another: you draw a bunch of lines, then a little man on a sled gets tossed down your makeshift track. The controls are simple and work great on a touchscreen, and you can play in short bursts, saving your maps for later. It's intuitive enough that there's virtually no learning curve, but you can spend countless hours working on your masterpiece of sledding physics. $2.99

Uno: You know Uno, you love Uno. But here's a version that involves no pesky shuffling. If you're more of a poker fan you probably went for Texas Hold 'Em, which is cool, but if you ask me, Uno is a much more fun card game. After all, what fun is poker when you're gambling with pretend money? $5.99

Rolando: This is a wonderful, cartoonish platformer that uses simple controls that are easy to learn but are used in increasingly complicated and challenging ways as the game progresses. You control a series of little balls—Rolandos—by tilting your iPhone and swiping up to jump. But you can control many of them at once, and there are also obstacles and switches you can manipulate. It's got a high degree of polish and will suck you in from the first level. $9.99

Crash Bandicoot Nitro Kart 3D: This is our favorite racing game, despite not being fully sold on the accelerometer controls of iPhone racing games. But because of that, you really only need one, and this should be it. Great graphics, good stability and plenty of variety add up to make this the essential iPhone racing game. $5.99

SimCity: This port of SimCity 3000 is stunning. This is no gimped version of SimCity, dumbed down for a touchscreen. It's the full game, complete with advisers and all the building types you can handle, with intuitive touchscreen controls. Finally, you can build the epic metropolis of your dreams whenever you sit down and have a few minutes to kill. $9.99

Touch Hockey: FS5: Air Hockey on the iPhone is just like regular air hockey, minus the high probability of getting one of your fingers smashed with the puck. Simply put your finger on the mallet and try to score some goals. It's also fun to play with two people, with each person holding an end of the iPhone. And hey, no quarters required. Lite: Free; Pro: $1.99

Trism: This is essentially a modified version of Bejeweled, and if you know that game then you know why you'd want it on your iPhone. It's a classic puzzle game, one that makes the transition to the touchscreen beautifully. You're trying to get three pieces of the same color together to make them disappear, and depending on how you're holding your iPhone, the resulting tumble of pieces will happen in a different direction. It adds a new level of strategy to the game while retaining what made the original so awesome. $2.99

[A Bonus 11th game, From Brian: I'd like to add Motion X Poker Quest to the list for its amazing use of the accelerometer and in game physics used to roll the dice, as well as beautiful graphics and sounds and addicting game play. ]