Showing posts with label RTS. Show all posts
Showing posts with label RTS. Show all posts

Saturday, November 13, 2010

The Battle For StarCraft II

courtesy of Edge



It wasn’t meant to be like this. Not at all. Blizzard’s long-anticipated launch of StarCraft II was meant to be a dream – a triumphant return to the RTS genre that made the company’s name in 1997, when the first StarCraft revolutionised realtime strategy gaming. The centrepiece of the game’s launch? South Korea, the epicentre of world competitive gaming, where the low-specs original spread like a virus, hopping from the gamer fringe to become a mainstream sport within five years. Of the ten-million-plus copies of the original game sold worldwide, half were in South Korea. Two television channels sprang up to broadcast matches between the 12 Proleague teams, and fans flocked to see elite players face off against their rivals. The best players pulled in big money, earning up to £200,000 a year.

It’s no wonder that Blizzard looked to South Korea as the land of opportunity for the sequel. With so many players and fans still playing the original, with dedicated television channels running constant promotion, with an entire sport evolving from a single game, what could possibly go wrong?



Plenty, as it turns out. When Blizzard made the original StarCraft way back in 1998, in the early bloom of gaming as a massive entertainment industry, the company had no way of predicting the success of the game in Korea. The blossoming of the e-Sports industry there, spearheaded by StarCraft, took place in an ad-hoc, unregulated manner, and not a single dollar was paid to Blizzard by any of the Korean entities which grew up around the StarCraft phenomenon.

This time around, things have changed. Vivendi took part control of Blizzard in 2008 through its majority-owned company Activision, and a new, more commerce-focused slant became apparent despite Blizzard’s relative independence. Now there would be no chance that an entire sport would spring up unauthorised. This time, Blizzard was going to take control of its own intellectual property and control what was done with it. Stung by the experience of battling World Of Warcraft bots, task automators and gold farmers, the company took a hardline stance against KeSPA – the Korean e-Sports Players Association – and the two TV channels, MBC Game and OnGameNet.



In an open letter on May 27 – two months before the full release – Blizzard president Mike Morhaime laid it out in the open: “In 2007, we were shocked and disappointed to learn that KeSPA had illegally sold the broadcasting rights for StarCraft tournaments without our consent. With this clear violation of our intellectual property rights, we were forced to become more actively involved in the situation and make our voice be heard.”

Strong words indeed. Morhaime wrote that his company had tried hard to negotiate with KeSPA – which has the backing of the Korean government, the teams, and the TV channels – but had got nowhere, effectively forcing Blizzard to ditch KeSPA and give exclusive broadcast rights to SCII matches to a minnow of an operation, Gom TV. The announcement sent shockwaves through the Korean e-Sports establishment, and rippled out into the English-speaking world. To fend off the perception of a money-grab, Morhaime tackled the issue head on: “Unlike the negative rumours you might have heard, Blizzard’s intention towards e-Sports is not to ‘dominate’ it and create excessive profits from it. From the beginning of the negotiations up to now, the basic framework we have thought of is one where e-Sports can continue to grow, while we can protect our intellectual property rights.”

Why is Blizzard getting so hardline about broadcasting rights? After all, the 12 pro-gaming teams are sponsored by major Korean companies who regard the sport simply as a way to get young people interested in their brands. There’s no real money in broadcasting StarCraft – the large audience is nearly all teenage or in its early 20s, a group that in Korea does not have much disposal income, and attending a StarCraft stadium match costs nothing. As Jae-Gyoon Yi, one of the founders of professional StarCraft and the coach of the Woongjin Stars team, told us, when a company sponsors a pro-gaming team, it’s simply another marketing avenue for product exposure.

“In ten years, fans might choose their products instead of the competitors’. They will remember the name,” he says. A team costs up to £14m per year to run – small beer for a long-term branding operation. But the massive corporations will only stay loyal to their teams if fans keep coming to matches and watching them on TV. This battle over intellectual rights may in fact damage the very industry which Blizzard wants to run.

As Korean StarCraft commentator Milkis says, this offline battle is all about control. “Blizzard wanted a lot of control – ownership of pretty much everything – which KeSPA refused to give. The actual negotiations had little to do with money, but more about how much control each party has.”



Control seems to be increasingly important to Blizzard, as evidenced by its refusal to include the LAN play functionality which made the first game such a favourite. To play StarCraft II competitively at all, you have to go through the shinier but more restrictive Battle.net, without chatrooms and restricted to playing within the single region in which you purchased the game. Dig a little bit into Battle.net’s terms of use and you’ll find that it is forbidden to “use the Service for any ‘e-Sports’ or group competition sponsored, promoted or facilitated by any commercial or non-profit entity without Blizzard’s prior written consent”. In short, the unauthorised Korean scene is hereby put on notice: stop using Blizzard’s intellectual property, or be prepared to cough up for the privilege.

Blizzard’s hardball approach has left Koreans feeling sore. A KeSPA spokesman told us that he felt the Korean industry had effectively created the StarCraft phenomenon. In part, that’s true – the region’s fascination with all things Zerg, Terran and Protoss did wonders for Blizzard’s bottom line when it was a smaller company than it is today, and countless thousands more copies were sold once the big-name stars emerged on television.

“Our position is that we created the competitions. Korea is the home of StarCraft – it’s very big here. There are still lots of people playing an old game, but now I think Blizzard wants it to be here without KeSPA,” says the spokesman. “Blizzard wants Battle.net to be used in competitions, not LAN. And they want more money.”



Cutting out the old players seemed like a smart move for Blizzard as it prepared to launch a game it felt certain would update and refine its 1998 offering, guaranteeing years more pro-gaming. As critics began lining up to praise the slick graphics, refined gameplay and new tactics, surely no one would mind if it omitted LAN play – forcing all game traffic through Battle.net – and introduced regional licences for the game? Surely the devoted Korean fans wouldn’t mind if a new, more amenable player picked up the rights to broadcast competitions on television?

It seems, however, that Blizzard may have guessed wrong. In Korea, StarCraft II hasn’t bombed – but it hasn’t done as well as its maker was expecting. There’s been a 12-year gap between game instalments, and many players have either outgrown games or moved on to more novel pastures. StarCraft II is an updated StarCraft, not an entirely new game. Eager to ensure Koreans ditched their beloved original StarCraft for the revamped version, Blizzard offered the game to Korean WOW gamers for free.

Even so, the numbers playing in PC baangs (net cafes) have been lower than expected, with only two to three per cent of Korean gamers playing SCII in the month after it was released. It’s a tiny number given that Korea is perceived as StarCraft’s home market, that the game was released in time for the school holidays, and that it launched with a $30m ad campaign. In fact, StarCraft II’s three-million-plus sales have been mainly in the west.

But after months of tense negotiations, the future may be shifting Blizzard’s way once more. In recent weeks, one of the two main StarCraft: Brood War league organisers, MBC, has reluctantly made overtures to Gom TV for the rights to broadcast. It means that KeSPA – which is supposed to represent the entire e-Sports industry – is losing its grip. Since Gom TV owns the Korean rights to broadcast StarCraft II and the original game, Blizzard effectively has KeSPA, and Gom’s rival TV channels, over a barrel. Gom TV gave the two established StarCraft leagues until the end of August to finish their now-illegal matches. Since then, however, negotiations have been going badly.


Blizzard president Mike Morhaime at the TG-Intel STARCRAFT II Open Season1 tournament

“It’s hard to look at the one-sided and coercive demands as negotiations,” a KeSPA source said in late September. The pro team KT, which was involved in the negotiations, went further. “We once again confirmed that [Gom owner] Gretech does not have any desire to negotiate as they deny the existence of pro-game teams and the Proleague,” said its spokesman.

Despite – or perhaps because of – the pitched battle over broadcast rights, Korean pro-gamers are beginning to make the switch to StarCraft II. Jaedong, widely considered the best Zerg player in the original StarCraft at present, now says he will move over to StarCraft II. “I will definitely switch as I feel StarCraft II has a higher status than StarCraft: Brood War,” he told a Chinese game blog. “We will see more international tournaments in SCII compared to StarCraft: Brood War and this will make the change natural for me. I want to build my reputation abroad and reach out to the international audience.”

For pro-gamers, the case for switching between two similar games was given a boost by April’s match-fixing scandal, which engulfed some of the original StarCraft’s most highly paid players, including the legendary Zerg player sAviOr. Many players were forced to quietly resign or stay out of the limelight, while disgusted fans began abandoning the game, speeding up an existing trend away from StarCraft towards newer, Korean-made titles. As Milkis notes, Korean e-Sports has been shrinking recently: “People are growing up, getting into different kinds of games, and events like this [the Blizzard crackdown] and match fixing are drawing people away from the game.”



For now, Blizzard is pinning its hopes on StarCraft II pro-gaming taking off worldwide, rather than remaining in the Korean ghetto of ultra-high actions-per-minute and ten-hour-day practice sessions. To that end, Gom TV put on an open tournament in Seoul in early October, with prize money totalling £315,000. Despite being open to players from around the world, the tournament was largely Korean, and the Korean Zerg player FruitDealer sent in the Ultralisks to ensure ultimate victory.

He was one of the earliest pro-gamers to make the switch to StarCraft II, after he was forced to leave the original StarCraft scene and his team, eSTRO, to deal with a family emergency. Returning, he picked up the new game and proved himself the current master, pocketing £53,000. With his historic win, FruitDealer has staked a firm claim that Korean StarCraft gamers are still the world’s best. It’s a promising sign for Blizzard and Gom TV, but the future is not certain. We won’t know for some time if Blizzard’s tough tactics have damaged the StarCraft phenomenon in Korea beyond repair, or if it all merely boils down to transitional road bumps

Saturday, October 16, 2010

Watch StarCraft II Being Controlled By An iPhone



In August we told you about an app that would let StarCraft II players control the game using their iPhone or iPad. Now we're showing it to you.

Dan Hellerman's RTS Gameboard for StarCraft II was supposed to see release last month, but missed the mark due to some play testing and optimization. Now it's due out sometime this month, and Hellerman has released a video of the app in action to give players something to look forward to.

Is it worth looking forward to? It's definitely technically impressive, but as many have pointed out it's pretty useless when it comes to fast-paced competitive play. So far the most impressive feature, according to one of the players that regularly orbits Kotaku Tower, is the ability to add a unit to a specific group in a speedy fashion, rather than selecting a group, adding a unit to the selection, and then resaving the selection.

The app definitely speaks of the potential of future interactivity between the PC and devices like the iPhone and iPad.

Edit: A reader pointed out that holding down shift instead of CTRL when creating a group merges the new group with an exsiting one. Our StarCraft II playing friend's response: "FML."

RTS Gameboard for StarCraft II [Official Website]

Blizzard Suing Starcraft II Cheat Makers

Blizzard Suing Starcraft II Cheat MakersRemember those 5000 people Blizzard busted for cheating in Starcraft II? Well the developer is going after those responsible with a vengeance, taking three men to court for creating the hacks those users employed.

"Just days after the release of Starcraft II, Defendants already had developed, marketed, and distributed to the public a variety of hacks and cheats designed to modify (and in fact destroy) the Starcraft II online game experience", the suit reads. "In fact, on the very day that Starcraft II was released, representatives of the hacks Web site advised members of the public that 'our staff is already planning new releases for this game.'"

The three men - "Permaphrost," "Cranix," and "Linuxawesome" - are being accused of "multiple counts of copyright infringement", with Blizzard seeking not just damages but also a cut of the money the three received selling the hacks. The first two are from Canada, the third, Peru.

They also stand accused of encouraging others to infringe upon Blizzard's copyright, because "When users of the Hacks download, install, and use the Hacks, they copy StarCraft II copyrighted content into their computer's RAM in excess of the scope of their limited license, as set forth in the EULA and ToU, and create derivative works of StarCraft II."

Despite the overseas location of the three men, the case will be heard in a Los Angeles US District Court, as stated in the game's Starcraft II's end-user license.

Blizzard sues Starcraft II hackers [GameSpot]

Friday, October 8, 2010

Next Starcraft II due early 2012?

Source: See below.

What we heard: Today at GDC Online in Austin, Texas, Battle.net project director Greg Canessa took the stage to talk about the future of the encompassing online service Battle.net. Following his presentation--a complete write-up of which can be found here--the former PopCap games executive took questions from the audience.

One inquiry may have led Canessa to tip Blizzard's hand about the release date of the first expansion to Stacraft II: Wings of Liberty, Heart of the Swarm. When discussing such future Battle.net features as trading replays, broadcasting replays, and upgrading profiles, he said they were "a main area of focus we're going to be seeing on the Starcraft [II] side over the next 18 months between now and Heart of the Swarm." (Emphasis added.)

Such a time frame would have the expansion arrive in either March or April, 2012. Heart of the Swarm is the second installment in the three-part Starcraft II saga, the first of which, Wings of Liberty, focused on the human faction. Heart of the Swarm will concentrate on the Zerg faction of the real-time strategy, while the third installment in the real-time strategy trilogy, Legacy of the Void, will focus on the sinister Protoss faction.

The official story: A Blizzard representative stressed to GameSpot that there is no announced released window for Heart of the Swarm. However, he did say that the game would not be featured as part of Blizzcon 2010, which will take place in Anaheim, California from October 22-23.

Bogus or not bogus?: Not bogus. Blizzard typically takes its time between expansions, as evidenced by the nearly two-year gaps between the World of Warcraft add-ons The Burning Crusade (January 2007), Wrath of the Lich King (November 2008), and Cataclysm (December 2010).

Friday, August 6, 2010

StarCraft 2: help us mourn the death of content freedom

StarCraft 2 comes with a powerful set of tools for making your own maps and game modifications, but there is no local storage; you have to upload your content to Battle.net and let users grab that content from Blizzard's servers. If your content is considered inappropriate or obscene, Blizzard can take it down. The story is making its way around the gaming press, but this shouldn't be a shock... gaming content has long fallen under the control of the company that created the tools.

Does this hurt us as gamers? Absolutely.

Because they can

Blizzard has slapped some serious limits on what we can do with user-created content. There's a 25MB limit on uploaded content, which means any extensive modding with custom graphics, music, or voice acting is impossible. You can't host a game from content stored locally on your computer, so it all has to go through Blizzard. In this way, the company can perfectly control the platform. So why is content being taken down?

"Because we can. Literally. We have a support department now of size and ability to enforce these types of things," Community Manager Bashiok said on the official forums. "It simply wasn't possible when our in-game support used to consist of approximately 20 technical support agents. We did, however, actually police Warcraft III maps to a small degree if they were reported. But it was a rather archaic process."

Blizzard has a list of what will get your content removed from its service, including trademarks, advertising, and offensive content.

"Keeping people from seeing your hate speech and obscene images on our private game service is not the same as relinquishing your constitutional freedoms in the hopes of increased personal/familial security," Bashiok continued. "Ben [Franklin] would tie you to a kite and let go of the string for making such comparisons."

There is also the matter of the rating: StarCraft 2 is rated Teen, and if Blizzard doesn't keep Mature-rated content out, there could be a serious backlash. Since the company hosts every file, it's on their head if something gets through. The advantage of allowing users to control the content files and download the content from any source online—which is what PC gamers from the good ol' days are used to—is that it gives Blizzard some cover. But by hosting every file and hoping for future monetization of this content, Blizzard is forced to tightly control it.

This is nothing new

LittleBigPlanet also allowed impressive content creation, and we saw content being removed there as well. Which is a shame, as the games based on other gaming content or existing properties were some of the best mods and levels made... not to mention some of the most creative. Being inspired by something you're passionate about, only to have your own content deleted is certainly depressing, though it's understandable from Sony's point of view. No one wants to open themselves up to liability.

By shutting down dedicated servers and not releasing any modding tools, Infinity Ward stopped modding dead in its tracks with Modern Warfare 2. Even if someone was able to create a map or a modification, there would be no way to play it online. That's the way publishers like it; Activision Blizzard recently announced that is has sold 20 million map packs for the various Call of Duty releases. Why allow users to create something just to give it away when there's so much money to be made?

Taking the political issue of game ratings out of the equation, I don't feel like we need to be protected from offensive content, and hate speech is easy to avoid; these people don't tend to be subtle (hint: avoid maps named "WHITE POWA"). If I see something I don't want to, I simply end the game. The trade off, which is the ability to download, host, and enjoy content at my own discretion, is well worth the risk of being minimally inconvenienced by bad words or naughty images.

Those of us who remember looking through Duke Nukem 3D fan pages for a new, great map to play and share with friends know what we've lost here, and, to put it bluntly, it sucks. Every now and again you'd trip over a swastika, but the Star Wars total conversions, the Predator sound packs, and the maps based on Star Trek ship layouts were always a good time. Those days are behind us.

New StarCraft II 1.02 patch now available


Developer Blizzard has just issued the second patch for its sci-fi RTS sequel StarCraft II since the game was released over a week ago. The 1.02 patch, available via the game' auto-updater, deals with a couple of single player campaign issues that have cropped up since the game was released.

One of the bugs that is fixed in the patch deals with campaign mission victories that were not being triggered properly. The other bug fix has squashed an issue where some players were unable to access the game's single player features. Blizzard has a known list of issues and bugs that the developer is still working to fix for StarCraft II.

Sunday, August 1, 2010

Hot Starcraft II is Frying Graphics Cards, Blizzard Issues Temporary Fix

courtesy of DailyTech.com

Starcraft II fans beware, your graphics card may get Zerg rushed


StarCraft II: Wings of Liberty, the first game in Blizzard's highly anticipated real-time strategy sequel trilogy launched on Tuesday. Unfortunately, the blockbuster PC title -- which is expected to sell 10 million copies or more -- had some bumps during its launch.

There were a number of minor bugs, but nothing show stopping at first. Then the reports of melting GPUs hit.

Among those affected was Adam Biessener of Game Informer whose card melted while he was live blogging about his game experience. He bemoaned, "Three hours of cursing later, I'm posting this from my wife's laptop because both my graphics card and my work laptop appear to be fried."

The problem appears to be located in the main menu, where an uncapped frame rate maxes out the GPU, in some cases pushing it to overheating and potentially permanent failure.

Blizzard has issued a response on its support site, acknowledging that it was aware of the issue, and offering a quick fix. The company writes:

Certain screens make your hardware work pretty hard

Screens that are light on detail may make your system overheat if cooling is overall insufficient. This is because the game has nothing to do so it is primarily just working on drawing the screen very quickly. A temporary workaround is to go to your Documents\StarCraft II Beta\variables.txt file and add these lines:

frameratecapglue=30

frameratecap=60

You may replace these numbers if you want to.

For eager customers who already lost a graphics card, though, that fix may prove too late. Blizzard has not announced any plans to replace the lost hardware of victims who experienced the bug.

Many customers are outraged at this. Writes one victim Lorsaire:

Why was this not addressed already before release, and why were there no breaking news warnings or updates to fix this before people started having damage done to their hardware? My Nvidia GeForce cost me more than $300 to get a good card that was great for gaming... Blizzard are you doing anything or have plans to compensate people for the damage you've created?

Of course some of the cards may be covered by manufacturer warranties. And while it does appear a bug (uncapped framerates) is partially to blame for killing off the cards, a card pushed to the max would generally not die instantly were it not for poorly engineered and/or defective cooling. It appears that the cards ultimately were done in by the double blow of both a software bug (in SC II) and hardware issues.

The game features intensely addictive multiplayer gaming between three diverse races -- the Zerg, the Protoss, and the Terrans. It also features a single player campaign in which you play a Terran rebel. Future titles -- Heart of the Swarm and Legacy of the Void will included Protoss and Zerg campaigns, and possibly deliver new multiplayer features as well. Just beware the uncapped framerates.

Thursday, July 29, 2010

How to Pick Your Race in StarCraft 2

How To Pick Your Race In StarCraft  II

Should you play as Terran, Protoss or Zerg in StarCraft II's multiplayer? Good thing there are experts who can break down the options...

StarCraft II player Duban has a great guide over at the official StarCraft II forums that begins with some welcome advice about which army to command.

First, his warning: "you shouldn't pick Terran because they are human, Protoss because they are cool and high tech, or zerg because of their monstrous appetite. Each race has a distinct play-style and/or play-styles unique to their race."

Some excerpts:

Terran

"Terran is an extremely defensive race. The race centers around creating an extremely heavily fortified position in the early game, usually by creating a front door wall with supply depots, barracks, and/or factories. The Terrans than build up a large force unopposed and move out when the time is right. Because Terran strategy is very straightforward and in the process of climbing the tech tree they unlock almost everything Terran is generally considered the "Easy" race.

Zerg

"Zerg gets a large number of extremely mobile units. Speed upgraded Zerglings are lightning fast, mutalisks are fast and flexible, Roaches and infesters can travel while burrowed. The Terran fight in a chokepoint, like near their base, and the Zerg fight in the open ground of the center of the map. The zerg win by out-producing, or out-macroing, their opponent... The zerg is often considered the "hard" race, BUT if you're willing to work with their play-style it can also give great results and be very rewarding at the same time."

Protoss

"The Protoss can put up a strong defense compared to the zerg, but not nearly as tough as the Terrans. The Protoss forces are more mobile than the Terrans but can expect to be outmaneuvered by the Zerg. The Protoss are strong against the zerg in a tight chokepoint, but should fight the Terrans on open ground. They can expand to a new base early, or live off of 1 base for some time...The Protoss doesn't really have a definite weakness, but it doesn't specialize either. Its better than zerg at things zerg is bad at and better than Terran at things Terran is good at."

For more on which race to pick, read D's Guide P1: Picking a Race. Then try D's Guide P2: Basic Rules to live by, D's Guide P3: Dictionary of SC2 terms and D's Guide P4: Build Orders.

Thank you, Duban. StarCraft II novices like me salute you!

Note to readers: Duban's Battle.net page indicates that he plays as Zerg. And is undefeated in league play.

Send an email to Stephen Totilo, the author of this post, at stephentotilo@kotaku.com.

Wednesday, May 12, 2010

StarCraft 2 for Consoles "Not on the Radar" But "Possible"

courtesy of 1up.com


Could StarCraft II eventually find a home on consoles? Lead designer Chris Sigaty hinted that Blizzard is growing more and more open to the idea as developers tinker with new methods for playing real-time strategy games using a controller.

"Console is not on the radar for us right now, but there have been a lot of interesting moves in that direction -- taking RTS to consoles -- and there's been some pretty cool things on the control side," the Blizzard designer said in an interview with CVG.

"I still think that at least from our perspective it feels like the mouse and keyboard just lends itself to this style -- but you know we're getting closer and closer all the time," he clarified. "So when we see that optimum moment I think it's certainly possible that we'll explore that junction as well. It's just not on the radar right now."

A Blizzard game reaching consoles wouldn't be totally unprecedented; it just hasn't happened in a very, very long time. Back in the early '90s, the company made a name for itself with games like The Lost Vikings, Blackthorne, and Rock N' Roll Racing -- all of which turned up on at least one of the 16-bit platforms. The PlayStation also played host to ports of Diablo and WarCraft II; even the original StarCraft released on the Nintendo 64 at one point.

Sunday, May 9, 2010

StarCraft II Does Bullet Hell Shooters Too

courtesy of kotaku



Blizzard's Galaxy Editor for StarCraft II does more than custom maps and Mario Kart-style mods, it does screen-filling bullet hell shooters too! Want proof? See how hellishly this Touhou-style shoot 'em up mod performs. [via GameSetWatch]

There Are No Blue Shells In Starcraft Kart

courtesy of kotaku


Starcraft II isn't just about strategy! It's also about...kart racing.

Everdraed, a participant in the game's beta, built this map and threw this little race together to put a little more Mario Kart into proceedings, going so far as to have in-race items and "sweet ass go-kart" units.

Blizzard's Starcraft II - normally a real-time strategy game - is currently in beta, and will be out later this year for the PC and Mac.

[thanks Robert!]

Wednesday, April 21, 2010

South Korea Cracks Down on Gaming Addiction

courtesy of Time


Ever since Yoon Hyuk-joo, a 16-year-old in Seoul, started playing the popular computer game StarCraft eight years ago, studying has taken the backseat. For six hours every day in dim, smoky Internet cafés known in the South Korean capital as "PC Bangs," Yoon leads a squad of soldiers in Battlefield Online and then maims the undead in Counter-Strike: Zombies. His idols aren't your usual baseball players or pop-music stars: the high school student looks to inspiration from Lim Yo-hwan, known in South Korea as "the Emperor." Lim is one of the most successful professional StarCraft players of all time, whose celebrity has spurred fans to label him and his actress girlfriend as the South Korean equivalent of Ashton Kutcher and Demi Moore.


But in a country where video-game champions live like rock stars, Yoon concedes that too many teenagers are getting hooked on the hobby. He was pleased last week when the government ordered what it calls a "nighttime shutdown" for gamers: the Ministry of Culture, Sports and Tourism directed the operators of the three most popular games to block people under age 18 from playing games between midnight and 8 a.m. starting in September. Another rule will significantly slow down the Internet connections of young players if they engage for too many hours into the night, rendering the more graphics-intensive games unplayable, and several other bills are pending in the National Assembly that could restrict kids' gaming habits even further. "It's a great idea," says Yoon. "Video-game addiction is having bad effects on our generation. The kids have to study and grow up eventually."


(See pictures of South Korean video gamers.)

South Korea is one of the most wired countries in the world, but that connectivity comes with a price. Since the early 2000s, occasional reports of compulsive gamers dying or murdering loved ones to satisfy their addiction have raised hackles at the industry, a domestic market valued at about $2.4 billion in which 30 million people are thought to play regularly. The government introduced the recent nighttime shutdown one month after police discovered a 3-month-old baby who starved to death while her parents were busy nurturing their virtual baby on a game at an Internet café.

The curfew also comes one month after the Korean e-Sports Players Association, a governing body of professional computer-game sports, reportedly filed charges against a group of retired StarCraft players and officials for allegedly manipulating the betting system — a testament to how seriously some Koreans have come to take the game. In February, a 22-year-old Korean man was charged with murdering his mother after she pestered him to stop playing. And in 2005, in one of the most famous cases, a 28-year-old man went into cardiac arrest and died after playing StarCraft for 50 hours straight, with only a few bathroom breaks. That was a particularly bad year for the country, when 10 people died from related causes to video-game addiction.

Psychologists estimate that 10% of South Korean schoolchildren have shown signs of video-game addiction, thought by some psychiatrists to be one of the highest rates in the world, along with that of China. Video-game addiction — though not officially recognized in the U.S. by the American Psychological Association — typically includes symptoms like becoming withdrawn or angry when not allowed to play. Severe cases can result in addicts' simply not eating or sleeping until they're back on their binge. For years, South Korea has been at the forefront of treating the disorder. In 2002, before the issue had risen to global prominence, the government opened one of the region's first Internet-addiction treatment centers, perched away in the countryside. Since then, hundreds of private hospitals and clinics in the country have opened specialized units to treat the disorder, and the government even opened a hotline for gaming addicts in 2006. At the treatment centers, patients typically spend two weeks or more detoxing from video games by partaking in outdoor activities and arts and crafts. They also discuss with counselors the problems that video games have created for their health and social lives, supposedly releasing their anxiety.

Monday, March 23, 2009

Halo Wars sells 1 million units



Most people by now know that Ensemble Studios went the way of the dodo bird, but their final game has proven to be a success. According to Microsoft, over one million units of Halo Wars have been sold and over 2.6 million multiplayer matches played on Xbox Live. Seems as though Ensemble Studio's swan song has been well-recieved by the gaming masses despite the comments from gamers at message boards and forums stating how "average" the gameplay is and how RTS doesn't work on a console. The numbers don't lie.

Halo Wars IS an average RTS when compared to a PC RTS, but if you think like that - then, Halo 3 is also "average" due to the fact that the game is played using a game controller instead of a keyboard and mouse.

The bottom line... is even though Halo Wars is not the most advanced, next-generation RTS game, it is still enjoyable and lets you experience the Halo universe from a different perspective. I personally enjoy the game. It refreshing, and the online co-op is a blast. Plus, everyone is hindered by the awkward controls, so no one is at a disadvantage. Just relax and play the game, or relax and don't. Stop the hate.