Final de semana chegando é hora de diversão, que tal ir começando a baixar a imagem(1.7GB) deste game em link direto (clicou baixou!) via FTP? Para sua tarefa não ser tão árdua, recomendamos o uso do DownThemAll!, ótimo plugin gerenciador de downloads para o firefox.
Descrição: Counter-Strike é um dos games de ação em primeira pessoa de maior sucesso em todos os tempos, que virou febre em lan-houses de todo o Brasil. Ele desafia você a combater perigosos terroristas, com direito a muitos tiros, granadas e cenas emocionantes e cheias de tensão e adrenalina. Lançado em 1999 como uma modificação (Mod) do também famoso Half-Life, o CS em pouco tempo superou o game original em popularidade, tornando-se um fenômeno mundial.The casual games space keeps getting more interesting. Digital media company RealNetworks said today that revenue from its games division rose 33 percent in the first quarter, to $31.8 million; the company also announced it will spin off its games properties, which primarily consists of cellphone titles and its RealArcade casual game site, into a separate company (see CEO Rob Glaser’s appearance on the GigaOM Show last summer). “[T]he spin off will create a pure-play casual games business with increased transparency,” CFO Michael Eggers told MarketWatch, “[and that will] result in lower complexity in understanding and tracking RealNetworks’ performance.”
If the Alexa rankings are any indication, the new company will have a long way to go before they catch up with the likes of Electronic Arts’ (ERTS) Pogo.com. The real question, however, is how does this relate to RealNetworks’ stated intent to buy Scrabulous?

games
Online
Uncategorized
Rhapsody
RealNetworks
pogo
Technology-News
Ben and I gave a presentation at JavaOne on what's new with Ajax. Since this was JavaOne, we skewed a little more than we normally would to Java topics, and one of them was using the new Java Plugin, that has great new features such as being able to take a running applet out of the web page, and having it continue to live after shutting down the browser. Java is running out of process here, which also helps the "Java crashing the entire browser" problem.
Anyway, back to our demo. For some context, last year at JavaOne had us performing Guitar Hero on stage, so we knew that we had to use a gaming console in some way. This year it had to be the Wii, but instead of using the console, we decided to just use the controllers.
Wouldn't it be cool to control a Web page using the controllers? We thought so, and we set to it. You can talk to the Wiimotes via Bluetooth, so we needed a stack that would allow us to do just that. Java has a bluetooth stack. We could get an applet to talk to the Java stack. Hmm.
It actually took quite some time to test out the various stacks out there. In the end we went with a native system called Wiiuse that a lot of Wii hackers use. There is a wrapper library called Wiiusej that gave us exactly what we needed.
A quick test later and we had an application that was talking between the remote and the program. It turns out that the main controller sees a series of IR lights that are in the Wii sensor bar, and this allows you to simulate the system with any decent IR source. In the presentation room the big lights that shine on stage were strong enough to act as a sensor bar so we won't even have to use it. We can just point out to the crowd.
Anyway, back to the application. We then wrote a Java class that acts as a state machine for what the remote is doing. It understands the movements, which buttons are pushed, how fast you are moving the device. With this data we could build a simple darts game. With the state machine Java code, and an Applet wrapper that exposed the information, we were ready to get to the Ajax side of the house.
We painted a darts board onto the screen and then had JavaScript start polling the Applet for information via JSObject (As simple as: document.nameofapplet.pollmethod()). This turned out to be more stable than talking the other way, even though it meant we were polling instead of being entirely event driven. When the JavaScript code polled the applet it would pass back a data structure with the data for the coordinates of the remote, and whether the dart had been fired (button A to fire, button B to reload). We would move the dart image on the screen as you move the remote, and when fired we kicked off an animation to fire the dart at the board.
At first, it was all too simple. You setup the shot and it would get the right area every time. Not a fun game. We then decided to add some simple physics to the Ajax game. We took into account the velocity of the throw (if weak it would fall down) and how straight your shot was. If you wiggle around, the dart will not be accurate.
Anyway, this was a lot of fun, and shows that as much as we mock Java applets, if we forget about using them as fancy blink tags, and instead think of them as more extension points, maybe there is life for them.
The video below shows you a demo of the application, the source code with an explanation, and more details.
The best sign that someone’s qualified to run an Internet startup may not be an MBA degree, but level 70 guild leader status, according to the latest issue of Harvard Business Review.
“Leadership’s Online Labs” by Byron Reeves, Thomas W. Malone, and Tony O’Driscoll is based on the authors’ research into the leadership and management skills required by fantasy/sci-fi MMORPGs like World of Warcraft and Eve Online. In those multiplayer games, the hardest-to-achieve goals (such as killing the demi-god dragon, wiping out a competing space corporation, and so on) often require dozens or even hundreds of players working together in concert, so the skills required to lead a successful mission, the authors argue, are very much like those needed to run a profitable business.
The theory is hardly new; venture capitalist and hardcore WoW player Joi Ito has been talking about this for years. But the HBR team bolsters it with extensive interviews and observations to turn out an article that could help revolutionize business management in the digital age.
So what are some of the main managerial lessons they learned from the worlds of orcs, elves and battle cruisers? Below are the three that stand out most to me — call them the habits of highly effective half-elf managers:
Embrace Failure As a Rung on the Success Ladder
“In one incident that we recorded from EverQuest,” Reeves, Malone and O’Driscoll report, “seven guild members prepared for a brand-new quest that required them to get their team across a large lake protected by a gruesome and hostile creature.” They did this despite knowing they were likely to drown, which they very nearly did. But when the team failed to make it across, it was simply viewed as a learning experience, and after re-orientating themselves, they went right back to try it again. (The classic corporate response would be to simply cut the failed program’s funding, as opposed to re-launching with a new strategy.)
Rotate Individual Managers to Individual Goals
The authors were also surprised that guild leaders often became followers, letting temporary leaders come forward to direct specific sub-goals:
Put another way, leadership in games is a task, not an identity—a state that a player enters and exits rather than a personal trait that emerges and thereafter defines the individual.
It’s easy to see how that principle would apply to real-world business; of course, it would require a managerial culture in which personal pride is attached not to a job title, but to getting the job done. This could be why MMO guild leaders rarely seem to be managers in real life. Indeed, Joi Ito once told me that while his We Know World of Warcraft guild includes top Silicon Valley execs, when it comes to WoW, they’re not always good leaders. One of its best commanders, he said, was an EMT worker.
To Get Better Management, Change the Game
The authors went in expecting to learn managerial wisdom from MMO’s top guild leaders, interviewing them as though they were virtual Jack Welches. But the players suggested a different approach: “If you want better leadership,” they said, “why not change the game instead of trying to change the leaders?”
Quite literally. Online games are highly structured, and successful gameplay is determined by the amount of virtual treasure players have in their possession and the amount of game information of which they’re aware (player stats, enemy capabilities, etc.). The authors suggest a number of ways business data can be given a game-like structure, which would then shape how the company runs. For example, what if your CEO assigned value, in virtual currency, to your company’s internal email?
Attaching a large amount of the scarce currency to a particular message would draw attention to it or even serve as a feedback mechanism: You send me an e-mail you value at 100 units, and I respond with one valued at 200, giving you a credit of 100 units to validate the usefulness of the information you sent. One experiment showed that the currency, as a marker of information importance, in fact influenced how quickly colleagues opened and read different messages in their inboxes.
With online gaming so mainstream (World of Warcraft now has 10 million subscribers), many people in the tech business world have already learned these lessons. The Harvard authors note an IBM survey of its managers who were also gamers, and the results are striking:
Three-quarters of the respondents said that environmental factors within multiplayer games could be applied to enhance leadership effectiveness in a global enterprise. Nearly half said that game playing had already improved their real-world leadership capabilities, particularly for managing teams whose members didn’t fall under their formal authority.
At the same time, the business leaders also worried that implementing what they learned in games would require drastic changes to the companies’ existing corporate culture. Which is why I think we’ll see these invaluable ideas put into practice not by established firms, but by startups eager to level up into world-conquering profitability.
Image credit: harvardbusinessonline.hbsp.harvard.edu. Hat tip: Virtual Worlds Review.

A while ago I blogged (on antigames.de, a German games blog I co-run) about FastCrawl, an amazing Roguelike-like ;) shareware ($19.95) RPG for Windows. I absolutely loved the game, and always hoped for an OSX port since switching to Macs (no, I don't have a Bootcamp partition for games, and I don't want one -- I wouldn't even be happy to fire up Parallels or VMWare to play a game, to be honest).
Since Glen Pawley, the developer, seems to have abandoned the project, I guess it's safe to advertise a nice Flash-based clone of the game that's available on Kongregate. It's called Monsters' Den and seems to be an almost pixel to pixel clone of the game, with a bunch of minor changes and improvements thrown in for good measure. It has the usual fugliness you've probably come to expect from Flash games, but is still pretty fun overall.


Finally, another game widget worth adding next to Scrabulous. Last week came news that Jeff Bezos invested $3 million in casual game site Kongregate; I just noticed that CEO Jim Greer and his team have added a Kongregate Facebook widget to their service, too.
Right now, it’s mainly just a platform to launch featured games from the Kongregate site, but it’s got some cool Facebook-unique functionality as well: Your best scores are featured on your FB profile, for instance, and you can compare your Kongregate rank to other gamers on the social network.
According to the widget FAQ, upcoming features include Kongregate games playable right on Facebook, as well as high-score leaderboards for you and your friends. In between rounds of Desktop Tower Defense and Sonny, be sure to check out this 1UP interview with Greer, where he describes his company’s bid to become “the Xbox Live for Flash games” — and the smart development deals they’ve worked out with indie Flash game developers.
