Xbox One: No Always-Online Requirement, But Needs To Phone Home

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The Xbox One was revealed earlier, and here are some answers about the always-online rumors that plagued the console before its announcement. Microsoft VP Phil Harrison said Xbox One doesn’t need a constant connection in order to play games, and you won’t be dropped from single-player games if your connection cuts out. However, it does require check-ins with Microsoft servers. This echoes the Xbox One FAQ, which cryptically says, “No, it does not have to be always connected, but Xbox One does require a connection to the Internet.”

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The number Harrison gave was once every 24 hours, but Microsoft’s PR department was quick to say that was just one potential scenario, not a certainty. Microsoft also provided half-answers about how used games and game sharing would work. Players will be able to take a game to a friend’s house and play it (using their profile, at least). Players will also have some mechanism to trade and sell used games, but it’s not yet clear exactly how it would work. If one player uses a disc to install a game on their Xbox One, then gives the disc to a friend, the friend will be able to install it, but needs to pay full price to play it.

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That scenario, however, assumes both players want to own the game — the second one would essentially be a unique copy. Microsoft said they have a plan for trading used games, which would involve deactivating the game on the original owner’s console, but they aren’t willing to elaborate yet.

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How EVE Online Dealt With a 3,000-Player Battle

Space MMORPG EVE Online is best known for its amazing stories, and on Sunday it added a new epic tale. The leader of a huge coalition, preparing for a moderately sized assault, mis-clicked and accidentally warped himself into enemy territory without his support fleet, endangering his massive ship worth an estimated $3,500. Realizing the danger, he called upon every ally he could, and the enemy fleet rallied in turn, leading to an incredible 3,000-player battle. What’s also impressive is that the EVE servers stayed up for the whole fight, when most MMOs struggle with even a few hundred players at the same time. The Penny Arcade report spoke with CCP Games for some information on how they managed that: “It’s hard to wrap your head around, but they sometimes move the in-game space itself. ‘We move other solar systems on the node away from the fight. This disconnects anyone in those systems temporarily, but spares them from the ongoing symptoms of being on an overloaded server,’ Veritas explained. ‘It helps the fight system a little bit as well, especially if a reinforcement fleet is traveling through those other systems. This was done for the fight over the weekend, but is rare.’ … They do have a built-in mechanism for dealing with massive battles, however: They slow down time itself. … Once server load reaches a certain point, the game automatically slows down time by certain increments to deal with the strain. Time was running at 10% speed during this 3,000-person battle, which is the maximum amount of time dilation possible.

Book Reviews: Detroit Breakdown by D.E. Johnson (Goodreads Author)

Detroit Breakdown by D.E. Johnson

Detroit Breakdown
by D.E. Johnson (Goodreads Author)
13808881

Jason Roberts‘s review

Jan 08, 13  ·  edit
5 of 5 stars false
Recommended to Jason by: Saw it at a library
Recommended for: Yes
Read from January 05 to 08, 2013, read count: 1

 

Detroit Breakdown is the third book in D.E. Johnson’s Will Anderson/Elizabeth Hume series. The book (following The Detroit Electric Scheme and Motor City Shakedown) is set in 1912 Detroit, and focuses on fictional events inside the real-life Eloise Insane Asylum located just outside the city.

Elizabeth is shocked to learn that her cousin, a patient in the asylum, is being accused of the murders of several of his fellow patients. Each of the victims has been strangled by a “Punjab lasso,” the weapon-of-choice of the Phantom of the Opera, himself – and Robert has been found leaning over the body of the latest to suffer that fate. Elizabeth is certain that her cousin is not a murderer, and she is determined to prove his innocence. And Will, wanting desperately to prove his love for Elizabeth, decides to investigate the murders from the inside – by having himself committed to the asylum as a mental patient.

Elizabeth, with the help of Detroit Police Detective Riordan, also plays a key role in the investigation. Not only does she penetrate the walls of the asylum as a volunteer worker, she and the detective follow all leads pointing outside Eloise. But when Will’s scheme is exposed, and he finds himself at the mercy of a doctor who has everything to lose if exposed, the dual investigations become a race against the clock.

Author Dan Johnson, a native of northern Michigan, is both an amateur historian and the grandson of a former Vice President of Checker Motors. He combines his love of history and his keen appreciation for early automotive pioneers to create a noirish setting for 1912 Detroit. The city’s streets are filled with competing horse-drawn buggies, electric cars, and gasoline-powered vehicles – while its alleys are often filled with huge, stinking mounds of horse manure and garbage. Street crime is rampant, cops are as crooked as those they chase, and insane asylums are places where the inmates are often no crazier than the guards who abuse them on a regular basis.

One might be tempted to say that not all that much has changed in Detroit in the past 100 years, that today’s problems are very much like those of 1912 Detroit. What Johnson makes clear, however, is that it was much more difficult to be poor in 1912 Detroit than it is in the Detroit of today. Then, the wealthy lived a spectacular lifestyle while everyone else, the vast majority of the city’s population, struggled just to keep their families fed and clothed. Those were heady days for those who had the money to enjoy the beautiful restaurants, theaters, parks, and other luxuries the city offered. Johnson vividly captures both lifestyles in Detroit Breakdown and shows what might happen when those two worlds even briefly intersected.

Will Anderson and Elizabeth Hume (even Detective Riordan, for that matter) already share a lot of history by the time Detroit Breakdown begins. Although Johnson makes a valiant effort to bring new readers up to speed, I suspect that those having read the first two books in the series will have a much better appreciation of characters and motivations than readers jumping in at book-three as I did. That is not to say that Detroit Breakdown does not work well as a standalone novel, because it does – only that the experience is likely to be a much richer one for readers more intimately familiar with the events of The Detroit Electric Scheme and Motor City Shakedown.

‘Guild Wars 2′ review (PC): The World of Warcraft killer? I really don’t think so

'Guild Wars 2' screenshot

Platforms available on: PC
Developer: ArenaNet
Publisher: NCSoft
Genre: MMORPG

The original Guild Wars was a breath of fresh air when it went live in 2005. The levelling up grind and costly subscription fees of a traditional massively multiplayer online role-playing game (MMORPG) were absent, paving the way for grand-scale team battles backed by jaw-dropping visuals. Despite the high production values and dedicated following it amassed, the ArenaNet title posed little threat to market leader World of Warcraft, but the launch of its sequel could change that.

Guild Wars 2 takes the series from the competitive online role-playing sub-category it pioneered into fully-fledged MMORPG territory, offering enough depth and complexity to please even hardened veterans of the genre. The game takes place some 250 years on from its predecessor, and the world of Tyria has altered in size and scope since we last saw it.

'Guild Wars 2' screenshot

A greater degree of imagination in playable races and creature design is often cited as a reason for World of Warcraft’s triumph over the original Guild Wars, but the sequel levels the playing field. From the tree-like Sylvari to the fire-commanding Charr, Guild Wars 2 is as creative as any other MMORPG on the market. Players have five intriguing species to choose between, with their own rich lore and starter area, as well as eight professions to tailor their skills and a barrelful of customisation options.

Guild Wars 2 wastes no time establishing itself as one of the best-looking games around. The environments are overwhelmingly beautiful to an extent that is almost distracting. From the highest peak of its snow-capped mountains to the depths of its darkest dungeons, Tyria is a world that demands thorough exploration and rewards those who delve deepest. Character models are a cross between stylised realism and a cartoon aesthetic – a good fit for the series.

It’s the subtle touches that make the title one of the most visually stimulating experiences of its generation. The way characters’ hair and clothing shifts as they move, the droplets of blood shed during battles and the myriad environmental effects breath life into the game’s world in areas where its competitors appear static.

'Guild Wars 2' screenshotThere’s more on offer than eye candy in Guild Wars 2. Many of the core mechanics appear unchanged from its predecessor, but lurking beneath the surface are a bevy of improvements that radically alter the game for the better. Players will still find themselves assigning a range of skills and abilities to number keys and engaging in real-time combat, but there are a range of new and better-balanced powers to play around with, and the defensive mechanics have been fleshed out.

Guild Wars 2 is a more story-driven affair than your average MMORPG. The overarching plot sees the races of Tyria attempt to bind together to combat a Lovecraftian threat, but players also shape an individual story through character interaction and an in-depth karma system. The end result is a game that stands out from the pack by offering something more than we’re accustomed to within the confines of its genre.

In many ways, Guild Wars 2 is anything but traditional. The quest hubs, logs and endless backtracking the genre is often associated with have been put to the sword. The emphasis has been placed on teamwork, with designated quest areas laid out across the map where players can collaborate. If you see a band of other users locked in battle with a horde of enemies, you can jump right in and assist them for an equal share of the spoils.These large scale battles often look like a chaotic mess, but there’s method to the madness. The game has been finely tuned to ensure that well-timed special attacks, ally revivals or skilful resource management are the difference between success and failure. Moreover, the quests themselves are usually a good deal more imaginative that the tired ‘kill X amount of enemies’ or ‘fetch item Y’.

Traditional MMORPG classes of tank, damage-per-second and healer have also been scrapped in a move that makes dungeon raids feel like a change of pace from what we have come to expect. Players must act as all of these things rolled into one, as and when the situation calls for it.

There are eight dungeons, which can be tackled in either story or exploration mode. The former provides a narrative as you carry out your raid, while the latter amps up the difficulty and encourages players to seek out new paths.

'Guild Wars 2' screenshot

Although the deviation from established norms works in the game’s favor, those hoping for the epic group raids found elsewhere may be disappointed by the five-player limit. Dungeons are certainly challenging, at times overly so, requiring the same level of teamwork as the quest areas. The only problem is that when restricted within four walls, the game’s brand of player versus enemy (PvE) carnage becomes overwhelming.

The original Guild Wars had a strong Player versus player (PvP) focus, so it was of great importance that ArenaNet nailed it this time around. There’s a mountain of unlockable gear to earn, more than 80 ranks to ascend and dozens of tournaments to test your mettle in. As is the case with the PvE quests, skill and teamwork are the deciding factors here.

Structured PvP progression is account-wide, so if you tire of playing as a particular race, you can always start out as another and maintain your rank. An auto-balancing system has been implemented to maintain equilibrium, but we found it can be a hindrance. If one player leaves your team, the entire group is restructured, occasionally to your disadvantage. This is far from a deal breaker, but it’s a feature that could have been better executed.

Guild Wars 2: Our first 24 hours with the MMORPG

The world versus world (WvW) zone is a vast playground where groups from different servers can come together for an epic skirmish. It can be just as chaotic as the game’s other battlegrounds, but is everything the fans could hope for. Player can construct powerful siege weapons, lay waste to enemy strongholds, and even venture off to PvE areas to gather resources. The level of freedom on offer makes this section of the game one of Guild Wars 2’s greatest assets.

In closing, Guild Wars 2 is a staggeringly ambitious project that makes a bold statement about the future of the MMORPG. It is living proof that a game of this manner can thrive outside of the subscription business model and the genre’s established conventions. ArenaNet’s opus is visually breathtaking, crammed with content and a significant improvement on its predecessor.

NCSoft Closes “City of Heroes” Publisher Paragon Studios

Earlier today,City of Heroes community manager Andy Belford announced that NCSoft is shutting down Paragon Studios. Over 7,500 individuals were viewing the official CoH forums as of 3:00 PM EST,and this thread from Belford,AKA Zwilinger,notes that ‘In a realignment of company focus and publishing support,NCsoft has made the decision to close Paragon Studios. Effective immediately,all development on City of Heroes will cease and we will begin preparations to sunset the world’s first,and best,Super Hero MMORPG before the end of the year.’ A petition has already been created to save City of Heroes.”

Cryptic Discovers December 2010 Security Breach

Cryptic Studios has discovered that hackers obtained unauthorized access to its servers in December 2010, an update on the developer’s website reveals. You might have gotten an e-mail informing you of the same if you’ve got an account in their system for Champions Online or Star Trek Online.

The hackers were able to obtain account names, handles, and encrypted passwords. There is also evidence that the encryption on at least some of those passwords has been broken and accounts have been accessed by uninvited guests. All accounts that were in the affected database have had their passwords reset.

Cryptic also admits to the possibility that the intruders obtained additional account information, including first and last name, e-mail address, date of birth, billing address, and the first six digits and the last four digits of credit cards registered on the site. There is, however, no hard evidence that this is the case.

The update also notes that there’s no evidence that any personal information obtained has been used outside of the realm of all things Cryptic. It is nonetheless advisable that you take the necessary precautions to protect yourself by keeping a closer on your personal accounts.

Japan’s Rakuten to shut China online shopping mall

Japan’s top online retailer Rakuten said Friday that it was ending a shopping venture with Chinese Internet giant Baidu, blaming “intensified competition” in the growing e-commerce sector.

The pair rolled out a virtual shopping mall called Lekutian in October 2010 for the Chinese market but it has struggled and will be closed by the end of May, the Japanese firm said.

China has the world’s largest online population with more than half a billion users.

“In the face of intensified competition in the Chinese e-commerce industry, Lekutian did not perform in line with our expectations,” Rakuten said in a statement.

“Following careful deliberation, both Rakuten and Baidu determined that closing Lekutian was in the best interest of all stakeholders,” it added.

When Lekutian was announced, the pair said they planned to invest about $50.0 million over three years in the project, part of Rakuten’s plan to expand its global operations.

On Friday, the Japanese firm said it expected the move to have little impact on its earnings, and said it would continue with other businesses in China, including an online travel agency.

Pay no attention to that man behind the curtain (a few thoughts on CISPA)

I think I can boil down the alphabet soup of Internet bills that have floated around Congress this year to one simple sentence.

All it requires is taking the old wisdom – “if it ain’t broke, don’t fix it” – and reversing it.

If you can’t fix this, break that.

That, ladies and gentlemen, is what the most powerful legislative body in the world is up to these days.

It’s happened to housing. To healthcare. To finance. The energy market. Now, Silicon Valley, Internet users, privacy advocates, it’s your turn – it’s time to welcome you to the wonderful world of central planning.

Maybe I’m being melodramatic. Right now the focus is on CISPA, but I also think it’s long past time for privacy advocates to start talking about more than that – in fact, about the fundamental nature of the political process in this country.

It’s not enough to bemoan the idea these guys don’t understand the Internet and what they’re doing to it, as you sometimes hear critics suggest.

I have spent almost a decade in journalism that’s included time spent covering politics and politicians at the local, state and federal level, and I’m convinced Lewis Carroll would instantly recognize the rabbit hole this country’s priorities have tumbled down, for CISPA to be able to have the attention of lawmakers that it has now.

I’m also convinced that today’s politicians by and large are salesmen who like to present themselves as repairmen.

Dan Primack apparently agrees with me. In a recent edition of Fortune, he wrote: “Congress has proved itself incapable of finding bipartisan solutions to our nation’s most acute problems. But when it comes to imaginary crises, it’s doing a bang-up job.”

The Electronic Frontier Foundation has joined a coalition of like-minded groups this week in pushing back against CISPA, an effort that includes a Twitter campaign. It’s a decent step. The campaign is built around the use of hashtags #CISPA and #CongressTMI. Some of the tweets are fun to read.

On Tuesday (April 16), @corissapoley tweeted, “Hi @RepMikeRogers. I thought you might like to know that I draw robots sometimes. It’s fun #CISPA #CongressTMI.”

Ariel Phifer, or @akjak, also mused that same day, “Would the NSA like a real time feed of my World of Warcraft achievements? #CongressTMI Stop #CISPA”

The company behind Postagram – Sincerely – is offering CISPA opponents the opportunity to fill out an online form and have a letter printed and shipped to their congressman – free of charge.

Jared Polis, a U.S. Rep. from Colorado, told me in an email earlier this year that actions like that do matter. Congressmen monitor, to varying degrees, the inflow of feedback they get on various bills. (Before getting elected in 2008, Polis founded the Internet business ProFlowers and co-founded greeting card site bluemountainarts.com) [Watch our interview with Polis here.]

A congressional staffer I know told me this week there wasn’t yet a companion CISPA bill in the Senate, unlike with SOPA and PIPA. “So I’m not sure how much traction it will get beyond this April House vote,” she said. “However, you know things can change overnight on Capitol Hill.

“The original sponsors have already offered amendments to the bill, so they know it needs some tweaking in order to pass. Again, companies and business trade organizations such as CTIA, AT&T, Intel, Microsoft and Verizon support it, so a big lobbying push and round of donations from these companies to individual members could affect how they vote.”

Something tells me their minds already are made up, though. On Tuesday, one of the lawmakers sponsoring CISPA (Rep. Mike Rogers, R-Mich.) dismissed the protests over the bill. Rogers said it’s like “turbulence on the way down to landing.”

Leaders of the Republican-led House of Representatives are planning to pass the CISPA legislation during the week of April 23, which they’re calling “Cybersecurity Week”. When I hear that, it’s hard not to be reminded of a figure from one of the most famous pieces of children’s literature.

It’s the Great and Powerful Oz, the potentate who we’re surprised to learn is not a mighty ruler after all but is in fact just a regular guy – albeit one with a powerful microphone, pleading with us not to pay attention to that small man behind the curtain.

Consider that some nine months from now, the U.S. will reach a momentous deadline on Jan. 1, 2013, one that the folks in Washington are already referring to as “Taxmaggedon.”

At the end of this year, the Bush tax cuts expire. So does the extension of the payroll tax cut and the alternative minimum tax Band-Aid. Oh yeah, and this is an election year – so expect a lot to get done.

The more time goes on in the CISPA showdown and with whatever privacy-gutting wretch of a bill comes next, something tells me that comparison with Oz will only ring more true. Because in its endless fascination with protecting America from the digital equivalent of a teenager stuffing CDs into his jacket, Congress is begging us not to be distracted by the metaphorical sight of that ineffectual man behind the curtain.

You know, the one who’s mostly just putting on a show.

Info on ‘Warcraft’ game cited by Norwegian killer

Confessed mass killer Anders Behring Breivik testified in Norway on Thursday that he played “World of Warcraft” for 16 hours a day in 2006 in preparation for last summer’s attacks, in which Breivik killed eight people by setting off a bomb in central Oslo and then shot 69 others to death on the island of Utoya.

Here are some details about the game:

WHAT IT IS: “World of Warcraft” is a popular series of online role-playing games. Millions of people form a virtual universe and become such characters as orcs, trolls, humans and dwarves. Among other things, characters battle dragons and monsters in the game and interact with one another. They improve by collecting virtual goods such as weapons along the way.

PUBLISHER: It is made by Blizzard Entertainment, a unit of Activision Blizzard Inc. The “World of Warcraft” franchise is one of the top money-makers for the company, though it isn’t as lucrative as the “Call of Duty” series.

USAGE: “World of Warcraft” had 10.2 million subscribers at the end of 2011. It’s recognized by Guinness World Records as the most popular subscription-based massively multiplayer online role-playing game, though that was based on a higher subscription total of more than 12 million in October 2010.

UPDATES: Although the game has been out since 2004, Blizzard has sold three updates to help keep it fresh. The latest, “Cataclysm,” sold 3.3 million copies within 24 hours. Blizzard makes money from one-time sales of the updates as well as recurring subscription fees. A fourth update, “Mists of Pandaria,” is in the works.