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  • US Gamers Spend $3.8 Billion On MMOs Yearly

  • eldavojohn writes "A new report from Games Industry indicates that MMO gamers in the United States paid $3.8 billion to play last year, with an analysis of five European countries bringing the total close to $4.5 billion USD. In America, the report estimated that payments for boxed content and client downloads amounted to a measly $400 million, while the subscriptions came to $2.38 billion. Hopefully that will fund some developer budgets for bigger and better MMOs yet to come. The study also found that roughly a quarter of the US population plays some form of MMO. Surely MMOs are shaping up to be a juicy industry, and a market that can satisfy people of all walks of life."

    Read more of this story at Slashdot.



  • Valve Confirms Mac Versions of Steam, Valve Games

  • An anonymous reader writes with this excerpt from Gamasutra: "Valve will release a version of its Steam digital distribution service for Mac next month, along with Mac-native versions of its own games, the company confirmed today after days of hints — and owners of Valve games will have access to both platform versions. The Source engine, which Valve uses to develop all its internal titles and also licenses to third-party developers, will incorporate OpenGL in addition to DirectX, to allow Mac support for all Source developers. ... 'We are treating the Mac as a tier-1 platform, so all of our future games will release simultaneously on Windows, Mac, and the Xbox 360,' said Cook. 'Updates for the Mac will be available simultaneously with the Windows updates.'"

    Read more of this story at Slashdot.



  • Game Devs Only Use PhysX For the Money, Says AMD

  • arcticstoat writes "AMD has just aimed a shot at Nvidia's PhysX technology, saying that most game developers only implement GPU-accelerated PhysX for the money. AMD's Richard Huddy explained that 'Nvidia creates a marketing deal with a title, and then as part of that marketing deal, they have the right to go in and implement PhysX in the game.' However, he adds that 'the problem with that is obviously that the game developer doesn't actually want it. They're not doing it because they want it; they're doing it because they're paid to do it. So we have a rather artificial situation at the moment where you see PhysX in games, but it isn't because the game developer wants it in there.' AMD is pushing open standards such as OpenCL and DirectCompute as alternatives to PhysX, as these APIs can run on both AMD and Nvidia GPUs. AMD also announced today that it will be giving away free versions of Pixelux's DMM2 physics engine, which now includes Bullet Physics, to some game developers."

    Read more of this story at Slashdot.



  • Ubisoft's Authentication Servers Go Down

  • ZuchinniOne writes "With Ubisoft's fantastically awful new DRM you must be online and logged in to their servers to play the games you buy. Not only was this DRM broken the very first day it was released, but now their authentication servers have failed so absolutely that no-one who legally bought their games can play them. 'At around 8am GMT, people began to complain in the Assassin's Creed 2 forum that they couldn't access the Ubisoft servers and were unable to play their games.' One can only hope that this utter failure will help to stem the tide of bad DRM."

    Read more of this story at Slashdot.



  • Microsoft Demos Three Platforms Running the Same Game

  • suraj.sun writes with this excerpt from Engadget: "Microsoft's Eric Rudder, speaking at TechEd Middle East, showed off a game developed in Visual Studio as a singular project (with 90% shared code) that plays on Windows with a keyboard, a Windows Phone 7 Series prototype device with accelerometer and touch controls, and the Xbox 360 with the Xbox gamepad. Interestingly, not only is the development cross-platform friendly, but the game itself (a simple Indiana Jones platformer was demoed) saves its place and lets you resume from that spot on whichever platform you happen to pick up."

    Read more of this story at Slashdot.




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