- zakuso:
請問Gold... - schumi8032:
推薦你的部落格 ... - lella:
très bien!... - blythe0124:
你好 ... - nafco:
還有讓人認養的瞳片嗎?...
累積人次:
Who killed PSP in North America? I guess the biggest killer group is dealers and publishers. When I want to buy the game I want to play in PSP, I always cannot find that in stores. In fact, when you walked into a GameStop store, you'll easily find that PSP only takes a very small area comparing to other consoles. In addition, if you check out what is on shelves, you probably will get frustrated, because lots of UMDs are movies or used games. There are only few games are released, and most of these games are cross-platform games. Why I want to play a game that already existed in PS series or XBOX series? Thus, I had hard time to find a game in PSP in America, and it became my biggest waste to have a PSP. In fact, there are always a lot of new game in PSP in Asia market. The below static graphic indicated the sale number of software in every console from Feb., 8, 2010 to Feb., 14, 2010. As you can see, PSP led in game sale number. Why there's so much difference between North America and Japan? I guess the problem lies on publishers. Publishers in Japan are willing to develop new titles for PSP, but very few publishers in America are willing to spend money on new titles in PSP. And because of the low atmosphere of PSP software market USA and the culture issues, few publishers or dealers would want to import or publish games from Asia. Based on these phenomena, my PSP is always sealed in my locker.

Who killed PSP in North America? Another co-killer is Sony itself. There are fewer and fewer game released in the form of UMD in America so that people had hard time in stores to find game they want. I think this strategy is very useful in Asia market to fight against piracy, however, it definitely cannot work in USA and Japan. The sale number of PSPgo can tell this truth. PSPgo cannot be loaded in any UMD, games inside have to be downloaded from PSN. However, PSP series only equip WIFI to connect to WWW, and WIFI accessibility in today's world towards family usage and charged service in public spaces. Therefore, for PSP users, they treat it as a home game console more than a mobile game console, because it is hard for them to get games or enjoy PSN services outdoors. In another aspect, people love to collect stuffs. For many old gamers in USA, they love to collect game boxes. If there is no physical disk for my games, how I can make sure that I own these games, especially, when these games are expensive.
When people do not have confident buying games in online store, how can PSP or PSPgo keep alive? How to draw publishers to develop new titles?
Who killed PSP in North America? Returning to starting point, I think is the game itself. Like I said before, we love to use small time to play games, and what game type are easy for players to use small time to play with? No doubt, casual games! From the following static graphic, it's not hard to tell that games in iPhone grows very fast. Players are easy to play iPhone games in anytime, and they don't have to worry about progress and achievement issue in the game. On the contrary, games in PSP are more like complicate, hardcore, home game console style. In other words, players need more time to engage in and get out of the playing phase. That's why Sony want to promote small casual game in PSN store. However, it is really hard to save PSP in today's game market. I love this small console, and I wish I knew how to read Japanese. PSP had great time in North America, but now, it faces crisis to survive in America. Maybe Sony should think about new generation of PSP and new strategies of for game market. Otherwise, they will lose mobile game market in these big land. 
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Last semester, I've been through five rounds of BVW. Frankly speaking, there was only one virtual world used my idea. Although I felt depressed when no one likes my idea, I still tried to dig in and find my interest in other people's idea. However, I also met some people who really didn't care other people's idea, and in that way, people wouldn't work hard and feel excited. How to make everyone feel excited about the idea? I think every teammate's attitude is very important.
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It is a really weird thing to me: why do game designers want to put very lousy characters into a fighting game? Like Dan in Street Fighter 4, or Sean in Street Fighter 3 Third Strike. Why these fighting games cannot be designed in a balanced way?
Tier List:
Tier lists on some public online communities can be seen as references for players to choose characters in fighting games. These lists will dynamically change over time. To see the results, players should easy to find that some characters are really lousy in every tier list, just like Dan. Here are some tier lists about street fighter series from different websites. If you're looking for Dan, you will notice that Dan is almost in bottom tier in every game. However, game designers from street fighter still put this guy in games again and again. This situation happens not only in Street Fighter series. Let's take a look of Dead or Alive series. All tier lists all indicate that Bass is always in the bottom tier. However, he still appears in every generation of Dead or Alive. Let's see more examples. There are two character in Tekken, Kuma and Panda (Basically, they are almost the same.) Looking tier lists in this series. these two characters are always in the bottom tier, and again, they appear in every generation. Here is a question: why game designers do not want do something about these characters to balance the game? There must be something more important than game balance.
Street Fighter 4 Tier List
Street Fighter Alpha 2 Tier List
Dead or Alive Tier List
Tekken 5 Tier List
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My round 4 of BVW sucks. The assignment is about telling a story, and we didn't come up a good story.
In fact, we didn't tell a story at all.
Although I did a bunches of animations, models and textures, we still faced lots of problem in program.
However, it's my favorite scene in all rounds.
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最近開始玩FIXED GEAR
雖然是單速車 可是在網路上找了很久
雖然說有很爛的練習車只要4000 但是規格上不合格
規格上合格的全都破萬
想想都破萬了
找台漂亮的好了
噹噹噹

GIOS STILO
可惜的是這台不能玩轉把
練了兩周多 也可以慢速skid了
不過每次練玩都會全身痠痛
騎fixed gear 有很多有趣的地方
簡單的說 就是可以體會到完全控制車子的樂趣
也不用靠剎車
完全靠著雙腳和平衡感
真是很有趣的車
想知道更多 請參考下面討論區
beardude.com/
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喔! 到花蓮了啊....
D8 又是煎熬的一天
因為飯店早餐七點才有 因此 被迫八點多才從花蓮市出發
不過早餐到是吃很飽 比較貴的飯店都有吃到飽早餐 good!!
這天是大小姐必須騎最遠的一天 總共超過135K 高度表上看起來也很平坦
但我們沒預想到的是 就算是最高不超過200M 的牛山 也差點要了大小姐的命
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