Top Gamers Laptops from Alienware
Alienware is an american computer hardware company and a wholly-owned subsidiary of Dell computer corporation. Alienware's most well known series of desktops are the Aurora and Area-51 lines; Alienware also sells considerable-end laptops to which their most well known is the Area-51m.
Functioning under the tagline of "build it as if it were your own," Alienware has earned numerous awards for excellence and has become a respected brand name worldwide with systems on hand direct within the United States, Europe, Australia, and New Zealand. That point is that Alienware has confirmed them as a counterculture alternative with high quality, considerable performance hardware that is packaged in a creative way.
Computers
Since high-end game hardware was not widely distributed, the company's founders formed an OEM that sold pcs with the highest performing hardware and settings according to benchmarks. You receive to buy the peripherals and accessories you require including monitors, games, game controllers, keyboards, mice, and more. They also sell all kinds of computer parts and PC components like monitors, printers, CPUs, memory, graphics cards, motherboards, modems, CD drives, DVD drives, and hard drives, power supplies, video cards, sound cards and wireless networking hardware. Alienware is arguably the sexiest computer manufacturer in the greater OEM area.
Laptops
Alienware has done it again, bringing those who love gaming on their laptops yet another powerhouse in the form of the m7950. After all, these aren't ordinary word processing laptops but respectable gaming machines. I also recommend this laptop to computer enthusiasts who multi task programs, game occasionally, and surf the net regularly. Regardless of rumours of degraded quality of Alienware's product quality since their merge with Dell Pc's, I decided it was still the best way to receive the most quality, highest performing laptop, without "crapware"; useless pre-installed programs, etc.
Intel
ntel� Core 2 Duo is built with Advanced power gating (apg) to optimize performance per watt even while being overclocked by shutting down certain parts of the cores. Intel has subsequently started selling x86 chips that are 64 bit, and that use multiple cores. As things currently stand, Dell exclusively uses Intel CPUs in its systems, but Alienware use both Intel and AMD, so what happens next, we have to wait and see.
Graphics
The Alienware M9750 has dual Nvidia 7950GTX graphics cards, just like the Sager NP9260 does, so you are going to receive extreme gaming performance. With the capability of configuring dual Nvidia graphics cards, it is capable of handling a lot. The graphics cards are admirable choices for gamers and those who work with 3D apps. All are PCI Express and have 256 megs of graphics memory.
Alienware computers and Alienware notebooks are ideal for those that play games, use extensive graphics or require high performance systems. The whole reason why gamers go to companies like Alienware is to exclusively can have the best PC gamer product possible.
Sharpen Up Your Child's Memory Through Puzzle Games
10.10, Posted by aan, No Comment
by: Abdul Nusrat
Do you know the benefits of playing a puzzle game? First of all, this game will let your child have ideas. To solve a particular puzzle he will be forced to think. So, in this way, his thinking capacity and idea-making habits will grow. There is no way to solve such games other than using mind. So, if you teach your child the pattern to play it the he will build up the habit of using his mind.
Secondly, he will slowly learn to keep the right thing in the right place. Once he completes creating the whole thing, the success of accomplishing the task will inspire him to do more of it. This way, his memory capacity too will strengthen. As he will be doing the same thing again and again, the puzzle game will remain in his mind.
You can let your child play online puzzle games or can buy computer games. There are just a bevy of puzzle games and you can know about all those by visiting the puzzlegamessite.com. All kind of best puzzle games and logic games are mentioned here and you can know more about these.
By surfing through the type of the games, you can decide and then provide that to your child. You curiosity and awareness can only help your child in playing the best game.
This way, if you maintain a proper list of puzzle games and teach your child the right method to play it then your child will not get distracted to other things. Also, most importantly, they will get to grow up intellectually. However, side by side you will have to inspire and encourage your child for his studies too. Then only he will learn to maintain his daily routine and his responsibilities. In this way, every parent plays a key role in the development of their child. The way you mould them will later on decide their future.
Do you know the benefits of playing a puzzle game? First of all, this game will let your child have ideas. To solve a particular puzzle he will be forced to think. So, in this way, his thinking capacity and idea-making habits will grow. There is no way to solve such games other than using mind. So, if you teach your child the pattern to play it the he will build up the habit of using his mind.
Secondly, he will slowly learn to keep the right thing in the right place. Once he completes creating the whole thing, the success of accomplishing the task will inspire him to do more of it. This way, his memory capacity too will strengthen. As he will be doing the same thing again and again, the puzzle game will remain in his mind.
You can let your child play online puzzle games or can buy computer games. There are just a bevy of puzzle games and you can know about all those by visiting the puzzlegamessite.com. All kind of best puzzle games and logic games are mentioned here and you can know more about these.
By surfing through the type of the games, you can decide and then provide that to your child. You curiosity and awareness can only help your child in playing the best game.
This way, if you maintain a proper list of puzzle games and teach your child the right method to play it then your child will not get distracted to other things. Also, most importantly, they will get to grow up intellectually. However, side by side you will have to inspire and encourage your child for his studies too. Then only he will learn to maintain his daily routine and his responsibilities. In this way, every parent plays a key role in the development of their child. The way you mould them will later on decide their future.
Game Development - Story Bible Example
09.41, Posted by aan, No Comment
by: Sebastian Gross
The bible deals exclusively with story and its elements. While the design document guides the creation of the entire gaming experience, the bible controls the game’s interactive screenplay.
Log Line
Let’s say we’re working on a game titled “Hangnail,” the latest game inspired by Quake. Hangnail’s bible would include a “treatment” or synopsis of the game’s story. That treatment should include one- or two-sentence reviews of the story’s beginning, middle, and end. In some cases, the treatment could go into greater detail, stretching from one page to 20 or more, if the designer or game writer chose to really flesh out the story in the design stage. If the game’s narrative is truly based on cinematic story construction, the story might include first, second, and third act reviews. Leave those bits to your writer—we waste hours worrying about that act-structure nonsense. At the very least, the synopsis should include a “log line,” or a brief review of the game’s story, like this:
Hangnail:
Synopsis: A big, tough guy with heaps of muscles and a heart of gold walks through mazes and kills lots of stuff to battle evil, find his boxed lunch, and save the future of humanity…at least until the sequel comes out.
Characters
The second portion of the bible would include character reviews. The most important component of any effective narrative, whether it’s in a game, a movie, a TV show, or a novel, is good characters. They should have well-rounded histories and solid motivations. Most importantly, they should be clearly drawn out so anyone who reads the bible or works on the game sees the same person in their minds. If a writer or designer creates a game revolving around a Schwarzenegger-type action hero and fail to describe his all-American, psychopathic personality, the artist or renderer could end up drawing Marv Albert. Here’s what our character bible would say about Hangnail’s protagonist:
Character Name: Dirk Squarejaw
Age: Late 20s
Appearance: Ruggedly handsome and in the kind of impossibly good shape that you’d need to spend 25 hours a day in a gym to achieve.
Equipment: Death Ray of Death, Grenade of Severe Owies, Swiss Army Knife of Animosity, Pulse Cannon of Mild Mood Swings.
Attributes: Wonderfully and relentlessly violent. With an overdeveloped sense of honor. Dedicated to saving all life on Earth, or at least all attractive women on Earth. He enjoys painting in splattered blood, rainy days, long walks on the beach, thermonuclear devices, and backgammon.
Background: Orphaned at birth and raised by wolves, Dirk was rescued by nuns at the age of 4. The nuns instilled in the young Dirk his sense of honor and his bizarre obsession with backgammon. When the evil villain, General Payne, destroyed the nuns’ village to hijack all their dice, Dirk set out on his lifelong quest to end evil around the world. He will never rest until Payne is defeated, peace and justice restored, and double sixes rolled everywhere.
All the information in the character description above could be distilled into one long paragraph entry, if the designer chooses to limit the length or the scope of the bible. However, every character in the game (even supporting players) should be presented in this same detail.
Such enriching character sketches can provide inspiration when planning game maps or missions (depending on the game’s genre). For example, in Hangnail’s case, given Dirk’s devotion to backgammon, the designer could construct a maze or a level in which the objective is to slaughter all of General’s Payne’s agents to recover their ill-gotten dice.
Character description and background is one area where a story bible can really enrich an interactive game. If the bible can draw out a game’s central character with convincing depth and detail, the production can present an interesting and exciting person around which you can build a game and story.
In some cases, the player becomes that character. In other games, the player merely guides an already existing character. In either case, the story bible can outline what the main characters wants! That’s the key. The entire game story should be built around what the main character or hero wants and needs. Once that is pinpointed (be it the damsel in distress, a magic amulet, or the enemy capital), a designer can build an entire game around that quest. Battles in the cold reaches of space. Races through monster-filled mazes. Puzzle-solving through a haunted library. Anything that makes the game more entertaining can stand between the hero and the goal. But, the goal must be clear, ever-present, and motivated. The story bible can help a design team do that.
In another example, if Dirk was scared of water because his wolf parents couldn’t swim, the designer might wish to create an underwater level and cause Dirk’s air supply to disappear quickly because he hyperventilates too easily.
Using a methodology like this, in which you define the background, attributes, age, appearance, and equipment of a character, can help ensure truly motivated and enjoyable characters and gives the design team ideas for gameplay. A game’s characters need to be compelling. If the player becomes a hero in the game, that hero must be attractive enough that the player wants to assume that persona. A game villain should be rotten enough that the player generates genuine passion and satisfaction from defeating him or her.
An essential rule of thumb states that every character, even the most incredibly butch of heroes, needs to have weaknesses or shortcomings. If a character seems too omnipotent and has every skill imaginable down pat, no player will believe he or she could possibly lose or die. You don’t have to make your hero or heroine a simpering wimp, but don’t make them invulnerable. Even Superman has his kryptonite.
In the final document, Dirk’s bible entry might include an artist’s sketch (if created early in the game development process) or a 3D rendering (if created farther along in the development process) which might also be the actual avatar used in the game if the product makes it that far along.
To digress for just a moment, I have approached the use of game bibles for story development solely from the perspective of the hero thus far. Lately, games such as Bullfrog’s Dungeon Keeper and LucasArts’ Dark Forces II have made it possible for players to assume the role of the villain. However, that doesn’t turn the narrative rule on its ear—the same guidelines still apply. A villain also has wants and needs. In the best possible scenario, the bad guy wants exactly the same thing as the hero. In drama and writing courses, that’s called the “Law of Conflicting Need.” A good story (and therefore a good game, if it has story components) has a protagonist and an antagonist wanting the same thing for perfectly opposite reasons. We usually want the hero to get to that goal before the villain. However, in games where we become the villain, we assume the motivations of the villain. The bible should outline the history, personality, and motivation of the bad guy as well as the hero. That way, if we become the antagonist in gameplay, it works just as well if we had chosen the hero’s role.
Resource:
http://www.computer-game-design.com
The bible deals exclusively with story and its elements. While the design document guides the creation of the entire gaming experience, the bible controls the game’s interactive screenplay.
Log Line
Let’s say we’re working on a game titled “Hangnail,” the latest game inspired by Quake. Hangnail’s bible would include a “treatment” or synopsis of the game’s story. That treatment should include one- or two-sentence reviews of the story’s beginning, middle, and end. In some cases, the treatment could go into greater detail, stretching from one page to 20 or more, if the designer or game writer chose to really flesh out the story in the design stage. If the game’s narrative is truly based on cinematic story construction, the story might include first, second, and third act reviews. Leave those bits to your writer—we waste hours worrying about that act-structure nonsense. At the very least, the synopsis should include a “log line,” or a brief review of the game’s story, like this:
Hangnail:
Synopsis: A big, tough guy with heaps of muscles and a heart of gold walks through mazes and kills lots of stuff to battle evil, find his boxed lunch, and save the future of humanity…at least until the sequel comes out.
Characters
The second portion of the bible would include character reviews. The most important component of any effective narrative, whether it’s in a game, a movie, a TV show, or a novel, is good characters. They should have well-rounded histories and solid motivations. Most importantly, they should be clearly drawn out so anyone who reads the bible or works on the game sees the same person in their minds. If a writer or designer creates a game revolving around a Schwarzenegger-type action hero and fail to describe his all-American, psychopathic personality, the artist or renderer could end up drawing Marv Albert. Here’s what our character bible would say about Hangnail’s protagonist:
Character Name: Dirk Squarejaw
Age: Late 20s
Appearance: Ruggedly handsome and in the kind of impossibly good shape that you’d need to spend 25 hours a day in a gym to achieve.
Equipment: Death Ray of Death, Grenade of Severe Owies, Swiss Army Knife of Animosity, Pulse Cannon of Mild Mood Swings.
Attributes: Wonderfully and relentlessly violent. With an overdeveloped sense of honor. Dedicated to saving all life on Earth, or at least all attractive women on Earth. He enjoys painting in splattered blood, rainy days, long walks on the beach, thermonuclear devices, and backgammon.
Background: Orphaned at birth and raised by wolves, Dirk was rescued by nuns at the age of 4. The nuns instilled in the young Dirk his sense of honor and his bizarre obsession with backgammon. When the evil villain, General Payne, destroyed the nuns’ village to hijack all their dice, Dirk set out on his lifelong quest to end evil around the world. He will never rest until Payne is defeated, peace and justice restored, and double sixes rolled everywhere.
All the information in the character description above could be distilled into one long paragraph entry, if the designer chooses to limit the length or the scope of the bible. However, every character in the game (even supporting players) should be presented in this same detail.
Such enriching character sketches can provide inspiration when planning game maps or missions (depending on the game’s genre). For example, in Hangnail’s case, given Dirk’s devotion to backgammon, the designer could construct a maze or a level in which the objective is to slaughter all of General’s Payne’s agents to recover their ill-gotten dice.
Character description and background is one area where a story bible can really enrich an interactive game. If the bible can draw out a game’s central character with convincing depth and detail, the production can present an interesting and exciting person around which you can build a game and story.
In some cases, the player becomes that character. In other games, the player merely guides an already existing character. In either case, the story bible can outline what the main characters wants! That’s the key. The entire game story should be built around what the main character or hero wants and needs. Once that is pinpointed (be it the damsel in distress, a magic amulet, or the enemy capital), a designer can build an entire game around that quest. Battles in the cold reaches of space. Races through monster-filled mazes. Puzzle-solving through a haunted library. Anything that makes the game more entertaining can stand between the hero and the goal. But, the goal must be clear, ever-present, and motivated. The story bible can help a design team do that.
In another example, if Dirk was scared of water because his wolf parents couldn’t swim, the designer might wish to create an underwater level and cause Dirk’s air supply to disappear quickly because he hyperventilates too easily.
Using a methodology like this, in which you define the background, attributes, age, appearance, and equipment of a character, can help ensure truly motivated and enjoyable characters and gives the design team ideas for gameplay. A game’s characters need to be compelling. If the player becomes a hero in the game, that hero must be attractive enough that the player wants to assume that persona. A game villain should be rotten enough that the player generates genuine passion and satisfaction from defeating him or her.
An essential rule of thumb states that every character, even the most incredibly butch of heroes, needs to have weaknesses or shortcomings. If a character seems too omnipotent and has every skill imaginable down pat, no player will believe he or she could possibly lose or die. You don’t have to make your hero or heroine a simpering wimp, but don’t make them invulnerable. Even Superman has his kryptonite.
In the final document, Dirk’s bible entry might include an artist’s sketch (if created early in the game development process) or a 3D rendering (if created farther along in the development process) which might also be the actual avatar used in the game if the product makes it that far along.
To digress for just a moment, I have approached the use of game bibles for story development solely from the perspective of the hero thus far. Lately, games such as Bullfrog’s Dungeon Keeper and LucasArts’ Dark Forces II have made it possible for players to assume the role of the villain. However, that doesn’t turn the narrative rule on its ear—the same guidelines still apply. A villain also has wants and needs. In the best possible scenario, the bad guy wants exactly the same thing as the hero. In drama and writing courses, that’s called the “Law of Conflicting Need.” A good story (and therefore a good game, if it has story components) has a protagonist and an antagonist wanting the same thing for perfectly opposite reasons. We usually want the hero to get to that goal before the villain. However, in games where we become the villain, we assume the motivations of the villain. The bible should outline the history, personality, and motivation of the bad guy as well as the hero. That way, if we become the antagonist in gameplay, it works just as well if we had chosen the hero’s role.
Resource:
http://www.computer-game-design.com
Cricket - English game
09.23, Posted by aan, No Comment
by: Marcia Henin
Cricket is the passion of all Brits. Playing cricket has been a well-known tradition in all English homes from the beginning of 18th century. English cricket was a part of leisure as well as English tea; playing it was considered a status of symbol, an exhibition of good taste. The announcements of cricket tournaments were often published in English newspapers: the pictures of the time depicted the players dressed in white shirts, white breeches and cylinders, elegantly leaning towards the cricket ball.
The Cricket game has been the favored game in most English high schools – the most “rich and famous” schools hold a long history of cricket games. Eaton, Rugby and other selective schools were famous not only because of the education they provided, but also remembered for their sport games and sport groups. Cricket was a symbol of high standard, of belonging to a certain social group. The sight of boys and girls playing cricket on green lawns gave a British citizen feeling of certainty and trust in the strength of British Empire, known worldwide for its physical education.
The rules in cricket are not too difficult and can be easily learned: two teams, of eleven players each, play on grass field, in a center of which is cricket pitch. In some ways it is analogous to the American Baseball: a bowler, whose role in the game is to bowl cricket balls, is analogous to a pitcher in baseball. However, there are different categories of bowlers, relying either on speed or on the rotation of the ball. There are also different codes of behavior, which many players learn from their childhood.
Cricket has maintained its role as the symbol of British tradition – the passion for Cricket, developed in school years, doesn’t fade as the time goes by. These days, Cricket news is popular in certain countries just as much as soccer.
Cricket is the passion of all Brits. Playing cricket has been a well-known tradition in all English homes from the beginning of 18th century. English cricket was a part of leisure as well as English tea; playing it was considered a status of symbol, an exhibition of good taste. The announcements of cricket tournaments were often published in English newspapers: the pictures of the time depicted the players dressed in white shirts, white breeches and cylinders, elegantly leaning towards the cricket ball.
The Cricket game has been the favored game in most English high schools – the most “rich and famous” schools hold a long history of cricket games. Eaton, Rugby and other selective schools were famous not only because of the education they provided, but also remembered for their sport games and sport groups. Cricket was a symbol of high standard, of belonging to a certain social group. The sight of boys and girls playing cricket on green lawns gave a British citizen feeling of certainty and trust in the strength of British Empire, known worldwide for its physical education.
The rules in cricket are not too difficult and can be easily learned: two teams, of eleven players each, play on grass field, in a center of which is cricket pitch. In some ways it is analogous to the American Baseball: a bowler, whose role in the game is to bowl cricket balls, is analogous to a pitcher in baseball. However, there are different categories of bowlers, relying either on speed or on the rotation of the ball. There are also different codes of behavior, which many players learn from their childhood.
Cricket has maintained its role as the symbol of British tradition – the passion for Cricket, developed in school years, doesn’t fade as the time goes by. These days, Cricket news is popular in certain countries just as much as soccer.