(Msg. 1) Posted: Thu Aug 13, 2009 7:07 am
Post subject: Eidos using player metrics to build a better Tomb Raider Archived from groups: alt>games>tombraider (more info?)
Hi, guys. Long time no type.
This isn't exactly news, but I just heard about it and thought where
can I find a bunch of smart people to tell me more? So here I am.
Apparently Eidos has been collecting data about players' gaming styles
in order to improve future games. My latest blog post has more details
and a link to an academic paper explaining how some researchers used
Tomb Raider: Underworld data collected through Xbox Live to formulate
a set of typical player types, which they called "Veterans",
"Solvers", "Pacifists" and "Runers".
The authors of this particular paper envision games that adapt to your
gaming style as you play, adding or removing challenges, offering
hints, etc., which could be pretty cool if done effectively and pretty
terrible otherwise.
This also brings up some interesting privacy issues. The paper wasn't
clear on this point, but I assume none of the data collected is
personally identifiable. I'm also assuming other developers are doing
this too. Yet, there doesn't seem to be any kind of notification or
waiver, unless it's deep in the fine print somewhere. It's not as
though when you sign onto Xbox Live you hear a message saying, "This
session may be monitored to improve your future gaming experience."
I'd be interested to know what you all think about this—the
ramifications for game development as well as the "Big Brother"
aspects.
(Msg. 2) Posted: Thu Aug 13, 2009 2:37 pm
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
"stellalune" wrote in message
Hi, guys. Long time no type.
This isn't exactly news, but I just heard about it and thought where
can I find a bunch of smart people to tell me more? So here I am.
Apparently Eidos has been collecting data about players' gaming styles
in order to improve future games. My latest blog post has more details
and a link to an academic paper explaining how some researchers used
Tomb Raider: Underworld data collected through Xbox Live to formulate
a set of typical player types, which they called "Veterans",
"Solvers", "Pacifists" and "Runers".
The authors of this particular paper envision games that adapt to your
gaming style as you play, adding or removing challenges, offering
hints, etc., which could be pretty cool if done effectively and pretty
terrible otherwise.
This also brings up some interesting privacy issues. The paper wasn't
clear on this point, but I assume none of the data collected is
personally identifiable. I'm also assuming other developers are doing
this too. Yet, there doesn't seem to be any kind of notification or
waiver, unless it's deep in the fine print somewhere. It's not as
though when you sign onto Xbox Live you hear a message saying, "This
session may be monitored to improve your future gaming experience."
I'd be interested to know what you all think about this—the
ramifications for game development as well as the "Big Brother"
aspects.
You HAVE heard of Valves "Steam", right? I'm sure if the data collections
agencies wanted to, they could instantly provide personally identifiable
data on any unit from their statistics. If any of these companies say they
do not collect personal identity data, they are lying. Just like M$ does
and always has.
They're not going to let you/us know they are doing it because, quite
frankly, they already know we are in majority opposition to the whole thing
of continuous data collection of individual system statistics. So they
simply do it, and damn us for interfering with their game plan if we catch
them at it. And it's illegal only if they are caught.
Sort of like Maxx Headroom, but worse. 'Big Brother', indeed.
McG.
(Msg. 3) Posted: Thu Aug 13, 2009 2:50 pm
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
"stellalune"
some researchers used Tomb Raider: Underworld data collected through Xbox
Live to formulate a set of typical player types, which they called
"Veterans",
"Solvers", "Pacifists" and "Runers".
Regards, Stella
I see one glaring flaw to their study. It comes to the issue of console vs
PC gamer. The PC gamer is, I believe, a much different critter than the
typical consoler. They've left out the entire world of PC gamer, so I guess
we'll never know what the "real statistical" differences are between the
two. Though, EIDOS could easily add the Steam stats for their games to the
mix.
I bought and play Anniversary and Underworld on Steam. It was cheaper and,
for me, much more convenient. I own and play most of the whole list of
Valve games on Steam. So I decided to try these two TR games on Steam.
Works great for me. And yes, I can set them up for offline play too.
Too bad the legacy TR games aren't set up on Steam, I'd still be able to
play them even under XP 64 bits on this render rig I built!
Good to see ya again Stella! And hey, how were we to know you'd be so cute
IRL?
(Msg. 4) Posted: Thu Aug 13, 2009 7:25 pm
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
"McG." wrote in message
> Too bad the legacy TR games aren't set up on Steam, I'd still be able to
> play them even under XP 64 bits on this render rig I built!
Will none of TR1-5 run on XP x64 McG? I loaded Windows 7 x64 at the weekend,
and seeing your post prompted me to try TR2. Apart from some slightly slow
loading times, it runs perfectly. Haven't tried TR1 yet, though it looks
like DOSbox will support it, though Paul Gardiner says (on Vogons) that he
is working on a 64-bit version of Glidos.
Actually, I'm going to try the others now quickly too...
(Msg. 5) Posted: Thu Aug 13, 2009 7:25 pm
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
"John Whitworth" wrote in message
>
>
> "McG." wrote in message
> >
>> Too bad the legacy TR games aren't set up on Steam, I'd still be able to
>> play them even under XP 64 bits on this render rig I built! >
> Will none of TR1-5 run on XP x64 McG? I loaded Windows 7 x64 at the
> weekend, and seeing your post prompted me to try TR2. Apart from some
> slightly slow loading times, it runs perfectly. Haven't tried TR1 yet,
> though it looks like DOSbox will support it, though Paul Gardiner says (on
> Vogons) that he is working on a 64-bit version of Glidos.
>
> Actually, I'm going to try the others now quickly too...
Ah well - it was nice while it lasted. TR2 and TR3 seem to work OK. But TR4
and TR5 fail when trying to set up the video options. TR1 was a complete
non-starter - even in 'XP Mode'.
(Msg. 6) Posted: Thu Aug 13, 2009 9:09 pm
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
"John Whitworth" wrote in message
>
>
> "McG." wrote in message
> >
>> Too bad the legacy TR games aren't set up on Steam, I'd still be able to
>> play them even under XP 64 bits on this render rig I built! >
> Will none of TR1-5 run on XP x64 McG? I loaded Windows 7 x64 at the
> weekend, and seeing your post prompted me to try TR2. Apart from some
> slightly slow loading times, it runs perfectly. Haven't tried TR1 yet,
> though it looks like DOSbox will support it, though Paul Gardiner says (on
> Vogons) that he is working on a 64-bit version of Glidos.
>
> Actually, I'm going to try the others now quickly too...
>
> JW
I think they all have 16 bit installers, and nothing 16 bit runs in XP x64.
Time to dredge up the old disks and see what they do on this newer machine.
McG.
(Msg. 7) Posted: Thu Aug 13, 2009 9:10 pm
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
"John Whitworth" wrote in message
>
>
> "John Whitworth" wrote in message
> >>
>>
>> "McG." wrote in message
>> >>
>>> Too bad the legacy TR games aren't set up on Steam, I'd still be able to
>>> play them even under XP 64 bits on this render rig I built! >>
>> Will none of TR1-5 run on XP x64 McG? I loaded Windows 7 x64 at the
>> weekend, and seeing your post prompted me to try TR2. Apart from some
>> slightly slow loading times, it runs perfectly. Haven't tried TR1 yet,
>> though it looks like DOSbox will support it, though Paul Gardiner says
>> (on Vogons) that he is working on a 64-bit version of Glidos.
>>
>> Actually, I'm going to try the others now quickly too...
>
> Ah well - it was nice while it lasted. TR2 and TR3 seem to work OK. But
> TR4 and TR5 fail when trying to set up the video options. TR1 was a
> complete non-starter - even in 'XP Mode'.
>
> JW
I think a dinky little 32 bit XP box would run all of them. I THINK. Might
try that.
McG.
(Msg. 8) Posted: Fri Aug 14, 2009 6:25 pm
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
"McG." wrote in message
>
> "John Whitworth" wrote in message
> >>
>>
>> "John Whitworth" wrote in message
>> >>>
>>>
>>> "McG." wrote in message
>>> >>>
>>>> Too bad the legacy TR games aren't set up on Steam, I'd still be able
>>>> to play them even under XP 64 bits on this render rig I built! >>>
>>> Will none of TR1-5 run on XP x64 McG? I loaded Windows 7 x64 at the
>>> weekend, and seeing your post prompted me to try TR2. Apart from some
>>> slightly slow loading times, it runs perfectly. Haven't tried TR1 yet,
>>> though it looks like DOSbox will support it, though Paul Gardiner says
>>> (on Vogons) that he is working on a 64-bit version of Glidos.
>>>
>>> Actually, I'm going to try the others now quickly too...
>>
>> Ah well - it was nice while it lasted. TR2 and TR3 seem to work OK. But
>> TR4 and TR5 fail when trying to set up the video options. TR1 was a
>> complete non-starter - even in 'XP Mode'.
>>
>> JW
>
> I think a dinky little 32 bit XP box would run all of them. I THINK.
> Might try that.
> McG.
Oh, it would, without a doubt. My Vista 32-bit did so as well. I'm going to
have to dual boot this box to 32-bit now though, as I've discovered that
Visual Studio and 64 bits is a complete pain. I thought you could quite
simply code for 32-bit software on a 64-bit box. Doesn't seem that way!
(Msg. 9) Posted: Sun Aug 23, 2009 5:35 am
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
On Aug 14, 6:14 pm, "John Whitworth"
wrote:
> "McG." wrote in message
>
> >
>
> > "John Whitworth" wrote in message
> > >
> >> "John Whitworth" wrote in message
> >> >
> >>> "McG." wrote in message
> >>> >
> >>>> Too bad the legacy TR games aren't set up on Steam, I'd still be able
> >>>> to play them even under XP 64 bits on this render rig I built! >
> >>> Will none of TR1-5 run on XP x64 McG? I loaded Windows 7 x64 at the
> >>> weekend, and seeing your post prompted me to try TR2. Apart from some
> >>> slightly slow loading times, it runs perfectly. Haven't tried TR1 yet,
> >>> though it looks like DOSbox will support it, though Paul Gardiner says
> >>> (on Vogons) that he is working on a 64-bit version of Glidos.
>
> >>> Actually, I'm going to try the others now quickly too...
>
> >> Ah well - it was nice while it lasted. TR2 and TR3 seem to work OK. But
> >> TR4 and TR5 fail when trying to set up the video options. TR1 was a
> >> complete non-starter - even in 'XP Mode'.
>
> >> JW
>
> > I think a dinky little 32 bit XP box would run all of them. I THINK.
> > Might try that.
> > McG.
>
> Oh, it would, without a doubt. My Vista 32-bit did so as well. I'm going to
> have to dual boot this box to 32-bit now though, as I've discovered that
> Visual Studio and 64 bits is a complete pain. I thought you could quite
> simply code for 32-bit software on a 64-bit box. Doesn't seem that way!
Hey guys, thanks for totally highjacking my post. Nah, it's OK. I
forgive you. It's a useful discussion anyway, and McG did say I was
cute.
(Msg. 10) Posted: Sun Aug 23, 2009 12:00 pm
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
"stellalune" wrote in message
On Aug 14, 6:14 pm, "John Whitworth"
wrote:
> "McG." wrote in message
>
> >
>
> > "John Whitworth" wrote in message
> > >
> >> "John Whitworth" wrote in message
> >> >
> >>> "McG." wrote in message
> >>> >
> >>>> Too bad the legacy TR games aren't set up on Steam, I'd still be
> >>>> able
> >>>> to play them even under XP 64 bits on this render rig I built!
> >>>> >
> >>> Will none of TR1-5 run on XP x64 McG? I loaded Windows 7 x64 at
> >>> the
> >>> weekend, and seeing your post prompted me to try TR2. Apart from
> >>> some
> >>> slightly slow loading times, it runs perfectly. Haven't tried TR1
> >>> yet,
> >>> though it looks like DOSbox will support it, though Paul Gardiner
> >>> says
> >>> (on Vogons) that he is working on a 64-bit version of Glidos.
>
> >>> Actually, I'm going to try the others now quickly too...
>
> >> Ah well - it was nice while it lasted. TR2 and TR3 seem to work OK.
> >> But
> >> TR4 and TR5 fail when trying to set up the video options. TR1 was a
> >> complete non-starter - even in 'XP Mode'.
>
> >> JW
>
> > I think a dinky little 32 bit XP box would run all of them. I THINK.
> > Might try that.
> > McG.
>
> Oh, it would, without a doubt. My Vista 32-bit did so as well. I'm
> going to
> have to dual boot this box to 32-bit now though, as I've discovered
> that
> Visual Studio and 64 bits is a complete pain. I thought you could
> quite
> simply code for 32-bit software on a 64-bit box. Doesn't seem that
> way!
Hey guys, thanks for totally highjacking my post. Nah, it's OK. I
forgive you. It's a useful discussion anyway, and McG did say I was
cute.
TOTALLY cute! Who'd have guessed?! And downright smart too!
Back on topic, did you note where I'd said that those stastics are
essentially useless where it concerns PC only players? They haven't a
clue what we're about. And I really don't think they're even
interested. Seems the powers that be in the developing realm WANT
everybody to move over to consoles. Me now, I'm not doing that.
McG.
(Msg. 11) Posted: Sun Aug 23, 2009 6:25 pm
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
--
Bob Wiley
Jimboomba Qld.
(07) 55478641.
"McG." wrote in message
> "stellalune" wrote in message
> > On Aug 14, 6:14 pm, "John Whitworth"
> wrote:
>> "McG." wrote in message
>>
>> >>
>>
>> > "John Whitworth" wrote in message
>> > >>
>> >> "John Whitworth" wrote in message
>> >> >>
>> >>> "McG." wrote in message
>> >>> >>
>> >>>> Too bad the legacy TR games aren't set up on Steam, I'd still be
>> >>>> able
>> >>>> to play them even under XP 64 bits on this render rig I built! >>
>> >>> Will none of TR1-5 run on XP x64 McG? I loaded Windows 7 x64 at the
>> >>> weekend, and seeing your post prompted me to try TR2. Apart from some
>> >>> slightly slow loading times, it runs perfectly. Haven't tried TR1
>> >>> yet,
>> >>> though it looks like DOSbox will support it, though Paul Gardiner
>> >>> says
>> >>> (on Vogons) that he is working on a 64-bit version of Glidos.
>>
>> >>> Actually, I'm going to try the others now quickly too...
>>
>> >> Ah well - it was nice while it lasted. TR2 and TR3 seem to work OK.
>> >> But
>> >> TR4 and TR5 fail when trying to set up the video options. TR1 was a
>> >> complete non-starter - even in 'XP Mode'.
>>
>> >> JW
>>
>> > I think a dinky little 32 bit XP box would run all of them. I THINK.
>> > Might try that.
>> > McG.
>>
>> Oh, it would, without a doubt. My Vista 32-bit did so as well. I'm going
>> to
>> have to dual boot this box to 32-bit now though, as I've discovered that
>> Visual Studio and 64 bits is a complete pain. I thought you could quite
>> simply code for 32-bit software on a 64-bit box. Doesn't seem that way!
>> >
> Hey guys, thanks for totally highjacking my post. Nah, it's OK. I
> forgive you. It's a useful discussion anyway, and McG did say I was
> cute. >
>
> TOTALLY cute! Who'd have guessed?! And downright smart too! >
> Back on topic, did you note where I'd said that those stastics are
> essentially useless where it concerns PC only players? They haven't a
> clue what we're about. And I really don't think they're even interested.
> Seems the powers that be in the developing realm WANT everybody to move
> over to consoles. Me now, I'm not doing that.
> McG.
>I agree. Here in Australia it is getting harder and harder to get "good" PC
>games
everything is aimed at consol gaming,which I won't have a bar of.
Bob
(Msg. 12) Posted: Mon Aug 24, 2009 4:40 am
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
On Aug 23, 5:21 pm, "Bob Wiley" wrote:
> --
> Bob Wiley
> Jimboomba Qld.
> (07) 55478641."McG." wrote in message
>
> >
>
>
> > "stellalune" wrote in message
> > > > On Aug 14, 6:14 pm, "John Whitworth"
> > wrote:
> >> "McG." wrote in message
>
> >> >
> >> > "John Whitworth" wrote in message
> >> > >
> >> >> "John Whitworth" wrote in message
> >> >> >
> >> >>> "McG." wrote in message
> >> >>> >
> >> >>>> Too bad the legacy TR games aren't set up on Steam, I'd still be
> >> >>>> able
> >> >>>> to play them even under XP 64 bits on this render rig I built! >
> >> >>> Will none of TR1-5 run on XP x64 McG? I loaded Windows 7 x64 at the
> >> >>> weekend, and seeing your post prompted me to try TR2. Apart from some
> >> >>> slightly slow loading times, it runs perfectly. Haven't tried TR1
> >> >>> yet,
> >> >>> though it looks like DOSbox will support it, though Paul Gardiner
> >> >>> says
> >> >>> (on Vogons) that he is working on a 64-bit version of Glidos.
>
> >> >>> Actually, I'm going to try the others now quickly too...
>
> >> >> Ah well - it was nice while it lasted. TR2 and TR3 seem to work OK.
> >> >> But
> >> >> TR4 and TR5 fail when trying to set up the video options. TR1 was a
> >> >> complete non-starter - even in 'XP Mode'.
>
> >> >> JW
>
> >> > I think a dinky little 32 bit XP box would run all of them. I THINK.
> >> > Might try that.
> >> > McG.
>
> >> Oh, it would, without a doubt. My Vista 32-bit did so as well. I'm going
> >> to
> >> have to dual boot this box to 32-bit now though, as I've discovered that
> >> Visual Studio and 64 bits is a complete pain. I thought you could quite
> >> simply code for 32-bit software on a 64-bit box. Doesn't seem that way!
> >> >
> > Hey guys, thanks for totally highjacking my post. Nah, it's OK. I
> > forgive you. It's a useful discussion anyway, and McG did say I was
> > cute. >
> > TOTALLY cute! Who'd have guessed?! And downright smart too!
Wow! Now I'm going to get all conceited. Remind me to hang out here
more instead of on the message boards with the teenagers.
> > Back on topic, did you note where I'd said that those stastics are
> > essentially useless where it concerns PC only players? They haven't a
> > clue what we're about. And I really don't think they're even interested.
> > Seems the powers that be in the developing realm WANT everybody to move
> > over to consoles. Me now, I'm not doing that.
> > McG.
> >I agree. Here in Australia it is getting harder and harder to get "good" PC
> >games
>
> everything is aimed at consol gaming,which I won't have a bar of.
> Bob- Hide quoted text -
>
> - Show quoted text -
I hear that. I play on both the PC and Xbox 360, but my gaming habits
are very different on the two systems. If Eidos tracked me on the PC,
they'd see a much slower, more thorough player, since that's where I
do all my playtesting, walkthrough writing and screen capturing. Once
I finally make it over to the Xbox, it's only to replay. By then I
pretty much know where everything is and I'm just whizzing through to
see if there's anything different in that version.
I wonder if they're also tracking PC players through Steam or if they
have any plans to do that.
(Msg. 13) Posted: Fri Aug 28, 2009 10:25 pm
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
stellalune wrote:
> On Aug 23, 5:21 pm, "Bob Wiley" wrote:
>> --
>> Bob Wiley
>> Jimboomba Qld.
>> (07) 55478641."McG." wrote in message
>>
>> >>
>>
>>
>>> "stellalune" wrote in message
>>> >>> On Aug 14, 6:14 pm, "John Whitworth"
>>> wrote:
>>>> "McG." wrote in message
>>
>>>> >>
>>>>> "John Whitworth" wrote in message
>>>>> >>
>>>>>> "John Whitworth" wrote in message
>>>>>> >>
>>>>>>> "McG." wrote in message
>>>>>>> >>
>>>>>>>> Too bad the legacy TR games aren't set up on Steam, I'd still
>>>>>>>> be able
>>>>>>>> to play them even under XP 64 bits on this render rig I built!
>>>>>>>> >>
>>>>>>> Will none of TR1-5 run on XP x64 McG? I loaded Windows 7 x64 at
>>>>>>> the weekend, and seeing your post prompted me to try TR2. Apart
>>>>>>> from some slightly slow loading times, it runs perfectly.
>>>>>>> Haven't tried TR1 yet,
>>>>>>> though it looks like DOSbox will support it, though Paul
>>>>>>> Gardiner says
>>>>>>> (on Vogons) that he is working on a 64-bit version of Glidos.
>>
>>>>>>> Actually, I'm going to try the others now quickly too...
>>
>>>>>> Ah well - it was nice while it lasted. TR2 and TR3 seem to work
>>>>>> OK. But
>>>>>> TR4 and TR5 fail when trying to set up the video options. TR1
>>>>>> was a complete non-starter - even in 'XP Mode'.
>>
>>>>>> JW
>>
>>>>> I think a dinky little 32 bit XP box would run all of them. I
>>>>> THINK. Might try that.
>>>>> McG.
>>
>>>> Oh, it would, without a doubt. My Vista 32-bit did so as well. I'm
>>>> going to
>>>> have to dual boot this box to 32-bit now though, as I've
>>>> discovered that Visual Studio and 64 bits is a complete pain. I
>>>> thought you could quite simply code for 32-bit software on a
>>>> 64-bit box. Doesn't seem that way! >>
>>> Hey guys, thanks for totally highjacking my post. Nah, it's OK. I
>>> forgive you. It's a useful discussion anyway, and McG did say I was
>>> cute. >>
>>> TOTALLY cute! Who'd have guessed?! And downright smart too! >
> Wow! Now I'm going to get all conceited. Remind me to hang out here
> more instead of on the message boards with the teenagers. >
>>> Back on topic, did you note where I'd said that those stastics are
>>> essentially useless where it concerns PC only players? They haven't
>>> a clue what we're about. And I really don't think they're even
>>> interested. Seems the powers that be in the developing realm WANT
>>> everybody to move over to consoles. Me now, I'm not doing that.
>>> McG.
>>> I agree. Here in Australia it is getting harder and harder to get
>>> "good" PC games
>>
>> everything is aimed at consol gaming,which I won't have a bar of.
>> Bob- Hide quoted text -
>>
>> - Show quoted text -
>
> I hear that. I play on both the PC and Xbox 360, but my gaming habits
> are very different on the two systems. If Eidos tracked me on the PC,
> they'd see a much slower, more thorough player, since that's where I
> do all my playtesting, walkthrough writing and screen capturing. Once
> I finally make it over to the Xbox, it's only to replay. By then I
> pretty much know where everything is and I'm just whizzing through to
> see if there's anything different in that version.
>
> I wonder if they're also tracking PC players through Steam or if they
> have any plans to do that.
Hang on...how come I've not seen a picture of our lovely friend
Stellalune?!?!?
Her website has been a great help over the years!!! And what a great
website!
(Msg. 14) Posted: Sat Aug 29, 2009 6:53 am
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
On Aug 28, 9:31 pm, "Thunderchief" wrote:
> Hang on...how come I've not seen a picture of our lovely friend
> Stellalune?!?!?
>
> Her website has been a great help over the years!!! And what a great
> website! >
> TC
>
> (41 on Sunday!)
(Msg. 15) Posted: Mon Aug 31, 2009 8:25 am
Post subject: Re: Eidos using player metrics to build a better Tomb Raider [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
"stellalune" wrote in message
> Hey guys, thanks for totally highjacking my post. Nah, it's OK. I
> forgive you. It's a useful discussion anyway, and McG did say I was
> cute.
Tomb Raider 9 ? - Je¶li kogo¶ interesuje. Ciekawy link z YouTube http://www.youtube.com/wa...feature=related -- -=Chris45=- ch45@op.pl
Multiplayer Tomb Raider next? - They guess based on job listing and previous interviews: http://www.cinemablend.com/games/Next-Tomb-Raider-Has-Multiplayer-21517.html ero
Toby Gard leaves Tomb raider (again) - lot of news, let's refer to most reputable source :-) http://stellalune.blogspot.com/2009/09/tomb-raider-creator-toby-gard-leaves.html Is he going to work on TR as a frelancer? Doesn't seem very likely... here's an article with quotes from Toby....
NEWS: TOMB RAIDER a new game from Crystal Dynamics - ==== OFFICIAL PRESS RELEASE ==== TOMB RAIDER a new game from Crystal Dynamics LOS ANGELES, USA - December 6th, 2010 - Square Enix Ltd. is excited today to announce TOMB RAIDER®, the new game from Redwood City based studio Crystal Dynamics. "Af...
Funner bits! - TR1 - figuring out the timed run from near the top of St. Francis Folly to the door at the very bottom. TR1 ( runner up ) - doing the Lost Valley without firing a shot. TR1 ( Miss Congeniality ) - Atlantean Lara. TR1 ( Booby Prize ) - your guns?..
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