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Jesse

Member since: Oct 12th, 2006

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Joystiq25 Comments

Sony implies all first-party titles to use Online Pass

Oct 6th 2011 3:04PM (Joystiq)
I wonder if there's any way to get around having to enter a long passcode in order to get your online pass? Here are some ideas:

1. Why isn't the passcode stored on the disk? When the game is run for the first time, it should ask you if you'd like to use your passcode with the current account. Select yes, and you're done.

2. Or, perhaps no game would come with a passcode. If you bought it new and you wanted to play multiplayer, you would have to buy the online pass. They could charge $10 less for new games, and this wouldn't create a discrepency between new and used games.

3. Can Kinnect read barcodes? Show the passcode to the Kinnect, or the Playstation Eye, and it would get scanned in without needing to type anything in.

Report: UK new game boxed sales down 18% in 2009

Jan 12th 2010 12:35PM (Joystiq)
It's interesting that Wii games took a hit because their install-base has continued to rise much faster than both Microsoft's and Sony's combined. Does that mean that the attach rate for the Wii is quite low?

That wouldn't be too surprising to me seeing that the Xbox 360 and PS3 cater to the hardcore crowd.

UFC Undisputed 2010 trailer reminds us of MJ, makes us sad

Dec 14th 2009 12:20PM (Joystiq)
I like how nobody has really mentioned Michael Jackson in the comments. Honestly, how many UFC fans are also MJ fans?

Goozex temporarily drops trading fees for students

Nov 24th 2009 12:09PM (Joystiq)
I'm a little surprised that this is the news about Goozex that appears on Joystiq. They have a much more interesting promotion going on right now. They'll give you 200 points ($10) for trading new games within a month of their release date. That's a fantastic deal.

http://www.goozex.com/community/forums/t/55731.aspx

Nintendo reveals the heart-tracking Wii Vitality Sensor

Jun 2nd 2009 4:11PM (Joystiq)
Maybe it will be used in "The Grudge" on the Wii. (http://www.wiids.co.uk/2009/05/27/ju-on-the-grudge-wii-screenshots/)

"The Grudge features a new unique gameplay mechanic that measures your movements during play - the more you flinch and jump, the worse your success rate becomes. The player can progress through the game with bad scores, but it is those with a steady hand and nerves of steel that will have the most to gain from this experience."

Perhaps measuring your heart rate will influence how well you do in the game.

Counting Rupees: Feeling used

Oct 7th 2008 10:29PM (Joystiq)
I agree that a game isn't necessarily a physical product, but it depends. If a game is sold on a physical disk, then games should follow the same rules that apply to all physical products, like books and cars. If the game is sold as a digital download, then the rules do not apply. As a digital product, I have no problem with the publisher/developer making up their own rules for how the game is sold.

But as it stands, there is no reason for a publisher to complain about the resale of their games. They have it within their power to sell the product in a purely digital manner.

Counting Rupees: Feeling used

Oct 7th 2008 9:09PM (Joystiq)
No, game developers/publishers do not deserve to make any money after the initial purchase. There is good reason for this, and it's the law with every physical product. It is not our job as the consumer to make money for the gaming industry, or any industry.

If game publishers wish to make more money, it is their responsibility to figure out how to do that. Changing the law, or intimidating their customers is not the way to do it.

ASCII-based Dwarf Fortress is the future of video games?

Mar 28th 2007 12:52PM (Joystiq)
My roommate went and installed this on his computer and generated a new world. It definitely didn't take 15 minutes to generate, probably more like 5, but his computer is a high end machine and it still took a while to complete.

Gaming's Kobayashi Maru and how to enjoy it

Feb 18th 2007 2:35AM (Joystiq)
I'm not sure if Eternal Darkness counts in this scenario, but they provided an entertaining way of having the player lose.

When the player went insane they'd experience, death, their head falling off or even their game crashing. Going insane was technically a bad thing, but I found myself always hovering on the edge of sanity just to experience all the different ways of going insane.

Also, in each level your character would essentially die at the end of it.

Sony's Jack Tretton and the $1200 quote

Feb 10th 2007 3:06PM (Joystiq)
Is there a link to this article?

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