<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-424282439233839117</id><updated>2011-11-27T15:55:24.504-08:00</updated><category term='Reviews'/><category term='Gamificação'/><category term='PS3'/><category term='Fifa'/><category term='Teoria'/><category term='Xbox 360'/><category term='DLC'/><category term='Comparações'/><category term='Indie Games'/><category term='Interface'/><category term='SBGames'/><category term='PES'/><category term='Indústria'/><title type='text'>Pensando games</title><subtitle type='html'>Porque só jogar não é suficiente</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://pensandogames.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/424282439233839117/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://pensandogames.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Paulo Luis Santos</name><uri>http://www.blogger.com/profile/12267427303613200600</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://lh6.google.com/folaks/RpOe4QlhjfI/AAAAAAAAABA/F4O0JDGGqAQ/s144/paulo_sp_msn.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>5</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-424282439233839117.post-2414052209641942781</id><published>2010-05-27T17:11:00.000-07:00</published><updated>2010-05-27T17:16:33.665-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Indústria'/><category scheme='http://www.blogger.com/atom/ns#' term='Indie Games'/><title type='text'>O Tamanho da Brincadeira</title><content type='html'>&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="border-collapse: collapse; font-size: 13px;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="im" style="color: #500050;"&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;A indústria de games, sabe-se bem, já é uma das mais importantes do mundo em diversos aspectos, do financeiro ao cultural. Os principais títulos&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;da&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;atualidade envolvem orçamentos milionários, campanhas massivas de marketing e lançamentos recheados de hype. Bem, como todas as coisas no mundo, isso nem sempre foi assim.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;Estive jogando &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://en.wikipedia.org/wiki/Metal_Warriors"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;Metal Warriors&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;, um game que nunca alcançou a fama que merecia (rendendo-lhe certo status de cult). Exclusivo de Super Nintendo, foi desenvolvido pela Lucas Arts e lançado pela Konami 15 anos atrás, em 1995. Tinha gráficos bons; um design de jogabilidade e levels extremamente interessantes; a presença de elementos sofisticados; um modo versus viciante; e a dificuldade insana típica dos games mais antigos. Depois de 15 anos, finalmente consegui passar as nove missões cabeludas e chegar ao final deste game que &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.gamespot.com/snes/action/metalwarriors/review.html?mode=web&amp;amp;tag=scoresummary;critic-score"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;recebeu nota 8.1&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;da&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;EGM. (&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.youtube.com/watch?v=GX8CGay2aDE"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;Veja a &lt;span id="goog_1428751234"&gt;&lt;/span&gt;gameplay&lt;span id="goog_1428751235"&gt;&lt;/span&gt; aqui&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;)&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;Eis que, acostumado aos créditos hollywoodianos dos jogos atuais, me deparo com a seguinte sequência de créditos:&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_D1v7J9wfpYQ/S_8IGtfk69I/AAAAAAAABTM/MQQe3ndMT_8/s1600/metalwarriors_ending2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;img border="0" height="640" src="http://4.bp.blogspot.com/_D1v7J9wfpYQ/S_8IGtfk69I/AAAAAAAABTM/MQQe3ndMT_8/s640/metalwarriors_ending2.jpg" width="241" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;Contando nos dedos de cinco mãos&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;Sim, é isso aí: 24 pessoas participaram&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;da&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;produçã&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;do game. Sendo que, destas, onze eram ligadas aos testes. Excliuindo&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;produtor e&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;responsável pelo suporte técnico,&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;Agora vá &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.mobygames.com/game/windows/call-of-duty-modern-warfare-2/credits"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;neste link aqui&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt; e compare com a equipe&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;da&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;Infinity Ward envolvida na produçã&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;de Call Of Duty: Modern Warfare 2. Mais de 200 pessoas, sem nem contar os funcionários das empresas envolvidas em outsourcing, nem os&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;da&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;Publisher Activision,&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;que somaria mais de 300. É gente pra cacete.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;Segundo &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://articles.latimes.com/2009/nov/18/business/fi-ct-duty18"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;este artigo&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt; do LA Times, a produçã&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;saiu por algo entre US$ 40 e 50 milhões. Mas é na hora do lançamento – e sua devida campanha de marketing – que os really big bucks aparecem:&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;gasto chega a US$ 200 milhões. É, orçamento hollywoodiano – e de blockbusters.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;Bom, em apenas uma semana,&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;game vendeu nada menos que quase &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.vgchartz.com/swlaunch.php?game1=Call%20of%20Duty%206%20-%20X360[28848]"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;4,9 milhões&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt; de cópias. (Esse valor) x (US$ 60 por cópia) x (45% explicado &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://pensandogames.blogspot.com/2010/03/os-us-60-do-seu-novo-game.html"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;neste post&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;) US$ 119 milhões. Na terceira semana de vendas,&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;produto já havia se pagado. Depois, amigo, é só alegria.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;É quase assustador pensar que uma indústria de trinta anos de idade já movimente tanta gente, força de trabalho, e, sobretudo, dinheiro. Com isso, tornou-se extremamente complexo desenvolver um jogo - assim como complicou-se a tarefa de jogá-lo, repelindo toda uma gama de pessoas.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span style="color: black;"&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;O&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;surgimento, entã&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;, dos jogos mais baratos, simples e fáceis de fazer – para celulares, web, independentes, sociais e os casuais em geral – parece algo natural (agora que já surgiram, é fácil falar, mas enfim). Tal apariçã&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;se posiciona, para desenvolvedores, como uma válvula de escape ao colosso &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;da&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;indústria focado nas superproduções, agindo no mercado de maneira semelhante à das produções nã&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;-hollywoodianas no cinema.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: 0.0001pt; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;Como a tendência é este cenário de investimentos monstruosos (e resultados correspondentes) se manter por um bom tempo, podemos esperar que&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;ciclo de blockbusters nos games, que já segue os moldes do cinema, caia cada vez mais neste formato: ênfase em franquias consagradas (Guitar Hero, Super Mario Bros. e&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;próprio CoD que&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;digam) e pouco espaç&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="il" style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;o&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&amp;nbsp;para inovações em títulos de ponta, como Metal Warriors em 1995.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;span class="Apple-style-span" style="background-color: white;"&gt;Será que cabe aos estúdios pequenos e aos independentes preencher a lacuna criativa que resulta de toda essa equação?&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/424282439233839117-2414052209641942781?l=pensandogames.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pensandogames.blogspot.com/feeds/2414052209641942781/comments/default' title='Postar comentários'/><link rel='replies' type='text/html' href='http://pensandogames.blogspot.com/2010/05/o-tamanho-da-brincadeira.html#comment-form' title='2 Comentários'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/424282439233839117/posts/default/2414052209641942781'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/424282439233839117/posts/default/2414052209641942781'/><link rel='alternate' type='text/html' href='http://pensandogames.blogspot.com/2010/05/o-tamanho-da-brincadeira.html' title='O Tamanho da Brincadeira'/><author><name>Paulo Luis Santos</name><uri>http://www.blogger.com/profile/12267427303613200600</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://lh6.google.com/folaks/RpOe4QlhjfI/AAAAAAAAABA/F4O0JDGGqAQ/s144/paulo_sp_msn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_D1v7J9wfpYQ/S_8IGtfk69I/AAAAAAAABTM/MQQe3ndMT_8/s72-c/metalwarriors_ending2.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-424282439233839117.post-8082400803780366406</id><published>2010-03-10T15:43:00.000-08:00</published><updated>2010-03-10T16:02:15.092-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Comparações'/><category scheme='http://www.blogger.com/atom/ns#' term='DLC'/><category scheme='http://www.blogger.com/atom/ns#' term='Indústria'/><category scheme='http://www.blogger.com/atom/ns#' term='Indie Games'/><title type='text'>Raio-X dos Xbox Live Indie Games</title><content type='html'>&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;&lt;i&gt;&lt;b&gt;São zilhões de jogos independentes, de massagem via vibração do controle à matança de zumbis. Este é o primeiro post do blog de uma série sobre Xbox Indie Games: uma verdadeira aventura pelo vasto e obscuro mundo da liberdade de programação&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;É universal a defesa da liberdade. Pretexto inclusive para guerras que não necessariamente tem o objetivo de garantir independência, ter liberdade é, basicamente, ter permissão para se fazer qualquer coisa. Segundo a &lt;a href="http://pt.wikipedia.org/wiki/Liberdade"&gt;melhor amiga&lt;/a&gt; para consultas virtuais, é condição do comportamento humano voluntário. No mundo do desenvolvimento de Games, a concepção e percepção de liberdade se assemelham muito às das demais indústrias do entretenimento e artes: é poder expressar aquilo que você deseja na sua obra sem interferências de forças externas, principalmente do direcionamento do mercado. &lt;/span&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;&amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt; &lt;/span&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;Os jogos independentes gozam dessa liberdade. Uma pessoa, uma dupla ou até mesmo um pequeno estúdio desenvolvem um jogo simples, de ciclo curto, para vender por valores pequenos - de US$ 1,00 a US$ 15,00 - em serviços de distribuição digital como a &lt;a href="http://us.playstation.com/PSN"&gt;Playstation Network&lt;/a&gt;, o &lt;a href="http://store.steampowered.com/"&gt;Steam&lt;/a&gt;, a &lt;a href="http://www.apple.com/iphone/iphone-3gs/app-store.html"&gt;App Store&lt;/a&gt; ou a &lt;a href="http://www.xbox.com/en-US/LIVE/"&gt;Xbox Live&lt;/a&gt;. E, nesse sentido, a Live oferece condições ainda melhores ao independente, já que o kit de desenvolvimento é gratuito (&lt;a href="http://creators.xna.com/en-US/downloads"&gt;XNA + Visual C# Express&lt;/a&gt;) – para outras plataformas, custam milhares de dólares - e a licença para publicar na plataforma custa US$ 100,00 por ano. Acessibilidade, oh yeah!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;Neste modelo adotado pela Live, qualquer moleque pode fazer seu game em XNA e mandar para a avaliação da comunidade, eventualmente chegando ao consumidor final sem maiores barreiras no canal &lt;a href="http://www.xbox.com/en-US/games/community/default.htm"&gt;Xbox Live Indie Games&lt;/a&gt; – eis a grande diferença para a PSN. E qual o resultado disso? Uma verdadeira avalanche de games - dos mais diversos tipos, das mais distintas qualidades. &lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_D1v7J9wfpYQ/S5gt7BOfkhI/AAAAAAAABQg/HiVbBjFJrNY/s1600-h/indielogo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_D1v7J9wfpYQ/S5gt7BOfkhI/AAAAAAAABQg/HiVbBjFJrNY/s320/indielogo.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;Vamos lá: na noite de 09 para 10 de março, eram nada menos que 832 jogos lançados desde 19 de novembro de 2008, quando os então Community Games entraram no ar. Média estonteante de &lt;b&gt;1,75 jogo por dia&lt;/b&gt;. Como se pode imaginar, muito, mas muito lixo está aí no meio. Inclusive muita coisa que não deve sequer ser considerada jogo. Mas como separar o joio do trigo? &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;Bem, os jogos são avaliados pela própria comunidade e pelos jogadores, que dão de uma a cinco estrelas ao game. O sistema é falho, uma vez que não é preciso comprar o jogo completo para avaliar. De toda forma, serve como uma base para traçar a anatomia dos Xbox Live Indie Games:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_D1v7J9wfpYQ/S5gpNXSjlVI/AAAAAAAABQQ/BznombfwFA0/s1600-h/indie_ratings.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="http://3.bp.blogspot.com/_D1v7J9wfpYQ/S5gpNXSjlVI/AAAAAAAABQQ/BznombfwFA0/s400/indie_ratings.jpg" vt="true" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;Como se vê neste belíssimo gráfico produzido por mim, a imensa maioria está na faixa da ruindade/mediocridade – duas a três estrelas. Vale lembrar que não é possível avaliar com zero estrelas, então a nota mínima é um – o que coloca estas notas abaixo da média para passar de ano (tirar cinco na escola seria tirar três aqui). Uma fatia considerável mostra jogos competentes, acima da média, e apenas míseros 2% - um total de 13 games – ostentam nota acima de quatro estrelas.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;Para efeito comparativo, os jogos convencionais, AAA, também são avaliados pelos jogadores. OK, é uma grande várzea: games que nem foram lançados já podem receber avaliações (Halo: Reach é o melhor avaliado). Isso dá margem a muito fanatismo e compromete essas notas bem mais do que as dos Indie Games, que despertam o interesse de um publico muito mais restrito e potencialmente crítico do que fazem os jogos blockbuster. De qualquer forma, aos dados:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_D1v7J9wfpYQ/S5gpWy9WD3I/AAAAAAAABQY/K6SaONPYFRY/s1600-h/xbox_ratings.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="267" src="http://4.bp.blogspot.com/_D1v7J9wfpYQ/S5gpWy9WD3I/AAAAAAAABQY/K6SaONPYFRY/s400/xbox_ratings.png" vt="true" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;É notável a brutal diferença no volume de jogos na melhor fatia da pizza. Mesmo tirando uma margem grande de erro, já que existe muito bairrismo e fanatismo envolvido, segundo o &lt;a href="http://www.metacritic.com/"&gt;Metacritic&lt;/a&gt;, 294 jogos de 360 receberam notas acima de 7,5. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;Isso significa que os Indie Games ainda precisam passar por um processo de amadurecimento até chegar a um patamar mais interessante. Os bons games são raras exceções. Embora alguns sejam incríveis surpresas, a grande maioria é absolutamente irrelevante, transitando do horroroso ao bizarro, passando pelo idiota e tudo o mais. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: &amp;quot;Trebuchet MS&amp;quot;,sans-serif;"&gt;Só o tempo irá confirmar, mas tudo indica que há muito espaço para desenvolvedores sérios e criativos se destacarem no meio da avalanche de títulos. Colocar um jogo com conteúdo divertido e execução precisa pode, sim, fazer deste canal um trampolim para os holofotes do mercado. A meritocracia há de promover a seleção natural na Xbox Live Indie Games.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/424282439233839117-8082400803780366406?l=pensandogames.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pensandogames.blogspot.com/feeds/8082400803780366406/comments/default' title='Postar comentários'/><link rel='replies' type='text/html' href='http://pensandogames.blogspot.com/2010/03/raio-x-dos-xbox-live-indie-games.html#comment-form' title='3 Comentários'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/424282439233839117/posts/default/8082400803780366406'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/424282439233839117/posts/default/8082400803780366406'/><link rel='alternate' type='text/html' href='http://pensandogames.blogspot.com/2010/03/raio-x-dos-xbox-live-indie-games.html' title='Raio-X dos Xbox Live Indie Games'/><author><name>Paulo Luis Santos</name><uri>http://www.blogger.com/profile/12267427303613200600</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://lh6.google.com/folaks/RpOe4QlhjfI/AAAAAAAAABA/F4O0JDGGqAQ/s144/paulo_sp_msn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_D1v7J9wfpYQ/S5gt7BOfkhI/AAAAAAAABQg/HiVbBjFJrNY/s72-c/indielogo.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-424282439233839117.post-5896287800618039528</id><published>2010-02-27T16:09:00.000-08:00</published><updated>2010-03-10T15:56:38.965-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='DLC'/><category scheme='http://www.blogger.com/atom/ns#' term='Indústria'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><category scheme='http://www.blogger.com/atom/ns#' term='Indie Games'/><title type='text'>Os US$ 60 do seu novo game</title><content type='html'>&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;Saiu no Los Angeles Times um &lt;a href="http://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/02/anatomy-of-a-60-dollar-video-game.html"&gt;artigo &lt;/a&gt;sobre o que acontece com as 60 doletas que se paga em um game novo para consoles lá nos EUA - de Xbox 360 ou PS3, porque os de Wii custam US$ 50. Veja no gráfico abaixo:&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;a href="http://3.bp.blogspot.com/_D1v7J9wfpYQ/S5GaOczCDmI/AAAAAAAABP4/Oc1sC7PU3qc/s1600-h/grafico_game.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/_D1v7J9wfpYQ/S5GaOczCDmI/AAAAAAAABP4/Oc1sC7PU3qc/s400/grafico_game.jpg" width="400" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;Traduzindo bem rapidamente: a loja leva US$ 15 (25%); a dona do console (Sony, Microsoft) leva US$ 7 (11,5%); US$ 4 (7%)são gastos para fazer a mídia, distribui-la e divulgá-la; são gastos US$ 7 (11,5%) com retorno das unidades que encalham; e os outros US$ 27 (45%)ficam com a publisher, que é a grande companhia que publica o jogo – algo como as gravadoras já foram na indústria fonográfica ou as editoras são no mercado editorial. Vale lembrar que, nos EUA, o imposto não é embutido, mas sim pago no ato da compra.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;O desenvolvedor supostamente fica com uma fatia de cerca de 20% deste lucro da publisher. Há quem diga que pode chegar a 40%, supondo que a desenvolvedora conseguiu um acordo dos céus com uma Eletronic Arts ou Activision da vida.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;Vamos lá: 40% de US$ 27 = US$ 10,80. É, ainda assim, realmente ridícula a fatia do desenvolvedor. Se for 20%, então, cai para US$ 5,40 por cópia. As Publishers agem, hoje, como as gravadoras de música agiram até a morte do CD - e estão cavando a própria cova da exata mesma maneira que as irmãs defuntas.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;a href="http://3.bp.blogspot.com/_D1v7J9wfpYQ/S5Ga5CtLXKI/AAAAAAAABQA/7bT0L46SqE8/s1600-h/video-game-sales.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="212" src="http://3.bp.blogspot.com/_D1v7J9wfpYQ/S5Ga5CtLXKI/AAAAAAAABQA/7bT0L46SqE8/s320/video-game-sales.jpg" width="320" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;O pior é que as publishers sabem disso. Mas, ao invés de mudar as suas políticas e buscar novos modelos de negócio, estão usando a mesma estratégia (errada) de espremer até a última gota um modelo esgotado que vai sucumbir em breve. E, assim, as desenvolvedoras já começam a encontrar alternativas.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;A distribuição digital tem potencial para acabar com essa várzea do mesmo modo que fez na música, controvérsias à parte. A questão é: em quanto tempo será viável baixar um software de 25 gigas, o tamanho padrão de um disco blu-ray? Não muito. Hoje, já se baixa títulos completos online na rede Xbox Live – tirando da jogada os 25% da loja física, os 11,5% dos retornos e parte dos 7% investidos em mídia e logística. E mais do que isso: praticamente dispensando a presença da publisher, uma vez que o game vai online diretamente do desenvolvedor para o consumidor.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;A Microsoft, que de boba não tem nada, acabou por atravessar as publishers ao criar o Games On Demand, canal de distribuição direto via Xbox Live. E foi além: pega uma fatia de 33% em cada game publicado nos Xbox Live Indie Games, o caminho mais curto, simples e barato para qualquer desenvolvedor de garagem colocar seu game no mundo. Como se fosse um MySpace de games, não de música.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;a href="http://2.bp.blogspot.com/_D1v7J9wfpYQ/S5GbyH2iFwI/AAAAAAAABQI/NlieFjuEbYg/s1600-h/gam_communitygames_580.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="195" src="http://2.bp.blogspot.com/_D1v7J9wfpYQ/S5GbyH2iFwI/AAAAAAAABQI/NlieFjuEbYg/s400/gam_communitygames_580.jpg" width="400" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;O cara que criou o game e publicou nos Indie Games – sim, muitas vezes é um único cara, ou uma dupla - fica com os outros 67% líquido. Faça as contas: se vende o game por US$ 5, já embolsa US$ 3,30 - contra os US$ 5,40 a US$ 10,80 do varejo convencional. Sem precisar necessariamente trocar uma palavra com qualquer publisher.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS',sans-serif;"&gt;É claro que o capital das publishers ainda é condição para financiar o desenvolvimento de jogos blockbuster top de linha. Mas até quando?&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span class="Apple-style-span" style="font-family: Arial; font-size: small;"&gt;&lt;span class="Apple-style-span" style="font-size: 13px;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/424282439233839117-5896287800618039528?l=pensandogames.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pensandogames.blogspot.com/feeds/5896287800618039528/comments/default' title='Postar comentários'/><link rel='replies' type='text/html' href='http://pensandogames.blogspot.com/2010/03/os-us-60-do-seu-novo-game.html#comment-form' title='0 Comentários'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/424282439233839117/posts/default/5896287800618039528'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/424282439233839117/posts/default/5896287800618039528'/><link rel='alternate' type='text/html' href='http://pensandogames.blogspot.com/2010/03/os-us-60-do-seu-novo-game.html' title='Os US$ 60 do seu novo game'/><author><name>Paulo Luis Santos</name><uri>http://www.blogger.com/profile/12267427303613200600</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://lh6.google.com/folaks/RpOe4QlhjfI/AAAAAAAAABA/F4O0JDGGqAQ/s144/paulo_sp_msn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_D1v7J9wfpYQ/S5GaOczCDmI/AAAAAAAABP4/Oc1sC7PU3qc/s72-c/grafico_game.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-424282439233839117.post-5558064145522633934</id><published>2009-11-17T07:21:00.001-08:00</published><updated>2009-11-17T08:03:40.558-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Gamificação'/><category scheme='http://www.blogger.com/atom/ns#' term='Teoria'/><category scheme='http://www.blogger.com/atom/ns#' term='Interface'/><category scheme='http://www.blogger.com/atom/ns#' term='SBGames'/><title type='text'>A Gameficação da mídia</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="color:#0000EE;"&gt;&lt;span class="Apple-style-span" style="text-decoration: underline;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:'trebuchet ms';"&gt;Neste ano, fui à SBGames, realizada na floridíssima PUC-Rio. Dentre as muitas coisas interessantes que vi lá, fiz uma resenha do KeyNote que considerei o ponto alto do evento: "A gameficação da mídia", por Glenn Entis. Compartilho aqui tudo o que foi dito lá!&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;b&gt;I- Introdução&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;O palestrante discorreu sobre como qualquer mudança gera duas ações importantes: ruptura e oportunidades. Isso se aplica também à comunicação.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Nos primórdios, a comunicação se dava face-a-face, no contato direto entre interlocutores, e era feito de um indivíduo para outro – ou no máximo um grupo de outros -, sempre presencialmente.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Com o desenvolvimento dos maquinários por Gutemberg, inaugurou-se uma eramecânica onde um escritor conseguia alcançar milhares de interlocutores, mas em uma comunicação de via única que dispensa o presencial.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Mas, com a chegada da era eletrônica e da informação digital, as transmissões ao vivo e, posteriormente, a autonomia que&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt; qualquer pessoa ganhou para produzir conteúdo e levá-lo ao mundo, tudo mudou. E Entis aponta seis grandes motivos para a atual mudança ser, de fato, revolucionária.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;b&gt;II- Os pilares da comunicação contemporânea&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style=" font-style: normal; font-family:Georgia, serif;"&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-family:Georgia, serif;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_D1v7J9wfpYQ/SwLHFQmG4RI/AAAAAAAABLs/9aHBBMgRw2Q/s1600/analog-router.jpg"&gt;&lt;img src="http://4.bp.blogspot.com/_D1v7J9wfpYQ/SwLHFQmG4RI/AAAAAAAABLs/9aHBBMgRw2Q/s320/analog-router.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5405101395966091538" style="display: block; margin-top: 0px; margin-right: auto; margin-bottom: 10px; margin-left: auto; text-align: center; cursor: pointer; width: 320px; height: 315px; " /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center; "&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;É...&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;i&gt;1-) Tudo se tornou digital&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;As cópias são ilimitadas, e são reproduções perfeitamente fiéis do original. A lógica do criar-modificar-interagir se tornou não apenas possível, mas cada vez mais, o padrão.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:Georgia, serif;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_D1v7J9wfpYQ/SwLHFQmG4RI/AAAAAAAABLs/9aHBBMgRw2Q/s1600/analog-router.jpg"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style=" font-style: italic; font-family:'trebuchet ms';"&gt;2-) As informações estão online&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Com a popularização progressiva da banda larga, cada vez mais pessoas terão acesso a cada vez mais conteúdo. Assim, o mercado se torna o mundo inteiro, representando uma verdadeira globalização. E isso abre espaço para a escalada fulminante das redes sociais.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;i&gt;3-) Computação em Nuvem&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Com o compartilhamento de ferramentas computacionais via sistemas integrados, tudo se torna mais fácil. É barato e fácil de se abrir uma loja de comércio eletrônico; o processamento remoto começa a ganhar espaço como uma opção para o futuro relativamente próximo; novas formas de prestação de serviço se sobrepõem à antigas – como o Google Maps sobre os Guias tradicionais; enovos modelos de negócio obtém sucesso, como os baseados em microtransações.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Estes três itens, juntos, representam a superação de obstáculos de tempo, espaço e materiais físicos.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;i&gt;4-) Consumidores são produtores&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Cada vez mais, conteúdos colaborativos criados e mediados pela massa internauta se expandem. A televisão compete com o YouTube; a antiga enciclopédia de 15 volumes perde espaço para a Wikipédia. Jogos como Spore ou The Sims, que possuem ferramentas de geração de conteúdo, já gozam de uma imensidão de conteúdo produzido pelos usuários.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;As pessoas personalizam seus conteúdos de maneira a obter uma identidade própria, a identidade que desejam que os outros enxerguem.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style=" ;font-family:Georgia, serif;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_D1v7J9wfpYQ/SwLEGW4frEI/AAAAAAAABLc/mgpKM2Fn4Ak/s1600/steam.jpg"&gt;&lt;img src="http://1.bp.blogspot.com/_D1v7J9wfpYQ/SwLEGW4frEI/AAAAAAAABLc/mgpKM2Fn4Ak/s400/steam.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5405098116298812482" style="display: block; margin-top: 0px; margin-right: auto; margin-bottom: 10px; margin-left: auto; text-align: center; cursor: pointer; width: 350px; height: 353px; " /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;&lt;i&gt;Seus dados nas planilhas deles: estatísticas ficam disponíveis no Steam, da Valve&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;i&gt;5-) Consumidores como informação&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Quase tudo o que é feito na internet pode ser rastreado e, posteriormente, usado comercialmente. São os Google Adsm que exibem propagandas relacionadas ao conteudo do seu email; o recommended to you de um site de compras; etc. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;i&gt;6-) A Gamificação da mídia&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Conforme este quadro se aprofunda, o que se enxerga é a gamificação das interfaces de todo tipo de mídia, não apenas dos videogames. A tríade atrativos, divertidos e viciantes se espalha por todo o tipo de comunicação, gerando interfaces cada vez mais semelhantes às dos jogos.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;b&gt;III – Como funciona a gamificação?&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;i&gt;Exemplo 1: level up no e-bay&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;A cada negociação concretizada e avaliada, o usuário vai aumentando sua reputação. Existem ícones que mostram de cara qual a reputação, como medalhas de cores distintas. Ao passar de uma medalha prata para uma ouro, por exemplo, o usuário tem aquela sensação quase inexplicável de satisfação.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style=" color: rgb(0, 0, 238); -webkit-text-decorations-in-effect: underline; font-family:Georgia, serif;"&gt;&lt;img src="http://3.bp.blogspot.com/_D1v7J9wfpYQ/SwLEKDoyx7I/AAAAAAAABLk/FH46vIFdsw4/s400/ebay.gif" border="0" alt="" id="BLOGGER_PHOTO_ID_5405098179852158898" style="display: block; margin-top: 0px; margin-right: auto; margin-bottom: 10px; margin-left: auto; text-align: center; cursor: pointer; width: 304px; height: 169px; " /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;Congratulations! You've reached estrelinha vermelha.&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;i&gt;Exemplo 2: faça seu próprio tênis Nike&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;A produtora de artigos esportivos permite que você, em 10 passos, crie o tênis que quiser. Estes passos são muito semelhantes aos de umjogo – construção de personagem, adequação aos objetivos que você tem, customização estética. No fim das contas, você brincou de fazer seu tênis. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;i&gt;Exemplo 3: concurso de logos &lt;/i&gt;&lt;a href="http://vanedgecapital.com/"&gt;&lt;i&gt;VanEdge&lt;/i&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Para escolher o logo de sua nova companhia, Entis lançou um concurso na internet. Recebeu 450 modelos de logotipos diferentes, e escolheu seu preferido após alguns feedbacks para os artistas que estavam mais próximos do desejado. Pagou os US$ 800 prometidos e resolveu sua vida. Já o designer, participou de um jogo de risco: investiu seu tempo e conhecimento em uma partida online com centenas de concorrentes, mas se deu bem e, além do dinheiro, conquistou mais um troféu dourado para sua reputação no site de designers.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;O telefone discado hoje é o iPhone;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;A loja de discos deu lugar às de música digital;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;A brincadeira de massinha é o construtor de monstrinhos do Spore;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;O video cassete se transformou no vídeo digital, on demand.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;E para tudo isso, a melhor interface é a dos jogos eletrônicos.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;Conclusão:&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;&lt;span class="Apple-style-span"  style="color:#FF0000;"&gt;A MÍDIA DIGITAL NECESSITA DE UMA INTERFACE COMO A DOS GAMES&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;b&gt;Opinião:&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Os pontos levantados pelo palestrante são muito felizes. Os videogames são uma mídia que exige interação desde seu nascimento, e por isso desenvolveu interfaces próprias para isso bem antes das demais mídias. Dessa forma, têm muito a ensinar para tudo o que surge hoje em dia e requer a participação das duas pontas da comunicação.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Quando se vê a absurda popularidade dos jogos de Facebook, por exemplo, fica evidente como o que acontece é, sim, a gamificação das mídias – ainda mais com a substituição de gerações passadas por aquelas conectadas desde cedo. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Isso se alia à massificação do público dos games, exponencialmente crescente nos últimos cinco anos, para gerar um movimento de busca contínua por interfaces cada vez mais divertidas, agradáveis, recompensadoras e viciantes.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;p class="MsoNormal"&gt;&lt;b&gt;&lt;span lang="PT-BR"&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;O Autor:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-weight: normal; "&gt;&lt;span class="Apple-style-span"  style="font-family:'trebuchet ms';"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;&lt;i&gt;Glenn Entis é um nome intrinsecamente ligado à história da computação gráfica. Noprincípio da década de 80, já liderava o que de mais moderno havia neste ramo. Os brasileiros conhecem seu trabalho há muito tempo: seu estúdio produziu inúmeras vinhetas da Rede Globo de Televisão nesta época. Posteriormente, ele foi um dos líderes de longa-metragens de animação computadorizada, como Shrek, e também atuou fortemente na indústria dos Games, chegando ao posto de vice-presidente senior da gigante Eletronic Arts. Hoje, ele participa de um grupo de investidores VanEdge e dá palestras pelo mundo.&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/424282439233839117-5558064145522633934?l=pensandogames.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pensandogames.blogspot.com/feeds/5558064145522633934/comments/default' title='Postar comentários'/><link rel='replies' type='text/html' href='http://pensandogames.blogspot.com/2009/11/gamificacao-da-midia.html#comment-form' title='1 Comentários'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/424282439233839117/posts/default/5558064145522633934'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/424282439233839117/posts/default/5558064145522633934'/><link rel='alternate' type='text/html' href='http://pensandogames.blogspot.com/2009/11/gamificacao-da-midia.html' title='A Gameficação da mídia'/><author><name>Paulo Luis Santos</name><uri>http://www.blogger.com/profile/12267427303613200600</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://lh6.google.com/folaks/RpOe4QlhjfI/AAAAAAAAABA/F4O0JDGGqAQ/s144/paulo_sp_msn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_D1v7J9wfpYQ/SwLHFQmG4RI/AAAAAAAABLs/9aHBBMgRw2Q/s72-c/analog-router.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-424282439233839117.post-18625844130081688</id><published>2009-09-18T11:44:00.000-07:00</published><updated>2010-03-10T15:54:54.273-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Comparações'/><category scheme='http://www.blogger.com/atom/ns#' term='Fifa'/><category scheme='http://www.blogger.com/atom/ns#' term='PES'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><category scheme='http://www.blogger.com/atom/ns#' term='Xbox 360'/><title type='text'>Toalha jogada</title><content type='html'>&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Todo ano, existe uma grande expectativa com relação às duas únicas franquias de futebol no mercado de games, o Fifa Soccer, da Eletronic Arts, e o Pro Evolution Soccer, o antigo Winning Eleven, da Konami.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;E se durante as duas gerações passadas a franquia japonesa reinou absoluta, rodando freneticamente nos consoles mundo afora, hoje podemos dizer com segurança: a Konami jogou a toalha para a vitória da EA.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia;"&gt;&lt;a href="http://4.bp.blogspot.com/_D1v7J9wfpYQ/SrPbZsZU3RI/AAAAAAAABGI/7h_1G769rb8/s1600-h/pes2010.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5382887214098472210" src="http://4.bp.blogspot.com/_D1v7J9wfpYQ/SrPbZsZU3RI/AAAAAAAABGI/7h_1G769rb8/s400/pes2010.jpg" style="cursor: pointer; display: block; height: 175px; margin: 0px auto 10px; text-align: center; width: 350px;" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia;"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;&lt;b&gt;vôo alto da konami, só no placar eletrônico&lt;/b&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia;"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia;"&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Ontem, dia 17/09, saíram os demos da versão 2010 das duas séries. E, a julgar pelo demo, ficou claro como a Konami desistiu de fazer do PES um jogo de nível &lt;i&gt;top&lt;/i&gt;, os chamados AAA. PES se tornou um jogo de segunda linha, como tantos outros medíocres que vemos por aí, como Fuel ou o remake Turtles in Time: Re-Shelled, para citar dois recentes. Sim, o rei dos gramados dos PlayStations 1 e 2 se tornou um título assumidamente medíocre.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;É fácil perceber o quanto a Konami está desleixada com a produção. No próprio Menu Xbox, o jogo não tinha sequer uma imagem bonitinha para o ícone do download do demo, aparecendo aquela imagem vazia genérica do logo Xbox (o que foi corrigido posteriormente com uma imagem branca contendo o logo do jogo). Parece que nem queriam que eu baixasse o jogo. Quem diria - faziam isso para o meu bem. Mas fui teimoso e tive que arcar com esse jogo prévio medonho.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5382887206632838546" src="http://3.bp.blogspot.com/_D1v7J9wfpYQ/SrPbZQlYVZI/AAAAAAAABGA/ic84DIi9iFk/s400/fifa10.jpg" style="cursor: pointer; display: block; height: 196px; margin: 0px auto 10px; text-align: center; width: 350px;" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;i&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;ô Fifa, dá umas aulinhas pro PES&lt;/span&gt;&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;As bandeiras das seleções nas telas introdutórias a cada partida são desenhos chatos, sem qualquer refinamento ou iluminação. Os menus seguem a lógica dos letreiros de Star Wars, em perspectiva com ponto de fuga na direção oposta ao jogador, o que torna a navegação difícil e confusa. Detalhes simples e tão fáceis de arrumar... será possível que a equipe de testes não notou nada disso?&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Vamos para a jogabilidade. O suposto controle 360° é uma farsa. O movimento se dá em 16 direções – imagine cada quarto delua entre duas direções retas (cima e direita, por exemplo) dividido em três opções de direção. Não é fluído como seria um controle de 360° real que ainda não existe (ops, espera, o Fifa tem!). &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;O sistema de passes é terrível, com resposta terrível à variação de intensidade que transforma passes de 3 metros em constantes pauladas - de física irrealista - sendo matadas por atletas com categoria, sem um progresso verossímil da jogada.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;O contato físico entre os atletas é bizarro, com um sistema de colisão ultrapassado e que não funciona por simplesmente não comportar um mínimo de variantes em cada contexto para gerar um resultado interessante. Tudo é muito limitado. Até por isso, a inteligência artificial não se destaca, mas também ao menos não compromete.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Os gráficos se salvam parcialmente – um bom trabalho de modelagem e texturização resulta em jogadores muito realistas quando parados. O problema é quando eles se movimentam – ou seja, durante a partida inteira. Animações fracas e em pouca quantidade refletem a mesma limitação da jogabilidade, mas em termos estéticos. Repetições e irrealismo por toda a parte. Sem contar o excesso de Cut Scenes – toda santa falta,todo santo impedimento, toda santa substituição... haja paciência. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;O som não pode ser inteiramente julgado pela demo, mas pode-se dizer que existe ao menos uma seleção interessante de músicas animadas para dar o ritmo ágil do futebol e colocar o jogador no clima do game. Mas os efeitos... o barulho dos arremates a gol se assemelha ao de um canhão em um jogo 16 bits. A torcida grita ‘España, España’ como se estivesse bêbada e não soubesse falar direito. E o demo não tem narração, então nesse quesito ele se salva de uma detonada, já que não há nada.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Repito a pergunta: será que ninguém na Konami notou a bomba que é o PES 2010?&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Claro que notou. A publisher sabe que seu título é inferior ao Fifa em praticamente todos os aspectos. Mas, ao entregar este demo, ela denunciou a admissão de sua inferioridade e, agora, oferece um produto que não pretende disputar a coroa de melhor do gênero, mas sim se alimentar dos fãs antigos que não desejam mudar de franquia por algum motivo pessoal, ou de pais desavisados que comprarão o jogo errado para dar aos seus filhos no mês das crianças.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Fifa Soccer 2010: &lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;20/10/2009 &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: 'trebuchet ms';"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;PES 2010:&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt; 03/11/2009 &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/424282439233839117-18625844130081688?l=pensandogames.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pensandogames.blogspot.com/feeds/18625844130081688/comments/default' title='Postar comentários'/><link rel='replies' type='text/html' href='http://pensandogames.blogspot.com/2009/09/toalha-jogada.html#comment-form' title='0 Comentários'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/424282439233839117/posts/default/18625844130081688'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/424282439233839117/posts/default/18625844130081688'/><link rel='alternate' type='text/html' href='http://pensandogames.blogspot.com/2009/09/toalha-jogada.html' title='Toalha jogada'/><author><name>Paulo Luis Santos</name><uri>http://www.blogger.com/profile/12267427303613200600</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://lh6.google.com/folaks/RpOe4QlhjfI/AAAAAAAAABA/F4O0JDGGqAQ/s144/paulo_sp_msn.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_D1v7J9wfpYQ/SrPbZsZU3RI/AAAAAAAABGI/7h_1G769rb8/s72-c/pes2010.jpg' height='72' width='72'/><thr:total>0</thr:total></entry></feed>
