Tuesday, October 6, 2009

The gaming update

So, I should make a post to you guys about the status of the two games I’m currently spearheading.  Yes, I said two.  Most of you have probably guessed at this point that I’m going to make Wildfire Industries, thanks mostly due to the comments on my last post being so undeniably positive.  Thanks you guys for being honest, and I’m working on making this game work.

Black Clover, my first love and major Pen and Paper Roleplaying Project, is currently sitting in a ditch and going back and forth to get itself out.  The problem is that if this game was a car, then the outside would look awesome while the engine would be a complete complex unworking joke.  Simply put — the lore and world is fantastic.  Everyone I talk to regarding this project has nothing but happy smiles, raised eyebrows, and a wish to know more.  I’m really excited to be putting all of these thoughts and concepts down on to paper and make a gothic steampunk game.  If this game could be completely lore driven, it would be great, but sadly that’s not the case.  The game is a game first and a world second, which leads me to saying…

The system sucks.

Perhaps it’s me, the author, just being overly critical but I don’t think I am.  Every time I try to sit down and work the kinks out of combat or work with the system, I either feel I’m cutting off roleplay by being too strict or not putting enough meat on the bones of the combat system to make it unique and original.  I feel as if combat should be a good portion of this game, especially as each “class” is limited to one “mythic weapon.” (Oh snap, I just revealed something, oh well.)  That weapon should provide a really wonderful and multi-talented use, as it’s the only weapon the heroes will get.  Why did I make that decision?  Well, it simply seems to fit another system in the game, which some people could potentially guess at but I’m going to leave out of this conversation for now.

Skill checks seem to work well in the context, but those too seem to be too reliant on the branching pathways of the classes.  Plus, I don’t want to put things out of order and make something too strong or too weak.  I need to bite the bullet and get cracking on at least getting things together in some working order so I can test for these types of power issues, but every time I start working on it I feel uncomfortable.  Perhaps I just need a break.

To make up for the problems with Black Clover, I have an awesome wallpaper to give out to you guys here on mah blog.  The art is done by my good friend Melissa, who is spearheading most (if not all) of the game’s artwork.  All in her spare time.  Throw your kudos to here on here, please, and let her feel some love for all of the work she is doing — especially if you use the wallpaper below.

Widescreen Version (1600x900)

Fullscreen Version (1200x1024)

Now, as for Wildfire Industries… well… things went together damn easy.  The system is insanely modular, and in the span of 2 hours I figured out a way to play the game as a traditional RPG, a cutthroat game of roleplaying where one person is declared the winner in one session and, interestingly enough, an expandable version that can hold up to 5 teams all playing against one another in either a one shot mission or a running campaign.  Now, you need one hell of a team of GMs for the 5 teams version, but it’s possible — especially if you can play it together on the internet.

This is thanks mostly due to the fact that skill checks are easily variable and not dependent on item use, simply on stat use.  If you want to be better at X skill check, spend points on it.  Or, you could spend the company’s money, which is a discussion for another time.  Checks are easily modifiable to either accomidate one player or a team of players working together (as some checks force players to team up to make them, which depending on the game type they may or may not want to do, resulting in hilarity.)  The game also supports secretive undermining right in the checks system, and that’s not even adding in the “traits” system which are the character’s publicly known and secretly hidden abilities.

Either way, the rules are done.  The game is simple, and I think it’s better for it because it leaves oh-so-much-room for sheer insanity on the parts of the players, much like Paranoia does. (Although I think Paranoia is much more complicated when it’s put next to my system.)  Now all I have to do is complete writing up the abilities that each character type has.  Then, it’s going out for a test run with my gaming group.  If it succeeds there, it goes for a test run at the local gaming club at the University of Pittsburgh.  Hopefully all of this will allow me to refine the rules and abilities, and then I’ll ask for testers here on line.

Then, with luck, I’ll get some inspiration and move forward on Black Clover.  Mmmm… Black Clover… *drools*

Anyway, sorry for the HUGE post, but I hope you guys enjoyed it!

~Sera

Sunday, October 4, 2009

The Forgotten Demographic - How Female Gamers Can Make Your Games a Success

Rarely do you walk into a video game store and see many game titles catered exclusively for the female game audience. There is virtually no big box support for such titles as they spend millions of dollars catering exclusively to male audiences. After all, conventional wisdom would suggest that since only games for males are being made, that only males are interested in playing video games. This couldn’t be further from the truth, a fact often overlooked by larger game publishing companies such as EA, Activision or Take-Two. The statistics alone disprove, Game, the notion, Game, that girls are not interested in spending time playing video games. The Sims is the best selling game of all, Game, time and a large amount of its success can be attributed to its loyal female fan base. 40% of all girls in Australia that participated in a survey admitted to spending time online playing video games as well. This is a global trend that as more game enabled devices are available, so does the potential audience for your products. From personal experience I can attest to the power of focusing on the female gamer audience and the amount, Game, of success it can bring to your game portals. Hopefully this article can shed some light on what you can do to acknowledge the female audience and entice them to, Game, use your product.Understand Your AudienceThis would be common sense regardless of any type, Game, of video game or interactive content you would develop but due to the lack of exclusively, Game, developed girl titles how would you go about starting? The answer isn’t necessary waiting on a shelf of a game retail store but rather online on a games website or games portal.Depending on the age range of the female audience you will find some games more popular than others. These games usually have simple and easy to learn game, Game, play factors that most professional game developers would consider basic or even in some cases downright primitive. Don’t be fooled by this or dismiss this fact. Its a mistake that many game developers make and hold against working on such games that would otherwise be something the female audience would be interested in.One of the most popular games website with young girls would be StarDoll.com which is essentially a online paper doll website. Moving various clothing items on a 2d doll is a very, Game, simple thing to develop if you have any professional game experience. It is this very simple game mechanic combined with variety of various current celebrities and other incentives that encourage millions of, Game, users to return every day to that website.Dress up games are, Game, some, Game, of the most popular games with girls with thousands of web game portals devoted exclusively to this genre of game. Other game categories that are popular with female gamers include pet, Game, games, makeover games, cooking games and room, Game, makeover, Game, games. Some of the most popular games with girls may have combined elements of these game categories providing an even more compelling game experience. Almost all of the games popular with the female audience would be categorized under Casual Games.Doing your homework on what works out there currently on the Internet will help you understand an audience that might be decades younger than you personally and completely different than your own personal preferences for, Game, games. It is a challenge you must embark upon to fully capitalize on this market segment and achieve success, Game, .The Online FactorOne of the game categories not mentioned previously are quickly becoming, Game, the, Game, most popular. Online worlds provide an experience where they can socialize and meet new friends. Important game elements of online worlds would include; the ability to have avatar customization, personalize user rooms, Game, and the ability to chat and meet new friends. Some examples would be Club Penguin, Habbo Hotel, There.com and IMVU.Major companies are taking notice of the immense popularity of online worlds with the female audiences and now, Game, feature many similar game elements. The key for anyone looking to compete in this field is to come up with a compelling game mechanic that entices, Game, this key demographic of female users.This type of game might be out of the reach of many small time developers but any game starts modestly so this might be a long term goal for you to reach. Never discount any game idea entirely especially as it can help you in developing some uniqueness. Sometimes combining existing game ideas in a online setting can help set it apart from what is available currently.Making It UniqueRegardless of the size or scope of your game websites, an important aspect to realize is that uniqueness will help stand you apart from the competition in a very crowded market. My games portal for example specializes in browser based online worlds which require no registration. The benefit of this is you can immediately introduce your user to your game product without having them register or download anything. Consider introducing a unique element such as this into your game or website and you will of taken the first step to capturing some the fastest growing gamer demographic out there.Utilize The Female Gamer DemographicAccepting and embracing the fact that your games website caters to female gamers is a very important and strategic, Game, move that should be planned for in any games portal website. The market share is so large that the chance you will find success and as an independent developer raises if you do so. This is not the first choice for most professional game developers but I am one hundred percent certain this is the right direction to take a small, Game, games website if you want to attract a larger audience. The games you make don’t always have to be exclusively made for a female audience but I think they deserve some consideration.Hopefully this has shed some interesting light on the often neglected market demographic of female gamers and brings about some success in your endeavors.

購入したのはいいが、いつするのか。。。”ラブプラス”

Amazonで頼んでいたラブプラスがとうとう昨日届いてしまいました。。。
その前日にAmazonから一ヶ月先の納期になる旨のメールが来ていたので、やっぱりキャンセルしようと思っていたら、どうもAmazonの納期が一ヶ月間違っていたらしく。。。

昨日届いたんですが、実はパッケージのみ開けただけでDSを立ち上げてもいない状況。うーん、家ではなかなかなあ、と思いつつ、いやしかし電車の中でも出来んだろ、と思いつつ。

何故購入してしまったのか、、、というと単純にちょっと面白そうだと思ったからです。

これは月末にマレーシアに行く飛行機の中でするしかないかなあ笑

まあ徐々にゲームを開始していきたいと思います。

ラブプラス posted with amazlet at 09.10.04 コナミデジタルエンタテインメント (2009-09-03)
売り上げランキング: 3 Amazon.co.jp で詳細を見る

Saturday, October 3, 2009

Governance game has just started

THE key problem with this week’s Productivity Commission report on executive pay is its reliance on increased shareholder power as the weapon, when shareholders already have plenty of power but don’t use it.

The concept of corporate democracy has real limits, and while the governance debate has made real progress, shareholder activism is an unreliable weapon to curb corporate excesses.

The PC report had some useful governance recommendations — such as banning the no vacancy rule on boards and forcing funds to declare their voting records — but inexplicably missed one of the biggest rorts. Boards can currently buy stock to reward executives while diluting other shareholders, without first requiring shareholder approval.

Hopefully, the final report will redress this balance.

After a year in which company boards have sat back watching investment banks earn $1.8 billion for selling deeply discounted stock, diluting small shareholders to the benefit of the big shareholders, it is surely time to draw a line in the sand.

This week’s battle for Macquarie Airports highlighted the problem with corporate democracy when the challenger Mike Fitzpatrick withdrew in part because he owned less then 1 per cent of the stock against Macquarie Bank’s 25 per cent and couldn’t attract another shareholder to publicly back his cause.

Old-timers in the game, such as GPG, manage to win some battles because they have real skin in the game, significant shareholders, serving as a rallying point for others, and upset at a company’s underperformance.

Most fund managers will simply sell their stock and move on if they don’t like what the board is doing so are unlikely to engage in a big fight.

The theory is if everyone sells then the share price will fall to the level that invites action internally or externally.

The government would be wrong to give shareholders more power for the sake of it and declare victory because, the truth is, there is a huge gap now between what shareholders can do and what they actually do.

Shareholders can call meetings and dump directors at will — and indeed they are starting to exercise their power led by the industry fund members of the Australian Council of Superannuation Investors.

Voting at annual meetings has increased from an average 35 per cent five years ago to 55 per cent and, increasingly, remuneration reports are being defeated while director elections are also challenged.

The power of incumbency is still very real and some fund managers are unwilling to publicly attack a company for fear of losing access and deal flow, as well as simply being left outside the club.

Increased information obviously helps encourage debate about governance issues, but the game has just started. Improving this position is more complex and takes more time than simply giving shareholders power.

In Australia, it is compulsory to vote in public elections but passive equity holders don’t have to vote and many don’t.

This also explains why banks are more powerful, because equity holders allow board incompetence, but debt holders rarely let the same mistake happen twice.

Delayed disclosure

THE federal government has caved in to fund manager demands in its short selling disclosure regime by allowing a four-day delay between the transaction and the aggregate reporting of the sale.

The new regime, due to start next year, follows concerns during the market collapse that the market was not properly informed because short selling was not disclosed.

Financial Services Minister Chris Bowen has effectively put in place what ASIC already requires now, which is reporting short selling transactions, but with a new element of delayed reporting of net short positions.

Still to come is the regime for stock lending disclosure by the RBA and the thresholds for individual short sales.

In Britain, by way of example, if an individual sells more than 0.25 per cent of a stock this must be disclosed. ASIC is yet to opine on this matter and the reporting obligation is on the transacting stockbroker with the net position being in aggregate form so no one knows if any one trader has a big short position.

The heat has gone out of the debate since the market crash earlier this year because stocks have recovered a touch with last quarter’s 20 per cent gain the best for 22 years.

Still, stock lending activity, a loose proxy for short selling, is increasing with an estimated $18bn now on loan compared with $60bn at the top of the market and $10bn at its bottom.

Stock lending is used as a proxy for short selling because you need to own stock before you can short sell, so traders tend to borrow stock first. The ASX noted recently during ASIC’s ban on short selling earlier this year that spreads widened considerably, confirming overseas experience that banning the practice makes markets inefficient. Traders sell stock short if they think it is overpriced — just as they buy stocks they think are cheap. But short selling got a dirty name because it was claimed it was used by heinous hedge funds who sold stocks short, spread false rumours then sold some more.

So far ASIC is yet to actually nab anyone for this practice and, ironically enough, some of the companies which complained the most are now out of business, such as Babcock & Brown and Allco Finance.

The new rules provide for immediate disclosure of actual short selling but the net position will be delayed for four days.

Reporting the initial transaction is potentially misleading because someone may short sell a stock at the opening and then close it out by day’s end, which means in net terms they are still long on the stock.

The net position will be reported in four days but, importantly, this means the market will be told there are “x” number of BHP Billiton shares sold short.

The short seller’s identity will not be revealed, unless they have a big short position, which makes you wonder why the need for the delay in disclosing the net position.

The reason, of course, is the big fund managers like anonymity, and demanded the delay lest someone got some idea what they were up to.

Some might point the finger at the heinous hedge funds, but the reality is most of the big houses run long short books and so it was the mainstream managers who demanded the secrecy.

They claimed if a big short position was revealed in BHP then everyone knew it was, say AMP, doing the shorting — which is a stretch — but was enough to convince the government.

It’s all a long way from the days where broker numbers were attached to each trade — the lines between brokers and exchanges are fast blurring.

Family line

MIKE Fitzpatrick and Macquarie Group took opposing sides in the MAp battle but they agree on the talent of Mike’s son, Will, who will start working with Macquarie next year.

Separately, a point of clarification from yesterday’s note on Macquarie’s purchase of Ford Motor Credit’s $1bn car leasing book. Ford is remaining in the wholesale dealer financing market, but with backing from the federal government’s OzCar program.

Facebook Restaurant City Tricks (continue)

Restaurant City is another popular and addictive Facebook game. You manage a restaurant and all that goes with that. I found quite a few tips early on but have learned some more along the way.

1. To speed up the activity in your restaurant, toggle the visual quality of the game to its lower level by going to the icons in the upper-left corner and clicking on the Toggle Quality icon so that it turns red.

2. Use waiting chairs to slow down the rapid exit of impatient customers. Place 7-10 chairs across the room from the door. Customers will go sit there and wait a little longer for a table to free up.

3. Here are the answers to some Food Quiz questions:

Q: Bechamel sauce is also known as…
A: White Sauce

Q: Which of these chillies is the spiciest?
A: Naga jolokia pepper

Q: Dim sum originated from which country?
A: China

Q: Which sauce used in Egg Benedicts?
A: Hollandaise sauce

Q: To garnish a food means?
A: Add final touches

Q: What is Hashi?
A: Chopsticks

Q: Naan Bread is served with… ?
A: Indian Food

Q: What is Saffron?
A: Spice

Q: Raisins are dried…?
A: Grapes

Q: The main ingredient of Ratatouille is?
A: Tomatoes

Q: Dulce de leche is prepared by heating…?
A: Sweetened Milk

Q: Foie gras is food made from which part of an animal?
A: Liver

Q: The main ingredients in Tzatziki are?
A: Yoghurt and Cucumber

Q: Sauerkraut is made from?
A: Fermented Cabbage

Q: What is the color of Rhubarb?
A: Red

A New Artifact: Part 2

In my previous post, I introduced you to my concept of an artifact-centric text adventure game. However, as some have pointed out, my post lacked depth. Indeed, the concept, as I presented it, proved sufficiently nondescript as to garner itself criticism that it bears little relation to the concept of artifacts in design. As such, I felt that a supplementary post could help to clarify things a bit.

A More Detailed Look at the Concept
Last Wednesday, I established that my semester project proposal was the following: a single-player, text-based, narrative-driven adventure focusing on design. However, I failed to go into detail about what aspect(s) of design the project would deal with.

The game’s focus would be on having the “player” traverse various stories, which would be presented in a second-person perspective. Similarly to Kim’s proposed project, many stories would be collected from the field. Unlike Kim’s project however, this would not be a requirement, as stories could also be fictional. To illustrate, consider that stories in the game would generally fall into two categories: concept-oriented and user-oriented.

Concept-oriented stories are intended to dramatically illustrate a particular concept or concepts. They can be purely fictional, derived from real world scenarios, or even true stories collected from the field. These stories could would be comparable to the anecdotes found on the “Creative Whack Pack” cards.

User-oriented stories, on the other hand, would only represent real-world anecdotes collected from the field. While user-oriented stories may illustrate a concept as well, this is not a requirement. The purpose of these cards is to help the designer see things from a different perspective (namely that of a user, though not necessarily that designer’s target-user-in-mind), hopefully learning something in the process.

As the player progressed through the game, they would collect an “inventory” of all the stories though which they had played, and could view the main point of any story by selecting it.

The project targets two groups: beginning designers looking to learn about fundamental design concepts in a story-driven and immersive way, and more experienced designers searching for inspiration or perhaps perspective. These targets are comparable to what I perceive as the IDEO card set’s intended audience. (Perhaps you’ve noticed that I’m not targeting anyone-searching-for-inspiration, as the Creative Whack Pack does. This is because game is planned to be a more design-centric product than the generically-focused CWP.)

How does this tie into artifacts, again?
Is this game an artifact in and of itself? Not really, no. But keep in mind that previously, it was established that “stories” can be classified as artifacts — this is an integral part of Kim’s project. This concept provides the basis for my view that this project contains artifacts — after all, each “story” through which the player traverses and “collects” is another artifact.

Thursday, October 1, 2009

Chrome OS netbook Hadir Bulan Ini

CEO Google Eric Schmidt mengumumkan bahwa netbook pertama menjalankan sistem operasi Google Chrome akan muncul pada akhir tahun. Namun, kami tidak mengharapkan pada bulan Oktober, dan menurut Shanzai.com dari sumber-sumber yang terpercaya, yang pertama akan memulai pemakaian Chrome netbook dalam beberapa minggu.

Para pembuat netbook Cina dilaporkan, mengembangkan netbook dengan harga terjangkau, dengan harga $ 200 netbook powered by Loongson berbasis MIPS CPU.  Tentu saja, Anda sebaiknya tidak mengharapkan perangkat ini tersedia di seluruh dunia, kemungkinan akan tersedia di pasar Asia . Terlepas dari itu, tampaknya Google telah memulai dengan membuat kemajuan pada OS dan ditampilkan dalam desain lainnya.

Sudah lama ada rumor bahwa Acer dan HP akan menjadi di antara para pembuat PC besar pertama untuk mengadopsi sistem operasi yang baru, tapi tidak akan mengherankan jika perusahaan-perusahaan kecil yanga akan mengirimkan beberapa perangkat di masa depan.

Pengenalan Windows 7 dalam beberapa minggu, serta peluncuran Intel Atom  berikutnya pada akhir CPU P4, bisa menciptakan harga yang sedikit lebih murah, sederhana karena alternatif netbook Wintel semakin mahal. alternatif dari OS, kami maksudkan adalah dirt cheap smartbooks, powered by non-x86 chip dan sistem operasi terbuka, seperti Chrome OS.

disunting dari http://www.fudzilla.com