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Thursday, 23 May 2019

Press Release: Zerua Games Relaunching Dino Dig: Risky Sites On May 6Th

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Dino Dig Logo.png

****For Immediate Release****

Zerua Games relaunching Dino Dig: Risky Sites On May 6th

Zerua Games is happy to announce the relaunch of Dino Dig: Risky Sites on Kickstarter May 6th. We've made some fantastic changes to improve the game, and we're excited to share them. The revamp includes:
  • Iconography on tool cards for international audiences.
  • Title and more scorpions. Pushing the risk aspect of the game.
  • Added dirt indicators on fossils so players can deduce where the missing pieces are.
  • Full fossil guide that shows how many instances of each card are in the game.
  • Pushing the game more towards risk and probability.
Dino Dig: Risky Sites is a risk and chance set collection game, where players "dig" to find the most dinosaur fossils in a scorpion infested desert. Dino Dog: Risky Sites is for 2-5 players, plays in about 15-20 minutes, and is recommend for ages 8+.


We welcome inquires at: zeruagames@gmail.com

Game Image2.png



Did you like this review?  Show your support: Support me on Patreon!Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.


GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games. Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play). I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game. Quick Reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first few times playing. Hopefully I'll get more chances to play the game and will be able to give it a full review soon.

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Tuesday, 2 April 2019

GAME ON 2017

In December 9th I'll be in Buenos Aires (Argentina) talking about my new mobile game MIND ALONE (that I created with Sioux Studio). The presentation will happen at the event GAME ON - one festival focused on experimental and artistic games. Below you can check the reel with some games (mine included):



Below, my presentation's flyer.



As soon as possible I'll share the content from my presentation here.

#GoGamers

Storium Basics: Narration Basics

One last article of "Storium Basics," here - this series has been focused on the player side, but I would be remiss in not addressing narration at least somewhat.

It's hard to spell out absolute basics for narration, and hard to really learn it without diving in and doing some narration. Unfortunately, there haven't really been good ways to get a beginner narrator game going the way we can for beginner players. But here, I'm going to try to give at least a general overview, and link to some articles that can develop things further. I highly encourage going through at least some of the articles I link to below, as there's just no way to adequately explore narration in one or more "basics" articles.

In Storium, a narrator is the person who is in charge of setting up the story, creating scenes, defining the story's focus, and in general guiding the story along. It is the narrator who creates the game's starting concept and advertises it to players, who selects the characters who will enter the story, and who creates the scenes and their challenges and outcomes to give players writing cues and situations to address.

Over the course of the game, the bulk of a narrator's time is going to be spent setting up scenes, and setting up challenges. Storium makes this pretty straightforward technically - it only takes a few clicks to set up a scene and start creating a challenge - but philosophically, it can be complex.

While scenes can be set up without challenges, the bulk of them in your average Storium game are going to focus on one or more challenges, and that's honestly how I encourage beginning narrators to think through their scenes: Focus on what challenges the scene is going to be about, and then work on the actual scene text. It may not work for everyone, but for me, I found starting out that starting with the mechanics and moving to the story text made my story text more focused.

So, let's start out with challenges.

I've always had a bit of a problem with that term: "Challenge." It puts Storium narrators in the mindset that these are things that are meant to "challenge" the players, in some sort of tactical sense. They aren't.

A challenge, in Storium, is simply a focal part of the story - a situation which can turn one way or another, and lead the story in different directions. One of those directions (the Strong outcome) feels better for the main characters or for the overall tale, and one (the Weak outcome) feels worse. There's nothing tactical about it. It's a writing cue.

When you set a challenge out, what you're saying is "this is the situation I want you to write about for this scene," or "this is the focus of this scene." Think about things in that mindset. You aren't trying to challenge the players - you're setting up something for their characters to deal with, but as far as the players go, you're just giving them something to write about.

A challenge can be one of two types: a Character, or an Obstacle. Mechanically, these work identically, and there's not much of a difference that I've found about them philosophically. I use the two types more to just keep things sorted than anything else. Conceptually, a character challenge is one that focuses on dealing with a specific character (or sometimes specific group), whether that be by communication or by combat or anything else. An obstacle challenge is one that focuses on other things that can get in the player characters' way or complicate the story, whether that be ancient artifacts, natural disasters, crumbling hallways, dangerous river crossings, corrupted magical energies, messy crime scenes, or anything else. Choosing the type of challenge you're making is more something to keep things sorted as you get a lot of cards, in case you want to pull out a challenge again later, and to highlight to players what the focus of a challenge is.

When you create a challenge, you're going to have to describe it. The challenge description will show up on the challenge card when players click on it in game. The purpose of the description is to give a basic overview of the challenge and help players understand its focus. If it is a character challenge, what is that character doing now, or what do they want now? How does the scene revolve around that? If is is an obstacle, what are its characteristics and how is it in the way? How does the scene revolve around that?

Once you've come up with a description (and, optionally, added a picture), you "Play" the challenge. This puts the challenge into the game, and brings up a new window where you'll set three things: points, strong outcome, and weak outcome. Let's take these in order.

The "challenge points" represent the number of cards which will need to be played on the challenge in order to complete it. One card equals one point, and a challenge can have anywhere from 1 to 9 points on it. So, if you set up a challenge with 4 points on it, the players will have to play 4 cards to complete it. This could come in various combinations - maybe 4 players each play 1 card, maybe 1 player plays 3 and another plays 1, maybe 2 players each play 2. What matters is that at the end, they've played 4 cards.

How do you determine how many points to put on a challenge? I think of two things.

First: the level of focus I want this situation to have. The more points a challenge has, the more moves it is likely to involve. If I set a challenge with a single point on it, no matter what, it will take only a single card to complete - which likely means it will be around for one move. If I set a challenge with three points, under default settings a player could complete it in one move, but it'd be a complex, multi-card move...and more than likely, it's instead going to be played across at least a couple different moves. If I set it as 4 points, under default settings, I'm guaranteeing that multiple moves will happen as no player can play that many cards in one move. And at 9? I've just defined it as a major, perhaps singular focus for the entire scene, a huge situation that will take many moves to get through and let players play a lot of their cards and explore a lot of elements of their characters.

The more points, then, the more focus the challenge receives in the story. If a challenge is important, if it provides a lot of opportunity for drama and interesting writing cues, and if the situation feels complex and fun to write about, add more points.

Second: the number of players I hope to see involved. I mentioned this a bit above, but by default, a player can play only 3 cards in a single move. What that means is that you, as narrator, can encourage challenges to involve more than one player - you just have to set the points at or above the upper limit of what a player can play. If you set a challenge at 1 or 2 points, you may end up with only one player playing it. If you set a challenge at 3 points, you're probably going to end up with more than one player playing on it - players, as they get more experienced, tend not to want to blow all their plays on one move. If you set a challenge at 4 points, you're guaranteeing  that more than one player will play on it, because one player can only play 3 cards. And if you set a challenge at, say, 7 points? Now you need three players to complete it. All by default card settings, of course.

The more points you put on a challenge, the more players will play on it - so, if things feel like they should take more group involvement to complete, or feel like good opportunities for character interaction among the heroes, put more points on them.

Be aware, though, that you have a point limit: You cannot put more points on challenges in a scene than the number of cards your players can play in that scene (because, after all, we want challenges to be completed). So if, say, you have 4 players who can each play 3 cards, you will have a point limit of 12 for that scene. If you put down a challenge with 9 points, that means you only have 3 points left for any other challenges you want to do in a scene.

Except...in my experience, it's actually not a good idea to use all of your points. If you do that, and one player is away or unable to play for a bit, you get yourself into situations where challenges can't be completed and you have to work around it, which can be detrimental to the game. So, my personal rule is to hold back one player's worth of points and not use it. At a basic level, then, if I have 4 players who can play 3 cards each, I hold back 3 points that I won't use: So instead of thinking of my limit as 12, I think of it as 9. So if I spend 9 points on a single challenge, then, I won't use those remaining 3 points that scene.

Now, once players have completed a challenge, they get to write the ending...and for that, they look to the appropriate outcome.

The outcomes, then, are the potential endings for the challenge. There are lots of different ways narrators have found to write outcomes, and I'm not going to delve too deeply here - suffice to say that you will find many of those in the links below - but let's look at the basics of them, in any case.

Your outcomes are the challenge's potential endings, and they come in two flavors on the challenge card: Strong and Weak. In both cases, what you're writing is a quick look at how the challenge ends...an overview of the ending, with room for the player to make it fit his character's actions and explore the specifics on his own.

You don't want to spell out every little detail here - you just want to give the players what needs to be in the story for that ending, or how the situation goes more in general. You want to lay out what's important, what needs to be specified, and let them play with the rest.

Now, as I mentioned, there's two different outcome types you'll be writing here: Strong and Weak. In general, the difference is simple: Strong is better for the player characters and the story situation than Weak.

Storium suggests that in general you use the following interpretation:
  • Strong outcomes mean that things worked out well for the players.
  • Weak outcomes mean that the situation was overcome but at a cost or with an interesting complication.
I agree.

This doesn't have to be what you do all the time, but it's a good philosophy to follow. Stories are most interesting when they keep moving forward, and they keep moving forward if, generally, the heroes are finding their way through situations. So, for Strong outcomes, I tend to write up outcome text that suggests an outright success for the heroes. Strong outcomes are pretty easy to understand how to write, honestly - I think we all get "the heroes succeed," right? The main thing to worry about for Strong outcomes is making sure to give them the proper amount of success - if it feels like something should be more involved and not fully resolved, that's fine - stories are full of really complex situations that can be resolved only in part. Just make sure your outcome text suggests that.

Weak outcomes can be more difficult to understand. For Weak outcomes, I tend to write outcome texts that still show the situation ending up resolved in their favor in some way, but with complications or costs, or that show the situation partially resolved in their favor but partially not.

This keeps the story moving forward, but perhaps even more importantly, it makes Weak outcomes often interesting for players - things they will intentionally decide to play towards at times. This is precisely what you want. You want your players to sometimes get Strong outcomes, and sometimes get Weak outcomes, and to be engaged with the story either way. An outright failure can be interesting, but more commonly, it serves as a brick wall that stops the story. If you outright fail to find evidence, well...where does the story go? But if you find the evidence just as the villain's big, burly henchman comes in to try to destroy it, and now you have to run away from him, well, that just added a new twist to the tale. Primarily use complications, costs, and partial successes, and you'll find that not only will the story move more smoothly, but the players will be interested in seeing the Weak outcomes come up.

The best experiences I've had in Storium, as a narrator, have been when I've played a challenge card into the game and players have looked at it and said, "Oh, wow - I hope this goes Weak!" I love that.

This is actually a technique that I've found in a lot of recent tabletop games. Fate uses it, and so does 13th Age, for two. You can find it under various names - Success at a Cost, Success with Complications, Fail Forward - but in all cases, the idea is that if the rolls don't go well for the players, the story should still move forward. In Storium, things are a little different - the players aren't depending on dice rolls or luck of any kind, and they may outright choose the Weak outcome - but the principle is similar: Keep the story moving forward, and keep things interesting for the players.

Again, this doesn't have to be your theme all the time. You can do a Weak outcome that's an outright failure on the part of the characters (note: the characters, not the players - never think of a Weak outcome as a failure on the part of the players, and never think of it as a punishment for them), and you can even do a Strong outcome that is a failure on the part of the characters, but a less painful one than the Weak. Those can and have worked for me. But by and large, stick to the philosophy above, and you'll have an easier time.

Now, there is one more outcome type: Uncertain. This comes up when the challenges comes out neutral, with equal numbers of Strength and Weakness cards played on it (or none of those, just neutral cards). When the Uncertain outcome comes up, it is your job to write an ending for the challenge, rather than the players'. This is easiest if you spend a little time thinking about things before the challenge starts, and leave yourself a little room "between" the Strong and Weak outcomes that you can use for your Uncertain, but that isn't the only way you can do them. Uncertain outcomes are a great chance to put in twists or send things a little sideways. For the most basic level, though...try to write something that feels "between" the Strong and Weak outcomes. You can get more advanced with these later and have more fun with them (see my article on Uncertain Outcomes for more on that!).

Now, it bears mentioning that you can have more than one challenge in a scene - either by playing more than one challenge to the game at once, or by playing a new challenge to the game as a continuation after the first challenge is resolved. The point limit I described above applies, but otherwise, it's up to you how you want to handle it. Just be careful: It's important not to have challenges that clash - if one outcome could prevent another simultaneous challenge from being resolved, they probably shouldn't be out there at the same time. And you don't want to undo the results of an earlier challenge, generally - so don't play a follow-up challenge whose outcomes will undo the outcome the players just got.

Once you've set up the challenges, then, it's time to write the scene's actual text. When you're doing that, use the challenges as your guide. What's going on? What's important? Those are the things you want to call out in the scene text. The challenge descriptions are the basics, but here is where you get to dress things up a little bit and make it actually exciting. If you've got a challenge about a charging army, for instance, you don't just write "the army charges" as your scene text. Delve into how it looks. How it sounds. How the army is equipped. How the player characters' allies, if any, are reacting.

What you're doing isn't just mechanically kicking things off, though that's part of it. What you're doing is setting the scene and giving the players things to use. This matters. Setting the scene with the enemy army charging, talking about how they're heavily armored and well-equipped, and how the players' allies look like they're about to break and run, is very different than if you describe the charge as that of a massive but untrained and poorly equipped rabble, and the players' allies as confident and heavily armored themselves. In the former, players are going to write moves about finding ways to blunt the dangerous charge or work around it and encouraging their side. In the latter, players are going to write about knocking back the charge and working with their confident allies. The tone of the challenge will be very different.

Your outcomes can affect this too, of course - I talk about this on the player side, but outcomes both describe the ending and set a range of things that can happen during the challenge - but your scene text is going to be a much larger impact.

Aside from just setting the tone, though, as I said...you're giving players things to use. Cues. A lot of narration is setting up cues. It's what you do in the challenge description, it's what you do in the outcomes, and it's what you do in the scene text. You leave openings for players to fill in the blanks. You give details that they can use to expand their storytelling. You lay the groundwork, the foundation, that they will build upon to complete the story of the challenge.

That's the basics of narration in a nutshell. Look...there's more, a lot more, but narration, at heart, is doing the above...over, and over, until the game is complete. A lot of the rest is style - there are a lot of different narration styles, a lot of different priorities, and a lot of different ways a narrator can make Storium work for them. I go into those a lot in the articles below.

Above all, remember: You are narrating to help the players draw out a story. It isn't your story...it's yours and the players'. Narrate to help them write. Narrate to make things interesting for them. Your job isn't to challenge them as players. Your job is to help them as writers. Have fun, be a fan of them, enjoy what they write, and look for ways to help them bring out the themes of their characters.

For more on narration, you can see the "Storium Narration" category overall, but here are some articles I particularly recommend:

Monday, 1 April 2019

Gobliiins - Collecting Reagents

By Ilmari

Happened last time: the goblins were asked to collect three magical reagents - Airain's Mushroom, Arachnide's Elixir and Bald Plant - which the wizard needed for curing the goblin king.


I hope his ears are waxless

In this level the obvious goal was to get past the Igor wannabe. The basic solution was pretty simple.


No, it did not involve the monster mask lying on the path
By spelling the weirdly shaped antenna on the coffin, I could woke a zombieish creature, who was able to frighten Igor away. Behind Igor I found also Airain's Mushroom. The problem was that the zombie frightened also the goblins, which ate a lot of their energy. It was back to square one, if I wanted to get through unscathed.

This time the key to the solution was hidden in the statuesque figure at the center of the screen. Near the hand closest to Igor grew a some sort of plant. When Hooter tried his skills with it, the plant grew roughly double its original size. Only BoBo was able to climb the plant and get to the hand of the statue. Punching now the face of the statue revealed a tongue coming out of the mouth, and another punch hid the tongue back in mouth. The solution was to put the two remaining goblins on the tongue and punching them to safety before the zombie could overtake them.


Like this!

The next level was all about spiders.



Like in the previous level, I had two goals: to get out of the cave and to find Arachnide's Elixir. The first task was this time quite simple. There was one spider guarding the second bridge - when enchanted, it climbed upper - and a second spider guarding the cave - it had to be shot with the pistol found on the cave floor.

The elixir was a bit harder. It certainly wasn't the bottle you can see in the screenshot - that one was just full of small spiders. Instead, it was in the possession of the middle spider, and second spell made it drop the bottle. All I had to do still was to find something soft to soften the fall of the elixir. This I could find by shooting the leftmost spider, since there was a pillow hidden behind it.


Things I've learned in adventure games: if you need to drop a vase or other easily breakable objects, you can always find a pillow designed for just that purpose in a dark cave

At the next level, I had to play the gardener to get the Bald Plant.



There was a bag of seeds up in the tree, but I couldn't just take it.



The trick was to let Hooter do some magic, which moved the bag to a better position, where Dwayne had the chance to take it. Next I had to just plant the seeds and the plant would grow by itself, right?


Wrong

I had to punch the scarecrow, which would move and scare the birds before they could eat all the seeds. Still, the plant wouldn't grow, what should I do?


Let there be water!

After getting the plant, an old friend arrived.


I don't like that grin

The wizard had tricked us, as he has needed the reagents just for his nefarious purposes and some spell had prevented him from getting them himself. It was off to the dungeons for the poor goblins…

Session time: 1 h 15 min
Total time: 3 h 40 min

Friday, 29 March 2019

15 Best Highest Paying URL Shortener Sites to Earn Money Online 2019

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    • Payment time-daily

  11. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  12. Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  13. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  14. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  15. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

Building A Glitchable Mega Drive Emulator

This is a little project I did back last summer, to explore glitching games. I've long been inspired by speedrunning, and glitches like the Missingno glitch in Pokémon Red and Blue.

I love being able to pull apart the game and see how they work, an getting an insight into what the data looks like from the perspective of the machine. For example, the Missingno glitch shows us what happens when the GameBoy interprets the player's name as the parameters of a Pokémon.

I also think there's a certain beauty to seeing a game not as a finished work but as a raw material - a starting point to be reinterpreted. Speedrunning gives us a new objective, and can turn a game of exploration into a deep exercise in resource management. Changing the control system for Sonic 2 allowed me to turn a game about dexterity into a game about teamwork.

With this project I worked on modifying GenesisPlus, an open source Sega Mega Drive emulator for Mac, which is bundled as part of OpenEmu. I put in a system of scripting interactions with the console's memory. This means it can write new values into memory on certain triggers. These include a time period passing, a button being pressed, or another value in memory changing.

I then worked on turning this into something that would be fun to play in its own right. I added networking features so that players playing separate copies of the game can interact with each other, using glitching to fuel a competitive challenge.

The video below talks about how I created this, how it works, the thought process I went to, and the Sonic the Hedgehog 2 variant that emerged as a result. I hope you enjoy watching!

Flooded Village Xmas Eve - Water Christmas Trees For Christmas Eve

Christmas day is coming near the corner but the Christmas trees are not growing yet. Let's water them in Flooded Village Xmas Eve. Flooded Village Xmas Eve is one of the most interesting puzzle game but it is a Christmas edition. Much fun!
Flooded Village Xmas Eve - Water Christmas trees for Christmas Eve
Flooded Village Xmas Eve 

Your task in each stage is to help all of the pirates set sail and make all of the seeds grow into trees by removing tiles so that the water reaches the pirates' boats and touches seeded tiles games of 2018. Watch out the ice cubes. Do not freeze the pirates. However, the tree will turn to the Christmas tree when the ices touch them and you can get extra points. You have a limited number of moves at each stage, so you should move wisely. There are 18 stages waiting for you. Just solve all of them in a short of time. Have fun!

Controls: Use the mouse

Improving Stream Content (Monday Musings 67)

Since streaming for a few months under FuzzyJCats, while learning how to improve, I never understood when people advise, "improve your stream content". What does stream content mean?

Especially, as you can see from my past stored broadcasts, I focus on talking to chat rather than gaming, and thought stream content was how to be more entertaining to your viewers. In which case, by improving stream content, I thought the advice meant that you need to be more entertaining, but again, that's a very vague notion.

For instance, what are the prescribed steps to being entertaining aside from having the requisite high energy and enthusiasm? Do you prepare topics to talk about, make up jokes before stream and the like?

Sifting through the advice to get more information, there's the very vague idea that stream content is just picking out the game you want to play. But, this is not quite the helpful advice I need, because of course, if you're going to stream games, you have to decide on which game you're going to stream!

Now that my goal is to truly enjoy the process of streaming (letting go of the notion of chasing viewer numbers), finally knowing AND feeling that deep down, I'm now focused on "gitting gud" with streaming, and of course being with my community.

I always love the challenges of improving myself as I find reaching goals very refreshing and satisfying. I think that's one of the reasons why video games are so addictive, because who doesn't want to rise to the challenge of fighting a seemingly impossible boss, staying up until 3 AM, until you beat him. And how satisfying that is when you do!

At any rate, with this new focus on one of the more important aspects of streaming ("gitting gud"), prior to my last broadcast, a light bulb went off, and I sort of got a sense of what stream content infers.

Stream content is not just thinking about what game you want to play, but how to present it in the most entertaining way. For one, we need to think about what parts of the game are the most intriguing, two what do you want to accomplish in the game, and three, how do you showcase that?

Interesting Game Content
Viewers most likely want to see the story and missions such as the cool boss fights, rather than the grinding aspects of the game such as inventory management, collecting resources, and watching me fight trash mobs hours and hours on end to level up.

Even though I love grinding, inventory management and the like, they may not be as exciting as fighting an epic Boss. An analogy is watching a football game. You want to rewind past the ads (organizing inventory) and watch the football action, preferably a touchdown (Boss fight). 

Sometimes, though, I think it does help to show the UI of the game, customization, as well as any really cool quality of life experiences the game offers, such as Odyssey allowing you to turn down the frequency of repetitive music (thank you Ubisoft!). 

What Do You Want To Accomplish?
Since I'm streaming Assassin's Creed Odyssey, there are so many things to do in this game, which was one of the astounding things about this game, so my main overarching goal is to show all these elements.

I want my viewers to see all the things this game offers, so they can get a good sense of the game. And, if they're on the fence of whether they should get the game, they can see if it's a game they'd like to play.

Therefore, I made a checklist of the pertinent gameplay elements, and my aim is to show at least one example of each. In other words, once the viewers get a sense of a bandit camp, there's no need to tackle bandit camps endlessly, and you can move onto one of many other things you can do in this game, such as puzzles.  

Spoilers of a general list that I want to present so far:



Other things that another streamer may want to achieve are challenge runs, such as no-death runs. Quite a few streamers have gotten extremely creative about these challenge runs, like this Dark Souls 3 banana run!



But for mere mortals like me, coming up with a run of the mill objective like showcasing the diversity of Odyssey is a good starting point!

Showcasing by Prepping Pre-Stream

Odyssey is such a long and rich game that I already have 200 hrs. However, I'm only streaming 1 to 2 times a week for about 1 to 2 hrs each stream so it will take well over a year to finish the game if I don't prune content!

Realizing that streamlining is crucial, I then see where I am in the game, and determine what I want to accomplish for that stream.

For the last broadcast, I wanted to get my money back from Marcos, so my title reflects that purpose:



I then do some prep work pre-steam, such as opening up the map. This means going to all the question marks on the map, which then pop up to show if they're camps, quests and other markers, so that we can easily go to these locations during stream.

By opening up the map before stream, the viewer doesn't have to see us running back and forth to all these locations. Further, not knowing what's there, we want to avoid going to the wrong location to save time, so we can focus on the story and quests.

Another consideration is that if I'm on my way to a boss fight, and I notice I'm under-leveled and we don't want to keep fighting this same boss 100 times over until success, I can always level up before stream. Therefore, when stream starts, we're at the boss fight, ready to go!

In other words, you can easily plunge into your objective, without having your viewers suffer through the trek to get there. 

In this specific example of Marcos, now prepped, I stream until we get our drachmae back from Marcos, and that took about 2 hrs or so. I was side-tracked due to all the missions in the game, but that's okay. At least, we have a general sense of what we want to do, and although we'll invariably be side tracked, this will also showcase the game.

The tricky part here is to come up with enough gaming that will span your entire stream. So if you're going to stream 4 hours, you may want to plan more of the interesting and complex missions to do, maybe planning on doing a few boss fights as part of your content.

This clearly assumes that you know the game already and know what it offers, and what the exciting quests are. But, even if you're streaming a game for the first-time, you can do some prep.

Looking back at my Borderlands 2 first-time walk-through experience, I know I have to be well-equipped to beat missions and chapters. Since I know that I'm a bit under-leveled, I recalled grinding a few areas before streaming to be able to tank through a story chapter or side mission.

While leveling up, I also got more resources along the way.  Therefore, after this prep work is over, we can head to side or story missions for the stream, making sure the character is right near the start of the objective.

Exhibit A: One Twitch Tag is Farming
Twitch has a relatively new Tag system that helps to describe your stream content, one of which is farming (see Exhibit A). But I think viewers would prefer to watch Dark Souls' notorious boss, Ornstein & Smough, rather than whacking Balder knights until you get the rare Balder Side Sword?

If you're doing one of those ridiculously hard challenge runs like a no-death run, then clearly, you need to show the whole thing to "prove" you didn't die. But if you're a streamer who doesn't do such challenge runs, prep work can help.

In conclusion, I think this is what is meant by stream content. You figure out what goals you want to meet during stream, doing any necessary prep work before stream (if you have time), and what's the most entertaining way to present the game to your viewers.

If you're a Twitch streamer, does this make sense? Any other stream content considerations we should be thinking about would be much appreciated!

The How of Happiness Review

Thursday, 28 March 2019

WIP: Minefields For Team Yankee

   As I really don't like the measure from the counter sort of thing that Team Yankee is using, I thought I would make some pieces that actually model the area of the minefield. It may make it easier for my opponent to avoid blundering into the field, but I think it will look nicer.

   Anyway, I started with CDs as they are pretty much exactly the right diameter (4"/10cm across).


   First step: prime them. I used a rattle can of ultra flat dark forest green I had handy. Same thing I use for my Soviet vehicle base, actually. That bit of sheen is because I didn't spray it very heavily and there's a bit of plastic showing.


   Next, I put little dots of PVA glue all over, and some of my preferred dirt, which is brown fine ballast. Each dirt mound will indicate a hastily emplaced mine. I added some bits of grass tuft (Army Painter Wilderness) and flowers (also Army Painter).

   Aaaand... that's all so far. I am leaving town for a few days this afternoon so the rest will have to wait until I return. Actually, as this posts, I am in Las Vegas, waiting for my plane to go home. But I scheduled it to post while I was away, being a clever boy that wants to entertain his friends whilst away.

MEGASPHERE - New Trailer For This Promising "Roguevania" With Destructible Environments!


Megasphere - New Trailer
Megasphere - Logo animated gif

Very ambitious one-Russian-man project "Megasphere" gets a new satisfying looking trailer, showcasing the gorgeous lighting engine, intense gunfights, and "NewRetroWav-ish" music!

MegaSphere is available right now for Early Access on Steam, Itch.io and Humble Store! 
Steam: store.steampowered.com/app/386340/MegaSphere/ 
Itch.io: antonkudin.itch.io/megasphere 
HB: www.humblebundle.com/store/megasphere