Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
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
Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
Al.ly
Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features.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
Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
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.Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
Fas.li
Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.Short.am
Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.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
CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
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
Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
Friday, March 29, 2019
17 Highest Paying URL Shortener to Earn Money Online 2019
Call Of Duty 4: Modern Warfare For Pc Highlycomprerssed By Tn Gamer
Call of duty 4: Modern Warfare Oreview
Minimum System Requirements
- OS: Windows XP / Windows Vista / Windows 7.
- Processor: Intel® Core 2 Duo E6600 or AMD Phenom X38750 processor or better.
- Memory: 10 GB free hard drive space / 2GB RAM.
- Video Card: Shader 3.0 or better 256 MB NVIDIA GeForce 8600GT or better.
- Sound Card: DirectX® 9.0C or later.
Call of Duty 4: Modern Warfare is a first-person shooter developed by Infinity Ward and published by Activision. An installment in the Call of Duty series, it was released in November 2007 for the PlayStation 3, Xbox 360, and Microsoft Windows. The game breaks away from the World War II setting of previous entries in the series and is instead set in modern times. Developed for over two years, the game uses a proprietary game engine.
The story takes place in the year 2011, where a radical leader has executed the president of an unnamed country in the Middle East, and an ultranationalist movement ignites a civil war in Russia. The conflicts are seen from the perspectives of a U.S. Force Reconnaissance Marine and a British SAS commando, and are set in various locales, such as the United Kingdom, the Middle East, Azerbaijan, Russia, and Ukraine. The multiplayer portion of the game features various game modes, and contains a leveling system that allows the player to unlock additional weapons, weapon attachments, and camouflage schemes as they advance.
The game received universal acclaim from critics, with the gameplay and story receiving particular praise, while criticism targeted the failure of the game to substantially innovate the first-person shooter genre. The game won numerous awards from gaming websites, including IGN's Best Xbox 360 Game. It was the top-selling game worldwide for 2007, selling around seven million copies by January 2008 and almost sixteen million by November 2013. It was followed by two sequels that continue the storyline: Call of Duty: Modern Warfare 2 and Call of Duty: Modern Warfare 3. A remastered version of the game, Call of Duty: Modern Warfare Remastered, was released on PlayStation 4, Xbox One and PC alongside special editions of Call of Duty: Infinite Warfare in November 2016. A standalone version was released in June 2017.
PART: 1
PART: 2
PART: 3
Nhận Định Bóng Đá Pháp Vs Bỉ - Bán Kết World Cup 2018
Nguồn: Vietnamnet
Đều sở hữu dàn sao chất lượng và đạt phong độ cao, Pháp và Bỉ hứa hẹn sẽ tạo nên trận bán kết World Cup 2018 hấp dẫn đến nghẹt thở lúc 1h ngày 11/7 trên sân Saint Petersburg.
Đều sở hữu dàn sao chất lượng và đạt phong độ cao, Pháp và Bỉ hứa hẹn sẽ tạo nên trận bán kết World Cup 2018 hấp dẫn đến nghẹt thở lúc 1h ngày 11/7 trên sân Saint Petersburg.
Tương quan lực lượng
Blaise Matuidi sẽ trở lại đội hình xuất phát sau khi vắng mặt ở vòng tứ kết vì án treo giò. Anh sẽ đá thay vị trí của Tolisso trên hàng tiền vệ.
Cuộc so tài sẽ rất đáng xem |
Bên phía Bỉ, Thomas Meunier ngồi ngoài vì bị treo giò. Thế nên, HLV Martinez định kéo Chadli sang cánh phải và Yannick Carrasco trở lại vị trí chạy cánh trái.
Đối đầu và phong độ
Pháp thắng 3, hòa 2 và thua 2 trận trong 7 lần đối đầu gần nhất với Bỉ. Cuộc chạm trán mới nhất hồi 2015, những chú gà trống Gaulois giành chiến thắng 4-3.
Tuy nhiên, xét tổng tất cả 74 lần gặp gỡ giữa hai đội trong quá khứ, Bỉ lại tỏ ra nhỉnh hơn với 30 chiến thắng, hòa 19 trận và Pháp chỉ đánh bại đối thủ 24 lần.
Trên khía cạnh phong độ, kể từ sau thất bại trước Colombia hồi tháng 3/2018, Pháp gây ấn tượng mạnh với 7 trận thắng và 2 kết quả hòa.
Ở World Cup 2018, HLV Deschamps đã xây dựng cho tuyển Pháp một lối chơi chắc chắn và hiệu quả. Họ dễ dàng vượt qua vòng bảng với 2 chiến thắng trước Úc và Peru rồi trận cuối dưỡng sức hòa Đan Mạch.
Pháp tiến từng bước chắc chắn vào bán kết |
Đến vòng knock-out, Mbappe khiến Messi muối mặt, góp công lớn giúp Les Bleus hạ Argentina 4-3. Tại tứ kết, Pháp cũng lầm lũi vượt qua Uruguay khó chịu với tỷ số 2-0.
Bất bại từ tháng 8/2016 đến nay, Bỉ đang duy trì chuỗi thành tích thắng 7 trận liên tiếp, bao gồm 5 chiến thắng trên đất Nga. Bỉ cũng đang là đội sở hữu hàng công "khủng" nhất World Cup khi nã 14 bàn vào lưới Panama, Tunisia, Anh, Nhật Bản và Brazil.
Tuy vất vả vượt qua người Nhật ở vòng knock-out, nhưng đến cuộc thư hùng gặp Brazil, đoàn quân HLV Martinez đã thể hiện bộ mặt khác hẳn, sắc sảo khâu tấn công và chắc chắn khi phong ngự để đánh bại ƯCV số 1 đến từ Nam Mỹ với tỷ số 2-1.
Thông tin thú vị
Thông tin thú vị
- Đây mới là lần thứ hai Bỉ góp mặt ở vòng bán kết một kỳ World Cup. Hồi 1986, họ đã để thua Argentina.
Bỉ sở hữu hàng công rất mạnh |
- Pháp lần thứ 6 lọt vào bán kết World Cup. Họ thất bại 3 lần vào các năm 1958, 1982 và 1986. Les Bleus có 2 kỳ vào chơi trận chung kết là 1998 và 2006.
- Bỉ bất bại 24 trận gần nhất với 19 chiến thắng và hòa 5 trận.
- Trừ những trận phải giải quyết trên chấm luân lưu cân não, Pháp chỉ để thua 1/13 trận đấu tại vòng knock-out World Cup gần nhất.
- Antoine Griezmann rất có duyên ghi bàn ở các vòng đấu loại trực tiếp, khi có 7 pha lập công trong 6 lần thi đấu tại những trận knock-out hai giải đấu chính World Cup và Euro.
- Lukaku đã tham gia trực tiếp vào 20 bàn thắng của tuyển Bỉ trong 13 trận gần đây, với 17 pha lập công và 3 đường kiến tạo.
Dự đoán: Bỉ thắng 2-1
Đội hình dự kiến |
Sleeping Dog Limtited Edtion Free Download
Sleeping Dog Limited Edition Download
Screenshots
Player can do many things such as running swiming and jumping.Player has got variety of weapons and he can use them in many situation.Player can use martial arts to fight with enemies.
Sleeping Dog Limited Edition Features
Open world action, adventure video game
No strict rules
Single player game
Player can do many things
Variety of weapons
Many girl for dating
Upgrade and cusomisze his clothes and cars
Sleeping dog minimum system requriment
Operating system:win.7,8,.8.1
CPU: Core 2 Duo
RAM: 4 GB
Hard Disk: 15 GB
Sleeping Dog Limited Edition Free Download
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Part:9: http://velociterium.com/6oFz
Part:10: HTTP://VELOCITERIUM.COM/6OJM
Thanks for download the game
Popular for GTA 5 Money
Glitcheshttps://youtu.be/SlZvVwnUxeQ
Thursday, March 28, 2019
Point And Click Games - An Analysis
This week, Jade and I talked about two sub-genres of point and click games: Room Escape Games and Hidden Object games. You can check out the presentations here!
Hidden Object games - by Jade Marmorstein
Fundamental Theory of Digital Room Escape Games - by Joseph Scheidemandel
We have a couple events coming up!
Our next meeting will be Monday, October 1st, in Gould-Simpson 856
Our next Game Night will be Friday, October 5th, in Gould-Simpson 856
And of course, the GAME JAM will be held on FRIDAY OCTOBER 26-28TH in Gould-Simpson 856!
Mark your calendars, we can't wait to see you there!
Thinking About Game Design
I found this excellent graph in @joebaxterwebb's site. It's a synthetic and great game design lesson to think before gaming development. You can read the complete article HERE.
Sure I'll use in my game designing classes next semester. =)
Thanks, Joe for this great content.
#GoGamers
Sure I'll use in my game designing classes next semester. =)
Thanks, Joe for this great content.
#GoGamers
Nintendo Hard
When developing games for the NES, Nintendo designers used to have a concept of Nintendo Hard. Most kids didn't have a lot of pocket money and games were expensive in the Eighties, so Nintendo wanted to ensure their games stood out as good value for money that provided a lot of play-time. To do this, they didn't just make games hard; they made them Nintendo Hard. They'd do the normal three difficulty levels - Easy, Medium, Hard - and then they'd make a fourth difficulty called Nintendo Hard which was too hard for the developers to beat. Then they'd just shift everything down a space in the menu. So Easy would actually be Medium, Medium would actually be Hard, and Hard would actually be Nintendo Hard. So was the genius of Nintendo.
The above story is absolute rubbish.
There's a thousand reasons why it makes no sense. Indeed, one of the things that makes Nintendo's first party games stand out from other games from the same era is how intuitive, accessible and forgiving they are.
But it was told to me in a pub by a drunk guy who was very insistent and I think he liked the idea that he was imparting valuable knowledge to a so-called professional game developer. Who am I to take that joy away from him?
Thus, this is an article about what it really means to be Nintendo Hard.
I've had an interesting relationship with difficulty in my own games. Codex Bash was never meant to be difficult. It is designed for exhibition spaces where visitors will want to move from exhibit to exhibit. My duty as a designer is to give them the best experience I can in the environment they're in. So they should have the best five-to-ten minutes I can offer and then be free to explore the rest of the exhibition with my game a highlight of their day.
Part of that memorable experience is a feeling of a success well-earned. So I want players to beat Codex Bash first time, but it's important that they had to make a genuine effort to do so. In other words, the game is meant to be easy but feel hard.
A game is nothing if it is not being played, so what a player feels a game is is the only thing that game actually is.
It matters that Codex Bash feels hard. It recognises the lateral thinking, imagination and teamwork you put in, and validates that with the the sense that you've achieved something against the odds. It matters that you feel like you classic Nintendo games have the legend of being Nintendo Hard. It makes you feel like you have rad skills. It comforts you if you're struggling.
Difficulty is not an absolute. A game is only as difficult as the player finds it. A beginner has to overcome the same intensity of challenge playing a game on Easy as a veteran does playing a game on Hard. The beginner gets the same pride in beating the game as the veteran, so long as they both felt they overcame a challenge that was beyond them starting out.
Designers' approach to difficulty in games has changed, certainly over the past ten or fifteen years. They haven't got easier, they haven't got harder, but they have got more forgiving. Tutorials are richer and more detailed and the explanations are better. Pictures have replaced text. Doing has replaced being told. Controls are increasingly re-mappable. Checkpoints are more common. These are great trends. They mean more people get to play, and people get to play the way that suits their preferences and their physicality. The trend has been to reject the ridiculous idea that getting into a game is something that must be earned.
Nintendo Hard in the early 2010's has changed too, albeit with some backlash from certain corners of the internet. Recent Super Mario games have given players the opportunity to skip over levels they can't beat, or super-strength power-ups if they're struggling. If you can't get past a level why shouldn't you enjoy the rest of the game you paid for? When you come back to it and finally master it you'll still get the same sense of achievement.
Nevertheless, with these wonderful trends there has been a parallel trend which has been frustrating. As developers have embraced the reality that a good game teaches its players, my personal feeling is that "the bit that teaches you how to play" has become longer, more restrictive and more forced.
A game that offers you an exciting new toy but won't let you play with it until you've jumped through a list of hoops is frustrating. A game that does not trust you to be able to figure out the toy on your own is condescending. "Let me get to the good bit" has become my most common whine about recent games.
Compare 1991's Sonic the Hedgehog - which opens with a massive playground of ramps and springs and lets you loose to feel out its novel momentum mechanics by mucking around - with 2013's Gravity Rush - where the first hour teaches you to use its tantalising gravity mechanics by hemming you in to small environments and metered "get to a location" quests and fights.
One game opens by giving you a racecar and the other opens by giving you a driving test. One game trusts you and the other is afraid to let you make mistakes.
Granted, one game is more complex than the other. But there's no reason Gravity Rush could not have opened with an open playground to experiment with the mechanics on your own terms. Targeted quests could be an opportunity to put your newly-found abilities into action, to take what you've discovered into the playground and use it to achieve a goal. Instead, main quests feel like a harder version of the tutorial - a test to see if you've been paying attention rather than an opportunity to show off.
This is, of course, a reflection of personal taste. Many people have applauded Gravity Rush for its design, and I'm glad that it's found an audience who have thoroughly enjoyed it, and no game should be expected to please everyone. I personally grew impatient with the game and could not get into it because it felt like work. But I also feel that for new studios and cheaper games losing the player's interest early on can mean the work gets entirely overlooked. An upfront investment, or the trust of a known studio or a box on a shelf, means players are willing to give a game with a weak opening the benefit of the doubt. Nevertheless, do any of us really want to rely on the benefit of the doubt?
Fortunately, it is entirely possible to have the best of both worlds. It is perfectly reasonable to support reticent players with a helping hand and offer confident players freedom. It's exactly what Nintendo have demonstrated this year with The Legend of Zelda: Breath of the Wild and Super Mario Odyssey.
In Zelda, if you follow the suggested route you learn to fend off some simple enemies, and the fine folks of Kakariko Village teach you the tools of the trade. You'll have opportunities to get equipment and power up your hearts and stamina with some simpler puzzles. There's a neat learning curve that warms you up to the challenges, trains you in adventuring skills, and mounts the challenge when you've proven you get it.
The game is perfectly well equipped to train you. But if you don't feel the need to be trained it won't stop you going your own way.
As soon as I was given the opportunity to diverge from the suggested route I did. I felt confident. I wanted to be rebellious. I wanted to push the boundaries of what the game would let me get away with. If an area looked like it was supposed to be too hard for me I made a beeline for it and tried to prove the game wrong. I felt smart when I used my wits to climb rock faces that seemed way too high, and disarm enemies that could slay me in one hit. I felt like a maverick poking around the north edge of the map, with its lava pools and centaurs and only three hearts to my name.
This was an act of self-expression.
I got to express my rebellious nature and choose my own level of challenge. I could go straight to the harder puzzle rooms, straight into the tough puzzles that a Zelda veteran like myself would find satisfying. None of this prevented a beginner from engaging with the lessons that would help them reach the same position, and where to find these lessons was clearly marked out.
Not only this, but having easy sections in the game was of no detriment to my experience as a confident veteran. When I went back to the easy sections, well-armed and full of self-taught strategies I felt powerful. The easy puzzles felt like fun freebies, proof of my awesomeness. I'd been trying to prove to the game "look how good I am!" and it said "yes you are!"
Again, I stress that none of this means there are no tutorials in the game. Tutorials are plentiful and well-indicated, but it's your choice to engage with them. Gentler areas of the game exist too. The beauty of the game is that it trusts you to choose. It trusts you to decide how confident you are, and gives you a teleport back to the easier bits if you decide it's too much for you.
In Super Mario Odyssey, to progress to the next stage you need to collect a certain number of shiny gold moons. Some of these are indicated by plot points and markers which obviously guide you to the next one. Plenty are scattered around the area for players who want to go off the beaten track to demonstrate their lateral thinking and dexterity. Moons that you wouldn't find unless you spotted some unusual level geometry, or questioned what might be out of camera-shot.
Of course, a beginner finds following the path to the plot-marked moons is just as hard as a veteran finds hunting for obscure moons. The game makes few demands on which moons you need to get - any moons will do - and rates no one moon as more worthy than any other.
Beginners: you're not going to run across a point where your play experience stops dead. Veterans: you don't need to trudge through tasks that do not stretch you. The game applauds both approaches and rewards you with new levels for your efforts.
These are games that say "yes, and" to their players. You need a hand to learn? I've got your back, here's a tutorial. You want to just get on with it? Go ahead, pick the bit that looks most interesting to you - I promise it will pay off!
This is the attitude that says the role of a game is to offer up a toy rather than teach a player a skill.
When I was starting out in the industry, and Raph Koster's A Theory of Fun for Game Design was a massive inspiration for me. Raph Koster's book proposed that we have fun as an evolutionary reward for learning, a thought which I found rational and compelling.
While I still largely agree with A Theory of Fun, I also don't think learning is the only source of fun. Nevertheless, either through other designers using this pattern in their work, or by noticing the trend more easily having read it myself, I feel I've come across more and more often. Games that, particularly in their opening segments, prioritise teaching their mechanics over providing inspiration to play.
"This section is there to teach the player" is the design philosophy of Super Mario Bros World 1-1 without the nuance.
World 1-1 is a level that's been analysed brilliantly time and time again by many astute designers. World 1-1 teaches you the basic mechanics of jumping on enemies, falling down holes, enemy patterns and behaviours, all by putting you in situations where you have to do them. It's learning by doing, not learning by being told. This is excellent, but it's only half the lesson. What World 1-1 also does is never feel like a tutorial. You don't realise you're being taught how to play, but like you're figuring it out for yourself. As an added bonus if you already know what you're doing you can burn through it really fast and feel awesome in the process.
Not feeling like a tutorial is important. If a game feels like it's trying to teach the player it doesn't feel satisfying to learn. It feels like performing a task rather than expressing yourself. The player does not get to take pride in their own achievement. At worst, if the player fails they will blame the teacher that set a frustrating task, rather than look to themselves for an alternative solution.
The designer's hand can direct a player to the lessons they need to learn, but we should aspire that the player should not see it. The player should see themselves spotting a detail and responding with a solution.
The player chooses to learn because the player has an intrinsic motivation to solve each challenge in the level. The player's goal is to get to the end of the level. Pits and enemies are in their way, but figuring them out means getting to that next level! But if the player can tell that each challenge is there to teach them a lesson their goal is not seeing the next tantalising stage - it's getting the teacher off of their back.
A good game lets the lessons a player learns be their own achievements.
If you want to be on your player's side you need to be able to say "yes, and" to them.
"Yes, and" means providing your game to players and letting them do whatever they want with it, learn what they want from it and achieve what they feel is a meaningful achievement to them. You can suggest new paths for them to follow, but if they choose to go a different path then your job is not to restrict that choice. It is to celebrate it.
"Yes, and" is about providing an opportunity to players. Give them an opportunity to jump around in crazy environments and go on a wild adventure. Give them an opportunity to express themselves. Give them an opportunity to prove themselves to themselves. Inspire them to ask "what if?"
A teacher gives you a task. A toy gives you an opportunity. Raph Koster was right when he said that when we learn we have fun. But the joy is much more memorable when we own the lesson we have learned.
That's the great lesson Nintendo have demonstrated this year. Nintendo Hard is not about being punishingly hard, and it's not about being trivially easy. Nintendo Hard is about letting players choose for themselves what they want to achieve and saying "yes."
Nintendo Hard is, to say to every single player who approaches your game, "this is my gift to you."
The above story is absolute rubbish.
There's a thousand reasons why it makes no sense. Indeed, one of the things that makes Nintendo's first party games stand out from other games from the same era is how intuitive, accessible and forgiving they are.
But it was told to me in a pub by a drunk guy who was very insistent and I think he liked the idea that he was imparting valuable knowledge to a so-called professional game developer. Who am I to take that joy away from him?
Thus, this is an article about what it really means to be Nintendo Hard.
I've had an interesting relationship with difficulty in my own games. Codex Bash was never meant to be difficult. It is designed for exhibition spaces where visitors will want to move from exhibit to exhibit. My duty as a designer is to give them the best experience I can in the environment they're in. So they should have the best five-to-ten minutes I can offer and then be free to explore the rest of the exhibition with my game a highlight of their day.
Part of that memorable experience is a feeling of a success well-earned. So I want players to beat Codex Bash first time, but it's important that they had to make a genuine effort to do so. In other words, the game is meant to be easy but feel hard.
A game is nothing if it is not being played, so what a player feels a game is is the only thing that game actually is.
It matters that Codex Bash feels hard. It recognises the lateral thinking, imagination and teamwork you put in, and validates that with the the sense that you've achieved something against the odds. It matters that you feel like you classic Nintendo games have the legend of being Nintendo Hard. It makes you feel like you have rad skills. It comforts you if you're struggling.
Difficulty is not an absolute. A game is only as difficult as the player finds it. A beginner has to overcome the same intensity of challenge playing a game on Easy as a veteran does playing a game on Hard. The beginner gets the same pride in beating the game as the veteran, so long as they both felt they overcame a challenge that was beyond them starting out.
Difficulty in Modern Games
Designers' approach to difficulty in games has changed, certainly over the past ten or fifteen years. They haven't got easier, they haven't got harder, but they have got more forgiving. Tutorials are richer and more detailed and the explanations are better. Pictures have replaced text. Doing has replaced being told. Controls are increasingly re-mappable. Checkpoints are more common. These are great trends. They mean more people get to play, and people get to play the way that suits their preferences and their physicality. The trend has been to reject the ridiculous idea that getting into a game is something that must be earned.
Nintendo Hard in the early 2010's has changed too, albeit with some backlash from certain corners of the internet. Recent Super Mario games have given players the opportunity to skip over levels they can't beat, or super-strength power-ups if they're struggling. If you can't get past a level why shouldn't you enjoy the rest of the game you paid for? When you come back to it and finally master it you'll still get the same sense of achievement.
Nevertheless, with these wonderful trends there has been a parallel trend which has been frustrating. As developers have embraced the reality that a good game teaches its players, my personal feeling is that "the bit that teaches you how to play" has become longer, more restrictive and more forced.
A game that offers you an exciting new toy but won't let you play with it until you've jumped through a list of hoops is frustrating. A game that does not trust you to be able to figure out the toy on your own is condescending. "Let me get to the good bit" has become my most common whine about recent games.
Compare 1991's Sonic the Hedgehog - which opens with a massive playground of ramps and springs and lets you loose to feel out its novel momentum mechanics by mucking around - with 2013's Gravity Rush - where the first hour teaches you to use its tantalising gravity mechanics by hemming you in to small environments and metered "get to a location" quests and fights.
One game opens by giving you a racecar and the other opens by giving you a driving test. One game trusts you and the other is afraid to let you make mistakes.
Granted, one game is more complex than the other. But there's no reason Gravity Rush could not have opened with an open playground to experiment with the mechanics on your own terms. Targeted quests could be an opportunity to put your newly-found abilities into action, to take what you've discovered into the playground and use it to achieve a goal. Instead, main quests feel like a harder version of the tutorial - a test to see if you've been paying attention rather than an opportunity to show off.
This is, of course, a reflection of personal taste. Many people have applauded Gravity Rush for its design, and I'm glad that it's found an audience who have thoroughly enjoyed it, and no game should be expected to please everyone. I personally grew impatient with the game and could not get into it because it felt like work. But I also feel that for new studios and cheaper games losing the player's interest early on can mean the work gets entirely overlooked. An upfront investment, or the trust of a known studio or a box on a shelf, means players are willing to give a game with a weak opening the benefit of the doubt. Nevertheless, do any of us really want to rely on the benefit of the doubt?
Fortunately, it is entirely possible to have the best of both worlds. It is perfectly reasonable to support reticent players with a helping hand and offer confident players freedom. It's exactly what Nintendo have demonstrated this year with The Legend of Zelda: Breath of the Wild and Super Mario Odyssey.
The New Nintendo
In Zelda, if you follow the suggested route you learn to fend off some simple enemies, and the fine folks of Kakariko Village teach you the tools of the trade. You'll have opportunities to get equipment and power up your hearts and stamina with some simpler puzzles. There's a neat learning curve that warms you up to the challenges, trains you in adventuring skills, and mounts the challenge when you've proven you get it.
The game is perfectly well equipped to train you. But if you don't feel the need to be trained it won't stop you going your own way.
As soon as I was given the opportunity to diverge from the suggested route I did. I felt confident. I wanted to be rebellious. I wanted to push the boundaries of what the game would let me get away with. If an area looked like it was supposed to be too hard for me I made a beeline for it and tried to prove the game wrong. I felt smart when I used my wits to climb rock faces that seemed way too high, and disarm enemies that could slay me in one hit. I felt like a maverick poking around the north edge of the map, with its lava pools and centaurs and only three hearts to my name.
This was an act of self-expression.
I got to express my rebellious nature and choose my own level of challenge. I could go straight to the harder puzzle rooms, straight into the tough puzzles that a Zelda veteran like myself would find satisfying. None of this prevented a beginner from engaging with the lessons that would help them reach the same position, and where to find these lessons was clearly marked out.
Not only this, but having easy sections in the game was of no detriment to my experience as a confident veteran. When I went back to the easy sections, well-armed and full of self-taught strategies I felt powerful. The easy puzzles felt like fun freebies, proof of my awesomeness. I'd been trying to prove to the game "look how good I am!" and it said "yes you are!"
Again, I stress that none of this means there are no tutorials in the game. Tutorials are plentiful and well-indicated, but it's your choice to engage with them. Gentler areas of the game exist too. The beauty of the game is that it trusts you to choose. It trusts you to decide how confident you are, and gives you a teleport back to the easier bits if you decide it's too much for you.
In Super Mario Odyssey, to progress to the next stage you need to collect a certain number of shiny gold moons. Some of these are indicated by plot points and markers which obviously guide you to the next one. Plenty are scattered around the area for players who want to go off the beaten track to demonstrate their lateral thinking and dexterity. Moons that you wouldn't find unless you spotted some unusual level geometry, or questioned what might be out of camera-shot.
Of course, a beginner finds following the path to the plot-marked moons is just as hard as a veteran finds hunting for obscure moons. The game makes few demands on which moons you need to get - any moons will do - and rates no one moon as more worthy than any other.
Beginners: you're not going to run across a point where your play experience stops dead. Veterans: you don't need to trudge through tasks that do not stretch you. The game applauds both approaches and rewards you with new levels for your efforts.
These are games that say "yes, and" to their players. You need a hand to learn? I've got your back, here's a tutorial. You want to just get on with it? Go ahead, pick the bit that looks most interesting to you - I promise it will pay off!
Of Toys and Teachers
This is the attitude that says the role of a game is to offer up a toy rather than teach a player a skill.
When I was starting out in the industry, and Raph Koster's A Theory of Fun for Game Design was a massive inspiration for me. Raph Koster's book proposed that we have fun as an evolutionary reward for learning, a thought which I found rational and compelling.
While I still largely agree with A Theory of Fun, I also don't think learning is the only source of fun. Nevertheless, either through other designers using this pattern in their work, or by noticing the trend more easily having read it myself, I feel I've come across more and more often. Games that, particularly in their opening segments, prioritise teaching their mechanics over providing inspiration to play.
"This section is there to teach the player" is the design philosophy of Super Mario Bros World 1-1 without the nuance.
World 1-1 is a level that's been analysed brilliantly time and time again by many astute designers. World 1-1 teaches you the basic mechanics of jumping on enemies, falling down holes, enemy patterns and behaviours, all by putting you in situations where you have to do them. It's learning by doing, not learning by being told. This is excellent, but it's only half the lesson. What World 1-1 also does is never feel like a tutorial. You don't realise you're being taught how to play, but like you're figuring it out for yourself. As an added bonus if you already know what you're doing you can burn through it really fast and feel awesome in the process.
Not feeling like a tutorial is important. If a game feels like it's trying to teach the player it doesn't feel satisfying to learn. It feels like performing a task rather than expressing yourself. The player does not get to take pride in their own achievement. At worst, if the player fails they will blame the teacher that set a frustrating task, rather than look to themselves for an alternative solution.
The designer's hand can direct a player to the lessons they need to learn, but we should aspire that the player should not see it. The player should see themselves spotting a detail and responding with a solution.
The player chooses to learn because the player has an intrinsic motivation to solve each challenge in the level. The player's goal is to get to the end of the level. Pits and enemies are in their way, but figuring them out means getting to that next level! But if the player can tell that each challenge is there to teach them a lesson their goal is not seeing the next tantalising stage - it's getting the teacher off of their back.
A good game lets the lessons a player learns be their own achievements.
Yes, and
If you want to be on your player's side you need to be able to say "yes, and" to them.
"Yes, and" means providing your game to players and letting them do whatever they want with it, learn what they want from it and achieve what they feel is a meaningful achievement to them. You can suggest new paths for them to follow, but if they choose to go a different path then your job is not to restrict that choice. It is to celebrate it.
"Yes, and" is about providing an opportunity to players. Give them an opportunity to jump around in crazy environments and go on a wild adventure. Give them an opportunity to express themselves. Give them an opportunity to prove themselves to themselves. Inspire them to ask "what if?"
A teacher gives you a task. A toy gives you an opportunity. Raph Koster was right when he said that when we learn we have fun. But the joy is much more memorable when we own the lesson we have learned.
That's the great lesson Nintendo have demonstrated this year. Nintendo Hard is not about being punishingly hard, and it's not about being trivially easy. Nintendo Hard is about letting players choose for themselves what they want to achieve and saying "yes."
Nintendo Hard is, to say to every single player who approaches your game, "this is my gift to you."
Wednesday, March 27, 2019
A Word About The Brazilian Gaming Market
(NOTE: this content is a teaser from my HCI's 2019 paper and the last post of this year)
The Brazilian gaming market is full of opportunities and peculiarities. The country is well-known abroad for being an emergent field where new game ideas can be explored, andalso for its high levels of piracy, unfortunately. In a certain way, the country is a unique "ecosystem" where different business models and creative processes can be explored, given the size and the diversity of its population, of almost 220 million people.
The gaming industry in Brazil is not consolidated though, and under many aspects it is still in an initial stage. As a first step into our discussion, we can highlight some attributes of the Brazilian gaming market, using as reference the data collected in an important survey named Game Brazil Research 2018 (Pesquisa Game Brasil 2018, in Portuguese), conducted by the company Sioux Games.
In its fifth edition, the research comprised interviews with 2853 people, in an attempt to investigate some demographic, consumption and behavioral aspects of the Brazilian gaming field. The first information we need to highlight is the fact that 75.5% of the Brazilian population plays games in a wide range of platforms, like smartphones, tablets, computers, consoles, portable consoles, etc.
According to this research, the gamer audience in Brazil is mainly cross-platform,with 74% of players experiencing games on more than one device. Smartphones lead the numbers as the most popular gaming platforms in Brazil (37.6%), while consoles occupy the second place (28.8%), followed by computers, in third place (26.4%).
Another interesting piece of information from Game Brazil Research 2018 concerns the self-image of the Brazilian gamer audience: only 6.1% of the respondents considered themselves to be "hardcore" gamers. Most of the interviewed people identified themselves as casual gamers.
It was also remarkable, in the research about mobile games, that 60.7% of respondents said they played while in transit (bus, subway or car).
Finally, it is noteworthy that 53.6% of Brazilian gamers are women, and among the female audience the favorite platform is mobile (59%), in which they spend an average of one to three hours a week playing games.
From these preliminary data, it is possible to understand that Brazil is a fertile ground for mobile games and a place with high potential for new gaming business in this field.
There are no massive game publishers in Brazil yet, and mobile platforms like App Store (Apple) and Play Store (Google) constitute interesting opportunities for game designers, indie studios and small gaming companies to showcase their work, in Brazil and abroad.
#GoGamers
The Brazilian gaming market is full of opportunities and peculiarities. The country is well-known abroad for being an emergent field where new game ideas can be explored, andalso for its high levels of piracy, unfortunately. In a certain way, the country is a unique "ecosystem" where different business models and creative processes can be explored, given the size and the diversity of its population, of almost 220 million people.
The gaming industry in Brazil is not consolidated though, and under many aspects it is still in an initial stage. As a first step into our discussion, we can highlight some attributes of the Brazilian gaming market, using as reference the data collected in an important survey named Game Brazil Research 2018 (Pesquisa Game Brasil 2018, in Portuguese), conducted by the company Sioux Games.
In its fifth edition, the research comprised interviews with 2853 people, in an attempt to investigate some demographic, consumption and behavioral aspects of the Brazilian gaming field. The first information we need to highlight is the fact that 75.5% of the Brazilian population plays games in a wide range of platforms, like smartphones, tablets, computers, consoles, portable consoles, etc.
According to this research, the gamer audience in Brazil is mainly cross-platform,with 74% of players experiencing games on more than one device. Smartphones lead the numbers as the most popular gaming platforms in Brazil (37.6%), while consoles occupy the second place (28.8%), followed by computers, in third place (26.4%).
Another interesting piece of information from Game Brazil Research 2018 concerns the self-image of the Brazilian gamer audience: only 6.1% of the respondents considered themselves to be "hardcore" gamers. Most of the interviewed people identified themselves as casual gamers.
It was also remarkable, in the research about mobile games, that 60.7% of respondents said they played while in transit (bus, subway or car).
Finally, it is noteworthy that 53.6% of Brazilian gamers are women, and among the female audience the favorite platform is mobile (59%), in which they spend an average of one to three hours a week playing games.
From these preliminary data, it is possible to understand that Brazil is a fertile ground for mobile games and a place with high potential for new gaming business in this field.
There are no massive game publishers in Brazil yet, and mobile platforms like App Store (Apple) and Play Store (Google) constitute interesting opportunities for game designers, indie studios and small gaming companies to showcase their work, in Brazil and abroad.
#GoGamers
Tuesday, March 26, 2019
Top 5 Reasons Why Your PUBG Is Lagging And How To Solve It?
It has become a common thing to lag in big games like PUBG, Apex legends etc. Especially, if we are in a serious situation
and at that moment PUBG lags then our frustration and angriness go beyond the limit. This has become a serious problem even for a pro player. So if you are looking for the solution to this problem then you have visited the right place. This post will mention the reasons for which PUBG lags and the solution to it.
and at that moment PUBG lags then our frustration and angriness go beyond the limit. This has become a serious problem even for a pro player. So if you are looking for the solution to this problem then you have visited the right place. This post will mention the reasons for which PUBG lags and the solution to it.
Reasons and solutions to PUBG lag :
1. Running of unnecessary apps in the background:
Believe it or not but just running unnecessary apps or installing any app or updating an app in the background decreases your internet speed which finally results in PUBG lagging.
Solution: So, if you want to keep a distance from lagging make sure that there are no online apps running in the background. And avoid updating or installing any app at that time.
2. Bandwidth limits set by your ISP(Internet Service Provider):
If your internet speed is good but still your PUBG lags whereas you can run other online apps such as Youtube etc easily then there is a high chance that your ISP might have set limits in that particular game.
For example- Sometimes the ISP set 25% bandwidth only for games and the rest 75% for other online apps. This is done to distribute the internet equally otherwise it would become difficult for normal people to surf the internet.
Solution: In that case, you can change your ISP or simply use a VPN. There are many free gaming VPNs present on the internet. You can use one to increase your internet speed. This can decrease PUBG lagging to a great extent.
While playing any game, you must ensure that your CPU or phone should not heat too much. In case of excess heating, your game will surely lag because heat is the biggest enemy of the processor and hence the processor is unable to work properly. For such reasons, gaming PCs are specially designed for proper cooling.
Solution: Ensure the proper cooling of the laptop or computer and in case of mobile you should let it rest for some time to attain normal temperature.
Note: You should never play games on a mobile while it's charging. This not only makes your phone hot but also it is unhealthy for your battery and sometimes if the battery is a low-quality battery, the battery can even burst.
You can visit this article for more information on overheating of phones.
You can visit this website to know how to cool down your android phone.
You can visit this website to know how to cool down your PC.
You can visit this website to know how to cool down your PC.
This is a well-known problem. Sometimes PUBG can lag because your device can lack many components including processor or graphics card or GPU or RAM or Memory or any other component. In that case, though your ping may be okay still the PUBG will lag.
Solution: If you are highly addicted to this game and want to play the game anyhow without lagging you can change the components of the PC while in case of mobile you need to buy a new mobile.
To know the minimum and recommended requirements of PUBG PC click here.
To know the minimum and recommended requirements of PUBG PC click here.
5. Playing in the farthest server:
Another reason for which your PUBG is lagging is that you are playing in a server far away from you. In PUBG there is an option to select servers like Asia, Europe etc. If you belong to Asia and playing in Europe server then your PUBG may lag since it takes time to communicate and get a response from them.
Solution: You should play at the nearest server. For example, if you live in the Asian continent you should play at Asia server while if you live in America you should play the South or North America server. You can notice less PUBG lag if you play in your nearest server.
Note: The above reasons are also applicable to the whole internet services. You might have noticed that sometimes though your internet speed is very high but still many websites or pages take too much time to reload. This is because their server is very far and takes too much time to communicate with them.
If you are suffering excess lagging of PUBG, you can complain at the official PUBG support page by clicking here.
If you are suffering excess lagging of PUBG, you can complain at the official PUBG support page by clicking here.
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