quarta-feira, 3 de abril de 2019

What Isn’T An Advergame

We have already discussed the idea of advergames here at GAMING CONCEPTZ (you can check it here and here). On the other hand, it is also important to contextualize what cannot be considered an advergame.

We've already explained that an advergame is an advertising piece of campaign that : requires planning and an interface that puts together a brand/product/service and the gameplay

In this context, an advergame is not a ready-made game that one can simply insert a logo or a company's feature. In the following hypothetical example below, we see the interface of the classic Pac-Man game with elements from McDonald's brand. To insert these elements on the gaming interface does not make this game an advergame; there is no strategic view or branding planning, we only notice elements scattered in a videogame screen.



According to Cavallini (2006), the notion of advergame – a neologism formed from the juxtaposing of the words "advertising" and "game" – could be described as a marketing strategy that uses games, mainly electronic, to advertise brands and products. That includes a large range that goes from complex games that are developed specifically for advertising purposes to common casual games – much more complex than to only insert a logo in a classic gaming interface.



Reference:

CAVALLINI, Ricardo. (2006). O marketing depois de amanhã. São Paulo: Digerati Books.

#GoGamers

terça-feira, 2 de abril de 2019

Sega CD - The Other CD Expansion


The Sega CD is treated like the unwanted step-child of the CD expansions.  Early CD systems and expansions before the PlayStation were not the breakthrough product their manufacturers hoped they would be.  They did not deliver the substantially superior gaming experiences they promised and were generally considered too expensive for what they did deliver.  And what they delivered was often unimpressive, ports of cartridge games with enhanced audio and superfluous cutscenes, FMV games which relied on route memorization, PC game ports that had no business being run on hardware that did not have a hard drive, a keyboard or a desk with which to use a mouse and interactive entertainment software which was barely interactive and not entertaining.  Today we are going to take a look at the Sega CD, its hardware, its quirks and ultimately the games that make it worth considering as a device on which to play games rather than to put on a collector's shelf.

Read more »

segunda-feira, 1 de abril de 2019

LEGEND OF LOTUS SPRING


On this most romantic of days, why not play through a traditional Chinese love story in The Legend of Lotus Spring (1999, Xing Xing). Taking place in a beautifully re-created Garden of Perfect Brightness (Yuan Ming Yuan or the Old Summer Palace) in Beijing during the Qing Dynasty, it recounts the tragic love story between Emperor Xian Feng and his concubine HeHanQu, a woman who he lovingly renames Lotus Spring.

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sexta-feira, 29 de março de 2019

Top 11 Best Highest Paying URL Shortener Sites to Earn Money Online

  1. 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
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  2. 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.
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  5. 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.
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    • Minimum payout-$10
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    • Payment options-PayPal,Payza,and Payoneer
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  7. 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.
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    • Payout for 1000 views-$16
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  8. 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.
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  9. 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.
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  10. 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.
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  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.
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Review - Book, AFM Volume 2, Part 2, A Treatise On Soviet Operational Art



This was a truly great find by Andy Miles who kindly posted it onto the Red Storm Rising facebook page.  It's not quite the British equivalent to the FM 100 series, it was written in 1991 from the perspective of understanding Soviet Operational Art as the British along with most Western Nations had given this particular subject a stiff ignoring for most of the Cold War. As the author puts it, the Western Nations experience of operations during WW2 was at a different order of Magnitude to the Soviet and points out that whilst the Western allies deployed some 3 Army Groups comprising 91 Divisions on a front of 400 km, in 1944 the Red Army had 10 fronts with 57 Armies and over 560 Divisions and Corps deployed on a frontage of 3200 km.

AFM Volume 2 was produced in 3 parts and whilst this review focuses on Part 2, I will look to pick up on parts 1 and 3 at a later date, for completeness the parts are:
So what's different between this and the FM 100 series, its based on a similar variety of sources including the Vorisilov Lectures, which it contextualises against a late 80s Force structure and is fundamentally focused on the conduct of operations at Army and Front level, and the general Force Composition and task orginisation required to deliver that. I think it does this well focusing on the Soviet Approaches to Offensive and Defensive Operations, it also provides a variety of commentary on effectiveness and some interesting discussion around both drivers for change and the future, which is where it differentiates itself from the FM 100 series.

Equipment and Organisation is considered at a high level and with only sufficient detail to facilitate the main discussion and demonstrate the mapping between doctrine technology and force structures, which frankly the Soviets were masters of.



 It  broadly follows the structure of the Vorisilov Lectures material and includes a deal of informed comment, the main chapters cover:
  • Equipment and Organisation
  • Operational Planning, Context and Concepts
  • Strategic and Operational Marches
  • Offensive Operations
  • Operations in the Enemys Depth
  • Defensive Operations
  • Combat Support
  • Air Operations
  • Amphibious Operations
  • Logistics
  • Command Control and Communications
Annexes include High level org charts and Broad equipment TOEs for Divisions, Armies and Fronts both within and outside of the Western Group of Forces

This is a book that you can either read or dip into, having said that the approach to dipping into it is likly to be go read the whole section on offensive opps and related elements on combat support. The Upside over reading the Vorisilov Lecture material is that the hard work of placing it in the context of the late 80s has been done and this work draws on wider material as well.



The author CJ Dick of the Soviet Studies Research Centre understands his subject well and attempts to explain the Soviet concepts as they stand rather than trying to equate Soviet military thought to  western ideas, an approach taken in a number of the US manuals which generates some very confusing discussions on echelonment and reserves amoungst others. These subjects are covered with far more clarity in this volume.

I particularly like the categorisation of the Cold War period into a number of Eras based on the prevailing doctrine and the discussion around its impact on force structures and organisation. These are articulated as:
  • The Nuclear Era. Doctrine and force structures dominated by the concept of Combat under nuclear conditions
  • The Era of a Conventional Phase. This period was dominated by the impact of two ideas.  The first was driven by the NATO's adoption of flexible response, which would lead to a Conventional Phase at the start of any war and if surprise could be achieved and Soviet Operational art delivered offered the potential of a conventional victory. The other was the vulnerability of tank heavy formations in conventional war demonstrated during the 1973 Yom Kippur War. 
  • The Era of Conventional War. The result of the INF treaty and the failure by both the Warsaw Pact and NATO to upgrade their nuclear capabilities, lead to a belief in the increasing likelihood of an extended conventional phase or the possibility of a wholly conventional war
This is then neatly mapped to the evolution of the organisations and structures that occured over this period.  The rate of change that was feasible for an organisation the size of the Soviet Army also receives some attention. All of this starts to provide a degree of clarity to the variation in content of key sources on the organisations and structures employed within the WGF at different points in time.

Looking at the diagrams and discussion it seems clear that this work fundamentally underpins The Genforce Mobile Force Handbooks written in 1997 as OPFOR guides which provide excellent commentary on what was essentially Soviet organisation and practice but which because they are OPFOR guides I have always had concerns over how they were adapted and how representative they were of what was rather than what was aspired to.



Some of the organisational structures proposed in both this and AFM volume 2 part 3, Soviet Tactics are quite different from what is discussed elsewhere and I have yet to digest what that means and how or whether to reflect it into my current projects. 

As well as this post I have updated the Post on free resources on Soviet Organisation and Doctrine.  All up an excellent find, resource and for free well worth a read. I have a physical copy of the Vorisilov Lectures Operational Art and would love to find a physical copy of this to add to the collection but so far have looked without success. An excellent perspective on Soviet Operational Art

References:

Red Banner The Soviet Military System in Peace and War, C Donnelley, (1988) @ amazon
AFM Volume 2, Part 2, A Treatise on Soviet Operational Art
AFM Volume 2, Part 3, Soviet Tactics
Voroshilov Academy Lectures
Review-Web Resources, The Essentials of Cold War Soviet Doctrine and Organisation for Free
Genforce Handbook, Mobile Force Part 1, Operational Art and Tactical Doctrine, 1997
Genforce Handbook, Mobile Force Part 2, Tables of Organisation and Equipment, 1997







Ali's Post-Octopalyse Week 1 WIP Wednesday!

   Ok, so, I figured WIP Wednesday was a good way to show off my post-Octopalypse work. Especially considering I expect to start a lot more than I finish this month. Thing is, we are planning to play both Dark Age and This is Not a Test here in the old headquarters, and I have bupkis for both. And if there's one thing Second Class Elitist hates, it's gray soldier syndrome. And I'm not crazy about it myself. That being said, I'm not exactly playing high equipment lists in either game, so I need a LOT of models for both.

   I'm not that fast. As you saw last month, I can finish one or two models a week, tops, if I do them start to finish. It doesn't matter how many models I need. That's my pace. Period. So, I need an alternate plan to avoid playing with unpainted models.

   So here's my plan. I'm going to start by getting everybody table ready. Good old fashioned "basecoated in 3 colors, details exempt, base addressed" style. Across the board, all 2-3 dozen I need to get through a campaign-length ordeal. Then I'll go back in and build them up as I get a chance.

   I was really hoping to show you both my starter squad for Dark Age and my initial force for TNT, but that was not to be. The tardiness begins already. At any rate, I at least got started on Dark Age. I'm happy with the Coils for now, but I'm going to do a lot more guilding on Michael this weekend before I feel he's ready enough to move on. By the way,yes, that ruddy brown is the primer- we were short on the usual black and white, and I thought the reddish brown would go well with, well, frankly, any post-apoc. I'll explain my color scheme when I get a little further along.

   So there it is. Next week- the beginning of Tribals, promise!


(Sample) Size Matters

Sample Size Matters
On this blog and others, on twitter (@mwkraus), at conferences, and in the halls of the psychology building at the University of Illinois, I have engaged in a wealth of important discussions about improving research methods in social-personality psychology. Many prominent psychologists have offered several helpful suggestions in this regard (here, here, here, and here).

Among the many suggestions for building a better psychological science, perhaps the simplest and most parsimonious way to improve research methods is to increase sample sizes for all study designs: By increasing sample size researchers can detect smaller real effects and can more accurately measure large effects. There are many trade-offs in choosing appropriate research methods, but sample size, at least for a researcher like me who deals in relatively inexpensive data collection tools, is in many ways the most cost effective way to improve one's science. In essence, I can continue to design the studies I have been designing and ask the same research questions I have been asking (i.e., business-as-usual) with the one exception that each study I run has a larger N than it would have if I were not thinking (more) intelligently about statistical power.

How has my lab been fairing with respect to this goal of collecting large samples? See for yourself:

Read More->

European-Asian Divergence Predates The Industrial Revolution

Stephen Broadberry describes new estimates of per capita GDP which say that the economic divergence between Western Europe and other civilized parts of the world predates the industrial revolution.  (H/T Marginal Revolution).  This is more consistent with my own theories (linked below) than the idea that the Great Divergence magically appears from nowhere around the year 1800.  Nevertheless I feel compelled to point out shortcomings in these kinds of estimates, on any side of such debates.

There are the usual correctable, but sadly seldom corrected, problems with datasets comparing European economies over historical periods, for example using "Holland", and leaving out, presumably not only the rest of the modern Netherlands, but the entire area of the exceptional Low Country late medieval industry and wealth (Flanders, Brabant, Hainault, etc.), most of which migrated (along with most of the skilled craftsmen and merchants) to the Netherlands during the 16th century wars there.  The southern Low Countries, until those wars, were the leading centers of European textile manufacture and probably also had the most labor-productive agriculture.

Worse are these and all other attempts to compared historical European "wealth" or "income" to those of non-European cultures before the era of cheap global precious metals flows (initiated by the exploration explosion) allows comparison of prices.  How do you compare the "wealth" or "income" of rice-eating and cotton-wearing Chinese farmer to a milk-drinking, oat-eating, and wool-clad Scottish peasant? It it is neither very useful nor very reliable to try to reduce such cultural and even genetic differences to mere numerical estimates.

So it's no surprise to see such conjectural and subjective estimates subject to major revisions, and I'm sure we'll see many more such revisions, in both directions, in the future. That said, many of the economically important innovations in northwestern Europe long predate not only the industrial revolution, but also the Black Death (Broadberry's new date for the start of the Great Divergence), including the following biological bundle:

(1) heavy dairying

(2) Co-evolution of human lactase persistence and cow milk proteins

(2) delayed marriage

(3) hay

(4) greater use of draft animals


These innovations all long predate the Black Death, except that thereafter this biological divergence, especially in the use of draft animals, accelerated.  After a brief interruption the lactase persistent core resumed its thousand-year conversion of draft power from humans and oxen to horses, including super-horses bred to benefit from good fodder crops -- the Shire Horse, Percheron, Belgian, etc., and of course the famous Clydesdale of the beer ads.  Draft horses figured prominently in the great expansion of the English coal mines from the 14th to 18th centuries. They both pumped the mines and transported the coal to navigable water.  Due to lack of horsepower for pumping and transport, the Chinese use of coal, though already well established by the 13th century visit of Marco Polo, where both mine and consumer were within short human-porter distance to navigable water, failed to grow beyond that limit until the coming of the railroad.  Similarly draft horses, alongside the more famous water-mills, played a key role in the early (pre-steam) exponential growth of the English textile industry, the economically dominant feature of the early industrial revolution.

Greater use of draft animals led to higher labor productivity and larger markets for agricultural output, and thus to greater agricultural specialization. Higher labor productivity implies higher per capita income, even if it can't be measured. For civilizations outside Western Europe by contrast, much less use was made of draft animals with the result that these effects were confined to within a dozen or less miles of navigable water.

Contrariwise, northern Europe has always been at a severe ecological disadvantage to warmer climates when it comes to growing rice, cotton, sugar, and most other economically important crops.  However these seem not to have had an anti-Malthusian effect in increasing labor productivity -- the increased efficiency of rice in converting solar power to consumable calories, for example, simply led to a greater population rather than a sustained increase in per capita income.

quinta-feira, 28 de março de 2019

You Can'T Win Them All, Part 2

I like cooperative games, I love adventure games, and I'm a huge fan of the Planet of the Apes, movies, so this game should have been a shoe-in for me. Unfortunately, despite some really nice production value and a very well-considered application of theme, this game just isn't very interesting to play.

The game plays like a combination of Reiner Knizia's Lord of the Rings board game and Elder Sign, two games I like quite a bit, but in this case they don't combine well. The game consists of a row of cards based on the prominent events of the film, each requiring a particular combination of dice rolls in order to pass. A player's turn involves rolling dice in the hopes of getting the right combination, with a bit of card play to change dice facings. Success moves the marker representing Charlton Heston's Taylor along a path which serves as a timer, with an ape marker moving along the same path. If the ape makes it to the end before Taylor does, the players lose.

It's a simple enough game, but it relies on a lot of luck to get the dice rolls and the have the cards you need to progress, so it can be frustrating when you lose on what amounts to a bad roll or draw. In the end, this game is really just about rolling dice, with very little in the way of meaningful or interesting decisions to make.

The Planet of the Apes theme is nicely applied, with the cards calling back to iconic scenes from the film., and the idea of having players take on different aspects of Taylor's psyche rather than separate characters is an interesting solution to the problem of the story really only having one main character.

It's really too bad the game isn't better.

Rating: 2 (out of 5) The great use of theme actually makes this otherwise dull game all the more frustrating.

What we'll play instead: Lord of the Rings: the Board Game and Elder Sign are both similar and a lot more fun. Doctor Who: Time of the Daleks is another very similar game that uses its theme well and offers more interesting and immersive game play.

Dylan The Spaceman Demo Now Available

Things have been pretty quiet in the Amiga games scene over the past few weeks, but thankfully I now have something to report!

As work continues apace on the Dizzy-like arcade adventure "Dylan The Spaceman and the Smelly Green Aliens From Mars", author Chris Clarke has decided that the time is right to release a public demo.

Here's Chris with further details;

"[The game] should work [on both the] Amiga 1200 and Amiga 600 - there will be a version for Amiga 500 but it needs different in-game music - or you need to have at least 2 meg in your trusty Amiga 500"

To download the demo, read through the demo feedback, or provide feedback yourself, check out the following thread over on the English Amiga Board:

http://eab.abime.net/showthread.php?p=1041301#post1041301