Friday, March 29, 2019

Don Bradman Cricket 17 For PC IN 500MB



Don Bradman Cricket 17 System Requirements (Minimum)

  • CPU: Intel Core i3-3210 / AMD Athlon II X4 555
  • CPU SPEED: Info
  • RAM: 4 GB
  • OS: Windows 7 (x64) or higher
  • VIDEO CARD: Radeon HD 6670 or NVIDIA Geforce GT710 with Min 1GB Memory
  • PIXEL SHADER: 5.0
  • VERTEX SHADER: 5.0
  • FREE DISK SPACE: 11 GB
  • DEDICATED VIDEO RAM: 1024 MB

Don Bradman Cricket 17 Recommended Requirements

  • CPU: Intel Core i5-4200 / AMD Phenom II X4 970
  • CPU SPEED: Info
  • RAM: 8 GB
  • OS: Windows 7 (x64) or higher
  • VIDEO CARD: AMD Radeon R9 270 or NVIDIA GeForce GTX 770 with minimum 2GB Memory
  • PIXEL SHADER: 5.0
  • VERTEX SHADER: 5.0
  • FREE DISK SPACE: 11 GB
  • DEDICATED VIDEO RAM: 2048 MB

DOWNLOAD GAMESIZE: 3.4GB 500MB PARTS

PART 1

PART 2

PART 3

PART 4

PART 5

PART 6

PART 7

PASSWORD

------------------------------------



WARNING:


• WE DO NOT ENCOURAGE PIRACY. THESE LINKS ARE INTENDED FOR BACKUP PURPOSES ONLY. DO NOT DOWNLOAD THE FILES IF YOU DO NOT OWN THE ORIGINAL MEDIA.
• FOR VISITORS OF THIS WEBSITE, PLEASE DONT FORGET TO SUPPORT THE SOFTWARE DEVELOPERS, IF YOU LIKE ANY GAME, BUY IT!

--------------------------------------------------------------------------------------------------------------
BYE.

Thursday, March 28, 2019

The Latest Android App Bundle Updates Including The Additional Languages API

Posted by Wojtek KaliciƄski, Developer Advocate, Android

Last year, we launched Android App Bundles and Google Play's Dynamic Delivery to introduce modular development, reduce app size and streamline the release process. Since then, we've seen developers quickly adopt this new app model in over 60,000 production apps. We've been excited to see developers experience significant app size savings and reductions in the time needed to manage each release, and have documented these benefits in case studies with Duolingo and redBus.

Thank you to everyone who took the time to give us feedback on our initial launch. We're always open to new ideas, and today, we're happy to announce some new improvements based on your suggestions:

  • A new additional languages install API, which supports in-app language pickers
  • A streamlined publishing process for instant-enabled app bundles
  • A new enrollment option for app signing by Google Play
  • The ability to permanently uninstall dynamic feature modules that are included in your app's initial install


Additional languages API

When you adopt the Android App Bundle as the publishing format for your app, Google Play is able to optimize the installation by delivering only the language resources that match the device's system locales. If a user changes the system locale after the app is installed, Play automatically downloads the required resources.

Some developers choose to decouple the app's display language from the system locale by adding an in-app language switcher. With the latest release of the Play Core library (version 1.4.0), we're introducing a new additional languages API that makes it possible to build in-app language pickers while retaining the full benefits of smaller installs provided by using app bundles.

With the additional languages API, apps can now request the Play Store to install resources for a new language configuration on demand and immediately start using it.

Get a list of installed languages

The app can get a list of languages that are already installed using the SplitInstallManager#getInstalledLanguages() method.

val splitInstallManager = SplitInstallManagerFactory.create(context) val langs: Set<String> = splitInstallManager.installedLanguages

Requesting additional languages

Requesting an additional language is similar to requesting an on demand module. You can do this by specifying a language in the request through SplitInstallRequest.Builder#addLanguage(java.util.Locale).

val installRequestBuilder = SplitInstallRequest.newBuilder() installRequestBuilder.addLanguage(Locale.forLanguageTag("pl")) splitInstallManager.startInstall(installRequestBuilder.build())

The app can also monitor install success with callbacks and monitor the download state with a listener, just like when requesting an on demand module.

Remember to handle the SplitInstallSessionStatus.REQUIRES_USER_CONFIRMATION state. Please note that there was an API change in a recent Play Core release, which means you should use the new SplitInstallManager#startConfirmationDialogForResult() together with Activity#onActivityResult(). The previous method of using SplitInstallSessionState#resolutionIntent() with startIntentSender() has been deprecated.

Check out the updated Play Core Library documentation for more information on how to access the newly installed language resources in your activity.

We've also updated our dynamic features sample on GitHub with the additional languages API, including how to store the user's language preference and apply it to your activities at startup.

Please note that while the additional languages API is now available to all developers, on demand modules are in a closed beta for the time being. You can experiment with on demand modules in your internal, open, and closed test tracks, while we work with our partners to make sure this feature is ready for production apps.

Instant-enabled App Bundle

In Android Studio 3.3, we introduced a way to build app bundles that contain both the regular, installed version of your app as well as a Google Play Instant experience for modules marked with the dist:instant="true" attribute in their AndroidManifest.xml:

<manifest ... xmlns:dist="http://schemas.android.com/apk/distribution">     <dist:module dist:instant="true" />     ... </manifest>

Even though you could use a single project to generate the installed and instant versions of your app, up until now, developers were still required to use product flavors in order to build two separate app bundles and upload both to Play.

We're happy to announce that we have now removed this restriction. It's now possible to upload a single, unified app bundle artifact, containing modules enabled for the instant experience. This functionality is now available for everyone.

After you build an instant-enabled app bundle, upload it to any track on the Play Console, and you'll be able to select it when creating a new instant app release. This also means that the installed and instant versions of your app no longer need different version codes, which will simplify the release workflow.

Opt in to app signing by Google Play

You need to enable app signing by Google Play to publish your app using an Android App Bundle and automatically benefit from Dynamic Delivery optimizations. It is also a more secure way to manage your signing key, which we recommend to everyone, even if you want to keep publishing regular APKs for now.

Based on your feedback, we've revamped the sign-up flow for new apps to make it easier to initialize the key you want to use for signing your app.

Now developers can explicitly choose to upload their existing key without needing to upload a self-signed artifact first. You can also choose to start with a key generated by Google Play, so that the key used to locally sign your app bundle can become your upload key.

Read more about the new flow.

Permanent uninstallation of install time modules

We have now added the ability to permanently uninstall dynamic feature modules that are included in your app's initial install.

This is a behavior change, which means you can now call the existing SplitInstallManager#deferredUninstall() API on modules that set onDemand="false". The module will be permanently uninstalled, even when the app is updated.

This opens up new possibilities for developers to further reduce the installed app size. For example, you can now uninstall a heavy sign-up module or any other onboarding content once the user completes it. If the user navigates to a section of your app that has been uninstalled, you can reinstall it using the standard on demand modules install API.

We hope you enjoy these improvements and test them out in your apps. Continue to share your feedback as we work to make these features even more useful for you!

How useful did you find this blog post?

Puppet Steve Tries To Tap Into The E3 "Hype"

You guys have a good E3? I did at least.
Excited that Kingdom Hearts III finally has a release date. It's been five and a half years... I should replay the PS4 collections in preparation
Absolutely elated that the true Tales of Vesperia is finally coming over, and it's not exclusive. Yes, that one Namco.
I'm actually excited for an Assassin's Creed game. It looks different enough that I'm interested. Hope it doesn't suck.
No idea what Babylon's Fall will be, but more titles from PlatinumGames are always good.
September is gonna break me with Dragon Quest XI and Spider-Man.
Death Stranding... I think I have an idea of what it is? Though Sony's lack of release dates for a lot of their big titles is worrisome... Like their treatment of crossplay.
And of course, the showstopper that is Super Smash Bros Ultimate. Which is the subject of today's post!

Instead of Chris using his established gamer persona to talk about E3, he uses Puppet Steve instead. Oh good...
Posted last night. At least he was actually timely about it.
Super Smash Bros Ultimate Nintendo Switch E3 Full Reveal! Complete Roster New Fighters Amiibo 2018

Of course he's gotta stick that amiibo in there. Because fuck the actual game.
It's six minutes long. ... Okay.

Fake over-excitement. His wobbly table has a bunch of amiibo on it. Why not a Nintendo Swi- oh wait I don't think he even has a Switch. Too much money spent on FNAF crap I imagine.
Of course this is gonna be about CHARACTERS! And he claims they added a ton of new ones. No they didn't, they only added three (so far). Inkling, Daisy, and Ridley.
Apparently the first "new" character is the Pokemon Trainer, who he refers to as Ash Ketchum. That's not Ash, that's Red. He's very different, in that he's competent. Also, he's not a new character, he's returning from Brawl.
"You can play as all kinds of Pokemon like Charizard, Ivysaur, Squirtle, and more" Uhh no, just those three. Pokemon Trainer can only control those three. There are other Pokemon in the game, but they're not controlled by the trainer. They stand alone. Unless that's what you mean, but you're not very good at conveying your points.
Brings up the Inkling. "This brings in a lot of fun because you can play as the girl or the boy! Oh yes!" ... You have a weird idea of fun.
"There are over 8 different characters you can play in all?" As he shows all the Inkling variations. Those aren't new characters, they're different costumes. There is only one Inkling, and you can change their costume to fit your preference, or if you do an 8-player battle with only Inklings. How do you not get this?

And he continues to think there's "more characters" because of the Villager and how there's 8 different ones. Again, costumes. He also thinks they "added" this. No, this was in the last game. I know damn well you played the last game, I saw that video. You can't possibly be this ignorant. Yet somehow he is.
He's also surprised at female Pikachus. Yes Chris, gendered Pokemon have been thing since Gen 2, and the heart-tail has been a thing since Gen 4. You'd know this if you were an actual Pokemon fan and not just pretending to be one.
At least he brings up the actual other new characters with Daisy and Ridley. Doesn't say much. Just that Daisy's Toad is blue compared to Peach's red Toad and that Ridley is going to kick butt.

And then... he proceeds to list every character. Over 60 of them. Why? Just why?
He mispronounces Ryu of course... doing the RYE-YOO pronunciation.
As well as Lucina, saying it as "Lucinda".
Palutena is mispronounced. That might just be an accent thing though.
What's weird is that he considers Sonic, Pac-Man and Mega Man as guest fighters, but lists Ryu and Bayonetta as if they're Nintendo characters and not guests. Capcom and Sega characters Chris. It's not hard.
He finally stops, drops a "super cool"

And then he shows the release date of December 7th, while saying September. You edited this Chris. You edited this and (hopefully) did multiple takes. How did you screw that up? It's right there on the screen!

He brings up the new Final Smashes. "Sonic turns into his golden form" Which he could always do since Brawl, only now it's a lot faster.
The only thing he says about the stages is the "graphically upgrades". Nothing about how they're all getting Battlefield variants. Though that would require Chris to understand the intricacies of this series, and he never will.
"Link's got his blue suit" That's the Champion's Tunic from Breath of the Wild, making it very clear you haven't bothered to play that. Then again, what's the point when there's crappy toys to show off?

"EASTER EGGS" Uh huh...
He talks about Assist Trophies, acting like they're new. Nope, been a thing since Brawl.
"Waluigi, Knuckle Joe, the Pac-Man Ghosts" None are new, all have been in past games.
"Protoman and Bass" Not assist trophies, just a part of Mega Man's Final Smash now. Also, he mispronounces Bass. He pronounces it like the fish, not the guitar. Yes I know Mega Man 8 uses the fish way but it's clearly meant to coincide with the musical motif the series has.
Lists more... I'm surprised he brought up Jeff from Earthbound. That seems like something way too obscure for him.
Of course he gushes over Bomberman as an assist trophy, and is annoyed he's not playable. My informant told me he also mentions that on Facebook and still wants Simon Belmont too. Wonder if he still thinks they're Nintendo characters.

Onto the amiibo. He just wants more.
Well there will be more, we know Inkling, Ridley and Daisy are confirmed. No word on the returning fighters but I imagine we'll see them.
He also wants new poses. Oh fuck nooooooo. At most we'll get reprints of the original Smash line. Not to mention a lot of these characters have "different poses" from different lines. Link has like 10 different amiibo.
He also believe there will be a lot more characters announced. Did you not pay attention to what Sakurai said? He said there won't be a lot of new additions, because the roster is already massive. 68 characters already. At most we'll probably get up to 70.

Yeah that was dumb. Could have shaved like 3 minutes without the padding and if he did proper research and realized many of those "new characters" aren't new or even characters. I'm just amazed at the ignorance. God I hope kids aren't getting information from this...

Think "Chris Neo" will do E3 coverage? We'll see. He inexplicably skipped last week. If there's a reason I didn't hear it from my informant.

But man, Puppet Steve is a mess of a channel. Before the Smash video, he spammed NINE FNAF videos. Are you serious?! It must be paying off for him to do that. Does YouTube still do the audience retention thing? Spamming videos only works if the audience watches each one all the way through (and DarkSideDave still doesn't get that).
His latest is a video on Minecraft Fun...ko... Pop. Oooooh god, that's like 20 different kinds of cancerous cringe. I don't think so.

Enjoy the rest of E3 everyone.

How We Fought Bad Apps And Malicious Developers In 2018

Posted by Andrew Ahn, Product Manager, Google Play

Google Play is committed to providing a secure and safe platform for billions of Android users on their journey discovering and experiencing the apps they love and enjoy. To deliver against this commitment, we worked last year to improve our abuse detection technologies and systems, and significantly increased our team of product managers, engineers, policy experts, and operations leaders to fight against bad actors.

In 2018, we introduced a series of new policies to protect users from new abuse trends, detected and removed malicious developers faster, and stopped more malicious apps from entering the Google Play Store than ever before. The number of rejected app submissions increased by more than 55 percent, and we increased app suspensions by more than 66 percent. These increases can be attributed to our continued efforts to tighten policies to reduce the number of harmful apps on the Play Store, as well as our investments in automated protections and human review processes that play critical roles in identifying and enforcing on bad apps.

In addition to identifying and stopping bad apps from entering the Play Store, our Google Play Protect system now scans over 50 billion apps on users' devices each day to make sure apps installed on the device aren't behaving in harmful ways. With such protection, apps from Google Play are eight times less likely to harm a user's device than Android apps from other sources.

Here are some areas we've been focusing on in the last year and that will continue to be a priority for us in 2019:

Protecting User Privacy

Protecting users' data and privacy is a critical factor in building user trust. We've long required developers to limit their device permission requests to what's necessary to provide the features of an app. Also, to help users understand how their data is being used, we've required developers to provide prominent disclosures about the collection and use of sensitive user data. Last year, we rejected or removed tens of thousands of apps that weren't in compliance with Play's policies related to user data and privacy.

In October 2018, we announced a new policy restricting the use of the SMS and Call Log permissions to a limited number of cases, such as where an app has been selected as the user's default app for making calls or sending text messages. We've recently started to remove apps from Google Play that violate this policy. We plan to introduce additional policies for device permissions and user data throughout 2019.

Developer integrity

We find that over 80% of severe policy violations are conducted by repeat offenders and abusive developer networks. When malicious developers are banned, they often create new accounts or buy developer accounts on the black market in order to come back to Google Play. We've further enhanced our clustering and account matching technologies, and by combining these technologies with the expertise of our human reviewers, we've made it more difficult for spammy developer networks to gain installs by blocking their apps from being published in the first place.

Harmful app contents and behaviors

As mentioned in last year's blog post, we fought against hundreds of thousands of impersonators, apps with inappropriate content, and Potentially Harmful Applications (PHAs). In a continued fight against these types of apps, not only do we apply advanced machine learning models to spot suspicious apps, we also conduct static and dynamic analyses, intelligently use user engagement and feedback data, and leverage skilled human reviews, which have helped in finding more bad apps with higher accuracy and efficiency.

Despite our enhanced and added layers of defense against bad apps, we know bad actors will continue to try to evade our systems by changing their tactics and cloaking bad behaviors. We will continue to enhance our capabilities to counter such adversarial behavior, and work relentlessly to provide our users with a secure and safe app store.

How useful did you find this blog post?

Wednesday, March 27, 2019

AX-029, Crackpots!

Today's episode is about Crackpots, the Activision game that was the first 2600 game by Dan Kitchen, who went on to make many more (and is still making them!). I hope that you enjoy the episode.

Next on the podcast is Malagai, by Answer Software. If you have this game, I would love to see a photo of it on Facebook or Twitter, see the links below for those. If you have any thoughts on the game, please send them to me at 2600gamebygame@gmail.com by end of day 17 February. Just tell me what you think of it, I will take care of the nuts and bolts of the game. As always, I thank you for listening.

Crackpots on Random Terrain
Crackpots on Atari Protos
Dan Kitchen's web site
Dan Kitchen's Games site
Dan Kitchen interview by Classic Gamer 74
Atari Age thread on Keystone Kapers 2 discovery
Crackpots patch on Digital Press
...and accompanying letter
Crackpots commercial
Jim's Ferg Quest sprite hack
Ryan's Atari Age High Score Showdown post for Crackpots
Wilson Oyama's Crackpots playthrough video
No Swear Gamer 521 - Crackpots
Sean's Autobiography of a Schnook Podcast Chapter 5

Tuesday, March 26, 2019

Pre-Post Transition Post

This isn't a real post. I'm going to post the real post tomorrow. But it feels like there should be some sort of intermediate thing to prepare everyone for the abrupt change of speed ahead.

Here's a picture of an airplane.


I realize that airplanes don't look like that, but this has been a hard year for me and learning how to draw planes accurately wasn't exactly a priority. I maybe could have chosen to draw something else, but I started drawing the plane, and there was already too much momentum.

Anyway, I feel like this is becoming way more about planes than I had anticipated. Let's move on.

If, at any point over the last eighteen months, you've wondered what was happening to me and why it might be happening, my post tomorrow should explain everything.

I've been working on it for the better part of a year (partly because I wanted to get it exactly right, and partly because I was still experiencing it while attempting to explain it, which made things weird), and I'm relieved and excited and scared to finally be able to post it.

At this point, you're all probably wondering what is it? What's in the post?? Is it airplanes? And no, it unfortunately has very little to do with airplanes.* It's a sort of sequel to my post about depression. It is also about depression. In parts, it might get a little flinch-y and uncomfortable, and if I succeed in making you laugh during those parts, you're going to feel real weird about yourselves. But it's okay. Just let it happen. I WANT it to happen. Because it makes me feel powerful, and also because there are flinch-y, uncomfortable things everywhere. Seeing them is inevitable. If we can laugh about some of them, maybe they'll be less scary to look at.

Okay, so that's what's going to happen tomorrow. Hopefully this transition post makes the experience less jarring for everyone.

*As it turns out, there is a plane. I had forgotten about it (it's small and not the main focus of the post) and the coincidence was entirely unintentional. I'd never tell you there aren't going to be planes while being fully aware that there's a plane.

Grow Your Indie Game With Google Play

Posted by Patricia Correa, Director, Platforms & Ecosystems Developer Marketing

Google Play empowers game developers of all sizes to engage and delight people everywhere, and build successful businesses too. We are inspired by the passion and creativity we see from the indie games community, and, over the past few years, we've invested in and nurtured indie games developers around the world, helping them express their unique voice and bring ideas to life.

This year, we've put together several initiatives to help the indie community.

Indie Games Showcase

For indie developers who are constantly pushing the boundaries of storytelling, visual excellence, and creativity in mobile we are announcing today the Indie Games Showcase, an international competition for games studios from Europe*, South Korea and Japan. Those of you who meet the eligibility criteria (as outlined below) can enter your game for a chance to win several prizes, including:

  • A paid trip and accommodation to the final event in your region to showcase your game.
  • Promotion on the Google Play Store.
  • Promotion on Android and Google Play marketing channels.
  • Dedicated consultations with the Google Play team.
  • Google hardware.
  • And more...

How to enter the competition

If you're over 18 years old, based in one of the eligible countries, have 30 or less full time employees, and have published a new game on Google Play after 1 January 2018, you can enter your game. If you're planning on publishing a new game soon, you can also enter by submitting a private beta. Submissions close on May 6 2019. Check out all the details in the terms and conditions for each region. Enter now!

Indie Games Accelerator

Last year we launched our first games accelerator for developers in Southeast Asia, India and Pakistan and saw great results. We are happy to announce that we are expanding the format to accept developers from select countries in the Middle East, Africa, and Latin America, with applications for the 2019 cohort opening soon. The Indie Games Accelerator is a 6 month intensive program for top games startups, powered by mentors from the gaming industry as well as Google experts, offering a comprehensive curriculum that covers all aspects of building a great game and company.

Mobile Developer Day at GDC

We will be hosting our annual Developer Day at the Game Developers Conference in San Francisco on Monday, March 18th. Join us for a full day of sessions covering tools and best practices to help build a successful mobile games business. We'll focus on game quality, effective monetization and growth strategies, and how to create, connect, and scale with Google. Sign up to stay up to date or join us via livestream.

Developer Days

We also want to engage with you in person with a series of events. We will be announcing them shortly, so please make sure to sign up to our newsletter to get notified about events and programs for indie developers.

Academy for App Success

Looking for tips on how to use various developer tools in the Play Console? Get free training through our e-learning program, the Academy for App Success. We even have a custom Play Console for game developers course to get a jump start on Google Play.

We look forward to seeing your amazing work and sharing your creativity with other developers, gamers and industry experts around the world. And don't forget to submit your game for a chance to get featured on Indie Corner on Google Play.

* The competition is open to developers from the following European countries: Austria, Belgium, Belarus, Czech Republic, Denmark, Finland, France, Germany, Israel, Italy, Netherlands, Norway, Poland, Romania, Russia, Slovakia, Spain, Sweden, Ukraine, and the United Kingdom (including Northern Ireland).


How useful did you find this blog post?

Choices, Consequences And The Ability To Plan

This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. If a user perceives that their actions have no consequences, you remove a core component of engagement - the ability to plan.



Say you are playing a game like The Walking Dead, or any other interactive movie, and you are faced with the choice whether or not to help someone who is hurt. You decide that you want to help the person, after which you never see them again for the rest of the game. Reloading a save and playing through the scenario you find out that if you chose not to help, the same thing plays out. Simply put: in this case, your choice really has no consequences.

While the scenario is made up, it presents a very typical situation that opinions are heavily divided on. Some people are totally okay with it for various reasons. But others will argue that this lack of consequences ruins the entire experience, as your choices doesn't really matter. It's really easy to say that people who feel this way are simply playing the game the wrong way or are not properly immersed. However, I think it's really important to investigate this reaction further as it gets us closer to some fundamental problems of narrative games.

The argument from people who get annoyed by these non-choices goes something like this: if every branch leads back to the same path, then you really don't have any say in how the game plays out. You are not playing a game, you are only pretending that you are. It's like when you are playing a split-screen game and notice you've been watching the wrong side. The feeling of play is just an illusion. Nobody would tolerate a Super Mario where a pre-written script - not the player's skill - determines whether or not they survive a jump, so why tolerate games where all choices lead to the same conclusion?

One could counter that by saying the intention is to put you into a hard position and the game is about your varied emotional reactions as you ponder the different choices. It isn't about affecting how the game plays out - it is about making an emotional journey. If you require the game to show you the consequences of your actions, you are not immersed in the game's story - you are simply trying to optimize a system. This might sometimes be the case, but I also think this line of thinking is missing what the actual problem is: the failure of the player's mental model.

---

Let's start by breaking down the problem. A mental model, as explained in this previous post, is how the player perceives the game's world and their role in it. As you are playing a game, you slowly build a mental model of the various objects and systems that make up the game and attach various attributes to them. At first a box might just be a piece of the background, but as you learn you can destroy it in order to gain items, attributes are added. The object gains complexity. The reverse can also happen. For instance, when you first see a character you might think that you are able to speak to it and therefore label it with various attributes you know that humans usually have. But when you find out that the character is really just a piece of the background without any sort of agency, most of those attributes are lost.

Your mental model of a game is something that is continually revised as you are playing, and it is something that always happens, no matter what the game is. In fact, this is a process that is a core part of any medium, including books and films. So, obviously, when you are playing an interactive movie game, you are not simply reacting to a direct stream of information. You are answering questions based on your mental model.

Take my "will you help your hurt companion?" scenario from above. The knowledge you take into account about that choice is not just what is currently projected at you from the TV screen. It is a combination of everything you have gone through up to this point, along with a bunch of personal knowledge and biases. Even basic concepts like "hurt" and "companion" aren't just created in this moment. They are ideas that the game has spent a lot of time building up, be that for good or bad, from the very moment you started playing.

When you are faced with the hypothetical scene of  a hurt companion, you are not just dealing with an animated image on a screen. You are dealing with a whole world constructed in your mind. This is what your choice will be based around. While it might objectively seem that everyone is reacting to the same scenario, they may in fact be dealing with quite different setups.

So when someone gets annoyed by the lack of consequences, it is not necessarily the direct consequences that are missing. The issue is that they have constructed a mental around a real person in need, along with that person's future actions. So when it becomes apparent that the game doesn't simulate that as part of its own model, the player's mental model is broken and it feels like a big let down. Remember that we don't play the game that is on the screen, we the play game as we perceive it in our heads. So when it turns out that your imagined world is fake, it has a huge impact.

It gets even worse once we take into the fact that planning is fundamental to a sense of gameplay. As explained in a previous post, engaging gameplay is largely fueled by the ability to make plans. The way this works is that the player first simulates a course of action using their mental model, and then tries to execute that in the game. This is a continuous process and "planning and executing the plan" is basically the same as playing. Interactive movies normally don't have a lot of gameplay and it is really only in the choice moments that the player gets to take part in any actual play. Hence, when the choices turn out to have no consequences, it becomes clear that planning is impossible. In turn, this means that any meaningful play is impossible and the experience feels fundamentally broken.

As an example, take this experience I had with Heavy Rain:
[...] one scene I had made a plan of actions: to first bandage an unconscious person and then to poke around in his stuff. There really was nothing hindering me from doing so but instead the game removed my ability to interact directly after caring for the person. The game interpreted me wanting to help the guy as I also did not want to poke around, thinking that they two were mutually exclusive actions. Of course I thought otherwise and considered it no problem at all to do some poking afterward.
I think that people to complain the loudest about the lack of consequences are extra sensitive to situations like this. But, as I said, this is not due to lack of consequences per se, but due to the impact it has on the consistency of their mental model and sense of play. It is really important to note that this is not due to some sort of lack in immersion or ability to roleplay. On the contrary, as I have described above, many of the issues arise because they mentally simulate the game's world and characters very vividly.


---

So the problem that we are faced with is really not a lack of consequences. It is because the underlying systems of the game are not able to simulate the mental model for a subset of players. One way of mending this is of course to add more consequences, but that is not a sustainable solution. Additional branches increase exponentially, and it quickly becomes impossible to cover every single possible outcome. Instead it is much better to focus on crafting more robust mental models. Sure, this might entail adding consequences to choices, but that is just a possible solution - it is not the end goal.

As I outlined in the previous blog on the SSM framework it is incredibly important to keep track of how systems and story help form a mental model in the player's mind. For instance, if you start your game saying "your actions will have consequences", that will immediately start filling up your player's imagination with all sort of ideas and concepts. Even how pre-release PR is presented can affect this. All of these then become things that lay groundwork for how the game is modeled in the player's head and it is vitally important to make sure this mental model remains stable over the course of the game.

One of the main things to have in mind is consistency. Remember that as someone is playing a game, they are building up a mental simulation for how things are supposed to work. If you provide information that certain events are possible when they are in fact not, you are running the risk of breaking the player's mental model. You either need to remove this sort of information or to make sure that they never take part in situations where these sort of events feel like a valid option.

However, the most important thing to keep in mind is the ability to plan. A major reason why the lack of consequences can feel so bad is because these consequences were part of the player's gameplay plans. So when it becomes apparent that they don't exist, the whole concept of play breaks down. In all fairness, this might be OK for certain genres. If the goal is to simply to make an interactive movie, then losing a subset of player might be fair. But if the goal is to make proper interactive storytelling, then this is of paramount importance - planning must be part of the core experience.

That doesn't mean that every choice is something the player needs to base their plans on. But in that case then there need to be other things that lie on a similar time scale and which are possible to predict and incorporate into plans. I think that one way around this problem is to have a more system-focused feature that runs alongside the more fuzzy narrative choices. When the players make choices, their mental model will have the best predictive skills around this more abstract system, and play revolves mostly around this. Then when more narrative choices are presented they will feel more game-like and part of the a solid simulation, despite not really having any consequences.

A simple and good example is the choices you have to make in Papers, Please. This game is driven by a type of survival simulation where you need to gain credits (though doing proper passport check) in order to keep your family live. Entwined into this are choices about who you will allow into the country. Many of these don't have any far reaching consequences, but that that doesn't really matter because your ability to plan is still satisfied. But despite that, these choices still feel interesting and can have an emotional effect.

 This sort of approach relies on combining several elements in order to produce the feeling of something that might not actually be there. This is something that is used in a wide range of applications, from how we view images on a TV, to how films can create drama through cuts. We don't always have to have solve problems straight on, but often the best way is to split the problem into many and to solve each problem on its own. The combined effect will then seem like a solution to the original problem. This is a technique that is super important for not just this, but many other narrative problems. I will write a blog post later on that goes into more details.

Once you have a game that is consistent and that has some sort of planning apart from the more narrative choices, the probability of satisfying the people will be greatly improved. And not only that, your narrative experience will improve over all, for all players, not just a subset. In this case I think it is fair to view these extra sensitive people as canaries in a cave, something that is first to react on a much bigger issue.

---

This blog post by no means presents the solution to end all problems with choices and consequences. But hopefully it will give a new way of thinking about the problem and some basic directions for finding a solution. I don't think we will ever find a perfect way of dealing with choices, but the better informed we are at underlying causes, the better experiences we can provide.



Saturday, March 23, 2019

ouo.io - Make short links and earn the biggest money



Shrink and Share

Signup for an account in just 2 minutes. Once you've completed your registration just start creating short URLs and sharing the links with your family and friends.
You'll be paid for any views outside of your account.

Save you time and effort

ouo.io have a simple and convenient user interface, and a variety of utilities.
We also provides full mobile supports, you can even shorten the URL and view the stats on a mobile device.






Friday, June 29, 2018

Top 8 Best URL Shortener to Earn Money 2018

  1. 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

  2. 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

  3. Linkshrink

    Linkshrink URL Shortener Service provides you an opportunity to monetize links that you go on the Internet. Linkshrink comes as one of the most trusted URL Shortener Service. It provides an advanced reporting system so that you can easily track the performance of your shortened links. You can use Linkshrink to shorten your long URL. With Linkshrink, you can earn anywhere from $3 to $10 per 1000 views.
    Linkshrink provides lots of customization options. For example, you can change URL or have some custom message other than the usual "Skip this Ad" message for increasing your link clicks and views on the ad. Linkshrink also offers a flat $25 commission on your referrals. The minimum payout with Linkshrink is $5. It pays you through PayPal, Payza, or Bitcoin.
  4. Petty Link

    Shorten URLs and earn money with Petty Link which is one of the best URL Shortening for earning money online.
    Getting started is easy. You need to create an account, shorten your link, and start earning money. Petty is one of the best ways to earn extra money.
    You get to make money from home when managing and protecting your link. Using the Petty Link tool, you can create short links. What's best, you get paid. It's a completely free tool.
    You have to create an account, create a link, and post it. For every visit, you earn money. The payout is as much as $12 per 1000 views. Plus, you can get 21% Referral Bonus.
    It has the Petty Link Referral Program. Refer friends and receive 21% of their earnings for life.
    Its featured Administration Panel allows you to control all of the features with a click of a button. It offers detailed stats. You get to know your audience.
    It has a low minimum payout. You need to earn only $5.00 before you are paid. Payment method is PayPal. Moreover, Petty offers the highest rates.
    Plus, it has a dedicated support team to help you out in case you have any questions or issues.
  5. Shorte.st

    Shorte.st is another very popular and most trusted URL Shortening Company. Shorte.st comes as a user-friendly URL Shortener Service with many creative options for making money by monetizing the links you share. Shorte.st provides you an opportunity to earn from $5 to $15 per 1000 views for promoting their shortened links.
    For WordPress Bloggers, Shorte.st brings its WordPress Plugin which will help you greatly to boost your earnings. Shorte.st has a low minimum payout of $5.
    The payment is credited automatically on the 10th of each month. The payment methods include PayPal, Payoneer, and WebMoney. It also presents a referral earning opportunity wherein you can earn 20% commission on referrals for a lifetime.
  6. 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.
  7. 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.
  8. Shink.me

    Shink.me is one of the old URL shortener sites.It is a legit site.You just have open an account free.You can earn from this like other URL shortener companies.It offers the good CPM rate for all countries traffic.
    You can earn $4.65 for every 1000 views.The minimum payout rate is $5.ther offer 10% referral commission.PayPal and Payza are payment methods of shink.me.
    • The payout for 1000 views-$4.65
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Payza and Paypal
    • Payment time-Biweekly

Thursday, June 28, 2018

Top 12 Hacker Blog list for Hackers

  1. Packet Storm: Information Security Services, News, Files, Tools, Exploits, Advisories and Whitepapers.
  2. SecTools.Org: List of 75 security tools based on a 2003 vote by hackers.
  3. SecurityFocus: Provides security information to all members of the security community, from end users, security hobbyists and network administrators to security consultants, IT Managers, CIOs and CSOs.
  4. Phrack Magazine: Digital hacking magazine.
  5. NFOHump: Offers up-to-date .NFO files and reviews on the latest pirate software releases.
  6. HackRead: HackRead is a News Platform that centers on InfoSec, Cyber Crime, Privacy, Surveillance, and Hacking News with full-scale reviews on Social Media Platforms.
  7. Hacked Gadgets: A resource for DIY project documentation as well as general gadget and technology news.
  8. Metasploit: Find security issues, verify vulnerability mitigations & manage security assessments with Metasploit. Get the worlds best penetration testing software now.
  9. KitPloit: Leading source of Security Tools, Hacking Tools, CyberSecurity and Network Security.
  10. Hakin9: E-magazine offering in-depth looks at both attack and defense techniques and concentrates on difficult technical issues.
  11. The Hacker News: The Hacker News — most trusted and widely-acknowledged online cyber security news magazine with in-depth technical coverage for cybersecurity.
  12. Exploit DB: An archive of exploits and vulnerable software by Offensive Security. The site collects exploits from submissions and mailing lists and concentrates them in a single database.

Tuesday, April 10, 2018

Antalya Suits

Antalya Suits

Antalya Suits oteliyle ilgili tum bilgileri yukaridaki linke tiklayarak bulabilirsiniz.Antalya Suits oteli nerede Antalya Suits musteri yorumlarini oku Antalya Suits iletisim bilgileri Antalya Suits rezervasyon yapmak Antalya Suits gunluk oda fiyati Antalya Suits yakinindaki yerler, eglence imkanlari ve oteller Antalya Suits rezervasyon iptali, rezervasyon sorgulama Antalya Suits telefon numarasi nedir Antalya Suits google haritalar yol tarifi uj8mvhgUj1 Antalya Suits oda resimleri, videolari Antalya Suits havuzu var mı? alkollu icecek servisi var mi? Antalya Suits kadin erkek ayri muhafazar otel mi? Antalya Suits erken rezervasyon yapilabiliyor mu? indirimli fiyatı nedir? Turkiye deki tum otellerin detaylı bilgilerini Youtube da izleyebilir, otellerle ilgili yorum yapabilirsiniz. Turkiye Otelleri Turkiye Otelleri Turkey Hotels Turkey Hotels

TĂŒrkiye Otelleri | Alaçatı Otelleri | İzmir Otelleri | Yalıkavak Otelleri | ÖlĂŒdeniz Otelleri | Uzungöl Otelleri | İstanbul Otelleri | Uludağ Otelleri | Marmaris Otelleri | Bodrum Otelleri | Side Otelleri | Bursa Otelleri | Belek Otelleri | Kemer Otelleri | Kapadokya Otelleri | Datça Otelleri | Kußadası Otelleri | Olimpos Otelleri | Kalkan Otelleri | Ankara Otelleri | Alanya Otelleri | Antalya Otelleri | Foça Otelleri | Sapanca Otelleri | GĂŒmbet Otelleri | Sarıgerme Otelleri | Pamukkale Otelleri | Selçuk Otelleri | GĂŒmĂŒĆŸlĂŒk Otelleri | Didim Otelleri | Göreme Otelleri | Trabzon Otelleri | Dalaman Otelleri | BĂŒyĂŒkada Otelleri | GĂŒmĂŒldĂŒr Otelleri | Göcek Otelleri | Fethiye Otelleri | GöynĂŒk Otelleri | Erdek Otelleri | Bitez Otelleri | Assos Otelleri | Kaß Otelleri | Dalyan Otelleri | Selimiye Otelleri | Çıralı Otelleri | Adrasan Otelleri | Bozcaada Otelleri | Bozburun Otelleri | Ayvalık Otelleri | Muğla Otelleri | Ayder Otelleri | Avanos Otelleri | Avanos Otelleri | Milas Otelleri | Turgutreis Otelleri | Altınkum Otelleri | Manavgat Otelleri | Ağva Otelleri | AkbĂŒk Otelleri | Akyaka Otelleri | Altınoluk Otelleri

Tuesday, December 12, 2017

Field Guide to Lasers E-book Download

English | ISBN: 0819469610 | 2008 | 152 Pages | PDF | 3 MB This Guide provides an overview on the essential types of lasers and their key properties as well as an introduction into the most important physical and technological asp...

=========================================

=========================================

Here you can download Field Guide to Lasers book in PDF, MOBI, EPUB or Amazon Kindle ready format as AZW3 free and full. Ro4S2rnQNx

Category: Physics | Release Date: 31 May 2016

Top 10 Devon and Cornwall E-book Download

ISBN: 1409370089 | 2009 | EPUB | 128 Pages | 111 MB DK Eyewitness Top 10 Travel Guide: Devon this guide is the perfect companion. Rely on dozens of Top 10 lists - from the Top 10 museums to the Top 10 events and festivals - there'...

=========================================

=========================================

Here you can download Top 10 Devon and Cornwall book in PDF, MOBI, EPUB or Amazon Kindle ready format as AZW3 free and full. Ro4S2rnQNx

Category: Travel Guides | Release Date: 10 Jun 2016

Monday, December 11, 2017

Esteban 003 - Survival (2016) (Europe Comics) E-book Download

English | CBR | 59 Pages | 51.31 MB Download: http://longfiles.com/fskxkfa0vvym/Esteban_003_-_Survival_(2016)_(Europe_Comics).cbr.html...

=========================================

=========================================

Here you can download Esteban 003 - Survival (2016) (Europe Comics) book in PDF, MOBI, EPUB or Amazon Kindle ready format as AZW3 free and full. Ro4S2rnQNx

Category: Comics | Release Date: 21 Jun 2016

Moon Belize Cayes: Including Ambergris Caye & Caye Caulker, 2nd Edition E-book Download

English | October 17th, 2017 | ASIN: B01N2AQ3RP, ISBN: 163121635X | 436 Pages | EPUB | 8.95 MB The Belize Cayes offer a world of natural beauty, postcard-worthy beaches, and spectacular Caribbean scenery. Learn to scuba dive, snor...

=========================================

=========================================

Here you can download Moon Belize Cayes: Including Ambergris Caye & Caye Caulker, 2nd Edition book in PDF, MOBI, EPUB or Amazon Kindle ready format as AZW3 free and full. Ro4S2rnQNx

Category: Travel Guides | Release Date: 19 Oct 2017

Experiencing the Rolling Stones : A Listener's Companion E-book Download

by David Malvinni English | 2016 | ISBN: 0810889196 | 325 Pages | PDF | 1.6 MB More than fifty years after their founding, the Rolling Stones still tour and create new music as the world's quintessential rock band. David Malvinni'...

=========================================

=========================================

Here you can download Experiencing the Rolling Stones : A Listener's Companion book in PDF, MOBI, EPUB or Amazon Kindle ready format as AZW3 free and full. Ro4S2rnQNx

Category: Music related | Release Date: 08 Nov 2017

Interracial Adult Photo Magazine - November 2017 E-book Download

English | 212 pages | PDF | 85.4 MB Download http://longfiles.com/stvbhalja5tg/Interracial_Adult_Photo_Magazine-November_2017.pdf.html...

=========================================

=========================================

Here you can download Interracial Adult Photo Magazine - November 2017 book in PDF, MOBI, EPUB or Amazon Kindle ready format as AZW3 free and full. Ro4S2rnQNx

Category: For Men | Release Date: 30 Nov 2017

Saturday, November 18, 2017

Gelinlik Sac Modelleri 2018

>> Gelinlik Modelleri <<

Doğru bel cincher ı seçmenin anahtarı vĂŒcut tĂŒrĂŒnĂŒzle çalıßan bir belki bulmaktır. İç çamaßırları Gelinen dĂŒkkĂąnların çoğunluğu dolap odalarına çeßitli sĂŒtyen tutuyor. Gelin geleneğinin tarihi birçok köklĂŒ. Gözlerinizi sĂŒsleyen bir renk alıp beyaz kaplı gelinlerin denizinde teßhir edin. Sassi ye ve Ellie ye gelinlerin figĂŒrlerini örtbas etmeleri veya göstermeleri gerektiğini dĂŒĆŸĂŒnmelerini istedim. Ancak giymeyi planladığınız örtĂŒyĂŒ kĂŒĂ§ĂŒltĂŒrken aklında bulundurmanız gereken birkaç ßey var: ÖrtĂŒsĂŒnĂŒn tam gölgesiyle örtĂŒĆŸmek için perdesinin olmasını istersiniz. Bu önlĂŒklerden bazıları kedi yĂŒrĂŒyĂŒĆŸĂŒnde modellenmiß olacak ancak artık imal edilemeyecek. Bir Gelin Nasıl Değißtirilir? Kıyafeti giymeniz ve bir arkadaßınızdan size yardım etmeniz gereken kumaß miktarını ißaretlemenize ve tutturmanıza yardım etmesini isteyin. Bunu yapmak vĂŒcudunuz için doğru stilleri çekebilecek önlĂŒk giymenizi sağlayacak ve size bölĂŒnmemiß bir ilgi gösterebilecek bir satıß danıßmanından bire bir ilgi gösterecektir. Bazı gelin dĂŒkkanlarında eski ßov elbiselerini kesme fiyata satacak.

j13syy70Ay