Saturday, September 16, 2017

The Rules of Truth or Dare

The Rules of Truth or Dare



Hey everyone!

Recently, my friends and I have been playing Truth or Dare quite a lot. I dont feel like I need to explain this game, since its very well known, but just in case you have no idea here is a short explanation I got off Wikipedia (here):
Truth or Dare? is a party game requiring two or more players. Players are given the choice between answering a question truthfully, or performing a "dare", both of which are set by the other players.
Usually there are a lot of limits to the game that people establish beforehand, stuff like dares cant be too inappropriate etc. The problem is that if you dont establish these rules before the game, things can get out of hand, and also people will find loopholes to your truths/dares and not do them properly. (Which, I can tell you, really sucks.)

So I thought Id share the rules that my friends and I have agreed on (co-written by my good friend Nekuro), to make things generally easier when you play the game. Feel free to add or modify the rules to your liking, and also tell me what I should include in the comments!

~*SIDENOTE*~
Our games of Truth or Dare do allow inappropriateish dares, so if youre going to use these rules, I suggest you add something about inappropriate dares. Also, since its the summer holidays for us, were playing over Skype, so you should modify these to fit real-life games of Truth or Dare.


1) What is said in this game, without permission, cannot be revealed to any other people who were not in the current game of Truth or Dare.

2) Dont judge the victims answers/dont hold it against them as its probably just for the sake of the truth/dare.

3) Truths & Dares have to be done without question. (No exceptions)

4) #HAVEMERCY (for the other people involved in the dare, not for the victim)

5) You cant choose truth more than two times in a row.

6) Everytime you start a new game of Truth or Dare you must create a new group, unless the group already has the players in it already (and ONLY the players, no one else). [only applies if youre playing over Skype or Kik or another similar instant messaging software]

7) You must wait two minutes to tell the person/people it was a dare, or as soon as they come online if they are offline. For dares that involve group chats, you must wait for two minutes to reveal that its a dare if someone replies within two minutes of the dare. If no one replies, you have to wait until someone replies to reveal that its a dare. The current members involved in the truth or dare game when the dare was issued dont count as repliers.

8) If you forfeit (refuse to do the truth/dare), you must immediately leave the group.


download file now

Continue reading ...

Monday, August 21, 2017

The Most Dangerous Side Effects Of Sheesha or Hukka

The Most Dangerous Side Effects Of Sheesha or Hukka




SHEESHA a very common drug derived from Turkey spreading like fire in South Asia and ruinning the lives of younger generations! Its a poisionous drug with alchol added designed like a HUQQA to make it easy to infuse inside your body! SHEESHA has become a common feature in our Pakistani society! Our young generation is diving into this deadly posion! We can say its just like any harmful drug! Parents and young generation of Pakistan hardly know the side effects of this drug! Our young generation who are....


 addicted to it are suffering from mouth diseases and other harmeful effects have been diagnosed due to this intake of SHEESHA! it can also take one life as well! 
Sheesha or hukka smoking involves a water pipe that has a bowl, smoking chamber and hose. A special type of tobacca is burned inside the chamber and smoke rises through water in the bowl before it inhaled through the pipe. Mayoclinic.com warns that the tobacco use in sheesha smoking is toxic. Sheesha smokers ma inhale more tobacco smoke than  from a cigratte because of a larger pipes used. Sheesha smoking brings on several side effects.



Addiction :-                                                                                                                                                       


As with cigarette smoking, shisha smoking carries the risk of addiction, leading to daily use. The Centers for


 Disease Control and Prevention underlines that shisha contains tobacco, nicotine and other chemicals that make 


it addictive. Nicotine reaches the brain in only about 10 seconds after inhalation. For this reason, addiction can 


occur after even a few sessions of smoking shisha. Unpleasant withdrawal symptoms from stopping shisha 


smoking include irritation, fatigue, headaches, tingling and depression.










Cancers:-                                                                                                                                                         




A misconception about shisha smoking is that it is less damaging to the body than cigarettes, because the 


tobacco is inhaled through water. However, MayoClinic.com explains that shisha smoke also contains tar, carbon 


monoxide, heavy metals and other toxic chemicals. These chemicals can be carcinogenic (cancer-causing) in the 


body. Shisha smoking may increase the risk of cancers, particularly of the lips, mouth, tongue, throat and lungs.




Asthma and illness:-                                                                                                                              




The heavy volume of smoke from shisha may also cause chemical irritation of the lungs, leading to or worsening 


allergy-induced asthma. Even in individuals who are not prone to asthma, the toxic chemicals in the smoke can 


irritate and inflame the lining of the nasal passages, mouth and throat and trigger allergic reactions by the immune 


system. The Singapore Health Promotion Board notes that, as with cigarette smoke, even secondhand shisha 


smoke can cause damaging effects in the body that may lead to disease.




















<meta name="y_key" content="e9377fa954116d6d" />

download file now

Continue reading ...

Tuesday, August 15, 2017

The Results of My 2016 Gaming New Year Resolutions Success or Failure

The Results of My 2016 Gaming New Year Resolutions Success or Failure


Theres a special feeling that comes with making New Years Resolutions. The main reason I like them is because its promising yourself youll be better next year, which cant be anything but positive even if the resolution isnt always kept. The Gaming Resolutions I made at the beginning of this year were in the back of my mind all year and somewhat guided my gaming choices in 2016. But with only so much gaming time in my life thanks to working full time, my successes and failures with these Resolutions mostly came down to what I was most excited to play. While my overall success with these resolutions may be questionable, the ones I did the best with did had a positive effect on my gaming life and thats all I can really ask for. Here are the results, successes and failures of my 2016 Gaming Resolutions, hope you enjoy!

1. Play (and finish) a Pokemon game

Result: Played a bit of Diamond and the Sun and Moon demo. Didnt finish one.

Having just gotten a 3DS when I wrote my gaming resolutions last year, I definitely had some 3DS fever influencing my Resolutions and forgot about the fact that Im invested in so many PlayStation series having almost exclusively played PlayStation games since I was a kid. I did however try my best to play Pokemon Diamond in Japanese without a dictionary and while it was pretty fun, I kept getting lost in a town and not playing for a bit and well, I haven�t touched it in months.

I played the Pokemon Sun and Moon demo in English and enjoyed it quite a bit, but with World of Final Fantasy and Final Fantasy XV out around the same time as Sun and Moon, there wasn�t much chance of me committing to buying the game. So while I did play some Pokemon games this year, I�d say I didn�t play as much as I intended to when I bought my 3DS. I�d like to play more Pokemon sometime, but perhaps when there are less exciting games that Im invested in just released.

2. Branch out to some different series

Result: Successful!

While I didn�t play Atelier or a main series Hyperdimension Neptunia game like I intended to, I can happily say I did try a bunch more series this year. I tried Indie JRPGs for the first time, such as the very fun X-Tactics and the intriguing Legrand Legacy and Light Fairytale, and I also tried other notable JRPG series such as Fire Emblem, Lost Dimension and Sorcery Saga that all left good impressions on me. I still have a big list of JRPGs I�d like to play still, such as the Disgaea series and Atelier, so I look forward to getting to them eventually.

3. Play some 3DS-only titles

Result: Played Fire Emblem Awakening and not much else

I had really good intentions with this goal. Ive been really excited for some 3DS titles that I thought Id never play such as Fire Emblem and Bravely Default and when I finally got my 3DS, I thought Id play them all immediately. I got really good at diving into my backlog in 2015 and I kept getting into my backlog this year, which counter-productively is mostly PlayStation games. I did however finally play Fire Emblem: Awakening and it was one of the most fun games I played this year. I hope to play more next year but I dont know if Ill make any promises this time.

4. Play the Tomba! series
Result: Itch not scratched

Ill keep this brief since Tomba is pretty much not a JRPG - I didnt play Tomba and I dont know when I will. I would love to sit down and replay games such as Tomba, Spyro and Sonic from my childhood sometime, but Im so focused on catching up on the JRPGs I havent played that I dont know when I will. Maybe Ill play them in Japanese for study sometime, but its unfortunately not high on my priority list at this point.

5. Play another classic Final Fantasy game
Result: Should�ve done this...didnt though

I played every new mobile Final Fantasy game, saw Kingsglaive twice in cinemas and am currently playing two console Final Fantasy games. Playing a classic Final Fantasy game crossed my mind multiple times but when it did, it was at a point where I felt like something different and since I consumed so many new Final Fantasy things in 2016, I dont think its strange that I didnt finish this one. I would still like to play my way through the old Final Fantasy games so Ill be keeping Final Fantasy VIII in mind the next time Im out of new games to play.
I spent most of my gaming year focusing on balancing my favourite franchises with new experiences. Although I only truly completed one out of five of my resolutions, it was a nice change to my gaming life. Im really certain JRPG series but its nice to remember there are other great franchises that I may love just as much, if not more than ones Im familiar with. Im also very thankful to everyone who recommended games to me in 2016 and in my new (potentially smaller) list of resolutions I hope I can be recommended more great games.
________________________________________________________________________________
Did you make any gaming resolutions for this year? How did they go?
Leave a comment below, send me a tweet at @JRPGJungle, hit me up on Facebook or Instagram and lets talk!

Thanks so much for stopping by!
Make sure to follow the blog here, follow @JRPGJungle on Twitter and Instagram, like JRPG Jungle on Facebook and Subscribe to the mailing list for updates on content and random musings on JRPG news and games. Youre awesome! <3

PS. Merry Christmas! <3

download file now

Continue reading ...

The Tale of Anita Sarkeesian or How Geek Culture Lost Its Mind and Can It Be Gotten Back

The Tale of Anita Sarkeesian or How Geek Culture Lost Its Mind and Can It Be Gotten Back


Let the shouting commence!
Due to a combination of burnout and health problems, I havent been blogging for a while. Now that everyone has forgotten I exist, I am starting again, in order to fix a serious problem: I am still employable in the game industry.


Look. Im 43 and I have 2 kids. The game industry doesnt want me, and, if it ever does, itll just be to make me do 80 hour weeks and ruin whats left of my life. So Im going to solve the problem by saying things that make the game industry think I stink like old fish.


And, if you want to piss off gamers, here is the number one thing you can say: "Women are human beings, and they deserve to be treated with respect."


And no, Im not about to talk about Penny Arcade. Theres a much bigger, more significant ongoing story thats been going on since I started my blogging sabbatical. So lets talk about Anita Sarkeesian!


(If you know this whole story and dont want to wallow in the absurdity once again, just skip to the last section. But I think the tale is surreal enough to merit multiple tellings.)

Anita Who Now?


I really think this story is fascinating, and, despite all the virtual ink that has been spilled on it, there are fresh things to say. So heres some background to the story. Its a good one.


Anita Sarkeesian made videos on YouTube for her channel, Feminist Frequency. Its what youd expect: Analysis of popular culture from an "Are women in it? How are they portrayed?" kind of perspective.


They were decent videos. A little dry. Some people criticized them for not being up to the LOFTY quality standards of YouTube (chuckle). The standard, young male, testosterone-poisoning, Make Me a Sammich crowd that gets mad whenever women are discussed in any context, tended to come out and shout, but other than that, it was pretty quiet.

Then Sarkeesian did a Kickstarter, to fund a series of videos called Tropes vs. Women in Video Games. The idea: To prove that women in video games might, get this, not be portrayed in a well-rounded, three-dimensional way (when they are portrayed at all).


When I heard about this Kickstarter, I kind of shrugged, because women being portrayed badly in video games? Duh. Might as well have a Kickstarter to prove the moon exists. But anyone who takes time to call out game designers for crappy, hack storytelling is doing The Lords Work, so I hoped she did well.


Instead, She Pulled In a Fortune


Turns out, she struck a nerve. As obvious as her conclusion was, a lot of people were thrilled to pony up bread to make some noise about it. And good for them. Her goal was $6000. She pulled in over $150000. Because, it turns out, fixing even an obvious problem involves people making some noise about it.


The Kickstarter was a phenomenal success.


And the testosterone-poisoning crowd LOST THEIR MINDS.


Tales Of Moral Courage In Video Gaming


If you ever have any doubt that nerd culture has some nasty, toxic issues with women, the harassment Anita Sarkeesian received should dispel them entirely. Her Wikipedia page lists all of the abuse she received, but the most infamous example is the anonymous and gruesome Flash game where people could beat her face.


Folks, this is beyond trolling. This is profound psychological damage. This is Invest In a Bulletproof Vest territory. That Sarkeesian persisted in the face of all of this shows her virtual balls are well bigger than mine. I would have hid under the bed and never come out.


This is surreal! Its a Monty Python sketch. And heres the thing! What was she trying to do?


Was the trying to eliminate Twinkies? Cancel My Little Pony? Make some giant James Bond laser and blow up Mount Rushmore? No! She was trying to make some lousy YouTube videos! To prove an obvious thing everyone knows!

(You know how everyone knows it? Because, in every one of the million discussion threads that bring out people to put down Sarkeesians work, the arguments are always: Its not a problem. Its the creators right. Theres no need to make this video. The production values suck. Women dont spend enough on games to be considered. [WRONG!] Nobody ever says her actual conclusion is wrong. For the same reason there arent impassioned arguments about whether adding two and two gets you four.)


So the money came in, and, unlike certain other Kickstarters I could mention, the promised product is forthcoming.


Videos That Exist!


As of this writing, three of the videos are out. Theyre exactly what you would expect. Carefully considered, methodical in their arguments, decently made, a bit dry, with occasional sparks of true brilliance.


I often see guys online saying that her videos are pointless and dont prove anything. This is how I know that they never bothered to, you know, watch them. Dont believe me? Go to this one and skip to 7:40. If anyone has come up with a better display of the tired hackwork that so often passes for video game story-telling, PLEASE send me a link.


One thing youll note about her video pages is that commenting is disabled. Something that is inexplicably considered a horrible crime by the testosterone crowd. Setting aside that YouTube comments are the most useless way to make an argument about anything anywhere, I think it should be a rule that once the death threats start coming in, you are allowed to start controlling the channels by which people communicate with you. Duh doy.


(You will note, for example, that having YouTube comments disabled has affected my ability to give my opinion not at all.)

Now On To the Main Question


So thats the prologue. Nerd culture, as a whole, engaging in the biggest over-reaction/freakout in the history of freakouts. Whenever these videos are discussed anywhere, go to the comments and read the rage. (Which, you will find, is not unanimous, but not hard to find at all.) This, again, is far beyond mere trolling. Sarkeesian has poked a huge, sensitive nerve in the entire culture.


Now here is the thing, the point, the puzzle, the question at the heart of the whole mess ...


Why are guys so mad about this?


Y U So Mad?


(All nerd-based blog posts are federally required to contain 5% Pony content by weight.)

Its a handful of YouTube videos, saying an obvious thing in a quiet way. Why the rage? Why any rage at all? Why not just go on to the next video?


The obvious reason surely has much to do with this: Humans are naturally loss-averse. In other words, people with privileges (the privilege in this case being young men having video games made to please them and only them) get very angry when those privileges might be taken away. Some people just never learned to share their toys.


This is a lot of that, but I think theres more. I think its a real mystery, and, as much as its been discussed, I think its important to prod it a bit more. (Or maybe Im wrong. Maybe it really is that simple. But its at least worth thinking about, when Im not going on about esoteric design issues or making fun of the stupid new Star Trek movie that was stupid.)

I have a self-serving reason: my two daughters are some of the biggest nerds in nerdworld, and I want them to grow up in the sort of geek culture where they can say things and have opinions and write games without getting harassment or death threats.


So, if you missed my blog, its back. Ive missed a lot of good stuff to talk about, and this is one issue I want to talk about a lot more. And thank you, Anita Sarkeesian, for tolerating a lot of garbage to say True Things. And hopefully make game stories better. Because its needed.


Am I unemployable yet?


download file now

Continue reading ...

Saturday, August 12, 2017

The origins of Christianity by culture or divine edict

The origins of Christianity by culture or divine edict


The Bible depicts that hemisphere earth, with a strong metal-like dome covering the world. Because thats what everybody in the middle east thought. It was a circle, but also pretty much flat save for some mountains. You really could build a tower to reach the sky. You really could be drowned by the cosmic ocean if the windows in the vault of heaven were opened, and God spent the entire 2nd day of creation building the damn thing, and a goodly part of the 4th adding little stars into the dome. And upon the end of the world, those stars will rain down to the Earth like snowflakes. Look, at the core, they believed pretty much exactly what their neighbors believed. It was largely a flat Earth with everything revolving around it. They sacrificed goats to appease others and then to appease the gods. And got into the habit of blood sacrifice to God. The Pagans came around with their children of gods stories, all over the place gods were having children with mortals and doing extraordinary things. And in this exact region we first find a little religion called Christianity where God has a child with a woman who is sacrificed to forgive the sins of the people. I mean, if a goat is good how much better must be the son of God (It even makes this exact argument in Hebrews 9). Later to reconcile the polytheistic aspects the trinity was invented (early Christian work was largely Arian with Jesus as a separate but high creation of God, the Messiah, Gods warrior). So in the end we have a religion wherein God takes human form through virgin birth (a highly prized quality in Paganism judging from how many stories involve it, even though the Jewish myth of messiah only asked for a young girl) and then God sacrifices God to God to give God permission to God to be less angry at Gods creation because their ancestors ate magical fruit from a magical tree on the advice of a talking reptile. This religion, doesnt make sense as an actual way to run the universe. It simply doesnt. Its absurd and why does God need his own God blood to do something? And yadda yadda yadda. But, it does make absolutely perfect sense as what culture would invent. This is *EXACTLY* what that culture would have invented as a religion. And were pretty sure thats exactly where most religions come from, as sure as the Vikings made a religion wherein good vikings dying in the act of being good vikings would go to an afterlife of a bar in the sky wherein theyd drink booze with the gods, or that cultures on volcanic islands invent fire gods who are mercurial in nature and quick to anger.

download file now

Continue reading ...

Friday, August 11, 2017

The Open Secret of Cabal Online Dont know you know or NOT !

The Open Secret of Cabal Online Dont know you know or NOT !


This weekend busy leveling Cabal online. From level 41 push to 52. Now Im able to enter the new map already - Port Lux. Luckily start from beginning my friend told me some basic guide to play this online game.

Ok the trick is like this when you play Cabal online usually you will open full screen but in order to make this trick work you must change to windows mode. Yeah this is the trick that I want to mention here. After you change to windows mode, this trick enable you to autocast magic skill on the monster that you selected. Just select the monster that you want to kill and hold on to the skill shortcut key meanwhile move your mouse cursor to your desktop (out of the game windows) and click on your desktop. So when you click back to the Cabal online windows, you are able to always autocast that particular skill on the monster that you click on it.

Please take note that once you use other skill, then you need to start all over again the steps I mentioned just now. This trick is actually to make it convenient for you to up your magic skill level which choosing the fastest cool down time magic and keep on spam it on monster. In fact remember to up your magic skill to level 9 in order to reduce the cool down time to the shortest.
Just some basic tips for those who are new to Cabal Online like me :) Thanks to my friend Bosanova who provided me this guideline. Hope it helps!

download file now

Continue reading ...

Saturday, August 5, 2017

The Indie Bubble Revisited or Are We All Totally Doomed or Just Regular Doomed

The Indie Bubble Revisited or Are We All Totally Doomed or Just Regular Doomed


I hate writing this, because the situation is ugly, and it feels like Im just piling on. Ill try to add something new to the discussion.

Yeah, yeah, I know. Another stupid article about the Indie Bubble, or the #indiepocalypse, or whatever dumb thing they�re calling it today.

It�s starting to get a little old. I did my part kicking off this whole discussion with my Indie Bubble article about a year ago. Its probably the most widely read thing Ive ever written. Luminaries of the game industry read it. Many articles referenced it. Some people hated it, though a lot of these seemed to do so not because it was wrong but because they wanted it to be wrong.

It�s been talked about a lot since then. I�ve read a million articles and tweets and critiques by established indie devs who are eager to let you know that if you don�t create an eternal classic and market it 27 hours every day you suck and deserve to fail. (I�m know ... I�m exaggerating. Some days, it doesn�t feel like it.)

But I�m not gunning for ten million dollars, and I doubt most young game devs are either. We just want to earn pizza and housing money making our happy toys. We know that a few people can make a killing. We just want to know if we can make a living.

Anyway, it�s been a year, and I�d like to check in. Try to inject some reality, maybe a solid prediction or two. It seems like half of the game industry is too optimistic and the other half too lost to despair. Instead, all we need to do is look around and see a bit of what the Game Industry is like. What it was like before the bubble, and what it is reverting to being like again.

By the way, I dont want to turn this into an ugly class thing, but ... If you already have a massive hit, OF COURSE everything looks great.

A Bit Of Truth, and Then You Can Ignore the Rest of This

Some have described me as some sort of weirdo Indie Dev Angel of Death, forecasting the apocalypse. This is not what I said in my article. All I said was that, after several exuberant years, the business of writing indie games was returning to normal.

And what is normal? Heres the big take-away! Writing games for cash is a harsh, unforgiving affair. Success is rare and failure common, instead of the other way around. If an indie game fails, it shouldn�t surprise you. Success should surprise you. All I said was that, in the future, this hard reality will (and must) reassert itself.

Please take a moment to reread the previous paragraph. Then don�t read the rest of this mess. All that us Doomsayers are saying is that the simple reality in the previous paragraph is reasserting itself. There�s is an #indiepocalypse, kind of. It�s a painful return to the simple harshness of the gaming biz, same as it always was.

But if you�re still reading, since were all in the future now, I wanted to revisit my original piece and see if I was accurate.

So let us look, bravely, eyes open and clear, at the situation as it exists. Lets figure out where were going, and lets see if we can all find a way to avoid flying shrapnel.

Time for a little cheering-up break. Thanks, Twilight Sparkle! Friendship IS magic!

Now I Prove I Was Right

How can I prove that I was right, that the happy days of easy money are gone, and that we indie devs are going to have to hustle and scrape and control our budgets like in the musty olde shareware days?

Once, I dreaded writing this article. I feared having to dig up tales of high profile indie flops. I planned to rely on imperfect measures, like the increasing number of games forced to rely on massive discounts and being in bundles a scant 3-5 months after release. I thought Id need to scrape together what sales figures I could find to show that, yes, titles that once would have been massive hits out of the gate will struggle simply to break even.

Now I dont need to do any of that. I have been given manna from Blog Writer Heaven: SteamSpy.

Arent you sick of seeing this chart? (Full size original here.) I know I am.
The Mysterious Miracle of SteamSpy

SteamSpy is a new web site that uses online data mining, secret algorithms, and Magic to come up with weirdly accurate estimates of how many titles games on Steam have sold. Based on my own sales and what Ive heard from other indie devs, its numbers are surprisingly on the nose.

Its not as good for figuring out how much actual money a game has made. SteamSpy counts sales, not how much money a sale was actually for. The site  cant tell whether sales were at full price or from sales or bundles or whatever. However, if a game hasnt yet been in any bundles or big sales, its good at estimating how much the game has earned. Its pretty damn cool.

That being said, please consult the chart above.

One heavily disputed claim in my original article was that most people have only a constant amount they will spend on video games. Thus, since so many more titles are coming out, earnings will go way down.

This struck me as a pretty uncontroversial statement, immediately understood by anyone who knows anything about economics or who has had to make a family budget. If you release 10x as many games, people wont start spending 10x as much on games, as they also need to buy food.

SteamSpys chart says this is pretty much exactly what happened. Number of games shot up. Money earned per game went way down. Yes, there are still hits, and they generally earned it. Its the invisible majority of developers that are drifting into oblivion in silence.

So now Im going to make some predictions, and I hope, in a year, that I have been proven wrong. I really do.

Another chart everyone is sick of: Steam releases per month. Ignore the dumb trend line and just look at the dots. The pretty, pretty dots.

Prediction One: More People Need To Abandon Their Dreams.

As a bonus, there is another chart: Steam Releases per month. Theres no guesswork here. To know the number of new releases, you just have to go to Steam and count them. The numbers are still shooting up, as hopeful, talented young devs chase the gold rush.

Expect earnings for most developers to keep going down for a while. I dont take any satisfaction in this. I love indie development, and, as I said in the previous article, I WANT to be proven wrong. (Remember, this is my day job too.) Yet, these numbers are pretty compelling, and they speak of a rough road ahead.

Yeah, yeah. You�re probably sick to DEATH of hearing that. LOTS of indie devs say it. What nobody talks about is exactly what that rough road will look like. Who will get hurt, and how? Here�s a guess:

Basically, solid, competently made games that would have made a modest profit 10 years ago or 10 years from now will just flop. Really ground-breaking titles will do fine, of course. It�s just that, in a normal environment, you shouldn�t need to be absolutely unique and invent a new genre or whatever to make money.

(Oh, by the way? If an otherwise solid product falls to huge competition, theres no need to pile on further by saying, "You just sucked. Indies are whiners. You just want a trophy for showing up. Loser. LRN2PLAYN00B!" It really aggravates me when profitable indie devs do this. Show some humility. You just write indie games, for Gods sake. Just because your game sold well doesnt make you Jesus.)

This is REALLY important: After the hard times to come, yes, wages will be lower than they were. It will be harder to get rich, but itll also be totally possible to scrape by a nice, middle-class existence writing competent games in underserved genres.

All it will take is enough companies dying to have a few genres be underserved again. This process will be HARD. This is the so-called #indiepocalypse, right here.

To make a living without a monster hit, however, will require some reality acceptance ...

Yeah, pretty much. I suggest writing your first game in your spare, non-job time. Yes, I know this sucks. Ive been there, man.

Prediction Two: Ambitions Will Grow More Modest. Budgets Will Be Cut.

My blog is called the Bottom Feeder, because that is what I am. I am a small, fast, nimble developer, dashing in to grab the scraps the big boys leave behind. I write my games on tight schedules with modest budgets. When I can use cheap, licensed sound and graphics, I do so with enthusiasm.

As a result, our business has done well for over 20 years.

Ive watched the ramping up of indie budgets and ambitions over the last few years with fascination. Having a real team and professional assets (graphics, sound, etc) can result in a very successful game. However, the more you spend, the greater the risk. Sometimes, I suspect my fellow developers have lost the ability to make hard choices about what luxuries are worth paying for and what arent.

Indie developers tend to want nothing less than custom graphics and music of the highest quality, everything done completely fresh for each game. Sometimes, licensing a piece of music for cheap can do just as well, with far less overhead to earn back in sales.

If your game needs voicework (Does it? Does it, really?), there are a multitude of actors who can do well for reasonable rates. Instead, Ive seen several developers hire big name actors. I sincerely doubt this generates enough extra sales to justify the expense and trouble.

Team sizes. Holy cripes, but teams are big! I never would have imagined that a 10+ person indie game team would seem like a viable option. Never forget that you can make remarkable stuff with two people (one coder, one artist, buy what assets you have to online for cheap).

And as for long development times, yes, I know. Art happens on its own schedule and shouldnt be rushed. Yet, discipline is still necessary. Its way easier to stay in business when you have a new game every two years than every four. If youre spending 5-7 years to make an indie game, I hope you were already rich when you started.

Amazingly, some indie devs hire actual consultants, the greatest of all cash sponges for confused businesses with too much money. The highest profile recent indie failure, Tale of Tales, hired an expensive consultancy team to help out.  I can guarantee that it wasnt worth it.

As things get tougher, the indie business will need to focus more on the Business part. This is all to the good.

Look at the bright side. If you never get famous, nobody will notice when you have your nervous breakdown on Twitter.

Prediction Three: "PR Better" Will Stop Being the Answer To Everything.

Lower budgets mean you can sell fewer copies of your game and still stay in business. If you operate on a low enough budget, you dont need a huge PR breakthrough to succeed.

I believe a really good game, word of mouth marketing, and patience can still be enough to generate a profitable product. It�s a slow, hard road, but this is still a tough industry. It�s still was easier than it used to be, as the number of outlets for word-of-mouth and cheap marketing have gone way up since I started. If I�m wrong, we have an even more serious problem than we thought.

This is because the PR situation is becoming intolerable. I am so sick of indie devs who already made it saying, "You must spend huge resources on PR. If you dont, you deserve to fail." This is mean, lazy, and utterly neglectful of the reality now.

Look. As I write this, Pax Prime is going on. There are OVER ONE HUNDRED indie games showing at PAX. These are young, ambitious developers who are expending huge amounts of time, cash, and energy doing what their elders told them to do. For most of them, the effort will be wasted.

This isnt their fault. The gaming press only has so much bandwidth. It can and will only cover so many games, and most of those resources will go to AAA titles. They simply cant give exposure to over 100 games. Even if they could, gamers dont have the time or mental bandwidth to process so much input.

Ive heard that the press will only cover you if you go directly to them in person (expensive, time-consuming). Simple email contacts (fast, inexpensive) wont do. Im starting to believe it. The recent indie game N++ hardly got any coverage, and this is the sequel to the N series, one of the best-known, seminal series of the indie boom.

And yet, even if they had gone to cons and kissed the ring, I doubt it would have helped. Over 100 indie games on display. You cant fight that math.

(I�m assuming here that the gaming press is a pure, neutral meritocracy. If you believe that the press occasionally gives a huge amount of press to a mediocre title for unrelated reasons, well, the problem becomes even more dire.)

This is also assuming, of course, that conventional press even matters anymore. There are real doubts on that score. Reviews in old-school magazines and web sites don�t bump my sales near as much as they used to.

I believe that, of necessity, developers will rediscover building businesses the old-fashioned way. Not by getting a smash hit overnight, but slowly, game by game, building a genuine fan base that will carry them through good times and bad, counting on quality and word-of-mouth PR to get the word out there. As the saying goes, it takes ten years to make an overnight success.

Its slow and difficult. Really difficult. It may not even be possible. You�ll have to forgive me for thinking it�s possible, as it�s the only thing that enables me to get out of bed some mornings.

Pictured: The Game Industry in 2016. (Artists conception.)

Prediction Four: Indie Gaming Will Survive.

Despite all this, Im not a doomsayer. Indie gaming will survive. Gamers want us to survive, and the quality of our work is fantastic. I rarely have more fun than when I buy a Humble Bundle and try out 10 of the games these ambitious young people are making.

These new developers are driven, smart, and admirable. They are better than me, and I want them to get rich. Some of them even will.

Nobody knows what is going to happen. There are a ton of unsolved problems (like pricing and efficient marketing). It will be hard to succeed. Like it has almost always been, and will almost always be.

My advice for you personally? Its the same advice Id give to anyone planning to go into a highly competitive artistic field: Dont start writing indie games unless you couldnt possibly be happy doing any other job.

I hope youre not a broken toy like me, driven by a mad compulsion to make these peculiar, garish, little works of art. But if you are, welcome aboard. I am rooting for you.

Youre still reading this? Whats WRONG with you? Why didnt you just read 200 words, make up some stupid opinion I didnt say, and attack me for it in a Gamasutra article? You know, like everyone else?

What I Am Going To Do

The same thing Ive always done. Lay low. Work fast and cheap. Ill count on my awesome loyal fans to see me through, and Ill do my best to make work worthy of their loyalty.

My games are $20. To stay in business, I need to sell, say, a minimum of 6000 full price copies of each new game. Add on bundles, Steam sales, etc, and its a good living. For me, now, its an entirely attainable goal. If you care, you can follow how Im doing on SteamSpy.

I know life is a bummer now, but indie games are just too cool to die. If you write them, as a pro or hobbyist, be proud.

Well, better get back to work. I have two weeks to write four weeks� work of dialogue. Time to hop to it.

###

Please let me know how much I suck on my Twitter.

download file now

Continue reading ...

Thursday, August 3, 2017

The Get Windows 10 app not showing in Windows 7 or 8 1 Here is the solution

The Get Windows 10 app not showing in Windows 7 or 8 1 Here is the solution


Step 1: Make sure Windows Update is turned on and downloaded all recommended updates.

Step 2: Just click on http://download.microsoft.com/download/F/2/2/F22D5FDB-59CD-4275-8C95-1BE17BF70B21/GW10Appdiagnostic.diagcab
Link and rest will be done by Windows.. Enjoy !


For more details: https://support.microsoft.com/en-us/kb/3081048



download file now

Continue reading ...