viernes, 29 de marzo de 2019

18 Highest Paying URL Shortener to Earn Money Online 2019

  1. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  2. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  3. 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.
  4. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  5. 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.
  6. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  7. Al.ly

    Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
    Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features.
  8. Cut-win

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

  9. BIT-URL

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

  10. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  11. Dwindly

    Dwindly is one of the best URL Shorten to earn money online. It offers the opportunity to earn money for every person that views links you have created.
    Its working is simple. You need to create an account and then shorten any URLs with a click of a button. Go on to share your shortened URLs on the internet, including social media, YouTube, blogs, and websites. And finally, earn when any person clicks on your shortened URL.
    They offer the best environment to you for earning money from home. They have even come up with a referral system where you can invite people to Dwindly and earn as much as 20% of their income.
    It has built-in a unique system wherein you get the opportunity to increase your daily profits when you analyze your top traffic sources and detailed stats.
    Best of all, you get the highest payout rates. The scripts and the APIs allow you to earn through your websites efficiently.
    Last but not the least you get payments on time within four days.
  12. Bc.vc

    Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  13. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  14. Fas.li

    Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
    You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
    Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.
  15. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  16. 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

  17. Oke.io

    Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  18. 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

Part One By Black Throne Tattoo


Design Tattoo Games

This Tattoo game Design Gallery From Pinterest And Pinspire Pictures

Whistle Stop "Plays Thru" GreyElephant Gaming

The Illusion Of An Analog World

There is something about unclear options which make choices a lot more interesting. This post goes into the reasons behind this, and various ways of achieving it in games.

Warning: this post will include some spoilers for Spec Ops: The Line. 

The typical example for a choice in a game is something like this:


The situation is clearly set up and you are explicitly told what your options are. While they are most common in interactive movies, these sort of choices existing in just about every genre. They are easy to setup and can easily give a sense of moral drama. However, they miss out on a really important aspect of making real-life choices: that you are almost never aware what your options are or what they lead to.

Here is another example of a choice:


The player could avoid the incoming bullet by going down, or they could do it by going up. This is a choice very much in the same vein as the one from above. However there is no explicit prompt that asks the player what direction they want to go in. Instead the choice is implicitly stated through the use of the game's mechanics. And in contrast to the explicit choice, it is unclear just what the options are. The choice might lack the ethical implications from the previous one, but the choice itself is way more interesting. It also feels like an ingrained part of the play experience instead of something that is an obviously designed situation.

Super Mario derives this choice purely from the functioning of its basic mechanics. Simulation is another game genre that does this, but manages to add a bit more philosophical depth to the choices. For instance, in a simulation game focused on survival you might not have enough food for all your party members and have to make a decision on who lives and dies. When these things work well it can have a tremendous impact - but more often that's not the case. Letting your simulated party members starve to death very rarely give rise to the same strong feelings as a scene in a game like The Walking Dead. Let's unpack why this is so.

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In order for a choice to be made, the player need to understand that they are making one. The cornerstone of this is the player's access to affordances. The player must have a robust mental model where they understand how the various aspects of the world work, and what abilities they can use to affect it. A choice then arises when it becomes clear to the player that there are two or more separate ways in which they can progress. Basically, the player understands that are at least two distinct plans for them to make, and they need to chose one of them. When this is crystal clear, the player has a choice on their hands.

Most games feature these sort of choices all the time. "What ammo should I use?", "What path should I take?", "Should I sneak or just attack?". As I explained in an earlier post, the selection of plans is a fundamental part of gameplay. What makes a choice carry depth is that there's something major at stake. So not only does the player need to understand that a choice is happening, but also that a major decision is happening. And in order to elicit the correct emotional response there needs to be a particular setup and framing.

A game like The Walking Dead has an easy time of it setting up all of these requirements. First of all, the game is explicitly stating that a choice is happening. It is impossible to miss. Secondly, since there is so much focus on the choice, it is quite clear that it is of major importance. Finally, The Walking Dead is heavily plotted and the designers have a great deal of control over what happens before the choice. It is relatively easy for that game to make sure the player is in the right frame of mind.

Things are much harder for a simulation game. Here the player takes part in choices all of the time and it's harder to work out which ones are crucial and which ones are minor. The player might miss entirely what their choice is about. For instance, take the choice where the player needs to choose whom from their group to let die. It might be that the player doesn't understand that they are running out of food, or thinks that they have some ways to survive. So at the crucial moment when the player decides who lives and who dies, they might be thinking about other things entirely. On top of that, even if the player grasps what the choice is about, it might be lacking proper build-up. The player might not be in the right mood, or have a suitable level of affection for the characters and so on.

It may of course be possible to improve the simulation to take things like this into account. However, this is very likely to run up against the complexity fallacy which I wrote about last week. Chances are that these additions to complexity will not be noticeable and instead just make the game harder to design and code.

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Instead, there's a middle ground here. Instead of explicitly stating the choices, it is possible to set up a situation that is driven by established gameplay mechanics. Since the setup is not something that happens dynamically, it's possible to properly signpost the scenario. That way you can make sure that the player is in the right mood. But when the actual situation arrives there is no menu popping up that flags a choice moment. Instead the instruction to choose can come from the story mechanics (e.g. a character can speak), or, better, arise from how the situation is designed. The actual options are then chosen, not through an abstract menu, but through interacting using standard gameplay mechanics.

The best example of this sort of design is a scene from Spec Ops: The Line. Late in the game the player finds themselves surrounded by civilians. These people are not too happy that you are here and start throwing rocks at you. It is a very dangerous situation and it is clear that you need to get out of there. At this point, the player basically only has a single verb at their disposal: "shoot". So what can you do? You really don't want to shoot civilians, but you also don't want to die. The player really has two options here. One is to shoot at the civilians, killing a few of them and making the others run away. The other option is to simply shoot in the air and scare them off, killing nobody.


The thing is that, since the game doesn't tell you what your options are, shooting in the air is not obvious to a player. And that is what makes this choice so interesting and makes it feel like a real choice. Had a prompt popped asking you to choose between "fire at civilians" and "fire in the air", the situation would have been radically different and would have lost a lot of its impact. But since you select the option with a gameplay mechanic, it not only feels like a proper part of the playable narrative, it also means that you are uncertain of what your options are.

Having choices like this makes the game feel analog. Under the hood the choice is just as discrete as the ones you would make in The Walking Dead, but it doesn't feel like it. It feels like there are a spectrum of choices to be made, a continuous space of options, and not simply "this way or the other". This concept of choices feeling analog is really important and I'll talk about it more later on.

Spec Ops: The Line features half a dozen or choices of this kind. For instance, there is one where you are to chose which of two prisoners lives or dies by shooting one of them. But what the game doesn't tell you is that there is a third options, which is to target the men that are holding the prisoners captive. Another scenario has you deciding whether or not to kill a war criminal. And again, it's unclear just what your options are. The game simply puts you in a situation where it is possible to kill him. That there is a choice to be made is something you have to make up your own mind about.

Another interesting aspect of Spec Ops: The Line is how it handles the consequences of its choices. The solution is that it simply doesn't. It just sets up the situations in such a way that either choice makes sense for what happens later in the story. While I don't think it is possible to always shy away from showing consequences, it can be very helpful in maintaining the analog feeling. Because the moment you show a consequence, it makes it clearer that there is a discrete aspect to your choice. But if you keep consequences hidden, the possibility space is larger and the player is free to fantasize more just about what took place.

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It's worthwhile digging a bit deeper into this. What is it that makes the choices in Spec Ops: The Line different from a game where the options are explicitly stated? The key difference is that in the former, the player is in a position of uncertainty. There's no clear-cut information to go by and the player is forced to fill out informational gaps using their imagination. When the options are explicit there is no need for this. The brain always wants to optimize, so any concrete piece of information will remove any mental guesstimation. This leads to Spec Ops: The Line having a much more vivid mental model of the scene. Remember, we play the game based on what is in our heads - not what is in the actual systems - so that means the game itself becomes a more interesting experience.

This is what the "feeling of analog" is all about. By having situations where not everything is clearly cut and where the player is free to imagine a wide range of freedoms. The goal is for it to seem like there are a continuous space of possibilities. This makes the situation feel real and organic. It lessens the feeling of there being a designer guiding your every step, despite the experience being just as guided as in the more explicit case.

It's worth noting that there can be drawbacks to this approach. Just like in the pure simulation case, the player might misunderstand what the choice and its implications are all about. An explicit approach with a prompt laying out all the options will always be better at this. But it will also never feel analog. So there may very well be situations where an explicit choice is the right way to go. As always in design, one shouldn't get hung up on the manner of implementation, but to focus on what the end results are.

In SOMA we tried to make all of the choices feel analog, and used a similar approach the one in Spec Ops: The Line. We presented a situation and then used common game verbs to let the player make their choice. The idea was to make the choices feel embedded in the game experience, and judging from feedback we have gotten, it feels like it worked out very well.

The only choice in SOMA that didn't work properly was when you decided the fate of Wau. Here we failed create a proper emotional setup, and didn't spend enough time on implementing consequences. A lot of this was due to this choice coming quite late in design, and it feels like it shows. It is a good reminder that you can't just casually throw in these sort of choice-moments. One needs to make sure that the player is in the right mental state when they occur, and that you follow up on them in an appropriate matter. Just because something is supposed to feel analog doesn't mean it doesn't require a strict, and guided, implementation for it all to work out.

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It is not only moral choices that can take advantage of becoming more analog. There are a wide range of other types of gameplay where it is worth considering if it can be made more analog. A good example of this is in interactive fiction (ie, good old text adventures). Normally these are controlled by simply typing commands into a parser. The type of commands are things like "pick up lamp", "look under the carpet", "remove dust from the table", and so forth.


So, normally, there is no explicit prompt saying what sort of commands are possible. You have to infer the space of possibilities by reading the descriptions you get as you explore the current environment you are in. You are building up a mental model of the place at hand, and the character you are playing as, and using that to build a sense of what is possible to you. When this all works out, it feels great. It really feels like there is a living, breathing world for you to interact with. It feels analog.

This system comes with issues though and the most common one is the "guess the verb" problem. The player might know exactly what to do, but can't figure out the right commands that allow them to do it. This is really frustrating and it breaks down the sense of immersion. A way to fix this is to make it clear exactly what the various verbs at your disposal are. This solves the problem, but it adds a new one: the game loses its sense of being analog. 

I think it's worthwhile to give this a test yourself. First try a normal interactive fiction game. I would recommend something like Lost Pig as it allows a lot of commands and, especially in the beginning, shows just how engaging it is to play something that lets you type whatever you want at a blank prompt. After you have done so, try out Walker and Silhouette and only use the highlighted words to play. The two experiences are very different. Sure, the latter makes it a lot easier to progress and removes some frustration. But on the other hand, it removes a lot of what makes the medium interesting in the first place.

I think this is a really good example of just how important the feeling of analog is. Implementation-wise, these two interactive fiction games are really similar, to the point of basically being the same. But the way that they chose to do their user interface radically changes the experience. By forcing the player to build an internal mental model of the game's world, the experience becomes so much richer.

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There are lots of other instances where the feeling of analog can be useful. Another good example are puzzles. I recently played through 999 which has "escape the room"-like puzzles. While these can be quite fun to play, the way they are set up it is incredibly obvious that the game wants you to reproduce a specific number of steps. You are basically trying to read the designer's mind to find a very specific chain of actions that lead to a success state. This doesn't feel very analog.


A big reason this is so is because the game will only respond to very specific commands. Most of these commands are not part of a generic verb-set either. For instance, you only ever use a screwdriver in a specific place and so forth. So you never really build a mental model of how the world functions, because such a model would basically be worthless. It is much better to think of each object as a specific case of "what does the designer want me to do with this?".  As such the world becomes stale and never gets a rich mental model. This is a very common problem with puzzles.

However, there are puzzle games that manages to work around this. One of the best examples is Portal. In this game is rarely feels like you are following a set path. Instead it feels like you are discovering a solution. It feels analog. And this is despite the solution being no less designer-directed than your average escape-the-room game. A core reason why Portal is different is that it always uses a foundational set of mechanics for solving the puzzles. You have your portal gun, the ability to pick up certain objects and to move around. That is it. Nothing else is used in order to progress. On top of that, there is a coherent design to all of this encouraging you to build a mental model around it.


There might only be one specific sequence of events to solve a puzzle. But when playing Portal you are not as aware of this. Much of the time it's not even clear after you have completed a section. Because the puzzles are based on foundational verbs, it is much less clear whether there were other possible solutions available. There is often the sense that you could have completed it in another way.

This consistency in actions also means that you can mentally simulate a number of possibilities. You know up front the type of interactions that are possible and can use that to work out the sort of things that you can do in order to progress. And that without needing to interact with the world at all. What this means is that you are able to make plans. You can think about what steps to take in advance and be fairly confident all of these are possible to execute. As discussed earlier, making plans is a core part of what makes gameplay engaging. This is another reason why making choices feel analog is good - it also makes it feel more like proper gameplay.

The consistency in actions is not the only thing that makes Portal feel analog. The level design itself also plays a big role.  By just giving the right number of hints, the player never feels pushed along a certain path, nor are they completely bewildered about what they are supposed to be doing. By not pushing the player too much, the game makes sure that the player comes up with ideas on their own. This gives a much greater sense of picking one solution out of many, instead of going along an intended route. And by making sure the solutions never feel too obscure, players refrain from trying to brute force a puzzle. Brute forcing can be quite damaging to the feeling of an analog world as this forces the player breaks down the world to its basic components, revealing the non-analog nature of it all.

Getting the level of handholding right is not an easy task and how to achieve it varies a lot from game to game. The basic idea is the same, though: you want to make the player understand what to do without revealing what your preferred route is. There needs to be enough uncertainty for the player to start building a vivid mental world around a situation. But there can't be too much uncertainty as that means there is nothing to build a world on.

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Another example of crafting analog worlds is the closet-hiding in Amnesia. We chose to simulate this using a physics-based interaction system. We also tried to make the behavior an implicit part of the gameplay, and never directly state how it is supposed to work. Despite this, a great number of players still entered closets to hide and opened the door slightly to see if the coast was clear. We could have just had an explicit prompt and some specific controls when you are hiding behind doors, but it doesn't feel like that would have been the same kind of experience. This way, the world has a much great sense of being an analog one.

There are bound to be tons of game mechanics that could make good use of becoming a bit more analog. One obvious example is dialog response, where I think there would have been a lot more to gain if the options could be chosen by using core mechanics instead from an explicit menu.

How could you go about making a scene more analog? I think there are two main aspects that you need to implement:

  • The choice selection must be made by using a set of core mechanics. The number of ways in which these mechanics can be used must also be so large that the player can't easily grasp the options available. For instance, if the player can only punch red objects, and you enter a room with a single red object, the situation doesn't feel very analog.
  • The hints on how to complete the scene can't be too direct. There needs to be a certain level of vagueness so the player feels that they have come up with the solution themselves. It's also important to teach the player (through play if possible) how the core mechanics functions. The idea is that when they encounter a choice moment (be that a puzzle, moral choice, etc.) they have an intuitive understanding of they ways they can approach it.
It's also important to not just focus on the interactions at hand, but to think of it as a multi-scene setup. In order for the player to be in the right state, and to have the right mental model, there's a lot of setup required. It is really important to think holistically about these things.


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I think there's a lot to be gained by thinking in terms of making a world more analog. I also think that it's something that hasn't really been explored enough. It is quite common to just take something that works through explicit means and stick with it. Crafting scenes in an analog way is a lot more work, but I also think it can be really rewarding. It's also a very good concept to have in mind when trying to merge more standard narrative approach with proper gameplay. Analog worlds are a core part of evolving Interactive Storytelling.


jueves, 28 de marzo de 2019

JAGGED ALLIANCE: RAGE - Expect The Worst, Hope For Even Worse

Jagged Alliance Rage - Wallpaper
Jagged Alliance Rage - Logo

  This seems like good news for all fans of Jagged Alliance and Commandos-like games: A new game of the famous series is underway at the developer "Cliffhanger Productions", thanks to THQ Nordic and its HandyGames label. Right? 😊 WRONG.🤬

Katie's Amazing World: A Minecraft Birthday Party

By Angie

Note: Here's our first special THROWBACK THURSDAY!
(In which I finish and post a draft of an article I started a couple years ago! This party was thrown in 2012, but my kids STILL love and play Minecraft daily so I felt it would be worth sharing. Enjoy!)


I previously wrote an article about bringing your favorite games and video game characters to life in party form: "How to Throw a Great Character Game Party", and this time we took on the kids' favorite open-world creative game Minecraft! Here's the basics of how we did it broken down into the 4 essential steps:

Decorate!


The first step to any party or event is to set the mood, and in this case we wanted a fun Minecraft feel, with the block-y pixel charm, and since it was a party for 7 year olds (some of whom might not be familiar with the game) we wanted it to feel fun and accessible as well. Katie was all in on making decorations, and had some help from a friend before the party. This was great to have the girls set on this task while we were busy with other preparations..


Steve-heads and Creepers were an easy choice as they were easily recognizable as Minecraft, and relatively easy to make.


We used the Steve-heads and Creepers to decorate our favorite Happy Birthday banner (with some lights to draw attention to their handiwork!)


While the girls were lining the house with Steve's, creepers, and other blocks, we set to work on making another Minecraft staple: the Crafting Table. We wanted something that served as a decoration and also was part of the activities part of the party, so we printed out some patterns which were used in some of the crafts and had them stewn about the table.


Build! 


Building is such a core part of the Minecraft experience, we knew we had to come up with ways for the kids to build stuff at the party if we wanted to capture that Minecraft feel. Because of their age, "melty" beads (also called Pearler Beads) seemed like a great fit for a craft project. They were bright, colorful, presented lots of options for following patterns, and are just really fun!


Some of the kids made their creations without help, but we had adults standing by for crafting assistance. We also had keychain loops to turn the finished product into something that could be hung off of a backpack zipper of otherwise displayed. 


We also had paper available for collaging, as Pearler beads require a lot of manual dexterity (and patience) and we had some younger kids at the party, so we wanted to make sure there was something they could craft with the patterns as well. 


Even the older kids got into the crafting, and we saw some really elaborate creations made throughout the course of the party. Of course there was a Diamond Sword, the pinnacle of Minecraft weaponry. 



Play!

Immersion into a world is one of the best parts of gaming, so we also wanted to make sure there was a way for the kids to jump into the Minecraft world and play the role of the survivor, striving to build a life and drive back the bad guys. Our first goal was to make some bad guys, and of course some weapons with which to fight them!


"Do you like my sword-sword-sword? My diamond sword-sword! You cannot afford-afford, afford my diamond sword-sword"! You've all seen that video, right? My kids sang that for months. Anyhow, back to the party!


We made a Ghast pinata, and a Diamond Sword and a Diamond Pickaxe with which to break it open, and the kids were beyond excited to take their turns attacks the "mob" and of course hoping for candy! (They all used the sword though, who wants to fight a mob with a pickaxe? What were we thinking?)


To simulate the survival and build aspect, we filled our house with cardboard boxes for the kids to use as building blocks. They created houses, castles, forts, walls, and many other things (to inevitably knock down and rebuild!). If the party hadn't been in November in Oregon (both cold AND raining) this part would DEFINITELY have been outside! 


We also had a few computers and the Xbox set up where you could actually PLAY Minecraft, but the kids were so busy with the party activities they only got used by the cousins before and affter the actual party. But you can see that lure...



Eat!


Of course, all heroes need to eat. Much like decorates, food can help set the feel for a party. We decided to go all in on the blocks and do all cube foods, then let the kids have the fun of playing with their food AND building some more! One of the challenges was finding foods that could be cubed and could at least sort of be eaten together. Our menu consisted of fruits, veggies, cheeses, crackers, and breads, all of which are favorite snack foods for busy kids. We also did our best to replicate the Minecraft cake that you can craft in the game, which scored bonus points with the birthday girl! 
 


Maybe some grownups played with their food too....


The cake is a lie! Wait, wrong video game reference. This cake was amazing. 


So that's how we pulled off an amazingly fun, memorable Minecraft themed party for our little adventurer. I feel that a game makes a pefrect theme for a birthday party (or other type of celebration) because it is already structured around doing something fun, usually has a rich world to draw from, and gives the party-goers a great way to socialize and engage in something more memorable than some of the typical party fare.

Hit us up with any questions, comments, or let us know what your favorite game-inspired party ideas are in the comments! Have fun playing!













Top 11 Games Of 2018

We chose our top 10 based on number of hours played, with a minimum of 5 plays per game throughout the year. This year we had a tie for fifth place and a three-way tie for eighth place, creating the need for a top 11. Besides, one more game won't hurt anyone...

The big surprise this year is how few games from last year's top 10 made the list, the biggest shocker being not only that X-Wing not make it into the top 10, but we didn't play a single game of it in 2018. I chalk this up to us spending a lot more time playing other miniatures games, and also a lack of interest in the recently released X-Wing Second Edition.



11 (tie). Covert

5 plays, 12.5 hours (average play time 2.5 hours per game)

A lavish game that's relatively simple yet very engaging. I love the cold war spy genre, and Covert evokes that nicely with it's European setting and cards representing spy gadgets like miniature cameras and briefcase tape recorders.

Read the full review.



10 (tie). Doctor Who: Time of the Daleks

5 plays, 12.5 hours (average play time 2.5 hours per game)

2018 was the year we finally got some decent Doctor Who tabletop games. This one manages to capture the feel of Doctor Who quite well but it does seem a little incomplete, an issue that will hopefully be remedied by the long-delayed expansions that will hopefully see the light of day soon.

Read the full review.



9 (tie). Lord of the Rings Trading Card Game

5 plays, 12.5 hours (average play time 2.5 hours per game)

At the behest of a friend who wanted to try it, we got this old gem out and actually spent a fair amount of time playing it this year. I still maintain that it is one of the most well-designed trading card games ever published.

Read the full review.



8. 7TV

5 plays, 13.5 hours (average play time 2.75 hours per game)

We've built up a fairly large collection of miniatures and terrain for this great skirmish game based on British "spy-fi" television of the 1970s such as The Avengers, The Prisoner and Life on Mars. The rules do a good job of providing a framework that allows us to immerse ourselves in the setting, which to me is the whole reason to play games like this.

Read the full review.



7. Yamataï

5 plays, 14 hours (average play time 2.75 hours per game)

I'd be rich if I could bottle and sell whatever it is that makes Marc Paquien's artwork so appealing. Thankfully, with Yamataï it's backed up by a very interesting exploration and resource management game.

Full review to come.



6 (tie). Clank! In! Space!

6 plays, 14 hours (average play time 2.5 hours per game)

I'm a big fan of deck-building games, but the can tend to get a bit repetitive. This one innovates by adding a board with a movement mechanic, as players attempt to rob an evil despot's space ship before anyone notices.

Full review to come.



5 (tie). Cthulhu Wars

6 plays, 14 hours (average play time 2.5 hours per game)

Cthulhu Wars is one of only two returning games from last year's top 10 list. Apart from the exceptional miniatures, it really is a compelling Risk-style strategy game.

Read the full review.



4. Doctor Who: Exterminate!

6 plays, 16.75 hours (average play time 2.75 hours per game)

We were a little lukewarm on this skirmish game when we originally picked it up in 2017, but the growing range of miniatures has rekindled our interest, especially since we can use the same tabletop terrain we've been assembling for 7TV.

Read the full review.



3. Dinosaur Island

9 plays, 23 hours (average play time 2.5 hours per game)

This was one of my most anticipated games for this year, and I wasn't disappointed. It's a great engine-building game, and the recent expansion makes the game more interesting without making it more complicated.

Read the full review.



2. Conan

19 plays, 27.5 hours (average play time 1.5 hours per game)

The only other returning game from last year's top 10, Conan dropped one spot but still saw plenty of play in 2018. Part of this was due to an 8-week campaign that I talked one of my roleplaying groups into, but the ability to play this game as an ongoing series is part of what makes it such a great game.

Read the full review.




1. Mythic Battles: Pantheon

21 plays, 37.5 hours (average play time 1.75 hours per game)

Apart from the great miniatures, gorgeous artwork, and well-designed rules, the nicest thing I can say about this game is that every time we finish a game we want to play again.

Read the full review.



Honorable Mention


Western Legends

5 plays, 11.5 hours (average play time 2.25 hours per game)

A great open world adventure game set in the wild west. The fact that we played this game four times in the first month we got it tells me that it probably would have placed in the top 10 if we'd had it earlier in the year.

Full review to come.



Most anticipated game of 2019


Core Space

This game looks simply amazing. A board game/skirmish hybrid similar to Mythic Battles: Pantheon or Conan, with an intriguing semi-cooperative element that puts players in competition with each other for resources, but both at threat from an invading hoard of killer robots. And rather than just a flat, printed board, it comes with Battle Systems 3D terrain.

miércoles, 27 de marzo de 2019

Suzy Cube Update: March 16, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
Unfortunately, I've been sick this week. That means a short update for a couple of reasons: 1. I spent a lot of time resting and 2. I want to get this over with so I can go back to resting. So, on that positive note, let's get it on!
Read more »

martes, 26 de marzo de 2019

Ronin - Lion/Scorpion Clan Wars - Skirmish Battle Report

Ronin 
Lion/Scorpion clan wars 
 Skirmish - Battle report


SKIRMISH WARGAMES IN THE AGE OF THE SAMURAI

"Set in an age of feuding samurai, wandering swordsmen and fearless warrior monks, Ronin is a skirmish wargame that captures the flavour and excitement of such Akira Kurosawa films as Seven Samurai and Yojimbo. Whether they prefer the loyal samurai retainers of a feudal lord or a horde of desperate bandits, players choose from one of several factions and build forces to battle for dominance and survival in 16th-century Japan. They may also recruit swords-for-hire to supplement their forces - masterless ronin, martial arts masters and secretive ninja will lend their skills to any commander who can afford them. A full points system, incorporating a wide range of equipment and skills, allows for detailed customisation of characters, while scenarios and a campaign system permit them to gain experience and develop over time. The fast-paced rules simulate the cut and thrust of hand-to-hand combat and require the player to make tactical decisions in the middle of a fight, immersing them in an era of war." -Osprey publishing


Ronin on Osprey publishing 

I Have used this as a ruleset to play skirmish battles in the setting of 
"The Legend of the five rings". 


The Lion clan and the scorpion Clan are currently at war. The Lion clan have invaded the Scorpion lands.  Many battles are fought some are told some are not. but all of the battles contain great heroism and glory. Here are some accounts of the war that you may not of heard.





Outside Kumoshima village in the Scorpion lands

This was the moment that he hoped would never come. Bayushi Hideo looked around at the arranged Ashigaru in the shining sun, It was the middle of the day when the Ashigaru were summoned from the Kumoshima village. The Ashigaru-Gashira  drilled the handful of men, he didn't want to look at their faces, he knew already. The grim determination to protect their village from the invading Lion clan, clearly etched on their faces.  He had already sent a messenger to gain assistance, but it would be at least a day before they could get to the village. He had hoped that the lion Clan wouldn't be interested in such a small village in a quite poor district, but it did have a good location as a staging area into the next district into the south.  Hideo clenched his fist in annoyance. The Lion will pay for this. He would meet them head on before they could get to the village. Stepping forward, he gestured to the Ashigaru-gashira " Lead them out"
He had always dismissed Ashigaru but today he was thankful for their courage, for he knew they were facing a formidable opponent. The Ashigaru marched with Yari and Nagae-yari ready. 










The Lion Samurai slowly stalked through the woods of the mountain pass, their orders where to scout out the terrain, they were told about a village up ahead. Soon the terrain changed as the mountain pass dropped to a bare plain with a few tortured trees.  At the bottom she spotted the unmistakable red of the Scorpion clan just beyond the trees, she gestured to her fellow Lion Samuari Matsu Shintaro  "what can you see?"
Shintaro stood still, surveying the barren plain in front. The clear morning making it easy to see. "Looks to just be Ashigaru, with a Samurai leading.  Could be a patrol?"
Matsu Kaya unsheathed her Katana, "Let's make sure they can't return with a report. "

The Lion Clan force marched down the Mountain pass.






Mission


This is a Skirmish of 150pts each side.

Lion Clan - Minor objective -  Kill more than 75% of the enemy Buntai.

Scorpion Clan - Minor objective -  Lose no more that 20% of your force

(Completing a Minor Objective offers five additional Victory points)

Forces


Lion Clan Attackers - (Left to right) Akodo Okimoto, Akodo Soji, Matsu Kaya, Matsu Takakage and Matsu Shintaro.

Matsu Kaya -Hatamoto Rank 4 with two skills (Powerful and Kenjutsu)
Matsu Takakage - Samurai Rank 3 with one skill (Kenjutsu)
Matsu Shintaro - Samurai Rank 3 with one skill (Powerful)
Akodo Soji- Samurai Rank 3 with one skill (Fast)
Akodo Okimoto - Samurai Rank 3 with one skill (Tough)



The Scorpion Clan Defenders - Bayushi Hideo and his Ashigaru troops

Bayushi Hideo- Samurai Rank 3
Ashigaru- Gashira Rank 2
2x Ashigaru Rank 1 With Nagae-yari
3x Ashigaru Rank 1 With Yari
Ashigaru Rank 1 with Yumi



Deployment



Deployment on the barren plain

Scorpion defenders deploy


Lion attackers deploy coming down from the mountain pass



Turn 1 



Bayushi Hideo watched as the lion force descended from the mountain pass. No doubt they would be able to see the scorpion forces, he smiled behind his mempo, The Lions they won't be expecting such an openly aggressive move. The thought gave him hope.



Turn 2 
Akodo Okimoto wounded from lone ashigaru archer

Bayushi Hideo saw one of the Lion Samurai take  an arrow in the shoulder, to his surprise, the warrior barely registered the wound. The tough samurai, snapped the arrow and continued his charge 

The two forces rush towards each other 



Turn 3


The Ashigaru charged for forward to engage the Lion samurai head on.

The Ashigaru swarm against the Loin clan samurai 

Akodo Okimoto spotted  the unengaged Scorpion Samurai and charges in for the kill. Bayushi Hideo saw the eager Lion and was ready, after a flurry of uncompromising swordsmanship, neither samurai were able to get advantage over the other.


Matsu Shintaro found herself on the wrong side of the Ashigaru Yari's and the numbers were against her, she took a Grievous wound whilst delivering a light wound to one of the ashigaru. 


Matsu Takakage and Akodo Soji isolate an Ashigaru and 
with accurate strokes kill the unfortunate soldier


Matsu Kaya Smashes through the line of ashigaru leaving her alone against the Ashigaru- Gashira.



Turn 4


The Samurai of the Lion clan's superior combat ability was beginning to take its toll on the Ashigaru, the advantage of numbers slowly ebbing away to the onslaught from the Lion clan Samurai. 


Bayushi Hideo parried the sloppy attacks from Akodo Okimoto, he quickly found the opening and struck, the Lion staggered back, blood gushing from his sliced armour. Still on his feet he fought of the attack from an Ashigaru archer. The sheer robustness of the Lion warrior surprised him even more.


Matsu Takakage moves up to help against the Ashigaru.

The Ashsigaru-Gashira tried his hardest to defend against the Lion Hatamoto, but was no match in skill or power.  Slowly Matsu Kaya bent down to take the Ashigaru-Gashira's head as a grim trophy. Glancing around she noticed the enemy leader in combat with Akodo Okimoto.  She could see that her fellow lion was injured.  



Turn 5


The enraged Lion Clan Hatamoto Matsu Kaya charged at the crimson armoured Samurai of the Scorpion Clan. The Scorpion Samurai was knocked off balance from parrying and only his fast reflexes stopped him from a swift decapitation, however the lightning fast attacks from the Lion Samurai made a mess of his armour and he could feel the warm blood flowing over him from several wounds. Hideo's head was swimming; the loss of blood affected him badly, finding it hard to focus.
Matsu Kaya smashes into the Scorpion Clan Samurai, causing a grievous wound.

Matsu Shintaro slices down another eager Ashigaru.



Turn 6


Matsu Shintaro dashed over and struck the Ashigaru archer , sending her opponent to the floor, the archers head followed soon after.


The Scorpions forces where now seriously thin and the Samurai was locked in combat.
Bayushi Hideo fought for his life against the clearly more proficient warrior. His head was still swimming. He knew he was just holding out.The sword slashes where fast but neither Samurai could find an opening in each other's defences. Still the moment came, the Scorpion Clan Samurai lost focus from the loss of blood for just a moment, but it was all that the Lion Warrior needed.
Matsu Kaya took another head as a trophy.

The clash between the two champions see's the Lion Clan Hatamoto come out on top. 


Claiming trophies - A model that is not in combat or dazed may take a head from a slain enemy, if this model survives the battle their side gains one additional victory point for each head taken as a trophy. 


Gaining victory points -  Each side gains victory points (vp's) equal to the rank of each enemy model killed.



Turn 7- Final Turn


Akodo Soji finishes off the badly wounded Ashigaru



Final Victory Points

Lion Clan -  24 
Scorpion Clan - 0


Winner - Lion Clan




The last ashigaru slumped lifeless to the ground.

Matsu Kaya looked around at the headless Scorpions. Noticing the lack of samurai concerned her. She was expecting more.
"This was either a token defence or a desperate last stand? " she said as she sheathed her blade.
It was Akodo Okimoto who spoke up " Either way I feel we may have further resistance towards the village" his voice barely contained the strain from his injuries.
"Agreed make sure everyone is able to continue, we must press on. we must not allow the scorpions to gather their forces. " Ordered Matsu Kaya. 
Quickly and efficiently they Lions gathered their trophies and began to travel further in to the Scorpion lands.