Monday, February 24, 2020
Feeling Guilty About Gaming Deaths!!!?
I was wondering if anyone else out there couldn't help feeling a bit guilty about the fate of certain characters in this game....
If you don't know, in Mass Effect 2, depending on how you play the game and how much time you pump into the game characters will either live or die in the final chapter of the story and all at a pretty rapid succession!
For me, I felt bad when Mordin died, and again, of all things, when Garrus died, I even had a twinge of guilt at seeing Jack's mangled face.... am I disclosing here how little I put into the game, here...?
I think to be honest only Grunt, the black guy, Miranda and the DLC girl survived for me... this was surprising as I thought if you did the side quests for each character they basically would survive... this was not the case, I used Garrus all the time in pretty much every quest.... but still... he didn't make it.... any I felt a little guilty for it......
As for Grunt, I had no sympathy towards him, I had read a few minor spoiler hints and I was under the impression that you had to choose one character to kill off, to send on a suicide mission..... I had Grunt in mind for this because I figured he was the least human and most animal like..... and yet, Grunt survived!
I went down to CeX and saw Mass Effect 3 for £2, so have just bought it, I understand that characters that lived can get carried over, but those who died, they are gone forever.
There is something refreshing about this. In most games death is something that can be corrected with loading up an old save, or using a phoenix down or whatever.... but here, death is death and we have to live with the consequences of our failings to protect the characters in our team. That's something I really like because its true to life, and whilst we play games as a form of escape, I like games to have some moral teaching in them, or something to help make me a better person. Being reminded of my mortality and the mortality of my friends, and the permanence of death... they are all good things from a Catholic world view.
Remember Mordin, thou art bits, and unto bits thou hast returned.
Remember Fr Higgins you are dust and unto dust you shall return.
Sunday, February 23, 2020
Episode 33: Foam Board, Sharp Knives And More Is Live!
https://soundcloud.com/user-989538417/episode-33-foam-board-a-sharp-knife-and-more
Try Audible for FREE! https://audibletrial.com/tvwg
Freyja's Wrath KS https://www.kickstarter.com/projects/1512506318/freyjas-wrath-dark-age-and-fantasy-28mm-shieldmaid
Logan adapt-a-rule http://www.logangraphic.com/product/handheld-mat-cutters/logan-524-540-560-adapt-a-rule/
Joint illustrations
Butt joint http://www.woodworkbasics.com/image-files/168x182xbutt-joint.jpg.pagespeed.ic.mQMTHqdWBq.jpg
Mitre joint
http://www.woodworkbasics.com/image-files/171x171xmitre-joint.jpg.pagespeed.ic.Khj8quv3px.jpg
Housing joint what I incorrectly call tongue in groove in the Ep
http://www.woodworkbasics.com/image-files/170x165xhousing-joint.jpg.pagespeed.ic.9XFvhjVeOA.jpg
Rebate joint, what I call a rabbet joint in the Ep
http://www.woodworkbasics.com/image-files/166x185xrebate-joint.jpg.pagespeed.ic.TDhauqEFPJ.jpg
Pic of my space station shuttle bay partially constructed with Power Grab: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZqRliJGU8Y1rwnedfHpbA3fYmNGLq211zY8D-Ux08z4haNvc8-7smJser2O9ulx6iTOxkWKSwus37DExGpGZvODVDQIGmZoSEI4daXs4jvoyY_AYJQ-XSDWabytUXOeuFUv7WoCpDE1pO/s1600/016_bay_newfloor.jpg
Books and games weighing down the walls and floor of a space station module: https://pbs.twimg.com/media/DQ-wTexV4AAPObR.jpg:large
A photo from the archives showing a jig made of Lego bricks to keep everything nice and square and plumb: https://pbs.twimg.com/media/DUmrlbpWsAAwL1C.jpg
World works games:
http://www.worldworksgames.com/store/
Illinois buildings: https://www2.illinois.gov/dnrhistoric/Preserve/Pages/construct_mainstreet.aspx
Other free buildings: http://www.ss42.com/pt-buildings.html
Germy's Paper Buildings - Designed with gaming in mind: http://www.germy.co.uk/fprpg.htm
Medieval building: https://pbs.twimg.com/media/DUm2bJTX4AA864r.jpg
Friday, February 21, 2020
A Word About The Brazilian Gaming Market
The Brazilian gaming market is full of opportunities and peculiarities. The country is well-known abroad for being an emergent field where new game ideas can be explored, andalso for its high levels of piracy, unfortunately. In a certain way, the country is a unique "ecosystem" where different business models and creative processes can be explored, given the size and the diversity of its population, of almost 220 million people.
The gaming industry in Brazil is not consolidated though, and under many aspects it is still in an initial stage. As a first step into our discussion, we can highlight some attributes of the Brazilian gaming market, using as reference the data collected in an important survey named Game Brazil Research 2018 (Pesquisa Game Brasil 2018, in Portuguese), conducted by the company Sioux Games.

In its fifth edition, the research comprised interviews with 2853 people, in an attempt to investigate some demographic, consumption and behavioral aspects of the Brazilian gaming field. The first information we need to highlight is the fact that 75.5% of the Brazilian population plays games in a wide range of platforms, like smartphones, tablets, computers, consoles, portable consoles, etc.
According to this research, the gamer audience in Brazil is mainly cross-platform,with 74% of players experiencing games on more than one device. Smartphones lead the numbers as the most popular gaming platforms in Brazil (37.6%), while consoles occupy the second place (28.8%), followed by computers, in third place (26.4%).
Another interesting piece of information from Game Brazil Research 2018 concerns the self-image of the Brazilian gamer audience: only 6.1% of the respondents considered themselves to be "hardcore" gamers. Most of the interviewed people identified themselves as casual gamers.
It was also remarkable, in the research about mobile games, that 60.7% of respondents said they played while in transit (bus, subway or car).
Finally, it is noteworthy that 53.6% of Brazilian gamers are women, and among the female audience the favorite platform is mobile (59%), in which they spend an average of one to three hours a week playing games.
From these preliminary data, it is possible to understand that Brazil is a fertile ground for mobile games and a place with high potential for new gaming business in this field.
There are no massive game publishers in Brazil yet, and mobile platforms like App Store (Apple) and Play Store (Google) constitute interesting opportunities for game designers, indie studios and small gaming companies to showcase their work, in Brazil and abroad.
#GoGamers
Thursday, February 20, 2020
The Case Of Turner Prize: Are Too Many Ties Devaluing The Concept Of Competition?
This, combined with what some people see as a pattern in recent years, has irked some people. These people see this "tie" and equate it with the concept of spoiled Millennials who get "participation trophies" or prizes for trying. What has happened to cutthroat competition and actual winning.
The Arguments For and Against
The arguments against the Turner prize tie, in this case, are that the refusal to announce a single winner is indicative of snowflakes, who can't handle being losers. That too many winners devalues the concept of winning, and of competition in general. And that it lacks drama.
The arguments in favor are rather specific to this event. The artists decided that their works were complementary, rather than competitive, and did not feel that a competition was the right way to judge them. That felt that they had already "won" by having reached the shortlist for the prize. Alex Farquharson, the director of the Tate Britain gallery which organizes the prize, argues that times have changed and that competition may not be the right format to judge these kinds of works, anymore. Andrew Russeth, a writer for the Daily Mail, writes "This notion of having artists compete in public and one walk away the winner feels a little demeaning and unpleasant."
Some Points to Consider
As for the arguments against, it is important to divide up those activities in which competition really brings out the most effort and the best results versus those in which we have stuck absolute competitions because we were too boring or lazy to provide a better framework. The Olympics doesn't have a single winner, because we don't make the downhill skier compete against the figure skater; the disciplines and forms are too different to compare. So maybe, when it comes to art competitions with very loose frameworks, it is silly to compare different kinds of entries in different subjects, and with different intents. Maybe the Turner Prize is overdue for a restructure.
When it comes to "participation trophies", there are two hands here. On the one hand, participation trophies are not just a Millennial issue; that is lazy, biased journalism, and the usual "look down at the next generation" attitude of Boomers who have suddenly publicized a concept that has existed for generations. Everyone who joins the army (and doesn't screw up too badly) gets stripes and awards during and after service. Everyone who shows up for work gets paid, and often gets bonuses, even if they aren't the number one worker. Even the specific concept of participation trophies is a century old.
On the other hand, participation trophies are not "everyone gets a trophy". They are, unless severely mishandled, a reward for having put in effort. In the same event, different people, i.e. winners, get specific prizes, while everyone who at least put in effort gets the participation trophy. The recipients of these trophies are not morons, and they know that trophies for winning and trophies for participation have different values. But studies show that encouraging effort is better motivation than acknowledging talent. When you tell someone they have won, they stop trying; when you tell someone that they are smart, they often find a way to not be, act, or appear smart. When you tell someone that you see their hard work and you think it is worthwhile, they may end up trying harder, and, sometimes, they may eventually win or get smarter.
However, announcing the Turner Prize as a tie is lazy; if you set up a competition, you should not change the rules in the middle when you realize that the competition was the wrong format. They should have, originally, defined better categories that were more conductive to direct competition, or they should have defined goals for which prizes could be given to all, or a list, of people who met these goals. But, since they didn't, they should have awarded a winner and let the artists figure out how to deal with this.
Competition is not inherently evil. It brings out efforts and results that would not happen without it. When mishandled, it can bring out people too focused on the goal; they might even short circuit the permitted methods to get to that goal. Winning, when handled well, can be a goal or a stepping stone to more effort. Losing, when handled well, is not something to be afraid of. Competition against others should always be, in parallel, competition against ourselves. And for that, a job well done results in a self-award that does not require any external acknowledgement.
Game 115: The Journeyman Project (1993) - Introduction
Adventure Gamers, I am very excited to begin a new series with you all. This post will be an introduction to the first game in a groundbreaking time travel series: Journeyman Project! I've been looking forward (backward?) to covering the first Journeyman Project because JP2: Buried in Time and JP3: Legacy of Time were two adventure games I owned and enjoyed when I was school-age - I think I still have the boxes somewhere even. But I never played the first game at that time. (For some reason, for several years I kept starting with the second installment of an unfamiliar series - I believe I mentioned that when I covered Gateway, but it happened with books, too.)
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| Original box cover art. |
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| Michel Kripalani - image from a Gamasutra article |
You can read more about the history of Presto Studios in an Adventure Classic Gaming article based on interviews with Kripalani himself and other Presto Studios employees.
Early versions of Journeyman Project apparently had performance issues. In parallel with the development of the second game, Buried in Time, Presto Studios developed a fixed version of the first game, which they labeled Journeyman Project Turbo and released in 1994. At this point, I have been unable to find a copy of the original 1993 release, and even if I did, it may well be unplayable on modern machines. The Turbo version is available, however, so that's the version I'm going to be playing. As far as I can tell, it's basically like a patched version, except there was no way to patch games then except by releasing another version.
![]() |
| Main Menu for Turbo: it looks almost identical to the original version's menu, according to Mobygames screenshots. |
![]() |
| Main Menu for Pegasus Prime from the GoG version. Very much a remake. |
By now, you might be wondering, what's this game about, anyway? Time travel, of course! Also, aliens. In the year 2308, aliens called Cyrollans approached Earth and offered humanity ten years to decide whether to join their Symbiotry of Peaceful Beings. The game starts as the ten years is up. Humanity has been peaceful for some time, but only because time travel has been safeguarded by the Temporal Security Annex (TSA). The Pegasus, the only time machine in existence, is hidden and guarded by the agents of the Temporal Protectorate. You play as Agent 5, tasked to find out who is changing history and interfering with the aliens' offer.
![]() |
| Agent 5's bedroom. |
We begin at home and must travel to the Temporal Security Annex to start our mission, which we will do next time. Leave a comment with your score guesses!
Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that I won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 50 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.
Top 5 Reasons Why Your PUBG Is Lagging And How To Solve It?
and at that moment PUBG lags then our frustration and angriness go beyond the limit. This has become a serious problem even for a pro player. So if you are looking for the solution to this problem then you have visited the right place. This post will mention the reasons for which PUBG lags and the solution to it.
Reasons and solutions to PUBG lag :
You can visit this website to know how to cool down your PC.
To know the minimum and recommended requirements of PUBG PC click here.
If you are suffering excess lagging of PUBG, you can complain at the official PUBG support page by clicking here.
Wednesday, February 19, 2020
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Modular Vs Integrated Expansions
Modularity
A modular expansion is one with several distinct modules that can be added in various combinations. These can be good because they allow the players to use the modules they enjoy, and simply ignore the ones they don't care for. It allows players to customize their experience. Undoubtedly, this is something that some players will appreciate.However, it also requires playing each module at least once to determine if it works well for your group, and it requires some effort to curate the expansion content to provide that perfect customized experience. For a group that loves a game and plays it all the time, one that's willing to put in the effort and plays to find the perfect combination of modules, this could be fine. But in today's market, I wonder if players will put in that time and effort? Or would they prefer to just buy a curated expansion, where the "best combination of modules" is the only thing provided?
Another down side to a modular expansion is that because of that modularity, the pieces of the expansion may feel bolted together and disparate rather than feeling like a seamless experience.
Integration
An integrated expansion is one where the new parts play off of each other and off of the original content. When done well, this type of content fits seamlessly with the base game, and it can be difficult to differentiate the new stuff from the old.This loses the opportunity for customization provided by a modular expansion, but it gains the curated feel, and doesn't require any work on the part of the player to get to the "best" configuration.
Another down side to integrating an expansion is that it may be more difficult to remove the content when you want to play the game with new players. For an insular group who plays the same game many times, an integrated expansion may be preferable, while for a group where new players come and go with each play, it may be more difficult to pop the expansion content in and out.
My personal preference
It's probably clear in the above paragraphs that modular expansions aren't my preferred format. Well integrated, expansion content fits together with the base game in such a way that it feels like it was always there, or like it belongs. I find something attractive in the thought that the expansion integrates so well that a new player might not be able to identify the new content from the old.Looking at the expansions I've done, I think it's clear I've attempted to go for integration over modularity:
In the Eminent Domain expansions, you simply add the new tech cards, shuffle the new planets into the deck, and the Fleet, Mining, and Political Influence tiles tie it all together.
When I first played Isle of Trains: All Aboard (which hasn't been published... yet) with the publisher, they were skeptical going into it that the game really needed an expansion. After we played, they said they were surprised how well integrated the expansion was, and that it was not obvious the expansion content wasn't just part of the base game in the first place.
Crusaders: Divine Influence is about to ship from China, so not many have played it yet, but my goal with that one was to seamlessly integrate the new content with the old. I replaced the Influence action with something more involved, and I added new buildings and a few factions. If you know the rules of the base game already, then playing with the new content should be easy to pick up. Learning the game for the first time with the expansion content included will be a bit more complicated than learning just the base game, but I have had some success teaching the game that way most of the times I have played the expansion with strangers.
Conclusion
There might be a temptation to make expansions modular, because as a designer it can be easy to think that's what players want, and it abdicates the responsibility of curating the expansion to the players. My advice for designers is to consider the game you are expanding, and that game's audience. In this day and age, with thousands of new titles coming out every year, is modularity really the best format for your expansion? Or would your audience be better served with a well integrated, curated expansion? For most of the games I work on, I think it's the latter.Thursday, February 13, 2020
Brave Browser voted the best privacy-focused product of 2020
Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.
An extremely productive year for Brave
Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.
Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.
The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.
Ryan Hoover, the founder of Product Hunt said:
"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"
Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.
Privacy and blockchain are the strongest forces in tech right now
If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.
The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.
AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.
For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.
Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.
Earn Basic Attention Token (BAT) with Brave Web Browser
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- Feeling Guilty About Gaming Deaths!!!?
- Episode 33: Foam Board, Sharp Knives And More Is L...
- A Word About The Brazilian Gaming Market
- The Case Of Turner Prize: Are Too Many Ties Devalu...
- Game 115: The Journeyman Project (1993) - Introduc...
- Top 5 Reasons Why Your PUBG Is Lagging And How To ...
- Call Of Duty: Mobile
- Modular Vs Integrated Expansions
- Brave Browser voted the best privacy-focused produ...
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