Thursday, May 23, 2019

Growing Up With Shonen Jump






They say that every generation has a magazine that defines them: Mad, Fangoria, Playboy, National Lampoon, Rolling Stone, Nintendo Power. At the time, such magazines were just another exciting and informative distraction to look forward to, but looking back, you realize how much they shaped the thoughts and dreams of your youth. For me, whose fondest memories were defined by Dragon Ball after school, Yu-Gi-Oh duels on the weekends, and sneaking Bleach manga in-between classes, that magazine was Shonen Jump.


Now, just to clarify, when I say, Shonen Jump, I don't speak of the original Japanese weekly that's been in publication since 1968, but of the monthly American adaptation that launched in 2002 and ended in 2012. For many kids born in the early 90's our gateway into the world of anime was through the Saturday morning cartoon line-up: Pokemon, Digimon, and a little later, Yu-Gi-Oh, as well the evenings on Cartoon Network with Dragon Ball Z, Yu Yu Hakusho, and Rurouni Kenshin. Out of all of these stories, only Yu-Gi-Oh kept a sustained hold on me, due to my interest in the trading card game, and many exclusive rare cards were included with Jump magazine. My very first copy of Jump included the Trap Card "Embodiment of Aphosis", which was later stolen, but I at least still had the magazine to read, and what a magazine it was.




Initially, my brothers and I only begged our parents to buy Jump to get the next rare card. We were like aficionados of Playboy who saw only the centerfold, but once the shock of a naked woman fades, you start to read the articles. I naturally only read the Yu-Gi-Oh manga, which told a more uncut story than the sanitized version we got from 4Kids, but from there, I began to read some of the other manga that also had appearances on 4Kids, like One Piece and Shaman King. Then when Naruto and Bleach went on Cartoon Network, I found myself searching past Jump issues for any missed chapters. I read so much Jump in those days, that nearly all of my early manga purchases were based on what I read in the magazine. I even pushed myself to read stranger manga like D-Gray Man, Black Cat, Gin-Tama, and Claymore, based on their Jump debut specials. Not to mention Death Note, which while being very dark for my age, was still extremely popular for debates around the middle school playground.

While Jump did a rather short run in print, I think that the impact it had on the otaku community is not to be understated. Drawing them in with trading cards and the hottest anime, Jump introduced a new generation of otaku to manga, one of Japan's highest literary arts. Manga translations, of course, existed before Jump's launch, but they could be a hard sell, especially to young people. They were black and white, not splashing with color like American comics, and had to be read from right-to-left, as opposed to left-to-right. Of course, the strength of a manga belongs to the artist alone, but Jump was a cheap way for curious readers to take a dip into the pool. This popularity was also helped by the fact that the magazine printed one of the most accessible genres in manga, one which had palpable parallels to the superhero comics of Marvel and DC. Jump came right at the perfect time, when young otaku were starting to grow out of Pokemon and Digimon, and in need of stories more mature and action-packed. The time was ripe for shonen's "The Big Three": Naruto, One Piece, and Bleach, to take command of the anime scene, which in turn reverberated to sales of their respective manga. Millions of volumes were sold. Jump was the lifeline that kept many of us in the world of anime and manga through our adolescence, and our springboard into more diverse and challenging stories.




Of course, every thick issue of Jump didn't thrive on manga alone. The front covers were always exciting and colorful, commonly with an image of Goku, Yugi, or Naruto. The introductory and ending color pages had the latest news on upcoming manga, anime, and merchandise. There were exclusive interviews with creators and fans, and a small Japanese vocabulary lesson each issue. There were also useful tips and strategies included with each rare card, and articles exploring the themes of particular manga, my favorite was their commemorative issue on Dragon Ball. Yet with the rise of online manga translations, it only seemed inevitable that Jump, like so many other magazines, would also have to go digital. This was probably their smartest decision business-wise, but it's also a sad thing. There was something about the freshly printed paper, flipping through the new manga, and claiming that shiny new card which doesn't quite translate in today's digital world. It was an exciting ride, however brief, and I never forgot one thing: that true ninja, true soul reapers, true pirates, true duelists, true spirit detectives, true shamans, true rurouni, and true super saiyans always read manga from right to left.









Tearaway Thomas (Amiga)

Tearaway Thomas title screen
Developer:Global Software|Release Date:1993|Systems:Amiga

This week on Super Adventures I'm having a quick look at obscure platformer Tearaway Thomas.

It might seem a bit weird that I'm playing an Amiga game called Tearaway Thomas right after playing an Amiga game called Rolling Ronny last week, but that's because they're both filed away into the same folder in my brain. I'm finally making an effort here to learn which is which and more importantly what they even are.

As far as I can tell this is the first and last commercial video game these folks ever made, presumably because it's such an incredible work of art that they decided that trying to follow it up would be pointless and it was best to quit while they were ahead. Or maybe it's real bad and it shamed them into exile. I can't remember, that's why I'm replaying it now.

Read on »

Wednesday, April 3, 2019

Download Onimusha Warlords Free For PC

Download  Onimusha Warlords Free For PC

| Onimusha: Warlords [Eng/Jap voice + Multi8 + Bonus] – CorePack |


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Processor: Intel® Core™ i3 Dual Core Series or AMD equivalent or better✔
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Graphics: NVIDIA GeForce GTX 760 or AMD Radeon R7 260x✔
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Sound Card: DirectSound _DirectX® 10.0c or better





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1/2400 Baden And Bayern


If I was a chef Naval ships would without doubt be my signature dish, some of you may have seen Project Jutland a couple of years back where I painted all 250 ships of that famous Battle in 1/2400 scale. There were a few ships not present at the action which are still worth having in any WW1 collection and these two are a must in a German Fleet.



The ships in this scale meaning they are just over three inches long (the bases are 120mm x 40mm), made by GHQ they are incredibly detailed as you can see from the deck close ups. The bases are MDF and I build the model on the base (usually 8 to 10 parts) and then create a "seascape" or water feature on the flat base using DIY filler and  then paint from there.

I did a tutorial on the method years ago and it remains one of my most popular posts ever,

https://yarkshiregamer.blogspot.com/2015/11/12400-ww1-wtj-naval-from-box-to-table.html


The two ships were classed as Super Dreadnoughts and the German answer to the 15" gunned Queen Elizabeth ships of the British Navy. Commissioned too late for the Battle of Jutland they did see some action in the later stages of the 1st World War before ending up being interned at Scapa Flow at the end of the conflict.


The pair were very powerful ships, armed with 8 x 15 inch guns and protected by nearly 14 inches of Armour they would have been a real match for anything the British could throw at them. These will take pride of place at the head of my German Fleets. We are going all WW1 Naval for our annual Naval Campaign this year so I might give them a run out before hand.


I really love these GHQ ships, the detail and they way they paint up is just awesome, I still have maybe 10 or so more to do before I will have everything from the British and German Navies of WW1 and that will be a sad day !


I certainly enjoyed getting back into my Naval comfort zone and even managed to knock off a small 1/2400 Italian Pre Dreadnoughts at the same time. Back to the grind with the Italian Wars next.

Tuesday, April 2, 2019

Fix GlobalShaderCache-PCD3D_SM4.bin Is Missing

Fix GlobalShaderCache-PCD3D_SM4.bin is missing


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How To Install without Download Directx-11-Emulator Errors and Problems


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1- Download Directx-11-Emulator :-
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Please Install "7-zip and WINRAR" to extract the files.

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Saturday, March 30, 2019

9 Highest Paying URL Shortener: Best URL Shortener to Earn Money

  1. 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

  2. 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
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  3. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
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    • Payout for 1000 views-$16
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  4. 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
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  5. 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
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  6. 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.
  7. 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

  8. 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.
  9. 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.
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    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
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Friday, March 29, 2019

Zynga Chief: Stealing Is Okay Cause Everybody Does It

Naw, Mark Pincus really didn't say that. He said this:
We don't need to be first to market. We need to be the best in market. There are genres that we're going to enter because we know our players are interested in them and because we want and need to be where players are. We evolve genres by making games free, social, accessible and highest quality.
That's from a leaked memo in response to "criticism" (read: blindingly obvious observations) that the Zynga game Dream Heights in a bald-faced piece of plagiarism of indie hit Tiny Tower.

Pincus went on to say that it's different when people do it to him, as happened when Vostu's Pet Mania ripped off Zynga's Petville, which had already ripped off Nintendogs and every other pet game on the market.
A few of you have asked how our approach to genres relates to the situation we faced with Vostu. There are rules of engagement in our industry. Companies have to respect each other's legal and IP ownership rights in the form of copyrights and trademarks. In the case of Vostu, you can see for yourself that Vostu crossed the line and chose to use our copyrighted IP and artwork. That's different than competing to build the best product or out-innovate us in the City category.
 That's a lot of words for a guy most famous for telling his design team, "I don't want ****ing innovation."

h/t: Forbes

Storium Basics: Subplots

Welcome back to Storium Basics - today, I'd like to briefly discuss the Subplot card type.

Subplots are actually my favorite card on Storium. The other cards show your character's impact on the story—a subplot shows the story's impact on your character.

Subplot cards are considered neutral, so they don't affect the Strong/Weak balance of a challenge. They do, however, push things closer to a conclusion. I like to use them to set up situations that might go either way, or to emphasize the way the challenge is currently going while moving events forward.

It takes some time to get used to writing subplots, but here's the basics: When you play a subplot, it's time to get a little introspective. Show how the subplot has been affected by the story events—how are the events of the story shaping your views of your subplot? Or, alternatively, you can show how your subplot is driving you to take the actions that you are taking. I use a mix of both. As you play subplot cards scene after scene, show how it is developing in your character's mind.

Now, that doesn't mean that your move is entirely internal! As I said above, this is still a move on a challenge, and thus it still moves the story of the challenge forward. So, this move needs to be both about your character and about the story of the challenge. It is tilted more towards your character than other moves, but the challenge's story shouldn't disappear.

A great way to do this is to tie what's going on in the challenge specifically to what's going on with your character's subplot. You can, like I suggested above, show how your subplot drove you to take the actions you're taking in the challenge. Or, you might instead decide to show how the actions you took affected your view of your subplot.

For example, if you're playing a character with the subplot Prove Yourself, reflecting his desire to have his abilities acknowledged by those around him, that subplot might be involved in a few ways. Now, these aren't the only ways you could do it, mind - but here's a couple thoughts:
  • Inspiring Actions: Out of a desire to Prove Yourself, you charge headlong at the enemy, filled with ambition to win the day and be acknowledged by the other heroes.
  • Reflecting on Actions: You charge headlong at the enemy, and X happens. In the moments afterwards, a thought goes through your head about how that's likely to affect your goal of proving yourself - do you think you've gotten closer, or further away?
As mentioned above, a subplot is a neutral card. That means that it doesn't tip the balance towards Strong or Weak as far as the challenge's progress towards an outcome goes. But it does progress the challenge's story.

Neutral cards can be a little hard to picture this way at first - how do you progress the story while not making things Stronger or Weaker? That's a bit of a misconception, I think.

When you play a neutral card, like a Subplot in this case, you push the story forward. This can feel like it's pushing closer to one of the endings, based on which ending the challenge was headed towards. If the challenge is already going Strong, your subplot can feel strong. If the challenge was already going Weak, your subplot can feel weak.

Why? This is because a neutral card leaves the status quo where it is, but leaves less slots to change it. So while you aren't actually making things Stronger or making things Weaker, you are progressing the story of the challenge and there is now less "time" for the challenge to turn around.

So, while a subplot play shouldn't feel exactly like a Strength or Weakness play, there's no problem with using it to emphasize the current story direction. With a neutral card, you're saying that things continue along the same path they've been continuing on...if that's a good path, that's good, if it's a bad path, that's bad.

That assumes you're playing a neutral card on its own, of course - playing multiple cards at once is an option in most Storium games, and I'll discuss that technique and its effects on moves another time.

When you play the last subplot card in your stack, it is time to move the subplot forward in a notable fashion. Show how the story's events have led the character to some kind of development point—some place where their views change, or perhaps harden and evolve to a new level.  Moves where you're finishing up your subplot stack should feel significant. Even if they're in the middle of a challenge and other things are going on, be sure to take some time to leave a sign of development of your character's story. You don't have to know precisely where it's going yet, but you should make clear that something has changed in how your character views or interacts with the issue covered by the subplot. Leave yourself some cues, some thoughts on how this might develop

It's okay - even fun - to leave the full development a bit up in the air here more solidly decide when you pick your new subplot a little later. You can ask yourself a new question the subplot inspires rather than providing an answer. This doesn't have to be a full conclusion to the subplot. It's a major development, not necessarily an ending. You are moving forward in a way, but you aren't necessarily moving forward to something totally different.

You also get a wild Strength card any time you play the last subplot card—you'll get it at the close of that scene.

At the start of the next scene after you finish your subplot, you'll also have to define a new subplot. It's pretty simple—just click the "Define a New Subplot" button that replaces your Move button, and write one like any other custom card.

What you want to do here is think a bit about what happened regarding your prior subplot. Where did your character start out regarding that issue, and where did he end up? What is he thinking about now? Is it the same issue, with some new color to it, or has he moved on to some other thing?

This is why it helps to be thinking about your subplot each time you play it, and get a little introspective each time. If you take the time to think about this along the way, you don't have to think about it all at once. And, if you use that final move of a subplot to leave yourself some thinking cues, you'll more easily find direction in writing your new plot.

Don't forget to consider how the game's story itself has been going, either! Subplots are about how your character and the game interact.

Subplots are, as I mentioned, how you show the game's impact on your character–and when you define a new Subplot, that's a big chance to show it. It's one of my favorite times in Storium–when I get to write a new subplot, I can definitively show everyone just what my character has gone through and what issue he's working through now as a result. Sometimes my new subplot is a development of the prior one, a furthering of that issue with a new name and new stakes. But sometimes things have gone totally sideways and unexpected things came up, or the character realized that what he was working through wasn't what he thought he was working through, leading to a subplot that's pretty drastically different.

Here's an example of one that developed over the course of "Sorrow's Shores" for my character, Brennan:
  • It started out as "Learning the Basics," reflecting Brennan's unfamiliarity with the situation he was in and his desire to be able to at least help out a little and learn what he could to take care of himself. 
  • From there, it moved to "I Have to Do More!" as Brennan learned to do his part but saw the group struggling and dealt with the loss of one of the group's members–he felt like he hadn't been strong enough yet and wanted to push himself. 
  • Finally, it became "When it isn't enough…" as more bad things still happened, and he began to realize that sometimes no matter how hard you tried, sometimes you weren't strong enough on your own, and maybe it wasn't just him that was like that, maybe it was everyone. So he started wrestling with what that meant and learning that it was okay if he had to depend on other people.
I hope that all this has helped you gain an understanding of Subplots in Storium. If you'd like to read more, here are a few articles on this and related topics:

Does Your Video Game Have Too Many Words? (Yeah, Probably.)

TLDR.jpg (Also note: This gigantic lore-lump is just for choosing your character's sex.)
"Too long. Lose half."
"Which half?"
"The half that you don't need."
- Their Finest
My whole career has been based on writing very story-heavy games, with lots of words. Our company, Spiderweb Software, is small. We can't afford fancy graphics, so we have to rely on words. Interesting, quality words.

We're currently remastering the series with our most loved story and our bestest words. We also finished a new series, which had a lot of words which I suspect weren't as good because it didn't sell as well. Now we're planning a whole new series, and we need to figure out how many and what sort of words to cram into that.

We have a lot of decisions to make, so I've been thinking a lot about words in games. I have made a number of observations.

For Reference

A decently sized novel contains about 100,000 words. The Bible contains about a million words.

My wordiest and most popular game, Avernum 3, which I am now remastering, had about 200,000 words. At its release, people talked about how very, very, many words it had. Yet, by current standards, it is very terse.

In comparison, one of the best-written RPGs in recent times, The Witcher 3, had about 450,000 words. For The Witcher 3, "best-written" means "One really good storyline and many, many other storylines that were basically OK." (To be fair, I think the Heart of Stone DLC was really well-written.)

The word bloat continues. While Divinity: Original Sin had a mere 350,000 words, Tyranny spent 600,000 words telling the story of how you became the word's most evil middle manager, on a bold quest to try to tell apart the game's 73 factions.

And this is positively tongue-tied next to Torment: Tides of Numenara's 1,200,000 words. I admit I am curious about what story is so gigantic and epic that it requires 3 times more words than The Lord of the Rings. I will never find out, as there is nothing that will tempt me to play a game with 1.2 Bibles worth of text.

This is me playing your RPG lol.

Vogel's Laws of Video Game Storytelling

1. Players will forgive your game for having a good story, as long as you allow them to ignore it.

2. When people say a video game has a "good story," what they mean is that it has a story.

3. The story of almost all video games is, "See that guy over there? That guy is bad. Kill that guy." This almost never leads to a good story.

For reference, this is how to get me to read the text in your RPG.

Observations About Words In Video Games

1. For a while, there was a big demand for games like Baldur's Gate and Planescape: Torment. That is, old-school icon-based RPGs with big stories, told in lots and lots of words. Early hits, like Divinity: Original Sin and Pillars of Eternity made a lot of money off this demand. Sales of later games in this style, like Tyranny and Torment: Tides of Numenara suggest that this pent up demand has largely been satisfied.

2. It's really easy to make words. Really, really, really easy. Any writer with half a grain of skill can spew out 500,000 like it is nothing. And if that writer's fingers get tired, an intern with aspirations of authorhood will chip in 100,000 more. And when that intern passes out, you can let your Kickstarter backers add words to your game and they'll pay you for the privilege.

3. No, really, think about that last point. People will pay you to be able to write for your game! Adding words to your game has negative cost! Think about this the next time someone tries to use a giant word count to sell you a game.

4. The secret of great writing is not adding words. It's cutting them. You can almost always improve your writing by slashing chunks out of it and refining the rest. However, as game development is done with limited budgets and limited time, this editing process almost never takes place.

5. When a writer gets famous, they stop being edited. This is why the fifth Harry Potter book is 900 pages in which only like two things happen. This is also why, when a game in 2017 is written by a Big Name and has a script with one bajillion words, most of those words are going to be pretty boring.

6. There are well-written games. Fallout: New Vegas and Witcher 3 are solid. I remember Baldur's Gate II and Planescape: Torment were all right, but I played those 20 years ago, and there may be a lot of nostalgia in play there. (For me and almost everyone else.) Planescape was cool, but I definitely remember blasting past a lot of text just to get through it.

7. Sturgeon's Law is in play here: "90% of everything is crap." For every Planescape: Torment, where they had a cool setting and story idea and really put the time in to write good text and have it interface with the gameplay well, there have been nine other games where they just threw up a bunch of Tolkein-light Kill-that-Bad-Guy stuff and hoped it stuck. It didn't.

8. Having lots of lore in your game is OK. Some players really love lore. But then, a lot of players really don't. I think it's best if you try to keep your lore separated a bit from the significant game text, like Skyrim putting the stuff in books you could easily ignore. World of Warcraft quest windows did this perfectly. All of the lore was in one lump ("You mean dwarves like to dig mines? WOAH!"), and the actual text of the quest ("Kill 10 goblin toddlers.") was broken out of it so you could digest it quickly.

9. Humor is very hard to write well. It is also one of the most enjoyable things to read. If you can make your game genuinely funny, people will love it forever. (The actual gameplay of Psychonauts was only B-, but people LOVE that game because of how funny it is.)

10. The ultimate goal of writing in a game: Have it be good enough that getting past the gameplay to reach the writing is your goal. Your writing should be the REWARD. If your writing is something the player has to slog through to get to the game play, there is too much writing.

You have my UNDIVIDED ATTENTION.

Physician, Heal Thyself

Every game I've ever written has had a lot of words. Some of those games, my fans really loved the words. Some of them, not so much.

My goal for my next series is to use fewer words, but to make them as light and interesting and funny as I can. I want words to be the reward, the thing that pulls people through the story. I am dreading this, because, again, writing something good and short is way more work than writing something dull and long.

In the meantime, I am remastering my old Avernum 3, with its pokey little 200,000 words. This means giving those words an editing pass. A lot of my time is spent chopping out extraneous words and revamping what is left to make it smoother, easier to read, and, whenever possible, funnier. If the new version has more words than the old version, I've done something wrong.

For a long time, I sold games with a lot of words. Now there is a lot more competition in that space, and words are super-cheap. I need to try to sell good words. Even if I never make a nice, dank meme, in this crowded market, you need to get every little advantage you can.

Dark Souls Trilogy Tournament - March 15 And 16

Four teams, 12 runners, 1 prize pool, and each Dark Souls game (1-3). The trilogy tournament is coming your way March 15 and 16. This is the LAST tournament before Sekiro: Shadows Die Twice.
























Schedule:
(all times EST)

March 15

  • 12 pm - Team Draft
  • 1:30 pm - Resident Evil 2 No Damage Run (CarcinogenSDA, FaraazKhan)

March 16

  • 10 am - Dark Souls Trilogy begins

Runners:

Dark Souls 1
  • The_Happy_Hob
  • FaraazKhan
  • Squillakilla
  • Schiyo
Dark Souls 2
  • Otzdarva
  • McDrunkard
  • Vahiguru
  • Mogenkai
Dark Souls 3
  • CouchJockey
  • GinoMachino
  • Blueberrybrioche
  • Eden_Issue

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