Europa Universalis IV

Europa Universalis IV on Steam ?? ?? ????? ?? ????? ??? ??. ???? ? ????, ?????????? ???. ?????… ?? ???? ?? ???? ? ??? ???? ???? ?? ??? ??. ?? ?? ???? ????? ?? ? ???? ?? ?? ????. ??? ? ???? ??? ? ??, ?? ? ??? ?. ?? ?? ????? ????? ?????? ?? ????? ??? ??? ?? ??? ? ???. ??? ? ? ??? ????, ??? ?? ???? ??? ???? ???? ??? ? ??. ??? ???? ??? ?? ??? ??. ?? ???? ?? ???? ???? ?? ??? ?? ??? ?? ???? ????. ?? ??? ???? ??? ? ?? ?? ? ??. ???? ?? ???? ? ??? ?? ? ????, ?? ???? ?? ??? ??? ?? ?? ????. ??? ????? ????? ??? ?????? ?? ??? ??? ????? ??.. ??? ?? ???? ???? ?? ???? ?? ???, ???? ???? ?? ? ?? ??? ?? ? ??. ?? ???? ???? ???? ??, ?? ???? ??? ?? Read the full article…

How to play: Ticket to Ride Europe

Ticket to Ride: Europe is a euro-style train building game for 2–5 players. This game is essentially an alternate board version of Ticket to Ride with a few added rules. If you haven’t read my explanation of normal Ticket to Ride I recommend you do so here. I will explain everything that is different and what rules have been added. So the first change we will address is that in Ticket to Ride (TTR) Europe there are no five train routes, normally worth 10 points, and in its place there is a single eight train route on the board worth 21 points. The new scoring table for Ticket to Ride Europe. The eight-length route in Ticket to Ride Europe, worth 21 points. The next change from the original game is that there are six mission cards that have blue backgrounds. These missions are all significantly longer missions worth a lot of points. At the start Read the full article…

Vanquish on PC punishes players with more damage at higher framerates

Game difficulty modes should come in Easy, Medium, and 144 frames per second. Vanquish, an excellent 2010 shooter for Xbox 360 and PlayStation 3 from Platinum Games, finally launched on PC yesterday, and it picked up a glitch in the transition. Publisher Sega and Platinum worked to update the game for PC, which included adding support for 4K and unlocking the framerate. But if you set the game to run faster than 30 frames per second, you are also making it more difficult. That’s because enemies do more damage per attack at a higher framerate, as first discovered by a member of the NeoGAF message boards. Take a look at the game set to 30Hz: And here it is running at 144Hz: Notice how at 30 FPS Sam, the chainsmoking hero in Vanquish, is able to take multiple hits and staggers several times before entering into the flashing slow-motion near-death Read the full article…

Why It Might Not Be a Good Idea to Use the Word ‘Never’ in Headlines about VR

VR Workshop at Lycee Preah Sisowath. Phnom Penh, Cambodia Last week Todd Spangler published an Op Ed piece in “Variety,” under the headline, “Why Virtual Reality Will Never Be a Mainstream Platform.” He offered the following points in support of his belief: 1) VR will not penetrate the living room, because … — It doesn’t pass the Must-Have Test — It takes too much effort to get set-up, requires too big a commitment — Consumers of entertainment, especially Millennials, are used to multi-tasking during consumption, not focusing on one thing — Consumers of entertainment don’t want to work hard paying attention to their stories 2) We have not seen VR really enhance the power of storytelling 3) The Future of VR is video games, training, and specialized destination venues I did not list these points in order to dismiss them. I listed them so I could think about them, so I could try to get Read the full article…

Thank you-to for my new followers here in Medium.

Thank you-to for my new followers here in Medium. Unfortunately, I have so little time to visit your posts, in my never ending quest to spread the news of CyberDayze. You see-It has a Message that WANTS to be heard. And MUST be heard. It may very well forever change things as we currently know it. It’s a job that puts behomithic demands upon me. But. I stand, adamant, for…The Cause of CyberDayze. Might YOU give it a read? Peace. Gina Davis Technorati Tags: immersive, mixed reality, mr, virtual reality, vr Read the full article…

Case Study: How SuperData uses mobile surveys to reach gamers

SuperData is the leading provider of market intelligence on interactive media. Best known for their digital game industry gold-standard reports, SuperData also helps industry leaders with Quantitative analysis, insights and strategy to tackle the future of VR, Mobile, Console, eSports, and more. ObjectivesSuperData needed data collection on 1,000 gamers that play games on PC, Console and VR games within 48 hours. SolutionSuperData turned to TapResearch for mobile data collection targeting gamers across the 3,000,000+ monthly gamers & app users that opt-in to market research surveys. ResultsProgrammed and hosted on Qualtrics, TapResearch helped SuperData successfully target and collect 1,000 respondents with even gender distribution within the 48 hour deadline. “TapResearch has the perfect sample for our game-focused research that enabled us to reach a massive mobile audience in a short time. They provide excellent customer service and quality data at a great price.”?—?Ravon James, SuperData Partners & ToolsThese partners and tools were in used Read the full article…

Contextual Scrolling

How our UX team evolved infinite scrolling to enhance the navigability & findability of data within our platform. — A bit of context: our platform helps retailers & suppliers manage, improve, and distribute product data to increase sales, reduce returns, and improve time to market. With multiple Fortune 50 retailers as users, our platform manages A LOT of data. Currently, our product is extremely outdated, utilizing sunsetting, browser-specific, and painfully slow Silverlight. So, instead of improving the current version, our team is rethinking and reinventing the product experience in a complete end-to-end platform overhaul. One of the biggest hurdles, which provides a key opportunity to “win” users in our next generation product, can be summed up in a single user story: As a user, I want to be able to quickly find products, so that I can update, delete, or distribute its data. With thousands of products, digital assets, and files being managed Read the full article…

Freeing Agents From Their Desks

TeamLeads mobile App complements the heavy web application in a way that enhances real estate agent’s responsiveness by reducing their response time, finishing their daily to-dos and managing their buyers/sellers while on the go. Role: Research, design and prototype all UX/UIs related to the project. I collaborated with Product Manager and front-end developers to launch this project. Understand The Problem : Prioritize Features For Mobile The first constraint of this project is limited time, according to Product Manager, we need to minimize the development cost as much as possible which ended up maintaining the current features on the desktop version that only requires building the Front-end part for mobile. So how should I prioritize the features to put on mobile? As a good design is always a well-balanced solution between Business, Technology and Human Values, with the time constraints from the technology side in mind, I firstly enquired our Sales Team about what kind of features Read the full article…

Designing is Hard

The new Apple Mouse… really? A plug on the bottom? Geez. Photo by Ryan Riggins. When everyone has an opinion Working on a small team to do product development means that everyone has their own area that they take care of, but we also need everyone to be well connected and participatory with the direction of the overall product. Remember when the logo was so colorful? Sometimes you have to take a bold step to redesign to feel more modern. Photo by Julian Hochgesang. Which is why although we may have daily developer team meetings with the core dev team, we also hold a weekly design meeting where we gather the rest of the larger team (testers, QA, (co-)founder, dev team, designer, site manager, etc) and talk about upcoming feature implementations and what it takes to nicely surface them for the end user. I like the concept of an all hands for design because Read the full article…

The Last Guardian Review

A pet’s tale for the ages For two decades of playing video games, never has there been a game that made me deeply care for any human character, let alone a monster, more than just because I want to proceed, but because the monster and I forged a genuine bond that I will cherish long after the credits roll. The Last Guardian not only made me care for Trico, it actually made me worry when it’s hungry, fear for its safety more than mine, and furious when it’s wounded. On the flip side, I felt inexplicable joy the first time I saw him bathe in sunlight, or rustle his feathers to dry himself up. In a purely emotional sense, if the sole purpose of a game was to make you feel those things for a creature that intentionally represents a pet, The Last Guardian is by far the greatest video game of all time. Read the full article…

Ultima Online vets aim for emergent MMO gameplay with Legends of Aria

Most massively multiplayer online role-playing games take their cues from World of Warcraft: lots of quests and storylines that the designers mete out to players. Legends of Aria wants to show that emergent gameplay can work in MMOs, too. Ultima Online vets Derek Brinkmann and Tim Cotten founded Citadel Studios in 2013 with the aim of creating an Ultima Online- and Neverwinter Nights-inspired sandbox MMORPG. Its previous incarnation, Shards Online, raised a little over $105,000 on Kickstarter in 2014. Prior to launching it in paid alpha, the studio changed the name to Legends of Aria to signal to existing fans that the scope of the game has changed. The early version of the game has removed the original 64-player limit and updated the map to be 25 times larger than the original, in addition to existing features such as 22 character-based skills, loot drops, and a persistent focus on emergent gameplay. “The concept of Read the full article…

GamesBeat weekly roundup: Overwatch turns 1, and Far Cry comes to America

Welcome to another GamesBeat weekly roundup! This time, Rockstar delayed Red Dead Redemption 2, and we went hands-on with Middle-earth: Shadow of War. Have a great weekend, everyone! Pieces of flair and opinion The DeanBeat: Prey is a game where the developers decided to torture gamers PC Gaming Weekly: How modding may play into Take-Two’s strong earnings Ranking the best of ParadoxCon 2017 Unreal E3 Awards: Epic and GamesBeat call for entries How Unity convinced investors it’s worth $2.6 billion Why Far Cry 5’s Mountain West extremism enables Ubisoft to criticize America PlayerUnknown’s Battlegrounds tips from a grand champion (I won once) AR/VR Weekly: Can Transformers spark China’s AR/VR interest? Overwatch had one of the best first years ever How 1APP wants to disrupt the app stores with infinite distribution Why alternative app stores and emerging markets are good for developers What should you expect from Sony PlayStation at E3? Read the full article…

Crash Bandicoot N. Sane Trilogy hands-on: This is one wacky remaster

Crash Bandicoot helped Sony cement the popularity of the original Sony PlayStation. And now the marsupial is coming back in a remastered version for the Sony PlayStation 4 and PlayStation 4 Pro, dubbed The Crash Bandicoot N. Sane Trilogy. I got some hands-on time with the third game in the trilogy, which debuts on June 30. Activision and developer Vicarious Visions have re-created the originals with modern graphics in a bid to get nostalgic gamers to plunk down another $40 for the three original titles that started the phenomenon. Back in 1996, Crash Bandicoot saved the PlayStation as it competed against the Nintendo 64 and Super Mario 64. Crash sold more than 6.8 million units, and Sony adopted Crash Bandicoot as its mascot in its TV commercials. Naughty Dog made the first three Crash titles, but then Universal Vivendi ended the licensing deal with Sony in 2001. Later Crash titles didn’t Read the full article…

China’s $24 billion game market has a new competitor: Rastar Games

A Chinese entertainment company best known for car-based toys is making a big bid for gaming. Rastar Group announced today that it is starting a new Rastar Games brand. This will help the organization take better advantage of the growing gaming scene in China. The total Chinese gaming market size is $24 billion based on the CGIGC 2016 Chinese Gaming Industry report, and companies big and small and in and out of gaming are trying to tap into it. Three of Rastar’s main gaming holdings — Teamtop Games, Chang Yu Tian Xia, and Xing Qu Games — will make up the core of the new brand, but smaller gaming companies that Raster owns will also contribute. The Rastar Group made its name producing bicycles, R/C cars, and safety seats. It’s headquarters is in Shantou, China. It has a market cap of $3.7 billion in 2015, according to Forbes. Rastar Games has already announced 10 Read the full article…

Harnessing the power of the imagination, through World Design, to build a better Canada.

This is the speech I gave at the Walrus Talks: We Desire A Better Canada May 15th 2017. We had 7 minutes to talk about the future of Canada. I wanted to connect the dots between my work in VR, film, world design, activism, and the #Canada150. Hi everyone, my name is Paisley Smith, and I am a filmmaker, a Virtual Reality director, and a world designer. Today i’m very pleased to be talking to you about how to harness the power of the imagination, through world design, to build a better Canada. My first “Business Card” This year my family moved out of our home of 20 years. During the move, I found this business card: I somehow convinced my parents design and print them in bulk for me when I was 8 years old. The cards say “Paisley Smith” “Inventor Extraordinaire” in curlz font. I was pretty sure my inventions were going Read the full article…

Music In The Key of Future: Björk Digital

A still from Björk’s “Notget” directed?—?by Warren Du Preez & Nick Thornton Jones Iceland’s most famous export goes virtual in Los Angeles. Ever since she became a solo artist with the release of 1992’s album Debut, Björk has consistently been instrumental in breaking the barriers between music and visual art. Whether it be by leading the music video Renaissance throughout the 90’s (primarily through her collaborations with Michel Gondry), her well documented partnership with Matthew Barney, or her stunning live performances, Björk’s music is completely intertwined with a visual panache singular to her. It is only fitting, as technological development provides more opportunities, that she would blaze trails into the new mediums of apps and virtual reality. The Björk Digital experience, currently on view at Magic Box at the Reef, represents a retrospective of the past 4 years of her digital explorations. Ostensibly, Björk Digital is a curated progression of VR music video experiences, Read the full article…

Think Geometrically, Simulate Virtually

It seems to me the future of physics learning would be in this feedback loop of thinking geometrically and experimenting in Virtual Reality. Physics learning is different from physics education. Learning is more from the learner’s perspective. Education is more like top-down approaches assuming an effective way to transferring knowledge. Since everyone learns things differently, focusing on learner’s perspective should be the easier approach. The mystery intuition Famous physicists talked about their discoveries that were often based on their unique intuitions. What are those intuitions? For example, physicist Freeman Dyson chatted about his experience when working with Richard Feynman in this video. He said Feynman had an unique way of visualizing equation that he learned from Paul Dirac. Dirac was famously known for discovering positron (the anti-particle of electron) by “guessing” the equations and awarded a Nobel Prize after that. Their intuitions in physics worked mystically. What exactly are those Read the full article…