sexta-feira, 29 de março de 2019

Top 9 Best URL Shortener to Earn Money 2019

  1. 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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  2. 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
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  3. 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.
  4. 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.
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    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.
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    • The payout for 1000 views-$5
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  6. 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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  7. 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.
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  8. Wi.cr

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    • Payout for 1000 views-$7
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  9. 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.
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    • The payout for 1000 views-$5
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Austrian Dragoons By Doug Mason, And A Bit Of News


I can't help but notice its been 7 weeks since I last posted here, I wish I could say that a lots happened wargames-wise in that time, but I'm afraid thats not the case. I've had little time for games or painting. My output has been insignificant; I've STILL got 4 lancers to finish for that regt, although all the horses are done and the rest are based and finished. On a positive note I am coming up to my annual quiet period in terms of work which is normally  a productive painting period, so lets hope so. 
One thing I did manage was to get Mike Ingham to part with these dragoon figures painted by Doug Mason. I did nothing to them other than touch up the bases, they are the Elite figures. This gives me 2 regts of Dragoons now, plus the 2 hussar regts, and 1 lancer. I have one regt of 36 Chevaux legere (why give Austrian cavalry a French name?) still to paint- this will give 6 regts and a total of 240 cavalry.
There are stiil the Cuiraissiers to consider,but they can wait.
In 2 weeks time I will be heading up to Scarborough for Gerry's birthday bash which he has kindly invited me to. While I'm obviously looking forwards to this, it's also a bit sad as it will be the last time I will get to play 25mm napoleonics up there. Its not been any great secret that ill-health is forcing Mike to shut down the holdiday centre. Gerry is now well underway embarking on his own enormous - and I mean enormous!-10mm project (He already has erected a brand new, purpose-built "bunker" with about the same amount of table space as the current centre!). He is looking to replicate what they had in 25mm in 10mm in a couple of years- should be fascinating, and is going to be upping the figure scale so what was a 36 man btn now has a mental 108 figures. The man is nuts.
Although some figures have been sold, the rest of the collection (which is still massive), including all the buildings and terrain is moving down to the Basingstoke area under the stewardship of Mark Freeth. I spoke to him this morning and he has new premises sorted, and is hoping to put his first game on in February! He said he should have a website up next week. He is going to be doing Napoleonics, plus ACW and Malburian, and has already rebased all the WWII stuff (!) for Flames of War. He has some new ideas and will hopefully breathe a bit of new life into the WHC. I wish him all the best, and am looking forwards to playing there (and its only an hour up the road!).




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9 Licensed Games That Got It Right (Plus 5 That Didn't) - IGN Games

9 Licensed Games That Got It Right (Plus 5 That Didn't)

quinta-feira, 28 de março de 2019

Proxy Measures, Sunk Costs, And Chesterton's Fence

G.K. Chesterton ponders a fence:
In the matter of reforming things, as distinct from deforming them, there is one plain and simple principle; a principle which will probably be called a paradox. There exists in such a case a certain institution or law; let us say, for the sake of simplicity, a fence or gate erected across a road. The more modern type of reformer goes gaily up to it and says, "I don't see the use of this; let us clear it away." To which the more intelligent type of reformer will do well to answer: "If you don't see the use of it, I certainly won't let you clear it away. Go away and think. Then, when you can come back and tell me that you do see the use of it, I may allow you to destroy it."

This paradox rests on the most elementary common sense. The gate or fence did not grow there. It was not set up by somnambulists who built it in their sleep. It is highly improbable that it was put there by escaped lunatics who were for some reason loose in the street. Some person had some reason for thinking it would be a good thing for somebody. And until we know what the reason was, we really cannot judge whether the reason was reasonable. It is extremely probable that we have overlooked some whole aspect of the question, if something set up by human beings like ourselves seems to be entirely meaningless and mysterious. There are reformers who get over this difficulty by assuming that all their fathers were fools; but if that be so, we can only say that folly appears to be a hereditary disease. But the truth is that nobody has any business to destroy a social institution until he has really seen it as an historical institution. If he knows how it arose, and what purposes it was supposed to serve, he may really be able to say that they were bad purposes, that they have since become bad purposes, or that they are purposes which are no longer served. But if he simply stares at the thing as a senseless monstrosity that has somehow sprung up in his path, it is he and not the traditionalist who is suffering from an illusion.

Contrast the sunk cost fallacy, according to one account:
When one makes a hopeless investment, one sometimes reasons: I can't stop now, otherwise what I've invested so far will be lost. This is true, of course, but irrelevant to whether one should continue to invest in the project. Everything one has invested is lost regardless. If there is no hope for success in the future from the investment, then the fact that one has already lost a bundle should lead one to the conclusion that the rational thing to do is to withdraw from the project.
The sunk cost fallacy, according to another account:
Picture this: It's the evening of the Lady Gaga concert/Yankees game/yoga bootcamp. You bought the tickets months ago, saving up and looking forward to it. But tonight, it's blizzarding and you've had the worst week and are exhausted. Nothing would make you happier than a hot chocolate and pajamas, not even 16-inch pink hair/watching Jeter/nailing the dhanurasana.
But you should go, anyway, right? Because otherwise you'd be "wasting your money"?

Think again. Economically speaking, you shouldn't go.
Has Chesterton committed the sunk cost fallacy? Consider the concept of proxy measures:
The process of determining the value of a product from observations is necessarily incomplete and costly. For example, a shopper can see that an apple is shiny red. This has some correlation to its tastiness (the quality a typical shopper actually wants from an apple), but it's hardly perfect. The apple's appearance is not a complete indicator -- an apple sometimes has a rotten spot down inside even if the surface is perfectly shiny and red. We call an indirect measure of value -- for example the shininess, redness, or weight of the apple -- a proxy measure. In fact, all measures of value, besides prices in an ideal market, are proxy measures -- real value is subjective and largely tacit.
Cost can usually be measured far more objectively than value. As a result, the most common proxy measures are various kinds of costs. Examples include:
(a) paying for employment in terms of time worked, rather than by quantity produced (piece rates) or other possible measures. Time measures sacrifice, i.e. the cost of opportunities foregone by the employee
(b) most numbers recorded and reported by accountants for assets are costs rather than market prices expected to be recovered by the sale of assets.
(c) non-fiat money and collectibles obtain their value primarily from their scarcity, i.e. their cost of replacement.
Proxy measures are important because we usually can't measure value directly, much less forecast future value with high confidence. And often we know little of the evidence and preferences that went into an investment decision. You may have forgotten or (if the original decision maker was somebody else) never learned the reason. In which case, the original decision-maker may have had more knowledge than you do -- especially if that decision-maker was somebody else, but sometimes even if that decision-maker was you. In which case it can make a great deal of sense to use the sunk cost as a proxy measure of value.

In the first account of sunk cost, there seems to be no uncertainty: by definition we know that our investment is "hopeless." In such a case, valuing our sunk costs is clearly erroneous. But the second, real-world example, is far less clear: "you've had the worst week and are exhausted.." Does this mean you won't enjoy the concert, as you originally envisioned? Or does it mean that in your exhaustion you've forgotten why you wanted to go to the concert? If it's more likely to mean the latter, then my generalization of Chesterton's fence, using the idea of proxy measures, suggests that you should use your sunk costs as a proxy measure of value, and weigh that value against the costs of the blizzard and the benefits of hot chocolate and pajamas, to decide whether you still will be made happier by going to the concert.

If your evidence may be substantially incomplete you shouldn't just ignore sunk costs -- they contain valuable information about decisions you or others made in the past, perhaps after much greater thought or access to evidence than that of which you are currently capable. Even more generally, you should be loss averse -- you should tend to prefer avoiding losses over acquiring seemingly equivalent gains, and you should be divestiture averse (i.e. exhibit endowment effects) -- you should tend to prefer what you already have to what you might trade it for -- in both cases to the extent your ability to measure the value of the two items is incomplete. Since usually in the real world, and to an even greater degree in our ancestors' evolutionary environments, our ability to measure value is and was woefully incomplete, it should come as no surprise that people often value sunk costs, are loss averse, and exhibit endowment effects -- and indeed under such circumstances of incomplete value measurement it hardly constitutes "fallacy" or "bias" to do so.

In short, Chesterton's fence and proxy measures suggest that taking into account sunk costs, or more generally being averse to loss or divestiture, rather than always being a fallacy or irrational bias, may often lead to better decisions: indeed if it is done in just those cases where substantial evidence or shared preferences that motivated the original investment decision have been forgotten or have not been communicated, or otherwise where the quality of evidence that led to that decision may outweigh the quality of evidence that is motivating one to change one's mind.. We generally have far more information about our past than about our future. Decisions that have already been made, by ourselves and others, are an informative part of that past, especially when their original motivations have been forgotten.

References:

Chesterton's Fence

Sunk Cost Fallacy  (1), (2)

Endowment Effects/Divestiture Aversion: 

Loss Aversion:

Cost as a Proxy Measure of Value






Fantastic Bloodborne Tournament: GG!

It was hard to match the intensity, competition, and memes from the first Bloodborne tournament, but I think we did it in the first tournament under the GG League banner. There were stories throughout the tournament that will be remembered for some time.

Eden_Issue came out of nowhere and proved himself BOTH the fastest and most consistent runner in the tournament. He earned the championship spot, and we're all looking forward to see more of what this crazy runner from Poland can do.

DonnyRekt came out strong in this tournament, earning the #2 spot with a solid performance in the semifinals. Both he and Eden surprised everyone when they easily knocked out Squillakilla and Kwitty23 and advanced to the finals.

To everyone who participated, well done! Looking forward to the next one.



Missed the tournament? No problem, bracket and VOD links are below!

Lord Of The Rings, Vol. II: The Two Towers: Summary And Rating

             
Lord of the Rings, Vol. II: The Two Towers
United States
Interplay (developer and publisher)
Released in 1992 for DOS, 1993 for FM Towns and PC-98
Date Started: 5 February 2019
Date Ended: 15 March 2019
Total Hours: 18
Difficulty: Easy (2/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)

Summary:

A shallower, smaller, shorter sequel to a superior predecessor, The Two Towers tells the second of Tolkien's three books from the perspective of three adventuring parties. While the top-down perspective and interface (recalling Ultima VI but with a bigger window) are both adequate, and the game follows its predecessor in offering a number of non-canonical NPCs and side-quests, it remains under-developed in RPG mechanics like combat, character development, and equipment. The switching between parties, over which the player has no control, is jarring, and by the end it feels like no party ever got any serious screen time.

*****

I'm not sure that it's possible to make a truly excellent RPG based on an existing plot with existing characters, particularly ones who live as largely in the imagination as the canonical members of the Fellowship of the Ring. This is different, you understand, than setting a new adventure in a familiar universe. If I had made a Lord of the Rings game, I would have told a story of a group of rangers, or Rohirrim, or even a motley group like the Fellowship, engaged in a struggle ancillary to the main plot, perhaps featuring Frodo, Aragorn, et. al. as NPCs. Games based on Dungeons & Dragons' Forgotten Realms largely seem to take this approach, although with much less well-known source material.
           
Offering an option to execute Gollum took some guts.
        
The problem with using existing plots is that either the player is on a railroad towards a predetermined destination, or he's jarred by the detours. Perhaps the only way to do it well is to allow such detours (as Interplay did here) and then give it to a player who doesn't care much about the original (e.g., me). In that sense, the game world worked out very well. Before we get into a litany of complaints, we have to at least admire the flexibility of the plot, plus the game's ability to introduce side quests that work thematically with the main plot points. It was a strength of Vol. I as well.

The game fails, on the other hand, in just about every possible way as an RPG. There is no experience or leveling. Character development occurs through the occasional increase in attributes and the occasional acquisition of skills as a reward for exploration or quest-solving. None of these improvements mean anything because, first, combat is so easy that your characters don't need to improve to beat the game, and second, every party starts with all the skills they need spread out among the characters. Inventory upgrades are scarce and essentially unnecessary for the same reasons. Combat couldn't be more boring, and there's essentially no magic system: "spells" are keywords that solve puzzles, more like inventory items.
             
Very late in the game, Aragorn can learn skills he won't need for the rest of the game.
          
Even worse is the way that it undercuts nonlinear exploration and optional encounters, essentially its only strength. While many of the side-quests and chance encounters are interesting, hardly any of them offer anything material to the characters. In fact, every time you stop to check out an unexplored area or building, you run the risk of some extra combats that leave the party weakened for the required encounters. This is related to the game's absurd healing system, by which characters are only fully healed at a few plot intervals, with meals and Athelas curing just a few hit points in between.

Now, it turns out that I missed a lot of side quests, mostly towards the end. The open world is nice, but the game only gives you any directions along the main quest path. I never returned to Dunland, and thus missed the side adventures there. Ithilien had at least three side quests that Frodo and his party didn't do, including a crypt, a Haradrim deserter who will join the party, and recovering the eye of the statue. If I'd gone another way in the Morgul Vale, I would have met Radagast. Aragorn missed the entire "Glittering Caves" sub-area, which culminated in a fight with a dragon and would have given him some powerful gloves. I still don't know what I did wrong here. I did find the way to the Glittering Caves, but I somehow missed the transition to the multiple levels that the hint guide says exist. I guess I was supposed to return after the Battle of Helm's Deep, but that would have meant embarking on a lengthy side-quest while on the threshold of victory for the game at large.
             
I'm not sure how I was supposed to get past this.
            
It's also possible that I missed some of these side quests because of another problem: the interface. There are parts that aren't so bad. The top-down perspective, the commands, and the auto-map all basically work, and I like the way you can make the interface go away and use the full screen for just exploration. What sucks is the approach to triggering encounters. You don't see an NPC or group of enemies in the corner of your exploration window. No, they just suddenly pop up because you've happened to walk on the right set of pixels or brushed up against the right object. There's very little correspondence between visual cues on screen and the appearance of encounter options. Sometimes, you see chests but walking up to them and bumping into them does nothing. Other times, you're in a blank room, and you're told about items and people that aren't on the screen at all.
            
Note that there are no orcs anywhere on this screen.
          
Finally, we have the matter of pacing. It's like the game itself has no idea what's going to come next. The battle of Helm's Deep involves six combats in a row, in two sets of three, with only a little bit of healing offered between the sets. After this epic battle, the party can rest and get fully healed, then (apparently) go off and find some magic gauntlets, when there's only one more (easy) combat remaining in the game. On Frodo and Sam's side, late in the game they have to figure out how to cut through Shelob's web. The option I chose (use the Star Ruby) causes the hobbits to get burned a little bit, which would suck--except that the endgame happens five seconds later. Why bother to attach a penalty to the choice?

And while we're talking about pacing, it's important to remember how all the erratic cutting between parties makes it hard to keep track of what any one party is doing. I completely missed an opportunity to recover Anduril because the game lurched to a different party when I was on that quest, and by the time it took me back to Aragorn, it was shouting that Helm's Deep was nigh.
           
Making the least-optimal choice hardly matters when the game is over at the next intersection.
        
Lord of the Rings, Vol. I had a lot of these problems (except the last one), and it ended up with a relatively-high 49 on the GIMLET. Before we rate this one, it's worth thinking about some of the differences. One is size. Vol. I is quite a bit bigger. Although Vol. II is good in this regard, Vol. I offered more opportunities for side quests, inventory acquisition, character development, healing, and general exploration. Pacing issues were caused as much by the player as by the plot.

Vol. I gave you a lot less direction on what to do next. There was a general sense that you had to keep moving east, but you weren't constantly getting title cards explicitly explaining the next step of the quest. For that reason, NPCs and the dialogue system took on a much greater importance. Here, although you can feed NPCs a variety of keywords, they mostly just tell you what the game has already told you in long paragraphs. You never really need them for any clues.

NPCs themselves were more memorable. They had personalities, agendas, side quests, and even a couple of betrayals. Vol. II only marginally developed any of that. There was a poor economy in Vol. I, but Vol. II had no place to spend money at all despite showing that the characters had it. Also keenly felt is the loss of nice graphical (or animated, in the remake) cut scenes between major areas.

Both games do reasonably well in the area of encounters. I've always liked the way Interplay games (including Wasteland and Dragon Wars) require you to read clues and then figure out the right skills to directly employ. Sometimes, items can substitute for skills. But Vol. I's encounters of this nature were less obvious and a little less generous in the variety of things that would work. You couldn't ignore options to improve skills or acquire quest objects. In Vol. II, you can pretty much just walk from beginning to end, knowing that your starting characters have whatever they need.

The rest might just be a matter of bad memory. Recalling the first game, I feel like the graphics offered a little more detail, that encounters didn't depend on hitting quite such a small set of pixels, that there was a little more character development, a slightly better inventory system, and so forth.
            
The game tries to evoke the majesty of Middle Earth without showing much.
         
Let's see how they compare:

1. Game world. The Two Towers definitely makes good use of the Middle Earth setting. The backstory and lore section of the manual are thorough and interesting. It wasn't until I read it that I finally understood some allusions from the films and the previous game, such as what "Numenor" refers to and what Gandalf actually is. While the game doesn't do a lot to build on this setting, it certainly is in keeping with it. Score: 6.

2. Character creation and development. There's no creation at all and only the slightest, near-invisible development. You mostly forget that the attributes even exist. Aragorn started with 70 dexterity, 28 strength, 33 endurance 75 luck, and 75 willpower, and he ended with 74, 28, 38, 79, and 77. Clearly, some development occurred, but never was I notified of any of these increases, and I really have no idea what caused them. The skills system would get more points if the game was a bit more balanced in how you acquire and use them. Score: 2.

3. NPC interaction. I always enjoy keyword-based dialogue systems, but here it's mostly purposeless. When a title card has just told you that "Orcs have ravaged this village and its people are forlorn," you don't need six different NPCs saying, "Orcs destroyed us!" and "We have lost hope!" I did like the few NPCs who could join the parties. Without them, the game would have been forced to either avoid combat with the hobbit parties or make the hobbits uncharacteristically effective. Score: 5.
          
I'm sorry we didn't see more of Eowen.
        
4. Encounters and foes. Despite Tolkien featuring a large bestiary, you only really ever fight orcs and men in this game (aside from a few one-off battles). The only points I give here are for the non-combat encounters, which are frequent, require some puzzle-solving skill, and offer some role-playing opportunities. As mentioned, I don't like the way that they appear, but that's more of an interface issue. Score: 5.

5. Magic and combat. Combat features no tactics, no magic, no items to use. Just "attack" and select your preferred foe from a menu. The "magic system," as such, is just the acquisition of some spell keywords that occasionally solve puzzles, but I only had to use one of these words once. (This is in contrast to the first game, where they were constantly required.) Score: 1.
           
The easy, boring combat system.
         
6. Equipment. I found a few upgrades throughout the game: leather to chain, chain to magic armor, sword to magic sword, and so forth. It just didn't feel like any of it did anything. Most of the items that burdened my inventory were quest items, and I found no use for a lot of them. Score: 2.

7. Economy. In contrast to the first game, there is none. The game keeps track of a "silver" statistic for each character for no reason. Score: 0.

8. Quests. Perhaps the strongest point. Each party has a clear set of main quests, an equal number of side quests, and even a few options about how to complete them. I enjoyed the side quests most because with them, I was exploring Middle Earth rather than just hitting a series of determined locations and plot points in a row. Score: 5.
          
9. Graphics, sound, and interface. The graphics aren't objectively bad, but I do think they fail to live up to the player's imagination of storied places like Helm's Deep and Minas Morgul. The failure to show so many things that the game tells you is also pretty stark. Sounds are mostly beeps and the occasional "oof" in combat.
             
The staircase to Cirith Ungol hardly seems hidden, tight, steep, or foreboding, especially with the silly "mountains" on either side.
           
There are aspects of the interface that work well. The size of the game window seems practically luxurious, and you have to wonder if Ultima VII took a lesson from this game or its precursor. The automap works pretty well. There are some nice touches like the star that appears next to the most recently-saved game when you go to load a game. I definitely appreciated the use of keyboard commands for most major actions, in addition to the buttons. Overall, the game would earn a high score in this category except for the encounter-triggering issue, which is both a graphical problem and an interface problem, and comes close to ruining the game on its own. Score: 4.

10. Gameplay. Vol. II is a bit more linear than Vol. I, but not compared to other games. I suspect that Frodo and Sam could have turned around in the last chapter, left the Morgul Vale, and walked all the way back to the Dead Marshes, cleaning up side quests along the way. The nonlinearity coupled with the side quests lend a certain replayability--in fact, I think the game would probably improve on a replay, with a better understanding of the pacing and terrain.
        
I found it far easier than its predecessor, as exemplified by the battle in which Frodo killed the vampire. I was supposed to solve that with a quest item. The game should have made combats harder and the healing system less erratic. Finally, it's also a bit too short, particularly with the action split among three parties. I suspect you could win in a speed run of just an hour or so. Maybe I'll try when I get some more free time. Score: 4.
        
That gives us a final score of 34, as I suspected quite a bit below Vol. I and even below my "recommended" threshold, though just barely. The engine was a bit better than the game itself, and was used in a superior way in the first title. This one seemed a bit rushed and perfunctory.
              
I did like some of the "instant deaths."
               
Computer Gaming World disagreed with me on the first game by largely hating it: reviewer Charles Ardai obsessed about divergences from the books and didn't even seem to notice the more revolutionary elements of the interface. He dismissed it as "not special enough to carry the Tolkien name." But in the October 1992 issue, reviewer Allen Greenberg gave a much more positive review of the sequel. In particular, he addressed the carping of people like Ardai by pointing out that Middle Earth had taken on a certain life of its own, and if we can forgive Tolkien himself for his many appendices and allusions, why complain about a few side-quests and side-characters in a game that's otherwise relatively faithful to the material?
        
Greenberg also offers a relatively nuanced discussion of the party-switching system, pointing out (correctly) that the very approach is revolutionary, and while Interplay might have refined the approach ("Interplay may wish to consider allowing the player at least a vote in the decision making process as to whether it is time to switch locations"), the innovative system offered a "depth of narrative which would not otherwise have been possible." Greenberg's comments led me to avoid subtracting points for this element despite complaining about it several times.

MobyGames catalog of reviews for the game has them averaging in the high 50s, which is pretty miserable. On the other hand, the lack of any seriously rabid fan base must have softened the blow when Vol. III was never released. A couple of years ago, Jimmy Maher published an excellent entry on what was happening with Interplay during this period. The summary is that the company was struggling as a developer/publisher, with Dragon Wars not having sold well in a crowded RPG market. Founder Brian Fargo managed to secure the rights the trilogy from Tolkien Enterprises, figuring that the Lord of the Rings name would make the games stand out among their competitors. 

Interplay was already in the midst of a new RPG called Secrets of the Magi that would feature a free-scrolling interface. Fargo pulled the team off that project and put them to work on Lord of the Rings. By the time the game was released, the company had been badly hurt by the collapse of Mediagenic, publisher of Interplay's Nintendo titles. Interplay rushed production to make the Christmas 1990 buying season. They ended up releasing the game with a lot of bugs and cut features (including an automap), missed the Christmas season anyway, and got lukewarm reviews.

The company was saved by the unexpected success of a strategy game called Castles. Now understanding that the Tolkien name alone didn't ensure success in sales, Vol. II was produced with a smaller staff. When it, too, got poor reviews, and when repackaging Vol. I on CD-ROM also failed to generate significant sales, there was no impetus to move on to Vol. III. Some sites claim that before it gave up on III, there had been plays to turn it into more of a strategy game. 

". . . no one."
        
Maher memorably concludes:
         
Unlike Dragon Wars, which despite its initial disappointing commercial performance has gone on to attain a cult-classic status among hardcore CRPG fans, the reputations of the two Interplay Lord of the Rings games have never been rehabilitated. Indeed, to a large extent the games have simply been forgotten, bizarre though that situation reads given their lineage in terms of both license and developer. Being neither truly, comprehensively bad games nor truly good ones, they fall into a middle ground of unmemorable mediocrity. In response to their poor reception by a changing marketplace, Interplay would all but abandon CRPGs for the next several years.
             
Indeed, the next RPG we'll see from Interplay isn't until 1995 (Stonekeep), followed by two in 1997: Fallout and Descent to Undermountain. It's hard not to see a little of the Lord of the Rings interface in Fallout's: axonometric graphics, continuous movement, a large main game window, and commands hosted in a set of unobtrusive icons with keyboard backup. (Vol. II and Fallout even share at least one designer, Scott Bennie.) Fallout shares these characteristics with the Infinity Engine, which was developed by Bioware but with a close relationship with (and financing from) Interplay. I'm probably grasping at straws, but I look forward to exploring the engines' history more when we get to those games.

The Two Towers was the last attempt to make an official Middle Earth game until after the Peter Jackson film series, which spawned a host of new games that, like the films themselves, are controversial among fans. (We won't see another one until 2002's The Lord of the Rings: The Fellowship of the Ring.) The 1990s were the only era in which Tolkien fans were likely to get an RPG that was technologically and graphically advanced enough to be fun, but not yet influenced ("tainted," as I'm sure some would have it) by the films. While the two Interplay titles have some promise and fun moments, it's too bad that they were the only attempts.

****

While we're wrapping things up, I think I might be ready to throw in the towel on The Seventh Link. I hate to do it, particularly when I know the developer is reading, but I can't seem to force myself to map and explore all the large dungeon levels. I'll chew on it for another couple days while I get started with Star Control II.



quarta-feira, 27 de março de 2019

Fragments Of Alternate Worlds

The results of a set of random tables in the dreamscape game. Each describes a snapshot of a new reality. Roll one or more, mix and match results. Surrealism ensues.


  • Trees the size of skyscrapers, near-indestructible. Cities beneath their canopies.
  • 8-day week, 13-month year, nonsensical calendar. 
  • Triffid Apocalypse. Plants and Pod-people everywhere. Overgrown.
  • Flooded, everything is built on stilts/concrete pillars/platforms. Landscape surprisingly flat, shallow lagoons and the odd low island. Think Venice meets Waterworld. High likelihood of Aboleths.
  • Single world government, totalitarian state. Squid man puppeteers.
  • Orwellian nightmare. Surveillance cameras fucking everywhere, everything is micro-Dchipped. Ankle-tags are fashion statements.
  • Necropolis-world. Cities built upon tombs. Bones as building material. Corpses choke the streets. A red sun hangs in the sky.
  • Space-travel not merely a pipe dream. Orbiting space-station homes for the wealthy, first colonies beginning to settle mars & luna, mining in operation. Hoverboards & flying cars.
  • Environmental meltdown. Food shortages, mass extinction, weather patterns go haywire. Soylent Green Co. food surprisingly popular.
  • Storm clouds overhead, rain in constant downpours, distant thunder ever-present. Lightning illuminates the overcast gloom in sudden flickers.
  • Everything is nuclear-powered. Tiny reactors power cars, telephones, flashlights.
  • Mutually assured nuclear destruction renders violence unthinkable.  Everybody has nukes, right down to beat cops and common thugs carrying radium grenades. Nobody dares pull the trigger. Crime replaced by brinksmanship and tense negotiation.
  • Burn the recently dead or they come back… wrong. Improperly buried ghouls prowl the streets at night. Agents of Saint Theresa secretly crusade against the hungry revenants.
  • World is dry, dust rains from the sky instead of water. Plant life is withered and desiccated. Rivers and oceans of ashen dust.
  • Cyberborg technology common. Bionic limbs and eyes are fashion statements, cybernetic implants exist for any task or taste.
  • WW1 never ended. Constant air raids. Propaganda the dominant art-form. Shifting alliances, no longer clear who The Enemy is.
  • Air is toxic, corrosive. Merely being outdoors requires gas masks to cope with the poisonous atmosphere. Vorm lurks in the smog.
  • Global archive. Every building stuffed with file storage, paper records or computer databanks. Whole districts dedicated to record-keeping. Bureaucracy interminable. Written records of everything.
  • Twin suns. Day-night cycle irregular. Tides dramatic and unpredictable. Weather prone to extremes.
  • Whole world one big city. Kowleen-style slums built strata-like on top of one another, skyscrapers for the wealthy emerge from the kilometre-high urban tangle like mountain peaks above cloud cover. Down below, smog & gloom, drizzle of pollution-rain, urban decay.
  • No children or elderly people. Population remains stable through unclear means. People simply are. 
  • Heavy Nightmare populations, large glitch-zones, reality in flux.
  • Time of day paused at dawn/midday/early evening/dusk/midnight. People sleep when they feel like it, day-night cycle is largely non-existent, society carries on 24 hours a day.
  • Instead of money, trade is conducted using days of your lifespan. Death by old age creeps a day closer when you buy your groceries, is averted with each paycheck. The wealthy are undying horrors. 
  • Writing isn't, cannot be permanent. Art & photos likewise fleeting. Corrupts to gibberish in a matter of days or weeks. Only memory is reliable. Vat-grown brains replace computer chips.
  • Causality & chance are all fucked up. Unlikely coincidences are incredibly common, reliably so. Once a certain threshold of improbability is reached, coincidences become almost certain. 
  • People occasionally spontaneously project when they dream. No control over where they go, explore their new destination in a trance-like state.
  • Writing defines reality. Until something is written about, it exists in quantum uncertainty, taking a record pins down the truth.
  • Every midnight, the dead return to life none the worse for wear. Only death from old age is permanent. Mutilation replaces murder.
  • State of the world resets near-exactly each dawn. World is stuck in groundhog-day loops with only incremental changes.
  • Naturally-occurring portals to other layers, you can walk right through them.
  • Doorways (and hatches, trapdoors, etc) link together weirdly. A door can open to a location nowhere near it. Space is a foam of tangled wormholes with doors at each end.
  • Photographs capture the soul, move of their own volition. Burn a photo, and the subject suffers and writhes. Cameras are pre-emptive voodoo weapons. Television is weird witchcraft.
  • The earth is flat, the sky a dome of firmament. Squid-men and their mind-slaves cover this up to the best of their abilities. Geography is all wrong.
  • Squid men, Vorm, Nightmares and worse all walk openly among humanity. Humans don't notice, can't notice. Universal perceptual filters prevent frightened responses, citizens can't comprehend anything unpleasant. A world of sheep with wolves in their midst.
  • Humans no longer dominant species, world ruled by something else.
  • Death isn't permanent. Wait long enough, and anything heals.
  • Mirrors are windows to some other mirror-world reality. 
  • No colour, everything monochrome. Colour from other layers a maddening, incomprehensible breakdown of reality to these people.
  • People don't sleep. Not having continuity-of-consciousness is seen as akin to death. Those who fall unconscious awaken as legally new people. 


terça-feira, 26 de março de 2019

Get Your Apps Ready For The 64-Bit Requirement


Posted by Vlad Radu, Product Manager, Play and Diana Wong, Product Manager, Android
64-bit CPUs deliver faster, richer experiences for your users. Adding a 64-bit version of your app provides performance improvements, makes way for future innovation, and sets you up for devices with 64-bit only hardware.
We want to help you get ready and know you need time to plan. We've supported 64-bit CPUs since Android 5.0 Lollipop and in 2017 we first announced that apps using native code must provide a 64-bit version (in addition to the 32-bit version). Today we're providing more detailed information and timelines to make it as easy as possible to transition in 2019.

The 64-bit requirement: what it means for developers

Starting August 1, 2019:
  • All new apps and app updates that include native code are required to provide 64-bit versions in addition to 32-bit versions when publishing to Google Play.
  • Extension: Google Play will continue to accept 32-bit only updates to existing games that use Unity 5.6.6 or older until August 2021.
Starting August 1, 2021:
  • Google Play will stop serving apps without 64-bit versions on 64-bit capable devices, meaning they will no longer be available in the Play Store on those devices.
  • This will include games built with Unity 5.6.6 or older.
The requirement does not apply to:
  • APKs or app bundles explicitly targeting Wear OS or Android TV, which are form factors that do not currently support 64-bit code.
  • APKs or app bundles that are not distributed to devices running Android 9 Pie or later.
We are not making changes to our policy on 32-bit support. Play will continue to deliver apps to 32-bit devices. This requirement means that apps with 32-bit native code will need to have an additional 64-bit version as well.

Preparing for the 64-bit requirement

We anticipate that for most developers, the move to 64-bit should be straightforward. Many apps are written entirely in non-native code (e.g. the Java programming language or Kotlin) and do not need code changes.
All developers: Here is an overview of the steps you will need to take in order to become 64-bit compliant. For a more detailed outline of this process refer to our in-depth documentation.
  • Inspect your APK or app bundle for native code. You can check for .so files using APK Analyzer. Identify whether they are built from your own code or are imported by an SDK or library that you are using. If you do not have any .so files in your APK, you are already 64-bit compliant.
  • Enable 64-bit architectures and rebuild native code (.so files) imported by your own code. See the documentation for more details.
  • Upgrade any SDKs and libraries to 64-bit compliant versions, if needed. Reach out to the SDK or library owner if one is not available. We're working with top library owners on their 64-bit compatibility.
  • Test for issues locally once you've rebuilt your app.
  • Rollout to your testers using testing tracks for thorough testing.
Game developers: The three most used engines all currently support 64-bit (Unreal & Cocos2d since 2015, Unity since 2018). We understand that migrating a 3rd party game engine is an intensive process with long lead times.
Since Unity only recently began providing 64-bit support in versions 2017.4 and 2018.2, we are granting an automatic extension to existing games using versions 5.6 or older until August 2021. Unity provides guides that can help you through the process of upgrading to a 64-bit compliant version.
SDK and library owners: Update for 64-bit compliance as soon as possible to give app developers time to adapt, and let your developers know. Sign up and register your SDK to receive updates about the latest tools and information that can help you serve your customers.

Going forward

For those that already support 64-bit - thank you and great work! If you haven't yet, we encourage you to begin any work for the 64-bit requirement as soon as possible. As we move closer to the deadline, we'll be updating our developer documentation with more information on how to check if your app is compliant.
We're excited about the future that 64-bit CPUs bring in areas such as artificial intelligence, machine learning, and immersive mobile. Supporting 64-bit prepares the ecosystem for the innovation enabled by the advanced compute capabilities of 64-bit devices, and for future Android devices that only support 64-bit code.
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SAHETI Heads The DotA 2 Ranking.

SAHETI's all-victorious DotA 2 team.
SAHETI has a rich esports history. As early as 2011, SAHETI produced a Protea Team member, Gabriela Isaacs, who is the only South African to finish in second place at a IESF World Championships.

SAHETI's DotA 2 esports team has shown great improvement this year. Having finished in second place at MSSA's 9th Onine Championships in January 2019, the team was able, through hard-work and determination, to win MSSA's 37th Gauteng Provincial Championships held on 24 February 2019 at Curro Aurora.

It will be interesting to see if the team can hold onto the lead that it has carved out for itself.

The full official rankings for the DotA 2 esports title for South Africa are:

PosName of PlayeryearClubPoints
1Sp4rt4ns19SAHETI176.2
2PR0NHS19Northcliff High School140.2
3Magna18Hoërskool Zwartkop130.2
4Clan Bacon18eThekwini Regionals130.2
5Schoeman18Paul Roos Gimnasium130.2
6Quantum18Curro Klerksdorp130.2
7WYSIWYG17Jeppe Boys High School130.2
8MC DOTA17Maritzburg College130.2
9Iron Branch18eThekwini Regionals130.2
10Conquest18Paul Roos Gimnasium128.5
11Northwood DOTA18Northwood High School127.1
12Cheeky Nandos with the Lads18eThekwini Regionals122.9
13Grey High Gaming17Grey Highschool120
14Titans17VexxedPhoenix110.7
15King Edward's Guards18Old Edwardian Mind Sports100
16Curro Roodeplaat19ZAG Academy100
17[PRIDE]17Parktown Boys' High School92.5
18HSP Legends18Hoërskool Parys86.4
19Team Cider18eThekwini Regionals80
20HELION17Uplands College75.5
21SJC Eagles18ST John's College75

Other official rankings produced by MSSA are as follows:
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