Thứ Bảy, 29 tháng 9, 2018

Youtube daily game Sep 29 2018

In this video, I'll discuss the rest of the Top 10 Game of Thrones Reunions that I'd

like to see in season 8.

So stay tuned for that.

Hello Everyone.

Welcome to UBM.

Your one stop for book and TV series reviews.

I post new videos every Saturday at 07:00 pm IST or at 09:30 am EST.

So make sure to subscribe this channel, and if you wanna make sure you never miss a video,

click the bell icon to turn on notifications.

And I want to thank you Aaron Arguelles for contributing to my channel on Patreon.

Last week, I posted my

no. 10 to no.6

reunions I'd like to see in season 8.

Without waiting any longer, let's see my remaining top 5 reunions.

5) Gendry and Arya

After Mycah's death & Ned's execution, Arya hadn't made any new friends, except

for Gendry and Hot pie.

Remember last year, I discussed in my "Who will Arya meet at the Inn" video, about

how Arya thought Gendry is dead, and with Hot Pie being her only friend left alive,

she would go to meet Hot pie after she returns to Westeros?

When Melisandre took Gendry away, Arya thought Gendry was dead.

And Gendry probably also thinks that Arya is dead.

It would be really exciting to see their faces when they'll see each other again and will

realize, that all three of them have survived.

Being a huge Arya fan, I'm dying to watch this moment.

4) Jon, Sam and Bran

I know I cheated on this one, but the reason I am most excited to see this reunion is because

Sam and Bran know the truth about Jon now.

Jon last saw Sam before he sent him to the Citadel, and he last saw Bran before he joined

the Night's watch.

Also, the reason I didn't put Bran and Jon reunion higher on the list is because there

wasn't any surprise element left.

Jon already knew that Bran was in Winterfell even before he went beyond the wall.

Jon has lived his whole life thinking his mother might have been a whore and even though

he dreamt about becoming a lord, he didn't think he deserved it because he was a basrtard.

I wanna see Jon's reaction once he realizes he is not really a bastard, but a trueborn

son and the heir to the Iron Throne and that he slept with his Aunt Dany?

3) Dany and Viserion

When Dany went to save Jon and his team beyond the wall, the Night King threw an Ice Spear

through Viserion and killed him.

I've already discussed how the Night King had set a trap for Dany and her dragons in

my "Is the Night King a Greenseer" video?

I also discussed questions like why the Night King went after Viserion instead of Drogon

or Rhaegal etc. in my Season 7/8 Q&A videos.

Viserion was killed so suddenly and Dany had to escape from there in a hurry and then had

to help prepare for the Great War, that there was no time to see her grieving for her dead

child.

Or maybe she is trying not to deal with it by busying herself in various distractions

like love and war etc.

But once she sees Viserion as a wight?

I think that moment will be equally amazing and heart breaking at once.

2) Jon and Arya

Did I mention I am a huge fan of Arya?

As you already know, Arya is my most favourite character in the show.

Jon and Arya last met in season 1 where Jon gave Arya her sword "Needle".

I LOVED Jon and Arya's relationship in the books, especially when they had thoughts like

this, "Arya never seemed to fit, no more than he had... yet she could always make Jon

smile.

He would give anything to be with her now, to muss up her hair once more and watch her

make a face, to hear her finish a sentence with him."

It will be their first meeting since Jon gave her Needle in season 1 and left for the wall.

The reason I didn't put it on number 1 was because of the surprise element.

If Jon hadn't known Arya was in Winterfell and then there was a reunion, that would have

been priceless.

But as we saw in season 7, Jon got the raven which informed him that Bran and Arya were

alive, and his reaction wasn't one of my favourites, even if he was worried about the

Night King and his army, which were still beyond the wall at that time.

But despite all that I'd still like to see this reunion.

Like Sansa had told Arya, when Jon meets her, his heart will probably stop..

Honourable Mentions - Gendry and Melissandre, Arya and Melissandre, Tyrion and Sansa,

Ghost and Nymeria, Jaime and Bran.

1) Jon and the Night King The whole series from the beginning has been

heading towards this epic moment.

The Starks have been saying for thousands of years that "Winter is coming."

And Winter aka the Great War aka the long Night come again is here.

The last time Jon and the Night king met, they had locked eyes when Jon was fleeing

with the black brothers and the wildlings.

Jon had lost the battle at that time.

But now, Jon has Dany and her Dragons on his side.

And we'll probably get Lightbringer in season 8 too.

IMO, this will be the most awesome reunion of season 8.

So, these were my top 10 reunions I wanna see in season 8.

Which ones are yours, don't forget to tell us in the comments.

If you liked this video, please click on the like button below, share the video and subscribe

to my channel.

Have a great Day.

Bye Bye..

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Ben Brode - PAX DEV 2018 Keynote - Duration: 38:38.

Greetings! so I gave the keynote at PAX DEV last month, and PAX DEV is pretty

secretive - they don't have video cameras. But I got permission to record the audio and post

the keynote speech on my youtube channel for anybody who wanted to watch the

keynote but wasn't able to attend pax dev. I talked about a bunch of different

topics and I hope some of them are inspiring or interesting to you so take

a take a look and let me know what you think! Enjoy. Greetings! Ok so my name is Ben Brode.

I worked for a Blizzard Entertainment for 15 years, the last ten of which I worked

on a game called hearthstone and the last two of which I was the game

director on Hearthstone. And four months ago I left Blizzard to start a new game

studio called Second Dinner. And since then we got enough funding to make our

first game, we hired a few super badass folks, and started working on some

exciting prototypes. And it's a really exciting time right now back at

the office so I figured I'd take a week off and come up to pax.

I'm really excited to be here today. My good friend and mentor Eric Dodds, the OG Hearthstone

game director, has told me every year how awesome pax dev is, so I'm very honored

to be a part of it. And I know part of the vibe of the event is to get nitty

gritty and share lots of behind the scenes, maybe not-for-public-consumption

data, but Second Dinner is not privy to any secret data right now, so feel free

to take pictures or notes or whatever. And I'm gonna record myself actually so

I could post this later maybe. So one of the hardest parts about giving a talk

for me is figuring out what is obvious and what is interesting and helpful.

I just have a hard time figuring out what other people know. And if I just tell you

things you already know, that is very low value to you. Although it might be fun to

listen to me try and get you excited about common knowledge.

For example, do you guys know if you take peanut butter and mix it with jelly, you

get an exciting new flavor?!

You already know that. Okay.

But I'm gonna do it anyway, so here's five things that are probably

obvious to you. Your games should be responsive. Protect low-skill players via

matchmaking. Make sure everyone shares a clear vision. These seem pretty obvious.

Keep players happy. Keep employees alive. okay

Well thank you very much. This has been a good talk. Okay my talk is called 'Little

things that make all the difference' and I'm gonna look at those five obvious

things and mention some little things that I noticed maybe some people aren't

thinking about or maybe mention some of the trade offs that may not be obvious

about those five things. So, obvious thing number one: your game should be

responsive. I think this is super obvious to everyone maybe except the people who

make gas station pumps. This is a picture of Rob Pardo talking about

Blizzard's core philosophies at GDC. I highly recommend this talk. One of their

core philosophies is "control is king" and I do think that Blizzard pays closer

attention to this than a lot of other companies. One of the things that Pardo

mentions in his talk is that this is a very difficult thing to get feedback on.

Players will definitely tell you if your controls are unresponsive, but they are

much less likely to notice if your controls are only slightly unresponsive.

So during the development of Warcraft 3 they discovered three frames of lag in

the mouse cursor and removed them. And that's a tenth of a second of lag and

that's just unlikely to be a big topic of feedback from players. And even though

it's almost imperceptible it actually makes a huge difference to how the game feels.

We have to specifically pay attention to controls and look for even tiny

optimizations. There's something I want to add to the

way that we talk about controls. I want us to make controls crispy. Crispy things

are awesome. They look delicious. They have a great crunch when you bite

into them, and they're fun to eat. But we use the word a little differently.

Here's how we define it: When controls, visual effects, and sound combine to

create a maximally satisfying interaction. This term was coined by our

principal engineer Mike Schweitzer. He's a huge fan of fighting games and that

genre is notorious for being super crispy.

Here's dragon ball fighterz: a game that has incredibly crispy controls. Hitting a

punch button gives you responsive feedback but also combines the visuals

and sound in a way that really enhances how it felt to press that punch button.

And this is the crux of crispiness: Using visuals and sound in

concert with controls to create a maximally satisfying experience. I think

the way that hearthstone handles the hand of cards is very crispy. Here's a

video. When you mouse over a card, the big view snaps instantly. I've seen some card

games that animate between that small size and that big view, and you might

think it's more crispy to add that animation, but actually I think it makes

it feel a little less responsive. This is the inherent tension between animation

and controls: they need to be instantly responsive and maximally satisfying.

For me, the thing that offsets that lack of animation between those two sizes is

that little slow animation after the card snaps to a big size where it drifts

up slowly. I think that makes it feel like it's more alive. One other thing

about crispy animations: don't let them get in the way of being able to play as

fast as your brain wants to move. Obviously Hearthstone lets you drag your

cards out as fast as possible regardless of which animations are playing - and if

you had to wait for the animations to complete before continuing to play the

next card, you can't have long awesome animations

because they would get in the way of whipping cards of your hand as fast as

possible. There's another metric of responsiveness which the time between

when a player decides they want to have fun and when they actually start having fun.

And if that length of time is too long they might opt for a lower

friction form of fun like browsing Twitter or watching Netflix.

It's basically like a Bing for the buck calculation. If I'm going to play for a

few hours then waiting a couple minutes isn't a big deal. Or if it's super super

fun then yeah I'll Drive over to Disneyland pay 200 bucks and wait in

line for two hours to ride Space Mountain. I do think this makes a

difference for everyone but if your game has been to be played in short bursts I

think it's critical. So, often the time to fun includes logging in, navigating the

in-game menus, finding a match, and learning the gameplay itself. But if the

beginning of the gameplay isn't immediately fun, it actually takes even

longer to get there. Or there could be additional steps before logging in, for

example when I would decide to play a VR game, I need to clear out the VR room,

boot my PC, plug in my headset and lighthouses, launch steam, then launch

steam VR, and then go through the rest of the flow. The friction is pretty high so

I only play if I know I'm gonna have a long play session for example an hour of

beat saber. Beat saber is amazing this is super fun. Like, it makes me feel like a

breakdancing Jedi. you have to try to beat Saber. OK sorry so I I want to talk

about some of the individual components of the chain to get in and start having fun.

the first is log-in speed and I just wanna call out some games that're just doing

an incredible job at this right now. I want to show you how fast clash royale

loads. This is from a cold start - it wasn't already running in the background, and

there it is it's playable. it's pretty amazing it's like 6 seconds. here's an

app my son likes called Metamorphabet. Here's how fast it loads. It's loaded

already. that's the actual gameplay, you can play it. It's obviously a whole

different beast because it doesn't connect to the internet you don't have to login but I

think it's still incredible again from a cold start. One thing that's a pet

peeve of mine is when it feels like developers are intentionally making me

wait longer to have fun, and startup logos sometimes feel like that to me.

I think probably some people are using these to mask some of the loading time

but not everyone is doing that. Does your game need menu animations? So, menu

animations add time to the critical time-to-fun countdown, but they can

help make a game feel AAA. Like, the way that these chains move and the

sounds that they make I think really contributed to how awesome this game

felt when it came out. They're not too long so I think it'd be a tough call whether

or not you'd optimize for getting into the game faster or making the animations

cooler. This particular game has pretty long play sessions so I think

that's part of the big consideration you'd make when

making a decision like this. Does your game need a story? Telling a good story and

having a great narrative is important. A lot of people do an incredible job with

narrative gameplay. But not every game needs a story. Like, you download a chess

game and before you even play the tutorial there's a cutscene about how

the enemy King has issued you a challenge and the fate of your kingdom

is at stake and the mysterious rooks have returned after years and what about

the prophecy?? If the narrative is not the reason that players are playing your

game it's possible it's just getting in the way of them having fun. So I went

over a couple things that I like to think about for shaving things off of

this flow but there might be other creative ways to get it as short as

possible and I think this is really a team wide effort. Your UI designers

need to minimize clicks and screens in the flow to play. Your client engineers

need to work some heroics to minimize load time and your animators need to

find ways to make the game feel awesome without necessarily animations

slowing down the flow. Or you could just make your game as fun as Beat Saber and

I will put up with any amount of bullshit to play it. Ok, obvious thing number 2:

Protect low skill players via matchmaking. So in the time before

matchmaking, you'd see some matches like this. And the big sumo guy here is a

player who is hyper skilled and the cute little sumo kid represents a player who

is very low skilled. And imagine being the little guy. You have no chance here

and if you're in the bottom 10% of players almost every game will feel like

this to you. And that sucks. You probably won't be having much fun. You'd probably

quit. You know what'd be better? If the little guy won more games. So most modern

games use some kind of skill based matchmaking to find fairer matches for

players. They assign a value to a player's skill (we usually call that matchmaking

rating or MMR) and match them against players with a similar skill value. And

maybe this won't surprise you, but players like winning. And when they win

they have more fun. And when they have more fun they quit less often.

But where does the trend of high winrate stop being correlated with lower churn

is it at 50% winrate or does it keep going? And I think winning is

winning. Players who win 90% of their games are having more fun than players

winning 50% of their games. So I said we wanted to increase the win rate of the

little guy here right but in this example it's a zero-sum game and those

extra wins means we have to give them those wins from somebody else -

giving extra losses to somebody else. Which means we have to lower the win

rate of the rest of the players. So when you pull the little guy's win rate up, you

have to push the win rate of everyone else down. Now I don't know what the

shape of this line actually looks like - I'm sure it depends on the game and how

impactful winning and losing is in your particular game - but as you move your

population more towards the middle of the red line from the edges, the people

on the left who were winning very few games are now quitting less

and the people on the right who were winning a lot of games are now quitting

more. So depending on the shape of this red line, this could still be overall

good for the churn rate, or it could be neutral, or even negative. So if the shape of

the line looks like this, so that maybe winning zero percent of your games means

you're 100% likely to quit but hey if you're winning ten percent of your games

maybe really fifty percent likely to quit, but if you're winning 90 or 100

percent of your games you're very unlikely to quit, because you're still riding

high after winning all those games, then normalizing win rates towards the middle

actually reduces the overall number of people quitting, so matchmaking seems

super beneficial. And this shape makes intuitive sense, right? If you're

winning a lot of games you're very unlikely to quit whether it's 70 percent

or 90 percent. But be careful about assuming this kind of thing. Figuring out

the correlation between win rate and players quitting might be very helpful

for your game as you consider how much normalization of win rates to do.

And this is a complicated issue. Obviously, new player attention is very

important, so you may not want to just throw players in to a system with no

matchmaking. You might want to have some other system that lets players take the time

they need to become skilled enough that they can have a better experience once

exposed to the broader player base. But there's some tricky things you

can do to cheat the system. And I experienced it firsthand pretty

recently. I downloaded PUBG on my phone and I played three games, and I won my

second and third game. And I was shocked, because I beat 99 other players as a

total scrub. So I posted about my victories on Facebook, which is already

pretty risky because that's kind of braggy, and a few of my friends pointed

out that in my first few games my opponents were entirely BOTS who were designed to

lose to me. So I ended up looking really dumb, and I deleted my post, but if not

for those friends I would still feel really good about beating those BOTS.

What they were essentially doing is making it not a zero-sum game. actually

battle royale games are I guess kind of like negative-sum games. They

introduced AI opponents that suck, to inflate the win rates

of the worst or newest players, without harming the win rates of the better

players. Another way to avoid the zero-sum problem is to try and match

players together who have different goals. so here's the sumo scene

reimagined like that. And one thing I've seen a lot of games do that is similar to

this is give out rewards for playing but not necessarily winning. Another cool

trick I've seen is to reduce the sting of a low win rate. So this game Duelyst

has a hidden achievement that you earn for losing three games in a row, so maybe

you get to convince yourself that you meant to do that.

Skill matching makes it hard to feel power gains. So another thing to keep in

mind about matching based on skill is that it makes it hard to feel when

you've gotten better at the game. Whether that's because you actually improved

your skill or because you've leveled up your character or maybe purchase some

new cards or items or whatever. Often when that stuff happens you get a

short-term boost and really feel good for a few games, but depending on how you

tune your matchmaking algorithm it'll actually very quickly bump your MMR up

and find you fair opponents again. So no matter how much better you get at the

game your win rate always stays around 50%. And for me at least it saps me of

some of my will to improve, because doing better just means I'll have to fight

harder opponents, and that kind of stresses me out. This is my friend Josh

Menke, who did a talk on matchmaking at GDC a few years ago, and this is a good

graph to show how fast modern algorithms can figure out a player's skill. And you

can see the comparison to ELO (the red line there at the bottom) and what this

means is that modern games have the capability to get you even matchups

after just about three to five games from no data, and almost instantly adapt

to changes in power level. So this is this is pretty obvious, but

the tighter your tolerance for skill based matching, the slower your

matchmaking speed, which increases the time to fun. And this could be an

important consideration based on how many players are playing your game,

how many modes you have splitting your playerbase, and what you think the

experience should be like in off-peak hours. So I talked a lot about the

downsides of skill-based matchmaking, but I'm actually not sure that its overall

bad. They are real upsides to using a system like this but it's important to know

what the trade-offs are. For example Hearthstone's Arena mode matches players

based on the number of wins in the current run, not on a persistant skill

rating and I think that makes it both a worse mode for new players and a more

fun mode for the most skilled players because skill directly

influences your win rates rather than it all being normalized to 50%. So we use

skill-based matchmaking because we want things to be more fair, but in a way

skill-matching could feel unfair, because working hard and improving doesn't mean

you get any better win rate for that work. Matchmaking on player skill is

optimizing towards 50% win rate. Is that the best thing to optimize for? Sometimes

50% win rates will be the most fun, and sometimes it won't be, and you have to

consider the overall effect on fun from all different player perspectives as you

tweak your matchmaking systems. Alright, obvious thing number three:

Make sure everyone shares a clear vision. Making games is super hard, and one of

the hardest things is making sure your team understands what your game is, what

your game is not, and why it's going to be awesome. I think everyone knows this

is important, but I think it's critically important, and this is one of the big

reasons I've seen game teams fail. If you don't agree on what you're building you

end up with a hodgepodge of stuff that doesn't fit together into a cohesive

product. Okay so we're going to do a little exercise together. Imagine you're an artist. And if

you're an artist, you don't have to imagine. And you're working on a new

zombie movie. And you're the artist responsible for concepting what the

zombies are going to look like in this movie. Try to imagine, you're the artist.

Start thinking what are the zombies gonna look like in this zombie movie we're making.

There are a lot of us working on the movie. Someone else is doing set design,

someone else is writing all the dialog, and we all need to be on the same page

to make this movie feel believable. But zombies are zombies, right? They're

zombies. How likely do you think it is that we're all thinking about the same

visuals for our zombie? So, clearly there are different interpretations.

So let's align on this. Let's say we're gonna make a gruesome, realistic

zombie. So now we should all be sharing the same vision. But wait! All we

know is that this is a zombie movie. And I have a pretty good idea of what a

zombie movie is like there's still a lot of room for interpretation in the

details. Is this a movie about the confusion and horror that happens at the

beginning of the outbreak? Or is it about how humans have adapted in a

post-apocalyptic world? The movie comes out really differently in both of these

visions. So let's make a movie about surviving in a gruesome, realistic,

post-apocalyptic zombie world. So, good. Now we should have a clear vision, I

think. Except that that's probably still too broad, even to start concepting

what zombies would look like. Is this about what life is like when you're

all alone and exploring the humanity of zombies? Or it's about what happens to

the political climate and the different nations of Earth? or maybe it's about how

daily life changes, or doesn't change, when death lurks around every corner?

Vision is multifaceted and even when you get very specific, choosing the

exact vantage point to explore your theme can be very nuanced. I've seen

meetings where everyone looks at each other and says what they think the

vision is, and then nods, and then we all go back to our desks and execute on

slightly different nuanced versions of that vision. So my first tip is to use

imagery. This is just a Google search for 'spooky forest' and spooky forest is a

wide range but when you download 50 images from the internet sort them into

'yes this is the right vibe' and 'this is this is wrong and here's why' you can

start to create a map so that everyone knows what is exactly okay and what isn't.

In my experience, people in the industry often use movies as their

reference points for vision. And I felt super funny

when I started in the industry because I hadn't seen movies like Indiana Jones or

Heat or Conan the Barbarian or Predator or Terminator or Superman or Batman or

Die Hard or Weird Science or Blade Runner or like a hundred other movies that

everyone references. I've seen all those movies now so don't be too worried. But

images or references to games or movies we've experienced in the past can help

provide a shortcuts to clear vision.

Discussing things from a high level is helpful, but using concrete examples

helps you figure out exactly where people have different views. So I've

often found that you need a check-in right after a team starts working,

actually executing on the vision, to make sure that there wasn't something that

you were not on the same page about. Start small. I think that a vision is

harder when there are more cooks in the kitchen. If you're trying to come up with

a top level vision for a new game, I think spinning off a small team to

incubate a project with the minimum number of people can help end up with a

higher chance of achieving a clearer vision that everyone is aligned on, and

then you can slowly add people once your imagery or prototype is clear enough.

Iterate on your vision pitch. Eventually you will need to impart your vision to

people who will consider spending money or time on your game, and your vision

needs to be clear and exciting by then. You need to play test your pitch on new

people just like you play test your game. As you explain the vision to people, pay

attention carefully to what excites them and what confuses them. And if people

don't understand, or aren't excited, try a different approach with the next person

you talk to. And this will pay off because eventually you'll be telling

people who are farther away from the dev team, like publishing groups, or regional

offices, and you'll really need the vision to be clear. And then when you

announce your project to the public, the more you understand what will excite

people the better your announcement will be. So obvious thing number four: keep

players happy. Wouldn't this be nice? I do think it is super challenging. It's

also probably most relevant if you're running a live service game. There are

too many different types of players, and you can't please all the people all the

time, but I have some tips I think could help. Become a teacher.

So this is important for two reasons. One, because the more knowledgeable your

player base the more likely you are to get high-quality feedback. And two,

because when players don't have all of the information, they are more subject to

the dunning-kruger effect so here's David Dunning,

and this is the biggest photo I could find on the Internet of Justin

Kruger. I went on his Facebook page and everything... he's not very public. And in

1995 these two guys heard the story of a guy named McArthur Wheeler AKA "The Lemon

Juice Bandit". And MacArthur believed that because lemon juice is used as a

component in invisible ink, that if he put lemon juice on his face, he would

appear invisible to security cameras. So he did that, and he went and robbed two

banks, and of course his face was not invisible, and so after the local TV

stations broadcast the security camera footage he was immediately identified

and apprehended. And when he found that he had appeared on the tapes he kept

muttering, "but I wore the juice...." Four years later, Dunning and Kruger published

this paper of detailing the relationship between confidence and experience.

So, here's a graph. Confidence is on the left, and Experience is on the bottom. And this

red line shows the ideal relationship between confidence and experience. As you

get better at something you should become more confident, right? So Dunning and

Kruger ran a scientific study to figure out the actual relationship between

confidence and experience. They gave people a test and they asked them how

they thought they would score on the test before they began, and then compared

that with the actual score. And here's what the results looked like. What's crazy

here is the folks with literally no experience were the most confident.

And this totally happened to me. I'd been working at Blizzard for five years

when I changed careers from producer in creative development

to associate game designer on the hearthstone team. And I was pretty upset

because I had worked my way up from associate producer to producer over

several years, and I felt like I was moving backwards. I complained about it a lot,

but resolved to prove how good of a designer I was. And it took one week working

under Eric Dodds to realize I was definitely associate level. And I stopped

complaining. So you get even a little experience you actually assume you're

worse than you are because you now realize how much you don't know. And this

effect can a really decrease sentiment because people with no experience in

your field often assume they know better than you and then get angry about you

not doing things the "obviously correct" way. So here's an example about how this

this played out for me. Players started asking this question: why weren't we

buffing bad cards? Wouldn't the game be more balanced and more interesting if

the bad cards were a little better? And this is this is a very good question, and

has the opportunity to spawn an interesting discussion. But because of

the dunning-kruger effect, some of the players that don't know all the

reasoning presume that they do. So they would imagine these as the only possible

answers. So imagine for a second those are the real reasons why we didn't want

bad cards. How angry would you be? I think rightfully angry. So here's where

becoming a teacher can help. You can expand the amount of information these

players have access to. And now faced with other credible possibilities

players have increased their total understanding of the problem and because

of the dunning-kruger effect this increase in knowledge actually causes a

decrease in confidence, which means even if they still believe you're greedy and

lazy they're less likely to be confident about those beliefs. I want to emphasize

this has nothing to do with how smart or stupid your community is or any

individual is. In any size of community there are people with a range of

experiences and some players already have a depth of

understanding about the issues, but everybody starts somewhere. I also want

to emphasize this doesn't mean that the developer is right or that the community

is wrong. I've often felt that after teaching people the complexities of an

issue that the community has made very compelling arguments and I've changed my

stance. For example, Blizzard changed their stance on things like additional deck

slots. But it's hard to have a well-informed

healthy discussion if people

aren't exposed to the full picture.

If you're a developer, engage directly.

People are more inclined to trust individuals than companies. This is a

tweet by Greg Street who's I think excellent of doing this thing.

I felt that creating a direct relationship with the community helped a lot, and when

an individual who has the authority to change the game says "we promise we'll

make this better" it has more teeth because there's personal responsibility

behind it. Developers can also speak better to some

of the nuance involved in the decision making. Make yourself visible. When you're

planning an announcement one thing I think helps us to immediately make your

presence felt in the comments. So here's us announcing Second Dinner. And there

I am in the comments making my presence felt. And often when you show up in a

discussion it feels like people are on better behavior. I noticed that in

threads where I engaged in the comments the sentiment felt much higher to me, and

I made sure that when there was a controversial subject I was there being

visible. Respond fast. The internet moves really fast if you don't get your

response into a reddit thread in the first 30 minutes you might as well not

post at all. Other platforms are a little less punishing to delay, but a lot of our

community was active on Reddit. One example was this bug that got reported.

We had just released hero skins and there were

players who felt the value wasn't high enough for the cost. And it was a really

hot topic in the community. And one player made a post saying that there was

a bug with the new hero skins. There was a character who called

another character the wrong name and it seemed careless.

And this played into the narrative that we didn't really work very hard on these,

we just kind of jammed 'em in there. And this post immediately shot up to the top

of the subreddit and got thousands of uploads. And many hours later, we realized

that it was fabricated. There was no bug. And when we came in and posted the facts

it was too late. The posts got almost no visibility. People are much less

likely to go back into a thread and reread the comments once enough time

passes. The damage had already been done. Misinformation is pretty common

obviously and without replying to clear things up it just keeps spreading.

I actually wanted to create, like, a hotline where people could text me and recommend

threads to reply to, so I could get in there really fast, because I think I made a

huge difference. Ask for feedback. So another thing to

keep in mind is the balance of power between players and developers is all on

the side of the developers. If a player wants you to change something, they have

to convince you to make that change for them. They can't do it themselves.

And it's a frustrating relationship to be in. Players have

incredible passion for the game and it reflects on them because they play it a

lot, so when when you're announcing a change also

make it clear to the community that you're open to feedback about it. It makes it go

down easier because it'll feel less like a mandate from God and more like a

friend floating a cool idea. And if it's not something you're open to feedback on

you can instead ask for feedback on the on the way of the announcement was

delivered. I felt like reaching out was always very beneficial and I wanted to

do it a lot, so I focused on reducing the friction between an idea that I had and

actually shipping a video or blog post. And one of the things I did was to buy

myself a microphone and a webcam, and I started doing videos from my house, so I

could iterate without wasting anyone else's time, or waiting for a slot to open

with the video team. Here's a pic of the setup I used for one of our videos.

That's my bed in the foreground, and my dog over there. I also spent a lot of

time discussing social media strategy with our PR and community teams to

really learn those crafts and eventually I grew in my confidence

about how to interact the community and could sense when there was a type of

communication that I would need back up on and which I could just pull the trigger

on right away. And that meant that there was less friction and a lot of times

when I wanted to post. Okay, obvious thing number five: Keep employees

alive. I guess you probably don't have a lot of control over this, but I do have one

thing that I think we should work on. Stop working so much fucking overtime.

So this is an article from last year "76 percent of game developers still labor

under crunch conditions". Here's another article talking about "the horrible world

of video game crunch". It doesn't have to be this way. Obviously things come up.

Sometimes this comes from a level higher than we can control in the organization

and we don't get a say. Sometimes your team only has enough money to last

through the end of the month and if you can't finish your next milestone

the game will get canceled. Obviously if there's a service outage it's all hands

on deck. There are some legit reasons to do OT, but as an industry we crunch

a lot, and some of that is preventable. Control the scope. A friend of mine from

the industry told me a story about a time when he was crunching on a game and

some of the design leadership had a meeting to discuss post-launch DLC.

It was a one-hour meeting and instead of generating new ideas for DLC, they

decided the ideas they came up with were too exciting and they wanted to jam them

in before ship. And this is really tough, because none of us got into the game

industry to make shitty games. We want to make freaking awesome games and we have

ideas that we know players will love. We have to make the tough call to cut some

of that exciting stuff to avoid overtime. And it's a hard call to make, and your

team will be sad because you cut an awesome thing. There's only a few

variables you can adjust and if you're unwilling to adjust the ship date or the

scope over time is the only answer. But you can adjust scope and the ship date.

Hearthstone shipped way after it's announced ship date without

single-player content, without spectator mode, and without tons of features that

obviously the team added over time.

Don't let people set micro-cultures of OT.

So, sometimes it's not coming from above but there's a culture that makes you feel

bad for leaving after eight hours. Like, you get up to go and people are like,

"oh hey are you leaving already? What time is it?" And one thing you could do is just

tell people that it's not okay to work OT. Have HR give you a weekly report on

who's working OT hours and then go to each person on your team who is working too

much and tell them how important it is to not burn themselves out.

if you must crunch consider focus bursts. So if you need to crunch,

make sure you have very clear goals.

Time-box specific windows. Don't let crunch

extend beyond certain time frames. Identify which specific people will be

working overtime and specifically which goals they are attempting to complete in that time.

This isn't just about quality of life. Like, this *is* about quality

of life, but it's also bad for business.

So if you work people too much they can churn out and leave the

company. Often people working a lot of overtime end up taking their time back

and they start messing around on the clock and playing games or watching

videos, and that could be super damaging to morale. And obviously as

people are more tired they aren't as focused and they do lower quality

work and create more bugs. There are studies about overtime and

they show that bursts of overtime longer than two or three weeks result in so

much reduced productivity that it would have been more productive to have not

crunched at all. I just want to say that I know this isn't easy. I know this is a

sensitive topic. But I do think it is a fight worth fighting. So those are my

five topics: Responsiveness. Matchmaking. Vision. Player sentiment. And Crunch.

I had a lot of fun thinking about these from a different perspective. And all this

is just a huge learning experience for me. I've just embarked on my new

journey at our new company, and I'm learning a ton right now so I'd love to hear your

thoughts on all this. And just to wrap up I want to say how awesome it is to be

here in a room with all of you talented game developers. I just recently got back

into making games after being in leadership and management for two years,

and it is super fun. Like, making games is more fun than playing games. PAX DEV is

a special opportunity. Not just to listen to awesome stories and talks by your

peers, but also to meet the person sitting next to you and make some

contacts in the industry. So we've all got unique perspectives. We have a lot to

learn from each other, so introduce yourselves throughout PAX DEV and ask

each other questions, share what you're struggling with, and help each other make

better games. Also feel free to come hit me up if you have questions about Second

Dinner, or if you have any good restaurant recommendations in Seattle, or

if you want to challenge me to a game of Beat Saber. Thank you very much, and enjoy

PAX DEV!

For more infomation >> Ben Brode - PAX DEV 2018 Keynote - Duration: 38:38.

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How to play game rule of suviral - Duration: 10:50.

How to play game rule of suviral

For more infomation >> How to play game rule of suviral - Duration: 10:50.

-------------------------------------------

SEGMENT 1: Georgia Games - Duration: 10:07.

For more infomation >> SEGMENT 1: Georgia Games - Duration: 10:07.

-------------------------------------------

This Game Is So Clever! - The Gardens Between (Playstation 4) [First Impressions] - Duration: 18:15.

Is entering the TV man look at that. This is really cool

What's up guys and welcome to my presentations video of the gardens between so the gardens between is one of the most requested

Games on ki Mahler. So when I got the free key from the developers of this game, I was like

I don't know much about the game seems like a story-driven game with a little bit of puzzle elements

So we're gonna jump right in. So without further ado. Let's do this. My friends jumping right in man

I'm excited about this one since the game. I got a lot of praise for the storytelling and the art style, too

So I'm super excited to try this game

Even the the loading screen and the presentation is a plus man

Arts is beautiful. By the way. I really dig this really think that the art direction that's for sure

It's like floating in mid-air

Floating in space or something like that. This is crazy so far. So as you can see it's a little bit weird like

everything is floating, but

Our Sun is really cool. Once again, I really dig this

So we can review one time to a little bit

It seems like a unique game. This is why I wanted to show to showcase the game on the on the channel

So what's going on there?

So I need to go back it is not it what I'm already confused my boys

So we whine all the way back, okay, so I was going in there in the wrong direction their

Little ball of light right there

Which leads to I don't know how to call that

So we're going forward now the ball is falling

Still not sure what's going on - so we are advancing, okay

Lounge room this is really weird so far

We are still advancing the story X, ok, so this is to collect

the lamb

The the light source of some sort

And this is it right

Is that the goal of each puzzle or

Ok

We got it

I'm proud of this one

Irina's room

Little bit confused not gonna lie. Ah, is that the old game this is what I'm wondering right now

It's like little puzzle

So, okay, so we cannot go back more than that. So we're gonna go forward

Maybe

Grabbing this will make a sound the light sources right there the Albany

Connected the orb

Now we're gonna advanced a little bit characters there to probably put the lamb there right, is that right? Yep

Makes a little light bridge right there and there's a little light source there

So what is going on? This is really strange man

Basically cannot die - as far as I know

Okay, so we can make this sound once again there its

Scrubbing the light source back, dude

The light is right there yeah. Yeah collected. Okay, let's go let's go on the other side man

Music is really quiet so far

Not much of a tune it's like more of a background music

The intro screen was pretty cool too. So

This is pretty much the goal of the game

I collect all the life force by going forward and rewinding the time and I put the

Light source under the pedestal right there. So this is pretty much it, right

We're passing it good - we are buzzing good. That's for sure

Like a little constellation there

Playing with the plane. Oh

We can move time once again

What is going on, man?

What is going on? So this that was the first stage. So this is pretty much the like that

The level selection screen right there

So we are now at level 3, which we'll do right now

Let's do it man. Okay, so first thing first

Let's rewind we're gonna to rewind too much there. So let's go forward something moved there. What is going on there, too?

Is that a little purple thing? Not sure what it is. Let's go man

So the do can interact with staff as far as I know and the girl is like collecting more stuff

what is

popsicle

stuff like that

Or the young can also collect stuff. Okay, so is mistaken on this one. What?

Okay, so this one will collect the light bulb right there

No

Okay, just like I've rewinding after that we collect the light source we'll go back you forward

We'll take it back and put it there to create a bridge

I'm not a puzzle master, but I'm kinda proud of this one, man

This is not my type of game usually not gonna lie, but this one is like

Super fluid the way that you move rewinding and forwarding. It's a pretty cool concept. I dig this so far

So the next light source is there

So let's go forward like is climbing down

Going back is that it you got it, right? Okay, so we want the other things

Okay collected by

Dude

the light

The light has nothing collected. Okay. So let's do this. No you're missing something what's missing?

I might be dumb. Actually. I might be dumb if you skip this one the light will remain in the

Milk in there we can collect it back

Who doesn't like the light source and after that you can probably go to the top and finish a level, right daddy

Daddy

It is it that was pretty simple I was bad man. Oh it's a bad shot by me

So little tree down

It's a little one let's do another one for sure I'm taking the little puzzle aspects

That's for sure Oh going right in. Alright, so let's try to rewind at the beginning

Okay, there's nothing there's nothing there's never something when the rewinding right away. Okay, so we collected the

first light source

Right there

Why are you jumping dude?

Okay. So this one is it even my light source, so we need to stop him from?

Eating the light source so maybe doing something like that

Okay, let's think about it let's think about it

So it's eating that

And I can collect it back after that and create the bridge

That's what you want

Like the Hat okay, we're doing things my friends we are doing a teens

Okay, let's pull it there, let's see exactly what it's doing jumping at the top jumping there

Jumping there

I can interact with that probably can probably move the thing around it to you. I

Feel like we can move the thing at the top but not sure how to so this one's going there after that. It's going

What?

Okay, we have the light by pure locked you

so let's

Drop it there so we can avoid like the void there the little thing that eat

The light source natural to call that the void. That's right

We missed it again. Okay, so we have to collect it back. I

Got this man. I freaking got this do

We collect it

Taking a rest man, I'm gonna lose it there that's for sure so put it back there and

Collect it back right there. And this is it. This is it for the the fourth level?

All right. So we're getting the hang of it. We're getting the hang of the concept -

pretty cool stuff really unique a puzzle game -

I'm not surprised that there's a lot of key requests on key Baylor this game. I have a lot of

Other cool art style and also a really unique game that so I'm pretty happy about this one

What's going on they're

Basically completed the second world

With a little cool memory

So we are going to world

3/5 level right there. All right. So let's do two more two more for the episode. I think that's fair. All right

So my guess is that it will be a little bit more complex the more you play the game we are stuck right away -

Okay, so now we can interact with objects

And can freeze it in time like that, okay

Create the bridge so that was like a little tutorial team, which is really well done

So what's going on there

Make it fall. Yes

This is really cool, this is really cool. I love this man. This is really well done

cool concept for sure

So this one close the void there, where's the light source stone? Oh, it's right there, okay

So collect it

Okay, bring the Bale

Collect the light source we ring the bell

Go there

Clear the path

Got a trophy

Beautiful trophy man. We set the dominoes silver want you

I'm excited about trophy man

and

Just run at the top. Let's be careful too. We don't want to do that all over again. That's for sure. Oh

This is the end of the level. That one was really cool

introducing new mechanics to the game

Really dig this one

Cool man, all right last level of the episode of the first impressions video

There's a lot of like controller VHS all remote control

Is pushing buttons man, don't do that

All right, so the only thing you can do right now is that so we can plug the TV this is really cool man

This is my favorite part of the the the beginning of the game. That's for sure

Not sure if there's more mechanics to the game to

Consider the numbers changing there

I'm not sure what's going on, man. I don't get it. I'm sorry. Just see there

Yeah, I just stay there. All right, you have to think you just have to think that's really cool. Well done once again

So we have the light source can create the bridge right away

And we also cannot go back so once you create a bridge dislike that sort of as a checkpoint

Basically, you cannot go back

Okay, so let's put it there, let's see what's it? Oh yeah this morning will be

It's entering the TV man and look at that, this is really cool. Oh

It's like a little more classic more u11 right there cool cool little flashback, man

What is going on this is bit, I think this is a light source

Collected is that it?

Okay, I'm missing something there but this is really cool

The light source is right there like let's freeze it right there collect it

And

Just put it back, man

Pull it back into the fittest. All right there collect it back and that's pretty much it

This is a really cool concept man

If all the levels are like that, I'm gonna have a blast with this one

Then this game would be pretty cool to play on live streams - with the chat and everything

This is nice man. I take this so far

Alright so I could play this game really longer than that

But uh first impressions video are usually like 30 minutes 45 minutes and it's been a while already

So we're gonna start the gameplay right here so far

I'm pleasantly surprised honestly, I'm not a huge puzzle game fan, but this game is really unique

I really dig the art style and the puzzles are always clever and really different from levels - levels

And I can really see why this game is so popular on ki mailer. That's for sure

So I'm gonna play more of this. That's for sure

There's a platinum - to the game for those interested in trophies and the platinum seems really easy to get to so

Go get it. So once again, thanks a lot to the developers of this game the voxel agents for the freaky really

appreciate it guys

So don't forget to hit the like button and let me know

Your thoughts in the comments section below and I'll see you in the next video. I'm from aside and I'm out

For more infomation >> This Game Is So Clever! - The Gardens Between (Playstation 4) [First Impressions] - Duration: 18:15.

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Silsbee High School gears up for homecoming game against Lumberton - Duration: 2:52.

For more infomation >> Silsbee High School gears up for homecoming game against Lumberton - Duration: 2:52.

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L GAMES || Ep 7 || L... || Marathi Series || 2018 || R Siddhu - Duration: 13:03.

Hello

Hello Vicky

I'm

I'm sorry Vicky

I have realized my mistake

I misbehaved with you

Listen

I request you

Ravindra has trapped my sister

I tried taking help from police

but they are of no help

I request you

Free sister from their trap

Please Free her from their trap

I would take care of other things

This is my final request to you

You are free to break our relationship after that

Please free sister

Vicky

Are you listening?

Hello

Hello sir...

Hello Yuvraj sir how long are you taking to come here?

Hello sir…

How is my son and wife now?

What?

How are those two?

Only god knows how they are

means my Blood group matched your wife's

so, I have donated my Blood

now god is there to look after everything

uncle

what happened?

You have come to my rescue as an angel

what can I say? how can I be uncle and angel at same time

now you say I'm your uncle then I have done my duty...

Come soon

I'm coming there

Okay

I will be there soon

Come soon

Hello Yuvi

Are you still busy?

I have been waiting for so long.

You had said that you would call me in an hour

Vishakha

Where are you?

Vishakha (bahuli)

Vishakha how are you?

I'm fine

You tell me

I'm

I'm good

How is your family life?

(Sings a marathi poem)

It's fine

Listen

Tell me

Tell everybody present there that

I'm going to throw a party for them

What?

Very soon

Hey everybody. Yuvraj is giving a party to all of us

Very soon we would be arranging a get together

Yes

Treat will be on me

Promise?

Promise

Okay

Hey everybody gear up. Yuvraj is giving us a party.

yes, sure because

You are together but am missing the action

Hence, I will throw a party to make up for it

Yes, you have to give party

Schedule the time

Very soon for sure

Waiting for your call

Yes Vishakha, bye

Bye Yes Vishakha, bye

Bye

Take care

Say bye to everyone

Yes, yes sure

Bye

Bye Vishakha(bahuli)

Hello Piya

Piya

I'm very sorry

Because of me you are in trouble

I entered into a relationship with you in spite of being a married man

I have committed a grave sin

I don't know

How wrong you are but

I admit my mistake

Piya you are a good girl

You have a bright future

You are really a nice person

Listen, I would tell my driver to return your car to you

Henceforth I'm never going to call you

nor message you

I will never meet you

Piya

Oh! So, you have come Nitin

what's wrong with you?

Just give me the phone

I'm on call

Nitu baby

Please cool down

Please cool down

Yes Vicky

Vicky

Yes Raj

Yes, tell me

Sorry couldn't talk when you had called earlier

Because… I...

Forget it

Listen

I have managed to free Sister

and have cleared all of your debts

Tell me

What other help do you want?

Vicky

Vicky

Vicky thank you

I'm speechless

Vicky

Vicky, I ill-treated you

Used you for my benefit

But you stood firm by me

Vicky

Vicky I'm sorry

Vicky I'm coming very soon

It's Okay

Yuvraj

Yes buddy

I'm leaving for hospital now

and one more thing

Never say that you would not see my face

Vicky

I will not let this shit things happen again

now you will see tremendous change in me

Great

Come soon

Even I would love to see a different Yuvraj

bye

Hello Yuvraj sir where are you?

Yes sir

I think I am just 10 minutes away from the hospital

Okay

I can see the road,

Okay

I think I'm close to the hospital.

I should reach there in sometime

Okay please come

How is my family?

I called you for the same

Yes, tell me

They both are fine now there is no reason to worry

now are you coming or enjoying your drive?

what?

don't worry they are alright just come soon

your son and wife both are asking for you

My

Could I talk with my wife?

why not?

she is your wife...

people like us don't even get a chance to see our wife for days

at least you speak to her

Hello

Hello Yuvi

Yuvi

Why are you crying?

Yuvi I'm fine

Vidya I can't live without you. Never

Vidya I can't

Me too

I love you Vidya

Love you

I Love you

Love you too Yuvi…

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