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.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
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.CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
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.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.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
What we choose is never what we really need.
3/30/2019
8 Highest Paying URL Shortener 2019: Best URL Shortener to Earn Money
3/29/2019
Rail Of War
Eliminate enemies with the help of trains full of different kind of weapons. Enemies will try to capture your precious land & you have to defeat them at any cost. You will get dangerous rocketeer or the hard shooting Abraham's tank. You will get 12 land enemies in total, bunkers rocket base and airfields that can launch 7 different planes and choppers. You have to supply troops and people with weapons and fuel to win war.
DOWNLOAD LINK »
Visit 123FullSetup.blogspot.com for more.
Epic Squats
I haven't been painting much recently, but I've been doing a bit of building and re-basing of my Squats. I'd like to get these all primed, with their bases done and they're nearly there. There's also a few more things (Land Train, Steel Hawks, War Hawks, Mole Mortars) that still need to be built, and I need to source 3 more Hearthguard models (that's the one empty base).

When the Mole Mortars are done my infantry will almost completely fill this tray except for a small .125"x.5" area. For some reason that's tremendously satisfying.


(218 MB) GTA Vice City Download For Free
(218 MB) GTA Vice City Download For Free
Screenshot
System Requirements of GTA Vice City Free Download
- Tested on Windows 7 64-Bit
- Operating System: Windows Vista/7/8/8.1/10
- CPU: 800 MHz Intel Pentium III or 800 MHz AMD Athlon or 1.2GHz Intel Celeron or 1.2 GHz AMD Duron processor
- RAM: 512MB
- Setup Size:218 MB
- Hard Disk Space:450 MB
Creating A Chao World... / Creando Un Mondo Chao...
ENGLISH
Here we are! Chao World 3 is finally in development and, this time, I'd like to share with you the most important steps of its development so that you can help me to make the best Chao World ever with your ideas, criticisms and comments! Here's the screenshot of one of the game environments: what do you think?
I remind you that the game should be available this spring for free.
At last I invite you to follow me on Twitter and Facebook for new details!
ITALIANO
Eccoci qua! Chao World 3 è finalmente in sviluppo e, questa volta, mi piacerebbe condividere con voi le tappe più importanti della sua realizzazione così che possiate intervenire con commenti, critiche ed idee per aiutarmi a realizzare il miglior Chao World di sempre! Ecco a voi l'immagine di una delle ambientazioni di gioco: cosa ne pensate?
Vi ricordo che il gioco dovrebbe essere disponibile questa primavera gratuitamente.
Vi invito infine a continuare a seguirmi su Twitter e Facebook per nuovi dettagli!
Here we are! Chao World 3 is finally in development and, this time, I'd like to share with you the most important steps of its development so that you can help me to make the best Chao World ever with your ideas, criticisms and comments! Here's the screenshot of one of the game environments: what do you think?
I remind you that the game should be available this spring for free.
At last I invite you to follow me on Twitter and Facebook for new details!
ITALIANO
Eccoci qua! Chao World 3 è finalmente in sviluppo e, questa volta, mi piacerebbe condividere con voi le tappe più importanti della sua realizzazione così che possiate intervenire con commenti, critiche ed idee per aiutarmi a realizzare il miglior Chao World di sempre! Ecco a voi l'immagine di una delle ambientazioni di gioco: cosa ne pensate?
Vi ricordo che il gioco dovrebbe essere disponibile questa primavera gratuitamente.
Vi invito infine a continuare a seguirmi su Twitter e Facebook per nuovi dettagli!
![]() |
Click to enlarge / Clicca per ingrandire |
Chris Opened Another Channel Years Ago And Seems He's Trying To Bring It Back
Wow, a new post this soon? Even I'm surprised.
Long time fan Harrod brought this up. Seems in May 2015, Chris created another channel, and many pieces start fitting together.
First some backstory. Sometime from either 1968 to 1974 (the date is unclear scoping through Wikipedia), there was an educational TV show called "The Letter People". It was all about teaching kids the letters of the Roman alphabet with puppets. Very Sesame Street but obviously not as popular.
Then in May 2015, Chris created this YouTube channel.
You may notice it has a different name, but the early videos outright say they are The Letter People. Now he seems to be going with The Alphabet Bunch. Oh so now you're afraid of getting sued?
Going through these, there's not much to say. Just low-budget, boring shorts showcasing things that start with certain letters. If you've ever seen Sesame Street, or any educational program at the age of 3 or 4, then you get the idea.
The majority of the videos were posted in 2015. The eighth video at the beginning of 2016. Then... nothing for two years.
But then two weeks ago he posted the ninth video out of nowhere. In the comment he brings up "school curriculums". What? Are you making this crap for a school? Is that your job now?
And three days ago he posted a new one, this one featuring Zombie Steve... so is he trying to synergize his two shows? He must be because over on the Puppet Steve channel, Alphabet Bunch is listed as a Featured Channel under the barely functioning Zombie Steve channel (don't recall if I mentioned this but he made separate channel for solo Zombie Steve videos).
Of course the latest video is the worst, since it's more of Chris' fetish for showing off all his toys.
Oh yeah, and that "Mr. M" puppet? He was reused for the very very very early Puppet Steve videos where the hosts were actually "Marty and Muffin". And yes, a talking muffin is part of these early videos too. That explains a lot.
Chris, what are you doing? Is this your attempt at popularity? I don't think doubling down on the kid shit will do it. You're not good at education either.
You really want to know the secret to popularity? Go into a forest and find a real dead body, then film it and post it online for kids to see. Then go on a crocodile-tear filled apology tour and then make a video where you use a taser on dead animals. Kids really dig that shit.
I don't know. I have no idea what Chris is doing, it's clear he has no direction. All the ghost hunting crap didn't work out. I mean this is the second time too, he admitted it didn't work out the first time, and he tried it again. Blah blah definition of insanity blah.
Oh forgot to mention, but this channel is listed on The Letter People's Wikipedia page. Considering how almost nobody knows about this, I have to imagine that Chris himself added that section. See the page right here. Here's an archive link in case the page gets edited.
Oh yeah, the first video on the channel actually mentions a site. http://letterpeoplemedia.com/ Go ahead and check it out, you might be in for a surprise.
Long time fan Harrod brought this up. Seems in May 2015, Chris created another channel, and many pieces start fitting together.
First some backstory. Sometime from either 1968 to 1974 (the date is unclear scoping through Wikipedia), there was an educational TV show called "The Letter People". It was all about teaching kids the letters of the Roman alphabet with puppets. Very Sesame Street but obviously not as popular.
Then in May 2015, Chris created this YouTube channel.
You may notice it has a different name, but the early videos outright say they are The Letter People. Now he seems to be going with The Alphabet Bunch. Oh so now you're afraid of getting sued?
Going through these, there's not much to say. Just low-budget, boring shorts showcasing things that start with certain letters. If you've ever seen Sesame Street, or any educational program at the age of 3 or 4, then you get the idea.
The majority of the videos were posted in 2015. The eighth video at the beginning of 2016. Then... nothing for two years.
But then two weeks ago he posted the ninth video out of nowhere. In the comment he brings up "school curriculums". What? Are you making this crap for a school? Is that your job now?
And three days ago he posted a new one, this one featuring Zombie Steve... so is he trying to synergize his two shows? He must be because over on the Puppet Steve channel, Alphabet Bunch is listed as a Featured Channel under the barely functioning Zombie Steve channel (don't recall if I mentioned this but he made separate channel for solo Zombie Steve videos).
Of course the latest video is the worst, since it's more of Chris' fetish for showing off all his toys.
Oh yeah, and that "Mr. M" puppet? He was reused for the very very very early Puppet Steve videos where the hosts were actually "Marty and Muffin". And yes, a talking muffin is part of these early videos too. That explains a lot.
Chris, what are you doing? Is this your attempt at popularity? I don't think doubling down on the kid shit will do it. You're not good at education either.
You really want to know the secret to popularity? Go into a forest and find a real dead body, then film it and post it online for kids to see. Then go on a crocodile-tear filled apology tour and then make a video where you use a taser on dead animals. Kids really dig that shit.
I don't know. I have no idea what Chris is doing, it's clear he has no direction. All the ghost hunting crap didn't work out. I mean this is the second time too, he admitted it didn't work out the first time, and he tried it again. Blah blah definition of insanity blah.
Oh forgot to mention, but this channel is listed on The Letter People's Wikipedia page. Considering how almost nobody knows about this, I have to imagine that Chris himself added that section. See the page right here. Here's an archive link in case the page gets edited.
Oh yeah, the first video on the channel actually mentions a site. http://letterpeoplemedia.com/ Go ahead and check it out, you might be in for a surprise.
3/27/2019
Interview With Euphoria: Build A Better Dystopia Designer Jamey Stegmaier!
by Randy
@coffeeswiller
Hello, gamers! We have a treat today. We had an interview with Jamey Stegmaier of Stonemaier Games. Jamey is the designer of Viticulture and Euphoria: Build A Better Dystopia, and you may have seen the previous interview with him over at the Escapade Games blog here. As I am writing this, he is in the last few days of the Kickstarter campaign for Euphoria, and he was nice enough to answer a few questions for us about Euphoria and Viticulture.
Growing Up Gamers: I'm excited to talk to you about Euphoria: Build A Better Dystopia, but I want to back up a little and talk about Viticulture, your first game. You really nailed production on that one, and did a phenomenal job delivering. How did you do that, and what advice can you offer for other designers' freshman attempts? Perhaps I should add "aside from the wealth of information in the Kickstarter Lessons column on the Stonemaier Games website". :)
Jamey Stegmaier: Thank you so much! I'm glad you're pleased with the production quality. I have to give credit to my graphic designer (Christine Bielke), my artists (Beth Sobel and Jacqui Davis), and Panda Game Manufacturing (Chris Matthew is amazingly responsive). The combination of those four parties created the game you see today. So my advice to other publishing startups is: Hire talented professionals and manufacturers. This is not a place to cut costs. This is not the time to have a friend do your graphic design or art for free. If they're good enough to do your graphic design or art, you'll know it because they'll charge you. Also, I'm sure there are some other great manufacturers out there, but I could not be happier with Panda. They are consummate professionals every step of the way.
GUG: Viticulture looks amazing, by the way! Looking at the game board and player boards for Viticulture, I noticed that that they are double-sided. One side has detailed descriptions, and the other side is more minimalist and lets the art stand out. What led to the decision to make them this way?
JS: When I got the board and player mat art from Jacqui, I was swept away into Tuscany. And then we covered both with graphic design, and I was still swept away, but not quite as much. So given the marginal cost to make the mats and boards double-sided (why have one side when you can have two?), I decided to have one side of the mat with as few words and design elements as possible.
GUG: Good call! In terms of number of players, 2-6 players is quite a range. I've seen quite a few games that indicated that they played with this range, but it often seems that playing with 2 players or 5-6 players can be clunky or frustrating. Do you feel that you have avoided this with Viticulture and Euphoria? Do you feel there is an optimal number of players for the games?
JS: I'm a big fan of games that pull off that range. I want games that I can play with my girlfriend (who is currently imaginary, but it's feasible she could exist in the future) or two other couples. In my games, I try to break down turns into single choices. Many worker-placement games let players use all of their workers each turn, which can lead to some interesting decisions, but it also means that you might be waiting a really long time between turns. In Viticulture and Euphoria, your turn consists of placing exactly 1 worker on the board. That keeps things moving along. Also, in Euphoria, if a worker occupies a spot on the board that you want, you can often place your worker on that spot and "bump" the other worker back to its owner. Thus the more players, the more bumping occurs, and the game moves quite quickly.
As for optimal numbers, based on the way it scales, Viticulture is a little looser and forgiving at 3 or 5 players. I would slightly lean towards those numbers, but I like tight games that make me think on my feet. Time will tell which number I prefer for Euphoria. So far I enjoy it with any number of players.
GUG: Are there any mechanical similarities between Euphoria and Viticulture? Was it easy to transition between working on the two games?
JS: Both are worker-placement games, but that's where the similarities end. The games have very different mechanics, starting with Euphoria using dice as the workers. That was one of the first elements I incorporated into Euphoria, and it set it apart from Viticulture from day one and helped with the transition. Viticulture had more of an indirect influence on Euphoria in that after the Viticulture campaign, I wanted to play more board games. I wasn't playing enough. So I started playing a lot more games, and it was tough for those games not to influence Euphoria. I played 7 Wonders and suddenly Euphoria was a drafting game. I played Belfort and suddenly Euphoria had a hexagon-shaped board with area control. I played Tzolk'in and suddenly Euphoria had a tech track. Fortunately I was able to distance myself from those games to make something unique and new. I wonder if other designers run into this—you play a game you love, and you want to make your version of it.
GUG: In all honesty, we have a new favorite mechanic every week; it's not just you! Aside from your own games, what games end up on your table most often? And what are your current top three favorite games?
JS: I'll leave Viticulture and Euphoria out of this answer, because those are the games I've played the most. In the last few months, 7 Wonders has probably hit the table the most. My current top 3 are: Tzolk'in, Libertalia, and Agricola. But there are a lot of games up there near that top 3. Some of the games I've played quite a bit through the ages are Settlers, Dominion, poker, and Magic. I'm sure those four continue to influence me even if I don't realize it.
GUG: How did you decide on the art and style? I really like the 1920's Art Deco style in Euphoria. What did your collaboration with the artist look like?
JS: Jacqui Davis is such a pleasure to work with, and her visual talents are truly amazing. She and I talked about the look of the game early on in the process, and after we were on the same page, I would send her the story behind the world, the markets, and the recruits, and se would take it from there. Sometimes I had a specific detail to mention, but usually I tried to give Jacqui complete creative freedom. She knows what she's doing better than I do.
GUG: We love the work of Jacqui Davis! She has created some aweome pieces for Storm Hollow: over 100 at last count! What drew you to the dystopia theme? What dystopian sources most inspired you? And what came first when designing Euphoria: mechanics, or theme?
JS: I've been a big fan of dystopian literature and movies for a long time. When I started brainstorming for the project, I made a long list of my favorite dystopian works…it's a long list. But a select few of my favorites are Ready Player One, Children of Men, The Matrix, and Oryx and Crake. Although Euphoria has a story of its own, there are lots of winks to other dystopian works in the game.
In the design process, theme came first, but each thematic element was paired with a mechanic after a brainstorming session. I made a list of the core elements of dystopian fiction, and those elements inspired the mechanics. Of course, the mechanics changed quite a bit over time, but by that point I had a different goal in mind: fun. Theme and mechanics are so important, but if they don't translate into fun, they don't mean anything.
GUG: Are you finding that it is easier to run a Kickstarter campaign the second time around? What would you say has been the biggest change between the campaign for Viticulture and the campaign for Euphoria?
JS: I wouldn't use the word "easier." :) I was more prepared this time, but it's still a learning process every time. Plus, the scope of Euphoria and the speed at which we funded put this project in a whole different category than Viticulture (Viticulture had 942 backers; Euphoria has over 3000 as I write this. Viticulture funded on Day 17; Euphoria funded after 1 hour). I thought I might sleep more during the Euphoria campaign, but that hasn't been the case. It's a 60-70 week job in addition to my day job.
The biggest change between the two campaigns is something I didn't expect and something I probably won't do again. Because Viticulture was released to the world during the Euphoria campaign, there has been an incredible amount of enthusiasm for it. The question I got asked the most during Week 1 was: When are you going to add Viticulture reward levels? I listen to my backers, so I added Viticulture levels, but it's always felt a little odd to me, because Viticulture is a completely different game than Euphoria. So there was a period during the project when there was a lot more attention on Viticulture than Euphoria. In the future I'd like to keep our games completely separate.
The plus side to all this is that we've completely sold out of Viticulture, so we're considering a second print run.
GUG: Lastly, I wanted to ask about playtesting. How much playtesting went into Viticulture? And how did the playtesting process evolve between Viticulture and Euphoria?
JS: Great question, because this was a big difference between the two. Hardly any blind playtesting went into Viticulture before the project began. Alan and I tested it a ton, but I don't think we realized the value of blind playtesting at that point. Thankfully, many backers became invested in the game during the Kickstarter project, so we had an unexpected outpouring of blind playtesting that really helped the project.
I learned my lesson for Euphoria, and I now had access to a ton of amazing, insightful gamers. So Euphoria went through a gauntlet of blind playtesting by 60+ people around the world while Alan and I continued to playtest it. We made the PnP (print and play) accessible to any backer during the project, so many more people have continued to blind-playtest it during the campaign. I would say that we easily have over 100 playtesters at this point, if not more. They are an amazing asset, and I can't think them enough for the ink, sweat, time, and effort they put into helping us build a better dystopia.
--
What a guy, eh? We're really happy Jamey took the time to talk to us. He's a great guy, and we're happy to see his project doing so well. Please pop over and check it out while there's still time!
@coffeeswiller
Hello, gamers! We have a treat today. We had an interview with Jamey Stegmaier of Stonemaier Games. Jamey is the designer of Viticulture and Euphoria: Build A Better Dystopia, and you may have seen the previous interview with him over at the Escapade Games blog here. As I am writing this, he is in the last few days of the Kickstarter campaign for Euphoria, and he was nice enough to answer a few questions for us about Euphoria and Viticulture.
Growing Up Gamers: I'm excited to talk to you about Euphoria: Build A Better Dystopia, but I want to back up a little and talk about Viticulture, your first game. You really nailed production on that one, and did a phenomenal job delivering. How did you do that, and what advice can you offer for other designers' freshman attempts? Perhaps I should add "aside from the wealth of information in the Kickstarter Lessons column on the Stonemaier Games website". :)
Jamey Stegmaier: Thank you so much! I'm glad you're pleased with the production quality. I have to give credit to my graphic designer (Christine Bielke), my artists (Beth Sobel and Jacqui Davis), and Panda Game Manufacturing (Chris Matthew is amazingly responsive). The combination of those four parties created the game you see today. So my advice to other publishing startups is: Hire talented professionals and manufacturers. This is not a place to cut costs. This is not the time to have a friend do your graphic design or art for free. If they're good enough to do your graphic design or art, you'll know it because they'll charge you. Also, I'm sure there are some other great manufacturers out there, but I could not be happier with Panda. They are consummate professionals every step of the way.
GUG: Viticulture looks amazing, by the way! Looking at the game board and player boards for Viticulture, I noticed that that they are double-sided. One side has detailed descriptions, and the other side is more minimalist and lets the art stand out. What led to the decision to make them this way?
JS: When I got the board and player mat art from Jacqui, I was swept away into Tuscany. And then we covered both with graphic design, and I was still swept away, but not quite as much. So given the marginal cost to make the mats and boards double-sided (why have one side when you can have two?), I decided to have one side of the mat with as few words and design elements as possible.
GUG: Good call! In terms of number of players, 2-6 players is quite a range. I've seen quite a few games that indicated that they played with this range, but it often seems that playing with 2 players or 5-6 players can be clunky or frustrating. Do you feel that you have avoided this with Viticulture and Euphoria? Do you feel there is an optimal number of players for the games?
JS: I'm a big fan of games that pull off that range. I want games that I can play with my girlfriend (who is currently imaginary, but it's feasible she could exist in the future) or two other couples. In my games, I try to break down turns into single choices. Many worker-placement games let players use all of their workers each turn, which can lead to some interesting decisions, but it also means that you might be waiting a really long time between turns. In Viticulture and Euphoria, your turn consists of placing exactly 1 worker on the board. That keeps things moving along. Also, in Euphoria, if a worker occupies a spot on the board that you want, you can often place your worker on that spot and "bump" the other worker back to its owner. Thus the more players, the more bumping occurs, and the game moves quite quickly.
As for optimal numbers, based on the way it scales, Viticulture is a little looser and forgiving at 3 or 5 players. I would slightly lean towards those numbers, but I like tight games that make me think on my feet. Time will tell which number I prefer for Euphoria. So far I enjoy it with any number of players.
GUG: Are there any mechanical similarities between Euphoria and Viticulture? Was it easy to transition between working on the two games?
JS: Both are worker-placement games, but that's where the similarities end. The games have very different mechanics, starting with Euphoria using dice as the workers. That was one of the first elements I incorporated into Euphoria, and it set it apart from Viticulture from day one and helped with the transition. Viticulture had more of an indirect influence on Euphoria in that after the Viticulture campaign, I wanted to play more board games. I wasn't playing enough. So I started playing a lot more games, and it was tough for those games not to influence Euphoria. I played 7 Wonders and suddenly Euphoria was a drafting game. I played Belfort and suddenly Euphoria had a hexagon-shaped board with area control. I played Tzolk'in and suddenly Euphoria had a tech track. Fortunately I was able to distance myself from those games to make something unique and new. I wonder if other designers run into this—you play a game you love, and you want to make your version of it.
GUG: In all honesty, we have a new favorite mechanic every week; it's not just you! Aside from your own games, what games end up on your table most often? And what are your current top three favorite games?
JS: I'll leave Viticulture and Euphoria out of this answer, because those are the games I've played the most. In the last few months, 7 Wonders has probably hit the table the most. My current top 3 are: Tzolk'in, Libertalia, and Agricola. But there are a lot of games up there near that top 3. Some of the games I've played quite a bit through the ages are Settlers, Dominion, poker, and Magic. I'm sure those four continue to influence me even if I don't realize it.
GUG: How did you decide on the art and style? I really like the 1920's Art Deco style in Euphoria. What did your collaboration with the artist look like?
JS: Jacqui Davis is such a pleasure to work with, and her visual talents are truly amazing. She and I talked about the look of the game early on in the process, and after we were on the same page, I would send her the story behind the world, the markets, and the recruits, and se would take it from there. Sometimes I had a specific detail to mention, but usually I tried to give Jacqui complete creative freedom. She knows what she's doing better than I do.
GUG: We love the work of Jacqui Davis! She has created some aweome pieces for Storm Hollow: over 100 at last count! What drew you to the dystopia theme? What dystopian sources most inspired you? And what came first when designing Euphoria: mechanics, or theme?
JS: I've been a big fan of dystopian literature and movies for a long time. When I started brainstorming for the project, I made a long list of my favorite dystopian works…it's a long list. But a select few of my favorites are Ready Player One, Children of Men, The Matrix, and Oryx and Crake. Although Euphoria has a story of its own, there are lots of winks to other dystopian works in the game.
In the design process, theme came first, but each thematic element was paired with a mechanic after a brainstorming session. I made a list of the core elements of dystopian fiction, and those elements inspired the mechanics. Of course, the mechanics changed quite a bit over time, but by that point I had a different goal in mind: fun. Theme and mechanics are so important, but if they don't translate into fun, they don't mean anything.
GUG: Are you finding that it is easier to run a Kickstarter campaign the second time around? What would you say has been the biggest change between the campaign for Viticulture and the campaign for Euphoria?
JS: I wouldn't use the word "easier." :) I was more prepared this time, but it's still a learning process every time. Plus, the scope of Euphoria and the speed at which we funded put this project in a whole different category than Viticulture (Viticulture had 942 backers; Euphoria has over 3000 as I write this. Viticulture funded on Day 17; Euphoria funded after 1 hour). I thought I might sleep more during the Euphoria campaign, but that hasn't been the case. It's a 60-70 week job in addition to my day job.
The biggest change between the two campaigns is something I didn't expect and something I probably won't do again. Because Viticulture was released to the world during the Euphoria campaign, there has been an incredible amount of enthusiasm for it. The question I got asked the most during Week 1 was: When are you going to add Viticulture reward levels? I listen to my backers, so I added Viticulture levels, but it's always felt a little odd to me, because Viticulture is a completely different game than Euphoria. So there was a period during the project when there was a lot more attention on Viticulture than Euphoria. In the future I'd like to keep our games completely separate.
The plus side to all this is that we've completely sold out of Viticulture, so we're considering a second print run.
GUG: Lastly, I wanted to ask about playtesting. How much playtesting went into Viticulture? And how did the playtesting process evolve between Viticulture and Euphoria?
JS: Great question, because this was a big difference between the two. Hardly any blind playtesting went into Viticulture before the project began. Alan and I tested it a ton, but I don't think we realized the value of blind playtesting at that point. Thankfully, many backers became invested in the game during the Kickstarter project, so we had an unexpected outpouring of blind playtesting that really helped the project.
I learned my lesson for Euphoria, and I now had access to a ton of amazing, insightful gamers. So Euphoria went through a gauntlet of blind playtesting by 60+ people around the world while Alan and I continued to playtest it. We made the PnP (print and play) accessible to any backer during the project, so many more people have continued to blind-playtest it during the campaign. I would say that we easily have over 100 playtesters at this point, if not more. They are an amazing asset, and I can't think them enough for the ink, sweat, time, and effort they put into helping us build a better dystopia.
--
What a guy, eh? We're really happy Jamey took the time to talk to us. He's a great guy, and we're happy to see his project doing so well. Please pop over and check it out while there's still time!
Will Android Revenues Beat Ios?
I was once a self-proclaimed Android evangelist, and Apple hater. I thought Apple products were for the elderly and technically challenged. I was younger and didn't have much Apple experience when I had these thoughts. My viewpoint was unchanged until the day I started my new job as a Game & Monetization Consultant here at NativeX where I help improve behavioral and monetization metrics in mobile games. I needed a computer, iOS and Android device. At the time I had a Samsung Epic 4G as a phone so my Android device was covered but then they handed me a MacBook Pro and iPad. Most would be thrilled, and I was excited about the new tech but I was also a little apprehensive. Fast forward 2 years and I've switched to an iPhone and use my MacBook way more than any PC. I could tell you all the reasons why but the PC vs. Mac is best saved for another article.
I haven't become an Apple fan boy (I always claim no allegiance to any platform) but there are 3 main reasons why I've made the switch to an iPhone.
- Ease of use - after having a couple of kids I need more things to be easier in my life, and features work better with iOS or at least did at the time.
- Career - since I'm in the mobile industry, I need to be on what's considered "the main platform" since most lead development on iOS and port to Android (emphasis on most).
- I'm a gamer - and there's no arguing that games are generally better on iOS (most important reason to switch).
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source: http://www.idc.com/getdoc.jsp?containerId=prUS24257413 |
When you see charts like this is hard to deny the thought that Android will someday be the top revenue generator in the mobile space. Then you see charts like this that show you how drastic the revenue difference is!
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source: http://blog.appannie.com/app-annie-index-market-q2-2013/ |
How can a platform dominate the market share but at the same time be so behind on the revenue? Let's see if we can figure that out and maybe understand what OS will be on top.
Fragmentation
We all knew this was going to be one of the issues, but I feel like this is possibly the largest problem with Android. Which fragmentation; hardware or software? Both! I'm a visual person and this visualization of the fragmentation of Android really makes it clear how big of a problem this is.
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source: http://opensignal.com/reports/fragmentation-2013/ |
Device fragmentation is a big problem for developers, but OS fragmentation is even worse for Google. It's hard to dictate how and what consumers are doing when you don't control the OS that they're on. Google Play (Google's App Store) doesn't even come standard on all devices. Let's take a look at some of the areas where Google needs to improve in order to come out on top.
Regions
There are indications that Android has peaked in the United States. This is arguably one of the important territories for revenues right now. Certainly this could change, but I don't see the US dropping out of the top 5 territories for revenue. If Android wants to beat iOS then they need to make sure they're getting their high-end phones into the higher revenue territories. I know there's the argument that in low end markets Android is definitely winning. However, if you're selling phones to people with limited entertainment budgets they likely won't be making IAPs or purchasing games.
On the flip side, if iOS wants to remain on top they need to have cheaper hardware and I don't think the 5C is the answer. They sell really expensive products and this is only going to be half as expensive. What's half of really expensive? Still too much. I know there are some real monetary values and examples out there, but I'm being vague in the pricing to prove the point that this device will still be too expensive. At the end of the day Apple is a hardware manufacture and I'm sure stakeholders would like to see Apple at least make an attempt to gain more worldwide market share.
Unified Billing System
How do you buy apps in Google Play? Is there another app for that? Does it vary depending on the version of OS? Per region? Do players need to setup an account? What does the process look like? In the United States Google is trying a new billing system called Google Wallet. Maybe it's not the magical solution, but from my experience it's much better than nothing (I owned a Samsung Galaxy without Google Wallet and have a Nexus 7 with Google Wallet). Once I setup my Google Wallet account on my Nexus 7 purchasing apps was very similar to iOS. Ask all those same questions again about iOS and you'll find that it's the same for everyone.
Make CC Gathering a Step in Activating a Device
When you setup your iOS device they ask you for your Apple ID much like how Google asks for your Google account/email. The next thing iOS does is they ask you to verify your billing information. Users can skip this process, but the point is it's part of the setup process. This is crucial for 2 main reasons.
- Mental State - users are in a totally different mental state when they're setting up their phone versus when they're playing a game or browsing a virtual store. When they're setting up their phone they are in administrative mode. This isn't a fun task and users know it. When they're in an app or browsing a store users are looking to be or are being entertained and entering credit card information seems like a much larger task.
- Allows Impulse Buys - a good portion of app purchases are on impulse. If there's an inconvenience to the purchase process it will be likely be abandoned. This would be like locking up the gum or candy at the checkout register at your local retailer. Who in their right mind is going to track down a manager to unlock a display case for some 99 cent gum? Forget that!
Trust Issues
Internet fraud has made a good portion of consumers leery on who they can trust with their money. I've talked to many iOS and Android users and I've gotten pretty consistent answers. People have more trust in Apple or iOS than Google or Android. I believe there are a few things affecting people's trust...
- Android is Open Source - this makes tinkering/hacking the OS or how apps interact with the OS pretty simple or even encourages it. There's already spammy or malicious apps out there and the problem will only get worse. It'll be like the virus debate with Macs and PCs all over again.
- Google Doesn't Control Updates - so what if there's an insecurity? How do you get updates? Will you need them? I know iOS has had security breaches, but historically they've been fairly quick to release updates to fix them.
Once you breakdown the flaws of Android it's easy to understand why the majority of revenues are still on iOS. However, Apple can be defeated. No one company can stay on top without innovation and perhaps this is what Microsoft is aiming to do with the purchase of Nokia. It appears they've seen the consequences of an open OS/platform and their acquisition of Nokia tells me that they too believe a closed environment is a better environment/investment for the future. Perhaps my next phone may be Windows phone if they keep making commercials like this. Android has a chance with just the sheer amount of devices that are using their OS. Gathering credit card information during setup could maybe do it alone, but if they can fix some of the payment issues and device support through updates then Apple is going to have a hard time fighting off the numbers.
If you need help designing or fixing your F2P game you can find me here at my blog or on Twitter.
3/24/2019
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