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Even Better Than the Real Thing?

October 22nd, 2007

There are a preponderance of households all round the world that share their space, their food and their love with some kind of furry friend. Animal companions have been shown time again, in study after study, to reduce stress and cultivate health. The act of stroking a pet is an intrinsically restful one, and cannot even be outweighed by the time and expense incurred in looking after the little beasts. These critters become a part of our lives, and we dote on them like small children. But we wouldn’t feel the same way about them if they were only virtual – would we?

But it seems that we would. While children traditionally beg their parents for a pet to play with, these days it seems they are asking for something else too – a computer, complete with Internet access, to allow them play with a pet of a slightly different shade. A Neopet.

And with 25 million members spread all across the world, the people that bring us Neopets are clearly on to something. Combining aspects of the real life world and the virtual one, the Neopets universe seems to have tapped into something. While users fall predominantly into the age group we would expect, typically sitting in the under eighteen age group, Neopets appeal to people of all ages. Offering all the qualities of the typical household pet, with a few traits only to be found in the realm of computer-dom, Neopets seem like a fun way to cultivate a relationship with our furry friends, without having to deal with any of the practicalities of supporting and looking after a real world pet.

The Neopian world, however, does have what some see as a more sinister side. An Internet world directed at children where unknown individuals can log on and talk to whom they like is undoubtedly a concern for many parents, but what has gained the most publicity regarding the Neopets site is the exposure children encounter there to seemingly limitless advertising. Although real money transactions are forbidden in the Neopian world, many of the games played there involve the winning of Neopian currency, which can then be used to purchase items for your pet. Some argue that this introduces children to the value of money. Others are more concerned that the value of money is spoiling a nice game by introducing corporate sponsorship in child-friendly guises.

But there is little doubt about one thing – Neopets are just, according to the people who own them, as addictive as the real thing. Think you can’t get attached to a computer image? Think again – get a Neopet.

Dave is the owner of myneopetssecret.info and neopetscheatprograms.info websites that provide information on neopets

XBox 360 Shortage Causes A Stir

October 6th, 2007

Microsoft has finally released, among huge media hype, its new Console, the long awaited XBox 360…. also known as the XBox 2.

The XBox 360 Console is available in two different packages, the first being a top-end version and consists of an XBox 360 Console, wireless controllers, external hard-drive and headset with membership to the XBox Live gaming service to tempt you in even more, to avoid your spouse!!, this is priced at £279.99. The second package is a basic one which includes Xbox 360 Console and wired controller, this is priced at £209.99. Its a shame that a section of gaming fans have to pay a little extra to have the wireless controllers but I’m sure they will argue that its worth the money.

The Christmas 2005 release has given it a much-needed edge over Sony which plans to release its PlayStation 3 in the the spring of 2006.

The XBox 360 has hit massive shortages, due to demand, in the UK. People are already paying nearly double the cost on EBay for the long awaited console, just to get it immediately. It has been said that Microsoft have deliberately limited stock to create the media interest that it currently receives, just due to its availability problem.

You can check the latest news and availability here for the XBox 360 console and accessories

Barry - UK Consoles

A Game to Teach Table Manners – MannerIsms :

September 13th, 2007

Has anyone ever imagined that there can be a game for teaching table manners to children at mealtimes so that they can display better social etiquettes at parties and follow the same at home too. Well for people who havenot come across it before, I am sure they will be astonished and excited to know that such a game exists in the gaming world. The game has got the name MannerIsms. In fact, the game is for the whole family, but more so for children and children enjoy it too while learning the basic culture on the table during mealtimes.

So, how did the game come into being ? Roz Heintzman, a woman from Toronto observed one night in early 2004 when she was at her friend Gillian Deacon’s house for a dinner that her friend has a unique way of teaching her children manners – in which she asks her kids to take manners out of an envelope and follow them, one for each night. This observation led to the inspiration for MannerIsms. Roz Heintzman alongwith entrepreneur Carolyn Hynland (also from Toronto), started looking to fill a gap in the market for all things relating to manners – specifically manners and children. After some informal market research, a business plan was formulated and, with the help of friends and family, the game MannerIsms came to life.

How is the game played ? One box of MannerIsms comes with twenty-five cards, each bearing one code of conduct. Each is sweet, lyrical, and easy to remember, such as “Food to mouth, not mouth to food. In this way, you won’t seem rude.”. Another is “Mabel, Mabel if you’re able, keep your elbows off the table!”. It is played over a series of nights and each night, children in your family draw a new card from the stack and spend the meal perfecting it. Depending on the age and number of children playing, MannerIsms provides several options for rewarding good manners. And you can further tailor the game to your family.

In the game, suppose your kid(s) are motivated by reward, try affixing stickers to the manners cards successfully accomplished. If your children like competition between them, you can devise rewards, like having the child who most often used that night’s manner pick the card for the next night. You can also play cumulatively, having your child(ren) keep watch for previous night’s manners and keeping score on a sheet of paper.

The game takes the nagging out of teaching table manners. It’s also a reminder to parents to check their own behaviour. Some women admit to buying the game as much for their husbands. Its quite enjoyable for kids too to catch their parents in a mistake.

The game creation team always strives to improve it by accepting suggestions such as if there are other manners that people would like to see included, or if your family has come up with a new way of scoring or tracking your childrens’ progress.

MannerIsms was developed by parents and kids, for parents and kids. The next time you are at the dinner table with your family or friends, you may contemplate trying out this amazing, educative and fun game.

This article is written by Ajitesh Biswas for www.ecard4all.com which is a free online greetings card site containing free ecards for various occasions, events and emotions; alongwith access to some free games.The article is free and can be used by any webmaster on their website, provided they will keep the link intact with the article.

Role Playing Games - Builder’s Guide 9

August 4th, 2007

The Challenge: In any game, there must be the element of difficulty. No one likes to lose, but if there isn’t that chance, there is no point to winning. And, the greater the risk of loss, the more poignant a hard-earned victory becomes. Role playing games are no different. Although many of these games are not strictly competitive between players, the characters almost always expose themselves to dangers and trials. If they can plow with ease through any encounter, there becomes no point to strategy and die rolls, and even description becomes stale. Thus, a designer must take into consideration the ninth challenge of building a versatile role playing game: the challenge of maintaining risk.

Risk is the chance that something bad will happen as a result of an encounter or sometimes even an action. If the characters fail to climb the wall, the assassin might get away. If they fail to win the battle, they might be captured or killed, and so on. Risk depends on a number of factors: the comparative power of the characters to the difficulty of the opposition, the system for establishing random chance, the potential effects of various abilities and strategies, and the possibility for unforeseen occurrences.

Two of these things, comparative power and unforeseen occurrences, are often in the hands of the game master—or at least, they should be if the RPG is balanced in the first place. The potential effects of abilities and strategies is also a factor of game balance, although a designer may wish to examine these things from a risk-based standpoint as well, and use risk to maintain balance. A risk doesn’t have to be immediate and decisive. Just applying a cost adds risk to an ability. If the character must pay to use the power, it may find itself unable to call upon it when it really needs to. It is good to establish this sort of risk; it steers ability use away from simple memorization of every skill the character has and more towards strategic play.

The most important aspect of risk, though, is the system of randomness. Most role playing games use die rolls to determine the results of random chance. The number of dice rolled, the range of numbers on each die, the frequency of rolls, the availability of retries, the nature and proliferation of bonuses, all tie in to adjusting the level of risk in the RPG.

The Risk: As with all these challenges, the challenge of maintain risk has risks of its own. And, as always, there are problems with overemphasizing and underemphasizing the work you put into this challenge.

Too much risk can easily occur in a role playing game. This can be because there are few flat bonuses on checks. A numerical bonus—+1, for example—to a die roll helps to stabilize the check. It adds a flat increase to your chance of hitting a certain target score, directly modifying the percentage chance of doing so in a clear way. If these bonuses—and corresponding penalties—are uncommon or unavailable in your RPG, you place more in the hands of chance than some players may be comfortable with.

Too much risk can also occur from too many rolls. If your system allows a roll to attack the opponent, a roll to determine how well the opponent defends, a roll to determine the damage done, and a roll to offer a chance to reduce that damage, you are offering a much greater range of possibilities, which can impact game balance. When balancing a role playing game, the range of potentialities may be considered, but the average is often used as a deciding factor. An ability balanced for a situation of average rolls can cause much greater effect if one or more rolls are much different from the average. Each additional roll adds more chance to change the balance of that ability, taking more out of the hands of the game designer. This is particularly dangerous with offensive abilities, where risk takes on a very clear connotation. Simple rule of thumb: the main characters are subject to more attacks per game by far than any enemy, even a recurring villain, and those foes are to some extent expected to fall eventually anyway. As such, main characters are essentially guaranteed to eventually suffer a really bad roll. If that roll comes at the wrong time, it can turn an otherwise standard action into an inescapable deathblow. Yes, characters should risk death, and yes, anything can happen in combat. However, if you plan for your RPG to allow for games that last for prolonged durations, you have to modify risk enough that the main characters have a reasonable hope of survival.

Low-risk, however, isn’t good either. It makes the game a purely analytical, statistical calculation. Low risk can come from few or no die rolls or too many bonuses, obviously, but there is also the chance that an RPG can have too many rolls, and thus become low risk. For example, if upon casting a fireball at a group of opponents, each one gets an entirely separate defense, there is no real risk. If the chance of defending is 40%, you can expect that on average, two foes in five will block the attack. Of course, if it is all handled by a single check, there is the chance that the fireball will do nothing—highly unlikely and annoying besides—or that it will wipe out the entire enemy force at a go—more likely perhaps, but still not necessarily good, especially if it was a villain’s fireball!

Likewise, if when sneaking through a dungeon, four characters encounter five guards, and each guard makes a separate check to detect each character, there is no risk. If the guards have any chance at all of detecting the party, you can virtually guarantee that at least one will spot at least one character. Risk implies randomness, chance, and multiple checks sometimes only reduce the range of possible results.

Finally, risk can simply affect the style of play. If characters have to make three checks or roll ten dice every time they take an action, it bogs down game play. It is best to keep the dice chancy, yet simple.

The Solution: In QoTR, I went with a 2d6 system—that is, a system based on two six-sided dice. Rather than use an entirely additive system of bonuses, which would quickly reduce die rolls to flavor, I use a comparative system of stats. Players compare their stat to the foe’s to determine what number they must roll to succeed the action. This does add a bit more calculation to making checks, but not an excessive amount, and I find it a fair price to pay for keeping the system functional even at higher levels. The nature of the check chart also helps balance super-powered attacks, so that they are strong without becoming completely unbeatable. The use of 2d6 also makes very high or low rolls less likely, keeping things to an average, so that while dice remain important, they won’t necessarily trump good strategy or stats.

I use two types of check modifiers—a flat modifier, and a die modifier. A flat modifier is just a bonus, usually +/- 1 or +/- 2, that applies to the 2d6 roll. Due to the nature of the 2d6 system, a flat bonus can represent a significant percentile increase, so I don’t have to load the game up with them. There are a number of ways to get bonuses, however, so I also implement a system of die modifiers. With a die modifier, the character rolls an extra number of dice, and discards either the highest (for die penalties) or lowest (for die bonuses), until it has only two dice. Every three points of flat modifiers are translated into die modifiers. Die modifiers can be quite potent, but tend to be less effective when the number required to succeed is high, and since they can’t stack up the way flat bonuses can, this keeps the system from being overwhelmed by, say, 2d6+4 checks.

Maintaining risk is crucial for an entertaining role playing game. If there is no element of chance, battles become dull and victories stale. The most important aspect of risk is the die roll system. Too many or too few rolls or bonuses, or abilities that can take too-great advantage of too-high rolls can break an otherwise balanced system. Keeping the checks small, balancing flat bonuses with random bonuses, and minimizing excessive die rolling makes for a simpler RPG and one more fun to play.

Copyright © 2006 Dustin Schwerman.

Dustin Schwerman has been playing RPGs for over a decade, using an analytical approach to critically evaluate the game systems (and so to create the most powerful characters he could get away with). He used the extensive experience gained doing so to create his own game, Quests of the Realm. QoTR focuses on unlimited character customization, relying on its author’s understanding to detect and counter game-breaking power plays. Though balanced, QoTR still allows players to create highly effective characters and run them through heroic story lines. To contact Dustin, read more of his writings, or learn more about Quests of the Realm, visit his web site, Quellian-dyrae.

How to Play Backgammon

July 22nd, 2007

Backgammon has a very long history nevertheless, learning how to play backgammon is simple. It is a game of skill and one that, unfortunately, many younger people today are not all that familiar with. Still, familiarizing oneself with how to play backgammon doesn’t take very long. Thanks to the rise of the Internet, learning how to play backgammon is easier than ever before and the game of backgammon is enjoying a resurgence of popularity. You can play online, download backgammon games from the Internet, and play with other people or against the computer.

Most people are familiar with the games set up’ two players, one backgammon board, and each player gets 15 chips apiece. When learning how to play backgammon, you will find that the object of game is to move the chips from the board into your home board and finally into your winning pile. The first person to successfully clear the board of all their chips wins the game. The backgammon board is divided into four parts. When looking at the board from either one of the player’s sides, the quadrant of the backgammon board closest to you is your home board, moving clockwise, you will pass over the bar and see the other half of the backgammon board, which is referred to as the outer board. Moving clockwise again to the remaining quadrant of the board is your opponent’s home board. You will notice that each quadrant has 6 points. These are the spaces that you move onto. Although the spaces are alternating colors, each chip can move onto any colored points, the color of the chip and the color of the points do not have to correspond.

The game starts with the chips in the proper place. Each player has five pieces in the first point in their home board, the one closest to the bar. They moving clockwise again, each player gets three pieces on their side of the outer board. These are placed in the point not directly next to the line, but one away from it. On the other side of the outer board, on the point furthest away from the center line, each player puts five more pieces. Moving rightwards across the board, each player puts two pieces in the opposite player’s home board nearest to their “out” position.”

Each roll of the dice shows how many points a player is allowed to move their chips. For example, if you roll a five and a four, you can move your chips a grand total of nine points. You can move one chip four spaces and the other chip 5 spaces. You must use both of the rolls if it is legally possible for you to use them. The only caveat is that you cannot move a chip onto a space that is already occupied. If a player rolls doubles, they get double the moves, for example, if you get double 6’s, you can move 4 pieces 6 points instead of two pieces 6 points. If you have a single chip on a space and a chip from your opposing player lands on it, your piece gets sent back to the center bar and from there it has to start the journey from the other side of the board. The first person to get all their chips through the board and into the safe position wins.

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7 Simple Steps to Avoid Being a Newbie in Online Games

June 28th, 2007

It doesn’t matter if you are new to online roleplaying games. The road to becoming elite isn’t easily traveled. Some will never reach the top of the hill, but you don’t have to remain a newbie forever.

  • Learn everything there is to learn about your chosen game - Head to google or your favorite search engine and type “mymmorpg tips” or “mymmorpg strategies” (substitute mymmorpg for the mmorpg you are currently playing). Surf the various websites and look for the best characters
    to start with, the best way to make money/gain equipment, and the best pvp/pk tactics.
  • As soon as you load the game for the first time, find out all there is to know about the user Interface and the controls.
  • Don’t be afraid to ask people in the general area how to do something in game.
  • Speak to people and create a network of friends - Don’t spend too much time with people who don’t know anything about the game. The best case scenario would be to find an “elite mentor” that can show you all the ropes. Once you have a large enough network of friends, you can join any game you please and have the best of the best as soon as you start.
  • Don’t be afraid to die in player versus player combat or player versus environment- Fear will only halt your progress. Find out if you will drop items or not in your chosen game if you die. If you don’t, make sure you embrace every pvp encounter you can.
  • Make sure you have a fast computer and internet connection- If you truly want to compete, you simply can’t allow your machine to get in the way. If you constantly lag from a slow internet connection or poor hardware, your just asking to be killed. 56k isn’t an option. It’s 2005…
  • Don’t make excuses! - If there is something you don’t know, ask someone. If there is something you are not good at, practice until you master it. Are the controls getting in the way? Customize your controls if you can or buy new hardware that will help(4 button optical mice and various peripherals is a start). Make sure you find out the fastest, most efficient way to make currency in your MMORPG. Making money makes all MMORPGs easier; some more than others.

Using powerleveling services or buying currency is just a shortcut. It’s the equivalent of going to college and paying someone to take all of your classes for you. You may have a degree, but you don’t know anything. Some people may use this to play a game that they don’t have time to play, which is understandable…but don’t expect ANY respect for your actions. Don’t bother trying to claim to be an elite veteran either. It will only make you look ignorant.
In the mean time, keep grinding, keep killing, and do whatever it takes to remove your “newb” status.
Make sure you read more articles like these at: http://www.karashur.net/lineage-2-articles/articles.php

Tayman is the webmaster of http://www.karashur.net. He has extensive experience in the IT field and playing various online video games.