Newsfeeds

Visitor Analytics

New Drupal Modules - 12 April 2019 - 9:57am

Visitor Analytics integrates your Drupal site with https://www.visitor-analytics.io/ tracker. Statistics are available right inside Drupal admin as well.

INSTALLATION

You can install the module as usual.

Categories: Drupal

Drupal Commerce Bluesnap

New Drupal Modules - 12 April 2019 - 9:51am

This module integrates BlueSnap with Drupal Commerce, providing a tokenized payment gateway.

Categories: Drupal

Commerce Cart Redirection

New Drupal Modules - 12 April 2019 - 9:38am

Redirect users to the their cart just after they add a product to it.

Categories: Drupal

In lieu of Store-hosted forums, Epic wants devs to link to external communities

Social/Online Games - Gamasutra - 12 April 2019 - 9:00am

Epic's Tim Sweeney says the company is encouraging developers to link to external communities on a game's Epic Games Store page rather than host entirely new forum on its own store. ...

Categories: Game Theory & Design

Motivate player for better engagement and retention - by Daniel Berube

Gamasutra.com Blogs - 12 April 2019 - 7:43am
Whether you developing AAA games or mobile games, you know that you need a strong motivation system to engage and retain your users. Retention is a key metric for free to play games and this article will give you hints and trick to successfully achieve it
Categories: Game Theory & Design

Das Geisterschiff Postmortem - by Romanus Surt

Gamasutra.com Blogs - 12 April 2019 - 7:40am
Official Postmortem for Das Geisterschiff, a survival horror adventure dungeon crawler and the first game by Graverobber Foundation.
Categories: Game Theory & Design

Resource Manager and Object Pooling in Unity - by Anton Semchenko

Gamasutra.com Blogs - 12 April 2019 - 7:39am
An object pooling and resource managing pattern (no "Resources" folder is involved).
Categories: Game Theory & Design

Tough Questions to Improve Your Leadership - by Richard Atlas

Gamasutra.com Blogs - 12 April 2019 - 7:35am
"Tough Questions to Improve Your Leadership" is the name of a talk I gave at GDC this year. Along with the talk, there was a handout with questions that the audience could ponder about their leadership. This post is about the talk and those questions!
Categories: Game Theory & Design

Kliuless #31: Gamer Motivations Deep Dive - by Kenneth Liu

Gamasutra.com Blogs - 12 April 2019 - 7:34am
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Dive into the depths of the fog - by Jussi-Petteri Kemppainen

Gamasutra.com Blogs - 12 April 2019 - 7:33am
Creating a retro-futuristic silhouetted look for a tactical combat game
Categories: Game Theory & Design

ReCaptcha Headless

New Drupal Modules - 12 April 2019 - 6:53am

This module provides recaptcha validation for configured routes. It adds access requirement for the configured routes. The access check service validates responce of recaptcha.

Categories: Drupal

Term Reference Fancytree

New Drupal Modules - 12 April 2019 - 2:30am

This module provides a hierarchical checkbox widget for term reference fields, based on the fancytree javascript plugin.

Its main use case is to provide a flexible lean implementation that can deal with extremely large taxonomies, using dynamic loading of tree levels.

Categories: Drupal

Superhero Games and Stories

Gnome Stew - 12 April 2019 - 2:00am

DC Universe is letting me watch the old Justice League series too…

Recently, I signed up for DC Universe, primarily so I could watch the new season of Young Justice, but I’ve also taken advantage of all the DC animated movies available on the streaming service. There’s also an excitement in the air related to the Marvel Cinematic Universe, what with Captain Marvel having come out last month and Avengers: End Game arriving in just a couple weeks. It’s made me think quite a bit about superheroes and gaming.

Anyone who’s gamed with me for any length of time knows I love superheroes and their games. In recent years, I developed a reputation for running Masks at cons, and my regular group often asks me to pick up the GM cape once more and run a supers game for them. Heck, the very first campaign I ever ran was a Mutants & Masterminds campaign.

I already have my tickets…

Thing is, superhero stories are not this monolithic, single type of story or game. While it is easy for many to mistakenly make this assumption, when you really dig down into it, superhero stories are more of a framework you hang over other stories. This is one of the secrets to the success of the Marvel Cinematic Universe. They’ve focused on telling interesting stories with compelling characters that just happen to have special abilities, rather than focusing on only the special abilities. It doesn’t matter how cool the costumes are or how awesome the special effects for the abilities are, if the story is boring or the characters just caricatures of people no one is going to care.

(Another open secret to MCU’s success is in how they know how to be true to the essence of the characters and then nail the casting for that character. I could wax poetic about these movies for hours, so I’ll keep a lid on it.)

Back in the late 80’s and 90’s, when RPGs all seemed to be obsessed with simulation, superhero games like Champions did everything they could to provide meticulous ways to emulate the powers of all our favorite heroes. Unfortunately, this often pushed the heart of the story and characters into the background, losing the spark that makes us love super heroics. I’m very careful about the superhero games I sign up for at conventions, because too often, that spark is lost and the game just ends up being a simulation for a superhero smash up fight. There’s nothing wrong with a fun, bombastic combat, but that’s not necessarily the only kind of game I’m looking to play or run.

If you, like me, are considering running a supers game in the near future, here’s a few things to consider before bringing the game to the table for your players:

  • Tone: Once you decide the tone of your game, other things will fall into place easier. Are you looking for a light hearted romp around the cosmos, or a gritty and complicated story of difficult choices? Take a look at the first season of the Justice League animated series from the early 2000’s compared to the first season of Daredevil on Netflix. Yeah, they’re both superhero stories, but that’s about the only thing they have in common. If you don’t establish the tone you’re looking for from the get-go, you’re going to have problems. Your players also have a wild and wide understanding of the superhero genre, and they may be all over the place in the tone they’re expecting. Their characters will reflect that and while it’s not impossible to make a game work with characters of varying tone, it’s difficult to maintain that for the long haul.
  • Setting: Some superhero stories take place in a single city, or even just a single neighborhood. Others span galaxies, taking the heroes from planet to planet, galaxy to galaxy. As you can imagine, deciding the scope of your game’s setting can help determine the types of stories your game is going to be telling and the types of characters that should come into play. Setting a game in an afro-futuristic city like Wakanda guides the themes and characters in very specific ways. Or imagine using a setting like Smallville, telling the stories of some young heroes learning who they are and what they can do.
  • Don’t let them get lost in the minutia of what powers they have and what those powers do, because WHO the character is beneath the costume and abilities is what makes the game truly heroic.Share1Tweet1Reddit1EmailLimits: What are the limits of the characters you want in play? Can your game handle Batman and Superman in the league together? Can you provide a variety of challenges for both Thor and Hawkeye? Or do you want to limit the origin stories for your players and have them all have some common bond like being students at an upstate boarding school for ‘special’ students? The options for this are almost limitless (ha!), but if you take a look at the best superhero stories, they keep all the characters within a certain framework, at least to start with. We may enjoy the idea of having Captain Marvel and Jessica Jones in the same universe, but you’re going to have to sacrifice something to run a game that includes both of them. Put Jessica in the far-flung cosmic encounters Carol is capable of and she’s going to be a little lost. And annoyed since there’s no alcohol. Put Cap in Hell’s Kitchen and she’s going to have to limit her capabilities to not just obliterate the neighborhood. It’s not that it can’t work, it’s just that you’re going to have to make choices and sacrifices with the stories your game tells.
  • Character: Last, but absolutely not least. Don’t forget that everything you do still boils down to the characters the players bring to the table. What I mean is that while Captain Marvel’s powers are cool, she wouldn’t be nearly as interesting without her in-your-face determination to do what’s right. Batman may have all those wonderful toys, but his best stories are fed by the gravitas of his tragedies. When your players start working on their characters, don’t let them get lost in the minutia of what powers they have and what those powers do, because WHO the character is beneath the costume and abilities is what makes the game truly heroic.

Another good example of how to do an ensemble cast right…

There are so many options out there for superhero games. So many. Many games come with tone, setting, and limits established within the design of the game, while others come to your more as a toolset to build your own world. Another consideration is the level of crunch that you’re comfortable. I lean more towards the narrative games these days, but I can understand the draw of a crunchier game. Make sure whichever game you pick actually works with the tone, setting and limits you want to try for in your game. The wrong combination can be painful to work through.

After several of my regular group saw Captain Marvel, they cornered me and said, “Ang, you’ve GOT to run another supers game.” Honestly, I can’t disagree with them, because I certainly feel that pull as well. Between now and when I start, I’ve got quite a few things to figure out. What about you and your gaming crew? Any super heroics on your horizon? We’d love to hear about it.

Categories: Game Theory & Design

Entity Agree

New Drupal Modules - 11 April 2019 - 5:11pm
Categories: Drupal

Ubisoft patches art containing homophobic slur out of The Division 2

Social/Online Games - Gamasutra - 11 April 2019 - 2:30pm

Ubisoft has issued an apology for the slur, which appeared in a large piece of graffiti along the side of an in-game building. ...

Categories: Game Theory & Design

Advanced virtual technology captures how coral reefs recover after bleaching

Virtual Reality - Science Daily - 11 April 2019 - 12:47pm
Researchers have used new imaging software to detect dramatic recovery after a bleaching event on the reefs surrounding remote Palmyra Atoll in the tropical Pacific.
Categories: Virtual Reality

Nepal bans PUBG over addiction concerns in children

Social/Online Games - Gamasutra - 11 April 2019 - 12:14pm

The Nepal Telecommunications Authority has ordered a ban on PlayerUnknown's Battlegrounds "because it is addictive to children and teenagers." ...

Categories: Game Theory & Design

Weedcraft Inc facing advertising hurdles due to subject matter

Social/Online Games - Gamasutra - 11 April 2019 - 11:38am

Weedcraft Inc's very nature has led to some advertising difficulties on platforms like Facebook and YouTube.  ...

Categories: Game Theory & Design

OPTASY: How Does Using Component-Based Development in Drupal 8 Benefit Your Team More Precisely?

Planet Drupal - 11 April 2019 - 9:53am
How Does Using Component-Based Development in Drupal 8 Benefit Your Team More Precisely? silviu.serdaru Thu, 04/11/2019 - 16:53

With the Twig templates replacing the old PHP templates, Drupal has been brought to a whole new “era”. We can now leverage the advantages of a component-based development in Drupal 8. But what does that mean, more precisely?

How does this (not so) new approach in software development benefit you? Your own team of developers...

And everyone's talking about tones of flexibility being unlocked and about the Twig templates' extensibility. About how front-end developers, even those with little knowledge of Drupal, specialized in various languages, can now... “come right on board”. Since they're already familiar with the Twig engine...

Also, we can't ignore all the hype around the advantage of the streamlined development cycles in Drupal and of the consistent user experience across a whole portfolio of Drupal apps/websites.

Categories: Drupal

Open Badges Issuer

New Drupal Modules - 11 April 2019 - 9:34am

A Mozilla Open Badges implementation for Drupal.

Categories: Drupal

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