Dries Buytaert: Acquia Engage 2017 keynote

Planet Drupal - 31 October 2017 - 8:29am

This October, Acquia welcomed over 650 people to the fourth annual Acquia Engage conference. In my opening keynote, I talked about the evolution of Acquia's product strategy and the move from building websites to creating customer journeys. You can watch a recording of my keynote (30 minutes) or download a copy of my slides (54 MB).

I shared that a number of new technology trends have emerged, such as conversational interfaces, beacons, augmented reality, artificial intelligence and more. These trends give organizations the opportunity to re-imagine their customer experience. Existing customer experiences can be leapfrogged by taking advantage of more channels and more data (e.g. be more intelligent, be more personalized, and be more contextualized).

I gave an example of this in a blog post last week, which showed how augmented reality can improve the shopping experience and help customers make better choices. It's just one example of how these new technologies advance existing customer experiences and move our industry from website management to customer journey management.

This is actually good news for Drupal as organizations will have to create and manage even more content. This content will need to be optimized for different channels and audience segments. However, it puts more emphasis on content modeling, content workflows, media management and web service integrations.

I believe that the transition from web content management to data-driven customer journeys is full of opportunity, and it has become clear that customers and partners are excited to take advantage of these new technology trends. This year's Acquia Engage showed how our own transformation will empower organizations to take advantage of new technology and transform how they do business.

Categories: Drupal

Steamforged Posts Final Version of Guild IDs for Guild Ball

Tabletop Gaming News - 31 October 2017 - 8:00am
Though sports teams are built around a core style that they want to utilize in order to win, each one will also practice ways to counter-act other team’s special styles. You certainly know of teams that focus more on offense or defense, or some other specialization. Guild Identity Cards for Guild Ball let coaches customize […]
Categories: Game Theory & Design

Trailer Quick Tip: Humility - by M. Joshua Cauller Blogs - 31 October 2017 - 7:38am
The gameplay trailer for The Mortician's Tale does something that's easy to overlook. It humbly represents the game. In this quick-tip, we look at that approach, how to glean from it.
Categories: Game Theory & Design

'Your game flopped' – is that true? - by Michael Hoss Blogs - 31 October 2017 - 7:37am
"This and that game did not sell a million copies, so it must be a commercial fail" - a sentence you may read a few times. But it is so far away from truth. Let us try to understand the breakeven.
Categories: Game Theory & Design

Think You Are A Game Designer? Learn From These Mistakes - by Connor Addis Blogs - 31 October 2017 - 7:36am
Are you ready to make mistakes? If not, you don’t know anything about game design. As an avid player and a game developer, I know a good deal about the mistakes designers love to make.
Categories: Game Theory & Design

Scrapping Your Way to GDC as a Broke-Ass Indie Developer, Part 2: You've Arrived in San Francisco - by Rachel Presser Blogs - 31 October 2017 - 7:29am
In Part 1, I discussed how to make it to GDC as a broke-ass indie game dev since the pass alone can be cost-prohibitive. Here's how to save on travel, room, board, and more!
Categories: Game Theory & Design

Never be ashamed of your process if the result is good - by Joost van Dongen Blogs - 31 October 2017 - 7:25am
A lot of people feel insecure about the way they they create. In the past I never dared record the cello songs I wrote. This post is about setting aside my creative pride and focusing on the result instead of on whether I consider my methods 'cheating'.
Categories: Game Theory & Design

Open Letter to Game Developers & Players - by Benn Powell Blogs - 31 October 2017 - 7:11am
We need to do more as game developers and players of games to make the industry more welcoming, and we need to start by changing ourselves.
Categories: Game Theory & Design

How do video games benefit society? - by Lottie Wilson Blogs - 31 October 2017 - 7:11am
Video games have received more than their fair share of criticism for almost as long as they've been played by adolescents and adults alike
Categories: Game Theory & Design

The Perfect Organism: The AI of Alien: Isolation - by Tommy Thompson Blogs - 31 October 2017 - 7:06am
The xenomorph AI in Alien: Isolation set the benchmark for antagonists in horror games. I take a look at the AI techniques used and the design choices made to maintain the terror throughout the campaign experience.
Categories: Game Theory & Design

My first game release has been a financial failure but is becoming a huge personal success! - by Stavros Pilatis Blogs - 31 October 2017 - 7:05am
I released my first game on Steam this week. It’s not a financial success at all but it’s turning out to be a huge personal success!
Categories: Game Theory & Design

Gap between top-performing mobile games and the rest may have reached an all-time high, according to report by GameAnalytics - by Chay Hunter Blogs - 31 October 2017 - 7:03am
Report by player analytics firm finds the top 16% of mobile games earning $50 per paying user, versus an industry average of $7. Data drawn from 2 billion players and 40,000 games, from January 2016 to September 2017.
Categories: Game Theory & Design

The Ethical Compromises of Paid Reviews - by Michael Heron Blogs - 31 October 2017 - 7:02am
There is always a danger that a reviewer succumbs to a conflict of interest. Even in a hobbyist review press, ethical dangerous abound. This article discusses some compromises that come from accepting payment from publishers for reviews.
Categories: Game Theory & Design

Fantasy Flight Games Posts New Legacy of Dragonholt Preview

Tabletop Gaming News - 31 October 2017 - 7:00am
While much of the adventures in Legacy of Dragonholt take place out in the wilderness of Terrinoth, there’s also plenty to do in the city, itself. Urban adventures will be just as important to the ever-evolving story in the game. I mean, you gotta get supplies and sell your loot, after all. In this preview, […]
Categories: Game Theory & Design

How the ESRB is Promoting Children's Gambling - by Ramin Shokrizade Blogs - 31 October 2017 - 6:49am
The ESRB recently declared that "elements of chance" in today's games are not gambling. No regulation is required and parents don't need to know about it. Here Ramin Shokrizade explains what an "element of chance" really means.
Categories: Game Theory & Design

Annertech: #DrupalCampDublin 2017 - a retrospective

Planet Drupal - 31 October 2017 - 6:29am
#DrupalCampDublin 2017 - a retrospective

Over the past number of years, Drupal Camp Dublin was becoming more of a showcase/case study event where different speakers display work they had been doing on various websites. This year, we (the Drupal Ireland Association, of which I was chairperson) decided to "go back to our roots" and do two things: create a developer conference for developers, and engage more people from outside of Ireland.

Categories: Drupal

Z-Man Games Posts Through the Desert Rules

Tabletop Gaming News - 31 October 2017 - 6:00am
Z-Man Games is updating the classic Dr. Reneir Knizia game, Through the Desert. The game’s getting a bit of a facelift, but also a bit of a rules combing. So, many of you have played the older version, and I’m sure you’re wondering what’s changing. Z-Man is helping out with that, as they’ve posted up […]
Categories: Game Theory & Design

Next Previous Active Trial

New Drupal Modules - 31 October 2017 - 5:09am

This project covers navigation for all menu levels

Categories: Drupal

Valuebound: Configure Apache Solr with Drupal for better content search

Planet Drupal - 31 October 2017 - 4:20am

There have been times when clients are not very satisfied with the default Drupal search as quite a few times it is unable to meet their requirement especially when you need specific search control beyond core e.g. facets and related content. In order to resolve this issue and make search fast for end customers, we can use Apache Solr - an open source enterprise search platform - and configure it with our Drupal site.

In one of our previous blog post, we have discussed “How To Create Custom SOLR Search With Autocomplete In Drupal 7”. Note, before creating custom Solr search,…

Categories: Drupal

Now I See, Cold, It Was Them He Loved: Ten Candles And Winter Terror

Gnome Stew - 31 October 2017 - 3:56am

“Now I see, cold, it was them he loved.
Where is he now? Tonight my heart froze.”
-excerpt from “Crust on Fresh Snow” by Rolf Jacobsen

“Winter is coming”
-virtually every character in Game of Thrones

In the winter of 2015 I experienced two life-changing texts that sucked me into enjoying horror as a genre. The first was when I purchased my PlayStation 4 and got Until Dawn on sale with it. The second was when my friends and I saw Krampus in theaters. Until Dawn lured me in with steamy young melodrama and the tease of alpine horror. Krampus felt like a campy “are they serious?” popcorn flick. Over the course of both stories, I saw that easy fun twist and create anxiety that was thrilling to jump at. Both titles are now winter traditions, and I revel in playing & watching them multiple times a year, but never during spring or summer. In fact, it’s only during the colder months that I feel a pull towards horror at all. These things are true: the world is dark and we are alive. 

These things are true: the world is dark and we are alive. These words start off every scene in Stephen Dewey’s horror game, Ten Candles. For those unfamiliar, Ten Candles is a game of tragic horror, with every character finding their end in the final scene, exploring a darkened world with no sun or stars, and facing off against a nebulous Them who are always coming. You play in a completely darkened room lit only by ten candles which you progressively extinguish through play, and with each light gone, They get stronger. As you play, you also burn aspects of your character, yes literally burn them to ash, lit by candle flame, while you sit at the table. It’s bleak, terrifying, and one of my favorite games ever written.

I’ve played Ten Candles in the spring and summer: once in Chicago visiting friends while our host serenaded us with cosmic metal and made spicy sausage stew, and once on the balcony of a sketchy high rise hotel in St. Louis, MO as a thunderstorm raged and the St. Louis Arch rose above us like a portal to hell. Both games were fun and heavy, but they pale in comparison to playing Ten Candles in winter.

Preparing to play Ten Candles on a frozen winter night, complete with grisly props

Riverhouse Games is named after a real house on the bank of the Mississippi river just outside of Minneapolis, MN, where I would visit to spend time with close friends and run games. Minnesota winters can be harsh, with windchill hitting 40 degrees below zero and blizzards that take fleets of plows hours or, in some extreme cases, days to fully clear.

“These things are true: the world is dark, and we are alive.” I intoned last year, running Ten Candles for the first time as we sat inside a toasty room in the Riverhouse, with glass windows iced around the edges. The sun had gone down hours ago and the light of the full moon bounced off of the snow which blanketed everything in sight. More than eight inches had dropped over the evening and it was still coming down in muffling clumps. Other than the flow of the river outside, with the occasional creak as chunks of ice cracked into the stone banking, or off of each other, the world lay blanketed in a white silence. A friend’s family owns a small taxidermy business up north, so the room was adorned with odd skulls and bones, centered on a nexus where ten lit candles flickered in the stale warm air of the room. We made our own winter terror, surrounded by set decorations, and staged on the same snow in which our characters would soon die.

Boneshaker Books in Minneapolis, MN is a great (and appropriately spooky) place to run games


I don’t know what it is, but as soon as that first frost hits, I feel a need in my bones to run Ten Candles. Like all roleplaying games, it can have silly moments, the best horror always has a joke here or there to cut the anxiety like a knife and refresh the scene. And, like the other semi-silly titles I enjoy every year, it’s becoming another winter horror tradition and takes its place next to Until Dawn and Krampus. I’ve already played my first game of the season, a one-on-one game after hours at a volunteer bookstore, with the echoes of a reading room holding two people skittered over the flames as the chilled wind blew through the city around us and we made our winter terror tale. I can’t wait until the snow falls (which may be a while still as we hit an uncharacteristically balmy 75 degrees up here while I write this) and I can bust out my tea lights and cackle out “the world is dark, and we are alive.”

What do you think? I’m definitely interested in padding out my roster of frozen fear if you have further recommendations. Do you have any winter terror traditions?

Categories: Game Theory & Design


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