Eve Online has a massive and dedicated audience that is very focused on any changes that CCP makes. By studying and predicting what causes, Anger, CCP can ensure they are making the right decisions for their audience. Our mission is to understand the root cause of Anger in the Eve Online Community and find out what variables can be manipulated to reduce anger in Eve Online Community. We can use this understanding to create a future strategy for CCP that is more aligned with the interests of the community.
Eve Online has a massive and dedicated audience that is very focused on any changes that CCP makes. By studying and predicting what causes, Anger, CCP can ensure they are making the right decisions for their audience. Our mission is to understand the root cause of Anger in the Eve Online Community and find out what variables can be manipulated to reduce anger in Eve Online Community. We can use this understanding to create a future strategy for CCP that is more aligned with the interests of the community.
The post release technologies of Crysis 3 (Annotated Slides) - Stewart NeedhamStewart Needham
For AAA games now there is a consumer expectation that the developer has a post release strategy. This strategy goes beyond just DLC content. Users expect to receive bug fixes, balancing updates, gamemode variations and constant tuning of the game experience. So how can you architect your game technology to facilitate all of this? Stewart explains the unique patching system developed for Crysis 3 Multiplayer which allowed the team to hot-patch pretty much any asset or data used by the game. He also details the supporting telemetry, server and testing infrastructure required to support this along with some interesting lessons learned.
Disciplined Entrepreneurship: How Do You Design And Build Your Product? How D...Elaine Chen
In this class, we will look at how you define a minimum viable product – and think about a “minimum viable BUSINESS product” that is saleable. We will discuss product safety and regulatory implications for a saleable hardware product and discuss practical ways to gauge purchase intent / pricing elasticity before investing in tooling. We will discuss ways to define the product, differentiate it from the competition, and have a protectable core technology or asset that makes it hard for fast followers to copy your strategy. We will talk about the concept of a product roadmap both via software upgrades to a hardware platform (like iOS upgrades) and via upgrades to the hardware platform itself (like iPhone upgrades).
Updated High-Level guide to marketing games in 2018. The intended audience is game studios with a small budget, but much of this applies regardless of studio size. The focus is on marketing, community and social media versus advertising.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
Anthony Pecorella's talk at GDC Europe covering the math and design of idle games. This talk goes into details about formulas and progression systems as well as tools available for balancing these systems. Bonus sections include a quick look at stupidly-large numbers and a summary of some recent notable additions to the idle game genre.
You can try the spreadsheet models out at http://kon.gg/idle-math-spreadsheets.
Page 1Key assignment 21 Jan 2014WarzoneTable o.docxalfred4lewis58146
Page | 1
Key assignment
21 Jan 2014
Warzone
Table of Contents
Week 1: Section 1: Use Case Diagram 4-5
Week 2: Section 2: Class Diagram 6-8
Week 3: Section 3: Sequence and Collaboration Diagram 9
Week 4: Section 4: State Transition and Activity Diagram 10
Week 5: Revision of full design for a new requirement; final discussion of OO and UML 11-12
Reference page 13
Business Overview (Individual Project, IT401, Denison, William, 4 Feb 2013)
Project description (Week 1)
Warzone was built for the modern age of technology to be built by the professional gamer. Warzone gaming and computer will make the modern gamer happy by building a computer that play any games. Most companies like HP, Dell and Asuze does not have the ability to see what people needs and wants by having something already online. With the Enterprise Architecture Design plan. It will show that certain departments will keep the business going. Most computers have general standards such as small hard drive not enough memory or they have to upgrade as soon as they buy it. We at warzone are making computers that will come off the self and not need to be upgraded until one year later.
With our production department and sales department we can create demands for any computer sales. We also carry when the diamond package when you need upgrade such as mother boards or even memory and even OS we upgrade with our packages. Using The Open Group framework for my Enterprise Architecture will help stabilize and to help grow with its customers. This is a Multi-massive role playing game online. We should also have nearly 2 million people playing online game for 14.99 a month. Each player will use a credit card to pay for each month or even all year or even 3 months to stay online.
We will being using the internet to make a business grow and even using the software. This is a experience of what makes people happy to play in another realm or even realty world.
Class Diagram (Week 2) TBD
· Warzone gaming and computer
Attributes:
· Built by the professional gamer to make the modern gamer happy
Operations:
· Building a computer that play any games
Class Responsibilities
Enterprise Architecture Design plan
Responsibilities
· Show that certain departments will keep the business going
· Warzone are making computers that will come off the self and not need to be upgraded until one year later.
Relationships
Dependencies
· Computers’ general standards
Hard Drive And Memory- small hard drive not enough memory hence people need to upgrade as soon as they buy it
Small hard drive not enough memory hence people need
Hard Drive .
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
This slide deck provides a detailed overview on how to use the Conteneo Weave Decision Engine to collaboratively prioritize product features with customers, project portfolios with internal teams, allocate resources and engage citizens through Participatory Budgeting and Budget Games.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
Your Game is None of Your Business | Randall RobbinsJessica Tams
Delivered at Casual Connect USA 2016. How can you validate if your game is worth playing before you write a single line of code? How can you get people to sign up to play your game before a demo is even ready? How many units do you need to ship in order to pay for the initial development of your next game? How many signups do you need this month? The purpose of this talk is to take a step back and view the “Business” as being your product, not the game.
The post release technologies of Crysis 3 (Annotated Slides) - Stewart NeedhamStewart Needham
For AAA games now there is a consumer expectation that the developer has a post release strategy. This strategy goes beyond just DLC content. Users expect to receive bug fixes, balancing updates, gamemode variations and constant tuning of the game experience. So how can you architect your game technology to facilitate all of this? Stewart explains the unique patching system developed for Crysis 3 Multiplayer which allowed the team to hot-patch pretty much any asset or data used by the game. He also details the supporting telemetry, server and testing infrastructure required to support this along with some interesting lessons learned.
Disciplined Entrepreneurship: How Do You Design And Build Your Product? How D...Elaine Chen
In this class, we will look at how you define a minimum viable product – and think about a “minimum viable BUSINESS product” that is saleable. We will discuss product safety and regulatory implications for a saleable hardware product and discuss practical ways to gauge purchase intent / pricing elasticity before investing in tooling. We will discuss ways to define the product, differentiate it from the competition, and have a protectable core technology or asset that makes it hard for fast followers to copy your strategy. We will talk about the concept of a product roadmap both via software upgrades to a hardware platform (like iOS upgrades) and via upgrades to the hardware platform itself (like iPhone upgrades).
Updated High-Level guide to marketing games in 2018. The intended audience is game studios with a small budget, but much of this applies regardless of studio size. The focus is on marketing, community and social media versus advertising.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
Anthony Pecorella's talk at GDC Europe covering the math and design of idle games. This talk goes into details about formulas and progression systems as well as tools available for balancing these systems. Bonus sections include a quick look at stupidly-large numbers and a summary of some recent notable additions to the idle game genre.
You can try the spreadsheet models out at http://kon.gg/idle-math-spreadsheets.
Page 1Key assignment 21 Jan 2014WarzoneTable o.docxalfred4lewis58146
Page | 1
Key assignment
21 Jan 2014
Warzone
Table of Contents
Week 1: Section 1: Use Case Diagram 4-5
Week 2: Section 2: Class Diagram 6-8
Week 3: Section 3: Sequence and Collaboration Diagram 9
Week 4: Section 4: State Transition and Activity Diagram 10
Week 5: Revision of full design for a new requirement; final discussion of OO and UML 11-12
Reference page 13
Business Overview (Individual Project, IT401, Denison, William, 4 Feb 2013)
Project description (Week 1)
Warzone was built for the modern age of technology to be built by the professional gamer. Warzone gaming and computer will make the modern gamer happy by building a computer that play any games. Most companies like HP, Dell and Asuze does not have the ability to see what people needs and wants by having something already online. With the Enterprise Architecture Design plan. It will show that certain departments will keep the business going. Most computers have general standards such as small hard drive not enough memory or they have to upgrade as soon as they buy it. We at warzone are making computers that will come off the self and not need to be upgraded until one year later.
With our production department and sales department we can create demands for any computer sales. We also carry when the diamond package when you need upgrade such as mother boards or even memory and even OS we upgrade with our packages. Using The Open Group framework for my Enterprise Architecture will help stabilize and to help grow with its customers. This is a Multi-massive role playing game online. We should also have nearly 2 million people playing online game for 14.99 a month. Each player will use a credit card to pay for each month or even all year or even 3 months to stay online.
We will being using the internet to make a business grow and even using the software. This is a experience of what makes people happy to play in another realm or even realty world.
Class Diagram (Week 2) TBD
· Warzone gaming and computer
Attributes:
· Built by the professional gamer to make the modern gamer happy
Operations:
· Building a computer that play any games
Class Responsibilities
Enterprise Architecture Design plan
Responsibilities
· Show that certain departments will keep the business going
· Warzone are making computers that will come off the self and not need to be upgraded until one year later.
Relationships
Dependencies
· Computers’ general standards
Hard Drive And Memory- small hard drive not enough memory hence people need to upgrade as soon as they buy it
Small hard drive not enough memory hence people need
Hard Drive .
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
This slide deck provides a detailed overview on how to use the Conteneo Weave Decision Engine to collaboratively prioritize product features with customers, project portfolios with internal teams, allocate resources and engage citizens through Participatory Budgeting and Budget Games.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
Your Game is None of Your Business | Randall RobbinsJessica Tams
Delivered at Casual Connect USA 2016. How can you validate if your game is worth playing before you write a single line of code? How can you get people to sign up to play your game before a demo is even ready? How many units do you need to ship in order to pay for the initial development of your next game? How many signups do you need this month? The purpose of this talk is to take a step back and view the “Business” as being your product, not the game.
As a business owner in Delaware, staying on top of your tax obligations is paramount, especially with the annual deadline for Delaware Franchise Tax looming on March 1. One such obligation is the annual Delaware Franchise Tax, which serves as a crucial requirement for maintaining your company’s legal standing within the state. While the prospect of handling tax matters may seem daunting, rest assured that the process can be straightforward with the right guidance. In this comprehensive guide, we’ll walk you through the steps of filing your Delaware Franchise Tax and provide insights to help you navigate the process effectively.
Improving profitability for small businessBen Wann
In this comprehensive presentation, we will explore strategies and practical tips for enhancing profitability in small businesses. Tailored to meet the unique challenges faced by small enterprises, this session covers various aspects that directly impact the bottom line. Attendees will learn how to optimize operational efficiency, manage expenses, and increase revenue through innovative marketing and customer engagement techniques.
Cracking the Workplace Discipline Code Main.pptxWorkforce Group
Cultivating and maintaining discipline within teams is a critical differentiator for successful organisations.
Forward-thinking leaders and business managers understand the impact that discipline has on organisational success. A disciplined workforce operates with clarity, focus, and a shared understanding of expectations, ultimately driving better results, optimising productivity, and facilitating seamless collaboration.
Although discipline is not a one-size-fits-all approach, it can help create a work environment that encourages personal growth and accountability rather than solely relying on punitive measures.
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Taurus Zodiac Sign_ Personality Traits and Sign Dates.pptxmy Pandit
Explore the world of the Taurus zodiac sign. Learn about their stability, determination, and appreciation for beauty. Discover how Taureans' grounded nature and hardworking mindset define their unique personality.
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
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Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
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Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
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1. Big Changes in a Small Game
An analysis of the Systems Theory applied within the development cycle of a competitive table top game.
Cody Martell
2. Article Review
• The Article that stems this slide show comes from early May, 2014. It was the
first article discussing Wave IV for the X-Wing Miniatures game.
• What made this one stand out from past Wave articles was the expansion
pack it focused on. The expansion pack had new content that would have
drastic effects on the meta-game for years to come.
• New Waves of content are always being made through a constant
development cycle, much like that of the Systems Theory.
3. Systems Theory
• The development cycle of any competitive and/or marketable game is never
ending. New content is always needed to the keep the business alive and
organic changes must occur for a healthy game-meta.
• The Systems Theory holding the balance of ‘Input-Throughput-Output’, is
critical to this development cycle.
• It allows for a loop of the developer’s ideas to organically mesh with it’s
player base, only for the results of one cycle to affect the following ones.
4. Phase I: Input
• For a game like X-Wing to continue to grow, the
game needs new content that can help address
issues with the current game; while still
introducing new ideas and directions for it to
grow.
• These problems that need to be addressed and the
creative ideas for the future serve as the baseline
of the ‘Input’ for the development process.
5. The Meta Crisis of 2014
• At the time that the article had been published, the meta of the game was
uneven. One faction had superior tactical options than the other, and the
common match-up was the same.
• Imagine if in a game of football every player on each team was playing as a
quarter back.
• There is no longer a purpose to the game as there are many components
needed to make it a game at all.
Click here for an
easy definition on
Meta-Game
6. • If the game is stuck in a loop where every player uses the same strategy,
people get upset.
• Games aren’t fun if there’s no variety, if there’s no fun no wants to play, if
no one wants to the play profits go down.
• The factors of a poor Meta-Game combined with an itch to make something
new, resulted in the creation of Wave IV.
7. Phase II: Throughput
• Throughput is defined in the Systems Theory as the
push-and-pull process that is refining the solution to
the given Input. Many parts coming together to create
something bigger than the sum of the different parts.
• The refining, testing, and balancing of a new expansion
for a competitive game is exactly that. A game company
simply cannot produce a new product without ensuring
that it will mesh well with the already existing game.
8. Approaching from Multiple Angles
• In this process, there is more than one direction that the problems/solutions
are tackled. There are many things within the game itself that will all be
effected by everything that the new product will hold.
• This refining and balancing of ideas eventually boil down to the outcome
that game developers want. Maybe they see more of X and less of Y as the
proper way for things to balance out, for Z amount of reasons.
• Many outside sources can be drawn upon for ideas for this phase, whether it
be from current players, statistics, past experiences, etc.
9. Hopes of Good Output
• The cause-and-effect balance shapes up to
what the developers hope to the be Output
that they want out of the Throughput process.
• Ideally, they want to address all issues
from the Input phase while incorporating
the baseline of an Output that will mesh
with the past cycle’s Output.
• This in turn creates the next cycle’s Input
phase, but hopefully one without actual issues.
Although this rarely happens.
10. What Did They Come Up With?
• The final product is what the original article was about. The “TIE
Phantom”. While to the average person it doesn’t really mean
anything, this expansion had drastic, rippling effects on the Meta-
Game
• What it did was add a ship to the game with significantly higher
damage output than the rest of the faction it belonged too; while
incorporating an entirely new movement-mechanic to go in
addition to only that ship.
• Imagine a V8, 12 cylinder engine and 40-inch tires on a Prius.
11. Phase III: Output
• The Output phase is the end result and while it is definitively the last phase,
it is only the end of one cycle in context to game development.
• The simplest comparison to the Output would be what the new Meta-Game
evolves into; in response to the new content.
• Players will ultimately tinker with the new capabilities of the game and push
it to its limits. Even limits that the developers may not have foreseen.
12. It Is What It Is
• The TIE Phantom was created in response to the current Meta of its time.
What the developers didn’t expect however, was that this new expansion
wouldn’t balance the Meta. It instead overtook it and became the problem it
was meant to solve.
• Players took the new possibilities and essentially performed their own
‘Throughput’ phase to create their own ‘Output’ phase. This resulted in an
even worse Meta-Game than before the TIE Phantom’s arrival.
13. An Imperfect Cycle
• This new imbalance of the game resulted in the game of football described
earlier. Every player wanted to be the quarterback, or in this case, everyone
wanted to utilize the TIE Phantom to its maximum potential.
• The then-emerging Meta-Game was the final form of the Output phase, it
was the result. With this new Meta of course, new problems surfaced and
changes were needed.
• So how does FFG respond?
14. The Response
• FFG later published this article to address the TIE Phantom issue and a few
other small things. Rather than go through the whole cycle again to only
create another monstrosity they issued out this errata article to change the
rules.
• It actually worked to a good degree and was the smart move. If creating one
problem to solve another didn’t work, it’s nice to see they didn’t repeat the
mistake.
15. Improvements?
• So how could these fiascos be avoided in the future? FFG could certainly
spend more time testing their ideas before officially publishing them. Or
maybe it’s not a matter of time but instead a matter of resources.
• The issue with all waves of content created for this game and others like it is
the unforeseen future of the respective game’s player base.
16. Improvements.
• So instead of continually waiting to see how players
respond months down the line, what if they brought
those very people into the testing teams?
• Much like the hacker who got past Sony’s network and
is now their Cyber Security Officer.
• The individuals who find the hidden issues with
products could serve the team well with doing exactly
that. Just before they release instead of after now.
17. Alphas & Betas
• The video game industry often hosts Alpha and Beta testing. Some are
closed to the public while others are open. These tests serve the purpose of
what the past two slides discussed.
• Thorough testing done by the user base before anything officially releases.
• Could the table top game industry try this? Since they’re not digital like video
games; how?
18. Expanding Horizons
• There are various different programs online
that board game simulators. Vassal and
TTS, to name a few. The developers could
release digital versions of their expansions
for a limited time.
• This allows the developers to have at least a
glimpse at their Output phase before it
actually happens. Rather than being
completely blind.
Two people playing virtual Othello on TTS
19. Recap
• The Systems Theory ties in closely with the development cycle of
expansions for board games. Developers must react to the past, incorporate
their own creativity, and still predict the future of their game; then react to
that.
• While it is not a perfect system, there are quick solutions. Errata’s rule
changes can reverse poor decisions but ultimately look shameful on the
developers track record.
• There’s no perfect solution, but certainly alternatives and possibilities.
20. Works Cited
• FFG. "Cloaked In Battle." Fantasy Flight Games. FFG, 4 May. 2014. Web. 06 Mar.
2017
• FFG. "Updated Pilot Manuals." Fantasy Flight Games. FFG, 26 Mar. 2015. Web. 06
Mar. 2017.