This document discusses game story devices (GSD) and introduces six types: 1) Interactivity, which makes games more interactive than passive media, 2) Non-linearity, which allows non-sequential player choices, 3) Player control, which gives players power over characters and worlds, 4) Collaboration, which enables shared storytelling among players, 5) Immersion, which deeply engages players in game worlds, and 6) Cinematics, which are video cutscenes that can advance plots but risk reducing immersion. The types of GSD give game designers tools for combining narrative and challenges to create meaningful games.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Digital Dragons 2018
A macro-level overview of the Japanese video game market, including history and a forecasts as to where things are headed.
Recommended for those interested in the mobile and social gaming space. When it comes to mobile in particular, trends that happen in Japan are often a bellwether indicator of where the entire industry is going once the global market matures.
The folks at App Annie recently claimed that Japan has become the top country for Google Play revenues, and GMO’s report points out that the nation is the fastest growing country (560 percent) in terms of revenue on Apple’s app store (citing Distimo, June). So it’s certainly a market that you want a piece of if you’re a mobile app or game developer.
If you are a game developer considering selling your game in Japan, please contact us via infous@gmocloud.com
When you need to build a game, you will need this kind of tool. You have to set your plan into how and what things you should know.
This slide is a little scratch to you, as a guide to build a game.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Digital Dragons 2018
A macro-level overview of the Japanese video game market, including history and a forecasts as to where things are headed.
Recommended for those interested in the mobile and social gaming space. When it comes to mobile in particular, trends that happen in Japan are often a bellwether indicator of where the entire industry is going once the global market matures.
The folks at App Annie recently claimed that Japan has become the top country for Google Play revenues, and GMO’s report points out that the nation is the fastest growing country (560 percent) in terms of revenue on Apple’s app store (citing Distimo, June). So it’s certainly a market that you want a piece of if you’re a mobile app or game developer.
If you are a game developer considering selling your game in Japan, please contact us via infous@gmocloud.com
When you need to build a game, you will need this kind of tool. You have to set your plan into how and what things you should know.
This slide is a little scratch to you, as a guide to build a game.
Tammy Levy at GDC 2019: Nature vs. Nurture: Unpacking Player Spending in F2P ...Kongregate
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this GDC 2019 talk, Tammy Levy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
동양권 서브컬쳐씬에서 매력적인 캐릭터를 지칭하는 대표적인 개념으로 '모에(萌え)'라는 것이 있다. '모에'란 무엇인가? 어떤 캐릭터를 '모에'하다고 볼 수 있는가? '모에'한 캐릭터를 어떻게 작성할 것인가?
본 슬라이드는 다양한 예를 통해 '모에'에 대해 새로운 관점을 제시한다.
Embark on a thrilling journey through the gaming universe with our article, "Unlocking the Wonders: A Deep Dive into the Top 3 Mobile Games." Discover the captivating graphics, immersive gameplay, and community engagement that set these games apart. Dive into trends, explore the impact on social connections and skill development, and glimpse into the future of mobile gaming. Find your perfect game match and stay ahead in the ever-evolving world of mobile gaming.
In this material, I have tried to summarize and provide an overview about the video game industry. By defining the main concepts as classification norms including genres, platforms and rating, then providing an introduction about Production Nature,
Production Team, Supply Chain, Marketing Overview (not completed in this version), Sample Games and Sample Egyptian Cartoons.
In part two, I am elaborating more about the video game production through defining the different production stages.
In part 3, i have tried to conclude part 1 and 2, then summarizing my suggested strategy to develop an international level video game industry in Egypt.
Tammy Levy at GDC 2019: Nature vs. Nurture: Unpacking Player Spending in F2P ...Kongregate
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this GDC 2019 talk, Tammy Levy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
동양권 서브컬쳐씬에서 매력적인 캐릭터를 지칭하는 대표적인 개념으로 '모에(萌え)'라는 것이 있다. '모에'란 무엇인가? 어떤 캐릭터를 '모에'하다고 볼 수 있는가? '모에'한 캐릭터를 어떻게 작성할 것인가?
본 슬라이드는 다양한 예를 통해 '모에'에 대해 새로운 관점을 제시한다.
Embark on a thrilling journey through the gaming universe with our article, "Unlocking the Wonders: A Deep Dive into the Top 3 Mobile Games." Discover the captivating graphics, immersive gameplay, and community engagement that set these games apart. Dive into trends, explore the impact on social connections and skill development, and glimpse into the future of mobile gaming. Find your perfect game match and stay ahead in the ever-evolving world of mobile gaming.
In this material, I have tried to summarize and provide an overview about the video game industry. By defining the main concepts as classification norms including genres, platforms and rating, then providing an introduction about Production Nature,
Production Team, Supply Chain, Marketing Overview (not completed in this version), Sample Games and Sample Egyptian Cartoons.
In part two, I am elaborating more about the video game production through defining the different production stages.
In part 3, i have tried to conclude part 1 and 2, then summarizing my suggested strategy to develop an international level video game industry in Egypt.
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
Topic covered:
Why Put Stories in Games?
Types of stories
Creating characters
Writing game design document
The C’s
Sing language
Combat elements
Nut and bolts of mechanic
Pre production blue print
Discover the Top 5 Game Mechanics That Would Rock in MoviesNathna Jhon
Discover the Top 5 Game Mechanics That Would Rock in Movies in our most recent blog post, "Discover the Exciting Convergence of Cinematic Storytelling and Interactive Gaming." Explore a world where video games and movies coexist together, adding a fresh level of audience involvement. Immerse yourself in a universe where characters overcome obstacles based on your choices, where time travel is used to skew the course of the story, and where exploration takes you off the screen. Discover the joy of modifying a character's path on screen and the promise of puzzle-solving storytelling. Join us as we reveal the top game mechanics that could completely alter the way we see movies. Prepare to revolutionize entertainment as you learn how the blending of these two media may alter the nature of storytelling as we now know it.
Massively Multiplayer Online Role- Playing Games (MMPORPG):A Look into Worl...Danica Christidis
Assignment 3: Web Play, Online Games & Gamification 302
Ever wanted to find out more about massively multiplayer online role playing games? Say no more, everything you need to know is right here!
In part one of our exploration of the gaming audience landscape, we spoke with people from across the industry to establish some of the key characteristics of the different types of gamer – social, console and mobile - and where the power to engage and own these audiences lies.
In this follow up piece, we use social media analytics to understand how and why gaming audiences engage with the games and platforms they use and craft some insights into how publishers, manufacturers and platforms can keep these gamers coming back for more.
No matter what kind of PC video game you're looking for – EA's got it! Drop into an epic battle royale where legendary competitors battle for glory, fame, and fortune on the fringes of the Frontier in Apex Legends™. Experience the action and realism of football when you hit the pitch in the FIFA series. Or unleash your imagination and create a world that’s wholly unique in The Sims 4. There are tons more titles to choose from in every popular genre, from shooters to racing games and RPGs.
And don’t forget, your digital game purchases are protected by our Great Game Guarantee.
Rush of Rune is a strategy game which innovatively combines city building, TD and classic miniatures wargaming in one. It presents you an immersive medieval fantasy world with its gorgeous Pixar-style animation, and thrilling storyline. Rush of Rune is a thinking man’s game, which involves skill, strategy and calculation: Map out strategies on the collocation of dozens of unique units; destroy the lairs of those monsters inhabiting it; unite with allies to have guild mercenaries supporting you; battle with global players in the strategic gameplay of TD and classic miniature.
Survival game development is the process of developing a video game in which the player must survive for as long as possible. This can be done by avoiding enemies, gathering resources, and building shelter. The goal is to keep the player alive for as long as possible. There are many different ways to go about developing a survival game. The most important thing is to make sure the player has enough to do in order to stay alive. This can include gathering resources, building shelter, and avoiding enemies. The goal is to keep the player busy so they don't get bored and die.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
3. Introduction
• Good game stories inspire us, transform us, take us to
another world.
• A game designer might argue that a good
game challenges the player.
• Games differ from other storytelling media in that they give the
player agency the power to succeed and also to fail.
• In order to create powerful, meaningful games it is important that
game designers have tools for structuring the combination of
narrative and challenges
4. Types of GSD
There are several game-specific story devices
1. Interactivity
2. Non-Linearity
3. Player Control
4. Collaboration
5. Immersion
6. Cinematics
5. 1.Interactivity
Games have a higher level of
interactivity than other media
Games depend even more on
gameplay than story for player
satisfaction.
By nature, stories are not
interactive. They come out of the
storyteller’s mind and are meant
only to be received by the
audience passively.
They can also be co-storytellers—
and sometimes, they can even be
the only storytellers.
6. 2. Non-Linearity
Linear stories follow a physical
and temporal straight line.
Games do not have to follow a
linear storyline.
Beginning with the most
distant events and ending with
the most recent.
Allows players to choose
different paths within one
storyline.
7. 3. Player Control
Players have the ability to
manipulate the game in some way.
players can be storytellers in games—
something they cannot do in books
and movies.
A common form of player control
involves character customization,
where players create their own
characters with personalized
features.
The character creation process in
RPGs gives the player the freedom to
personalize their profile.
8. 4. Collaboration
The multiplayer game mode makes it possible for players to
engage in collaborative storytelling.
MMO games in which thousands of players could conceivably
personalize their character roles, introduce new plot points, and
modify the environment itself while playing the game.
Collaboration is similar to interactive theatre—where the players
are performers improving with each other and with the audience.
A collaborative storyline could be initiated by the game
development team, and the paths of the story might be added by
the players.
9. 5. Immersion
Game storylines play a significant
role is known as game immersion.
In immersion the story, characters,
and gameplay are so powerful and
engaging that the players find
themselves deeply caught up in the
game world.
Bat Man , Final Fantasy , Infocom’s
text adventure Zork and the
graphically rich Myst are also
extremely immersive games
because they create an atmosphere
and a mood that is rich and
consistent.
10. 6. Cinematics
Another way immersion can be
compromised in a game might be
surprising to the film industry.
Cinematics are sequences that run like
movies, usually at the beginning or end of
a game.
Cut-scenes are mini-movies that run
within the game.
The goal of a cutscene is to either develop
characters, introduce new environments,
advance the plot, or set out goals for a
new section in the game.
A cut-scene introduced instead of
providing the total emotional involvement
have the opposite effect.
Editor's Notes
Time-division multiple access (TDMA) is a channel access method for shared-medium networks. It allows several users to share the same frequency channel by dividing the signal into different time slots. The users transmit in rapid succession, one after the other, each using its own time slot
The public switched telephone network (PSTN) is the aggregate of the world's circuit-switched telephone networks that are operated by national, regional, or local telephony operators, providing infrastructure and services for publictelecommunication.
Time-division multiple access (TDMA) is a channel access method for shared-medium networks. It allows several users to share the same frequency channel by dividing the signal into different time slots. The users transmit in rapid succession, one after the other, each using its own time slot
The public switched telephone network (PSTN) is the aggregate of the world's circuit-switched telephone networks that are operated by national, regional, or local telephony operators, providing infrastructure and services for publictelecommunication.
Voice Calls
The most basic Teleservice supported by GSM is telephony. This includes full-rate speech at 13 kbps and emergency calls, where the nearest emergency-service provider is notified by dialing three digits.
Videotext and Facsmile
Another group of teleservices includes Videotext access, Teletex transmission, Facsmile alternate speech and Facsmile Group 3, Automatic Facsmile Group, 3 etc.
Short Text Messages
Short Messaging Service (SMS) service is a text messaging service that allows sending and receiving text messages on your GSM mobile phone. In addition to simple text messages, other text data including news, sports, financial, language, and location-based data can also be transmitted. It can send maximum 160 characters.
Transparent bearer services use only the functions of the physical layer (layer 1 ISO/OSI reference model) to transmit data; data transmission consequently has a constant delay and throughput, that is if no errors occur. The only mechanism of any use to try and increase the quality of the transmission is forward error correction (FEC). This mechanism codes redundancy into the data-stream and Depending on the FEC, data rate of 2.4, 4.8, or 9.6 kbit/s are possible.
Non-Transparent bearer services use protocols of the layers two and three to implement error correction and flow control. Non-transparent bearer services use the transparent bearer services, while adding a radio link protocol (RLP). This protocol uses mechanisms of high-level data link control (HDLC) (Halsall, 1996), and special selective-reject mechanisms to trigger retransmission of erroneous data. The achieved bit error rate is less than 10-7, but now throughput may vary, this depending on the transmission quality.
Circuit switching is a method of implementing a telecommunications network in which two network nodes establish a dedicated communications channel (circuit) through the network before the nodes may communicate.
Packet switching is a method of grouping data that is transmitted over a digital network into packets. Packets are made of a header and a payload. Data in the header are used by networking hardware to direct the packet to its destination where the payload is extracted and used by application software.
General packet radio service (GPRS) is a packet-based wireless data communication service designed to replace the current circuit-switched services available on the second-generation global system for mobile communications (GSM) and time division multiple access
High-Speed Circuit-Switched Data (HSCSD) is circuit-switched wireless data transmission for mobile users at data rates up to 38.4 Kbps, four times faster than the standard data rates of the Global System for Mobile (GSM) communication standard in 1999. HSCSD is comparable to the speed of many computer modems that communicate with today's fixed telephone networks.
Conferencing : It allows a mobile subscriber to establish a multiparty conversation, i.e., a simultaneous conversation between three or more subscribers to setup a conference call. This service is only applicable to normal telephony.
Call Waiting : This service notifies a mobile subscriber of an incoming call during a conversation. The subscriber can answer, reject, or ignore the incoming call.
Call Hold : This service allows a subscriber to put an incoming call on hold and resume after a while. The call hold service is applicable to normal telephony.
Call Forwarding : Call Forwarding is used to divert calls from the original recipient to another number. It is normally set up by the subscriber himself. It can be used by the subscriber to divert calls from the Mobile Station when the subscriber is not available, and so to ensure that calls are not lost.
Call Barring : Call Barring is useful to restrict certain types of outgoing calls such as ISD or stop incoming calls from undesired numbers. Call barring is a flexible service that enables the subscriber to conditionally bar calls.
Number Identification : There are following supplementary services related to number identification:
Calling Line Identification Presentation : This service displays the telephone number of the calling party on your screen.
Calling Line Identification Restriction : A person not wishing their number to be presented to others subscribes to this service.
Connected Line Identification Presentation : This service is provided to give the calling party the telephone number of the person to whom they are connected. This service is useful in situations such as forwarding's where the number connected is not the number dialled.
Connected Line Identification Restriction : There are times when the person called does not wish to have their number presented and so they would subscribe to this person. Normally, this overrides the presentation service.
Malicious Call Identification : The malicious call identification service was provided to combat the spread of obscene or annoying calls. The victim should subscribe to this service, and then they could cause known malicious calls to be identified in the GSM network, using a simple command.
Advice of Charge (AoC) : This service was designed to give the subscriber an indication of the cost of the services as they are used. Furthermore, those service providers who wish to offer rental services to subscribers without their own SIM can also utilize this service in a slightly different form. AoC for data calls is provided on the basis of time measurements.
Closed User Groups (CUGs) : This service is meant for groups of subscribers who wish to call only each other and no one else.
As suggested by the name, the radio subsystem is comprised of all the radio specific elements, i.e. the mobile stations (MS) and the base station subsystem (BSS). The connection between the RSS and the NSS (shown in figure x.ii) via the A interface (solid lines) and the connection to the OSS via the O interface (dashed lines). The A interface is generally based on a circuit-switched PCM-30 system (2.048 Mbit/s), carrying up to 30 X 64 kbit/s connections, whereas the O interface uses the Signalling System No. 7 (SS7) based on X.25 carrying system management data to/from the RSS.
Base Station Subsystem (BSS): A GSM network is made up of many BSSs, each one being controlled by a base station controller (BSC). The main function of the BSS is to maintain the radio connections to an MS, however, it does have several other functions such as the coding/decoding of voice, and rate adaptation to/from the wireless network part. As well as a BSC, the BSS contains several BTSs.
Base Transceiver Station (BTS): A BTS contains all the radio equipment (antennas, signal processing, amplifiers) necessary for radio transmission. A BTS can be used to form a radio cell, or if sectored antennas are used, several cells. The BTS is connected to the MS by the Um interface, and the BSC by the Abis interface. The Um interface comprises of all the mechanisms necessary for wireless transmission (TDMA, FDMA). Abis interface consists of 16 or 64 kbit/s connections. The area coverage from a GSM cell can vary from 100m and 35km depending on the expected traffic and the location environment.
Base Station Controller (BSC): Basically, the BSC controls the BTS The functions of the BSC include reserving radio frequencies, handling handovers from one BTS to another and performing the paging of the MS. The BSC also multiplexes the radio channels onto the fixed network connections at the A interface.
Mobile Station (MS): The MS is the user equipment which contains the software required for communication with the GSM network. The MS consists of user independent hard/software and the subscriber identity module (SIM), which stores the user specific data. While an MS can be identified via the international mobile equipment identity (IMEI)
At the centre of any GSM system there is the network and switching subsystem (NSS) that connects the GSM network with the public land network (i.e. a PSTN), performs the handovers between BSS's, comprises functions for worldwide localization of users and supports charging, accounting and roaming of users between different networks and in different countries. The NSS is comprised of the following switches and databases: