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Dota 2 Update – March 29th, 2018

7.12:
====

* Enabled Pangolier in Captain’s Mode
* Neutral Creep Stack bounty increased from 15% to 20%

* Clarity: Mana Regeneration reduced from 3.2 to 3.0

* Heart of Tarrasque: Strength increased from 40 to 45

* Moon Shard: Attack Speed increased from 120 to 130

* Nullifier: Projectile speed decreased from 1200 to 900

* Refresher Orb: Mana regeneration increased from 3 to 5

* Satanic: Duration increased from 4.5 to 5 seconds

* Silver Edge: Break duration decreased from 5 to 4 seconds
* Silver Edge: Cooldown reduced from 24 to 22

* Skull Basher: Bash duration increased from 1.4 to 1.5
* Abyssal Blade: Bash duration increased from 1.4 to 1.5

* Spirit Vessel: Enemy current health based damage changed from 3% Direct HP modification to 4.5% Magical Damage

* Anti-Mage: Mana Void damage increased from 0.6/0.85/1.1 to 0.8/0.95/1.1

* Arc Warden: Flux cooldown reduced from 18 to 16
* Arc Warden: Magnetic Field AoE increased from 275 to 300

* Axe: Battle Hunger duration increased from 10 to 12

* Bounty Hunter: Shuriken Toss manacost increased from 120/130/140/150 to 150

* Bloodseeker: Thirst linger bonus duration increased from 2 to 4

* Chen: Holy Persuasion can no longer target non-player allied creeps

* Clinkz: Strafe duration increased from 3 to 3.5 seconds

* Crystal Maiden: Base damage increased by 3
* Crystal Maiden: Arcane Aura self mana regen increased from 1/2/3/4 to 1.3/2.2/3.1/4

* Dark Seer: Vacuum AoE increased from 250/350/450/550 to 400/450/500/550
* Dark Seer: Vacuum cooldown rescaled from 32 to 60/50/40/30
* Dark Seer: Vacuum cast range rescaled from 500 to 450/500/550/600
* Dark Seer: Vacuum Pull duration increased from 0.5 to 0.3/0.4/0.5/0.6
* Dark Seer: Vacuum damage rescaled from 40/80/120/160 to 25/50/100/200
* Dark Seer: Wall of Replica incoming illusion damage reduced from 400% to 300%
* Dark Seer: Wall of Replica width increased from 1000 to 1300

* Dark Willow: Terrorize cast time increased from 0.8 to 1.0
* Dark Willow: Bedlam cooldown increased from 40/30/20 to 40/35/30

* Dazzle: Poison Touch damage increased from 10/20/30/40 to 10/24/38/52

* Death Prophet: Spirit Siphon charge restore time increased from 45 to 60/55/50/45
* Death Prophet: Silence manacost increased from 80 to 80/90/100/110

* Disruptor: Static Storm no longer lingers on your hero for 0.5 seconds after walking away from the AoE (it already ends immediately once the spell is over)
* Disruptor: Kinetic Field cooldown increased from 13/12/11/10 to 19/16/13/10

* Drow Ranger: Precision Aura attack damage bonus increased from 10/18/26/34% to 10/20/30/40%

* Elder Titan: Echo Stomp Initial Stun duration reduced from 0.8 to 0.2

* Ember Spirit: Base armor increased by 1

* Enchantress: Untouchable slow rescaled from 40/70/100/130 to 20/60/100/140
* Enchantress: Enchant cooldown rescaled from 30/24/18/12 to 55/40/25/10
* Enchantress: Enchant slow increased from 2.25/3.5/4.75/6 to 3/4/5/6
* Enchantress: Enchant dominate duration rescaled from 80 to 50/60/70/80
* Enchantress: Impetus manacost rescaled from 55/60/65 to 40/55/70

* Gyrocopter: Flak Cannon cooldown increased from 30 to 40
* Gyrocopter: Homing Missile hits to destroy reduced from 3/3/4/4 to 3

* Io: Tether now sets your movement speed to match the tethered target’s speed
* Io: Relocate cooldown increased from 120/100/80 to 130/110/90
* Io: Tether no longer has a duration
* Io: Tether movement speed rescaled from 10/12/14/16% to 7/10/13/16%
* Io: Tether regen sharing rescaled from 1.5x to 1.2/1.3/1.4/1.5
* Io: Base damage reduced by 4

* Leshrac: Base movement speed increased from 325 to 330
* Leshrac: Lightning Storm damage rescaled from 50/100/150/200 to 80/120/160/200
* Leshrac: Lightning Storm slow duration rescaled from 0.7/0.8/0.9/1.0 to 0.4/0.6/0.8/1.0
* Leshrac: Lightning Storm cast point reduced from 0.45 to 0.4

* Lich: Sacrifice mana conversion increased from 30/50/70/90 to 55/70/85/100

* Lifestealer: Open Wounds manacost increased from 140/130/120/110 to 140

* Lion: Earth Spike manacost rescaled from 100/120/140/160 to 70/100/130/160

* Magnus: Skewer AoE increased from 125 to 135
* Magnus: Reverse Polarity stun duration increased from 2.25/3/3.75 to 2.75/3.25/3.75

* Mirana: Base attack damage range from 39-50 to 43-48

* Monkey King: Wukong’s Command soldier attack rate improved from 1.4 to 1.3

* Necrophos: Heartstopper Aura increased from 0.5/1/1.5/2% to 0.5/1.1/1.7/2.3%

* Necrophos: Death Pulse manacost rescaled from 125/145/165/185 to 100/130/160/190

* Ogre Magi: Multicast no longer increases Fire Blast manacost

* Omniknight: Repel manacost increased from 50 to 85

* Phantom Assassin: Stifling Dagger can be targeted on Spell Immune (the slow won’t have any effect, but the physical damage will go through)

* Phoenix: Supernova radius increased from 1000 to 1300
* Phoenix: Supernova now turns night into day for the duration (has highest priority)

* Razor: Static Link cast range reduced from 600 to 550 (break range still 800)
* Razor: Unstable Current damage reduced from 100/130/160/190 to 60/100/140/180

* Riki: Tricks of the Trade reworked. Instead of hitting every hero in the AoE once per second, it hits a random hero once per 0.5/0.45/0.4 seconds.
* Riki: Tricks of the Trade will hit creeps if there are no heroes available
* Riki: Tricks of the Trade duration increased from 3/4/5 to 4/5/6

* Rubick: Telekinesis cooldown increased from 22 to 28/26/24/22

* Sand King: Burrowstrike stun duration rescaled from 2.17 to 1.9/2.0/2.1/2.2
* Sand King: Base movement speed reduced from 295 to 290

* Shadow Demon: Demonic Purge slow now always scales linearly with time from 100% to 20%
* Shadow Demon: Demonic Purge cooldown increased from 40 to 60 (affects charge replenish)
* Shadow Demon: Demonic Purge duration increased from 5 to 7 seconds
* Shadow Demon: Demonic Purge no longer roots non-hero units for 3 seconds
* Shadow Demon: Demonic Purge now continuously dispels the target

* Slark: Base HP regen increased from 1.5 to 2.75
* Slark: Turn rate improved from 0.5 to 0.6

* Slardar: Guardian Sprint no longer has a 15% damage amplification
* Slardar: Guardian Sprint duration reduced from 12 to 10

* Sniper: Assassinate manacost reduced from 175/275/375 to 175/225/275

* Spectre: Spectral Dagger damage increased from 50/100/150/200 to 90/140/190/240

* Spirit Breaker: Empowering Haste active no longer reduces your movement speed afterwards
* Spirit Breaker: Empowering Haste cooldown increased from 12 to 20

* Templar Assassin: Movement speed increased from 300 to 310

* Timbersaw: Chakram manacost per second reduced from 20/25/30 to 16/23/30
* Timbersaw: Chakram initial manacost reduced from 100/150/200 to 80/140/200

* Tiny: Base Health Regen reduced from 2.5 to 1.5
* Tiny: Avalanche cooldown increased from 17 to 20/19/18/17

* Treant Protector: Base intelligence increased by 3

* Troll Warlord: Berserker’s Rage base attack time improved from 1.5 to 1.45

* Tusk: Ice Shards cooldown increased from 19/16/13/10 to 21/18/15/12

* Undying: Undying Zombie critical health attack speed boost increased from 50 to 75
* Undying: Flesh Golem hero kill heal increased from 10% to 15/20/25%

* Warlock: Golem’s attack damage increased from 75/100/125 to 75/125/175

* Windranger: Fixed some clunkiness with how Windranger attacks the target during Focus Fire

* Winter Wyvern: Arctic Burn attack range changed from 275/375/475/575 to 350/425/500/575
* Winter Wyvern: Base intelligence increased by 1

* Zeus: Attack range increased from 350 to 380
* Zeus: Base damage increased by 5

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The third DLC Pack for Fire Emblem Warriors

The third DLC Pack for Fire Emblem Warriors

New playable characters, History Maps, costumes, and more have come to the Fire Emblem Warriors game! Here’s what’s in the Fire Emblem Awakening DLC Pack:

3 new characters

  • Owain
  • Tharja
  • Olivia

New History Maps

  • “Scion of Legend” (feat. Owain)
  • “Emmeryn” (feat. Tharja)
  • “Caravan Dancer” (feat. Olivia)

New costumes

  • Chrom: Exalt
  • Lissa: Sage
  • Cordelia: Dark Flier

New armor break models

  • Chrom
  • Robin
  • Lissa
  • Frederick
  • Cordelia
  • Lucina
  • Owain
  • Tharja
  • Olivia

New weapons

  • Robin: Thoron
  • Lissa: Lissa’s Axe
  • Frederick: Frederick’s Axe
  • Cordelia: Cordelia’s Lance
  • Owain: Missiletainn
  • Tharja: Tharja’s Hex
  • Olivia: Olivia’s Blade

The Fire Emblem Awakening DLC Pack can be purchased at https://fireemblemwarriors.nintendo.com/dlc/ . If you already purchased the Season Pass, this DLC Pack is available to you at no additional cost.

Note: new costumes, character-exclusive weapons, and weapon attributes must be unlocked as rewards from playing through the new History Maps.

Full version of game required to use DLC.

Game Rated:

Suggestive Themes
Violence

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Hasbro and Nintendo join forces to add Mario Kart twist to Monopoly game

Hasbro and Nintendo join forces to add Mario Kart twist to Monopoly game

Today, the MONOPOLY brand from Hasbro (NASAQ: HAS) and Nintendo announced the launch of the MONOPOLY GAMER: MARIO KART Edition game. This new MONOPOLY game introduces the fun and competition of Mario Kart through iconic characters and unique gameplay.

The MONOPOLY GAMER: MARIO KART Edition game provides fans of all ages with exciting new ways to engage with the Nintendo brand. Throughout the game, players will pass – and potentially purchase – iconic Mario Kart themed properties such as Rainbow Road and Bowser’s Castle, while simultaneously encountering familiar challenges like dodging Banana Peels, tossing Shells and scooping up Super Star spaces to win the game.

To introduce another layer of competition and strategy, landing on or passing “Go” triggers a Mario Kart race where players compete for the coveted Grand Prix card. In addition, each character token will have its own unique Power-Up ability activated by landing on a Super Star board space.

“In 2017, our fans were excited to see Mario and Mr. Monopoly join forces, so it’s only fitting we continue this collaboration with another franchise favorite – Mario Kart,” said Jonathan Berkowitz, Senior Vice President of Global Marketing for Hasbro Gaming. “The game will integrate iconic elements of Mario Kart into the Monopoly game, offering a one-of-a-kind experience for gamers across the globe.”

“Mario Kart is a franchise cherished by fans of all ages,” said Tom Prata, Nintendo of America’s Senior Vice President of Strategic Initiatives. “Expanding our partnership with Hasbro to build upon the fun of Monopoly Gamer offers families even more surprising and engaging ways to interact with Nintendo characters.”

Starting today, the MONOPOLY GAMER: MARIO KART Edition game is available at select GameStop stores in the United States.

The MONOPOLY GAMER: MARIO KART edition game, designed for fans ages 8 and up, will be available at mass market U.S. retailers for a suggested retail price of $24.99 in June. Additionally, fans will be able to purchase MONOPOLY GAMER: MARIO KART POWER PACKS (each sold separately), which include additional Mario Kart character tokens such as Bowser, Rosalina, Shy Guy, Metal Mario, Donkey Kong and Yoshi. The POWER PACKS will also be available in the U.S. this June at a suggested retail price of $2.99 each. Both offerings will be available globally in August.

MONOPOLY is the world’s favorite family game brand and is enjoyed by more than 1 billion players in 114 countries across the globe. Fans can engage with the MONOPOLY brand across many platforms and formats, including live events, fashion licensing, digital gaming, casino gambling and more. Stay updated on the latest MONOPOLY brand news at Monopoly.com, Facebook.com/Monopoly, @HasbroNews on Twitter and @Hasbro on Instagram. For more information on MONOPOLY GAMER, visit HasbroGaming.com.

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GDC celebrates record-breaking attendance and confirms 2019 dates!

The 2018 Game Developers Conference, the world’s largest and longest-running event serving professionals dedicated to the art and science of making games, concluded Friday after a week of networking, learning and inspiration.

This year, the event saw a record attendance of 28,000 industry professionals at San Francisco’s Moscone Convention Center from March 19-23. GDC and VRDC will be returning to the Moscone Convention Center on Monday, March 18 to Friday, March 22, 2019. The call for submissions for GDC 2019 will open this summer.

Over the course of the week, the conference hosted a total of more than 750 lectures, panels, tutorials and roundtable discussions, along with more than 550 exhibitors on the GDC Expo Floor. The cutting-edge content of the VRDC@GDC returned this year with sessions highlighting key insights into virtual reality (VR) and augmented reality (AR) development.

GDC 2018 also featured the Vision Track, a series of mini-keynotes designed to provoke and inspire, which were presented by Supercell’s CEO Ilkka Paananen, Pixar’s Pol Jeremias-Vila and David G Yu, NYU Game Center Director Frank Lantz and Skydance Interactive’s Laralyn McWilliams.

This year, indie games received a major spotlight, with the GDC hosting multiple showcases for aspiring developers, including the award-nominated titles in the Independent Games Festival Pavilion, the rotating lineup of promising projects in the Indie MEGABOOTH, iam8bit and Double Fine’s “Day of the Devs” spaces, the traveling indie developers at Train Jam, and the super-chillaxed indie lounge called the Mild Rumpus.

Third party publishers also got into the act, with major tech and game publisher, Epic Games, offering demo space for Unreal Engine games to a multitude of teams, Microsoft showcasing new Xbox One indie titles in the South Hall Lobby, and Unity & GDC teaming up for a 3D Game Art Challenge in the West Hall’s foyer.

The busy GDC Expo Floor in the Moscone Convention Center’s South Hall, featured more than 550 companies exhibiting new technologies, software and services. Industry-leading tech companies like NVIDIA, Intel, Google, Facebook, and Amazon were on the floor, along with key game ecosystem members including Valve, Xbox and Sony Interactive Entertainment America, among hundreds of other exhibitors.

In the North Hall, the playable alt.ctrl.GDC space allowed attendees to experience unconventional controllers and alternative control schemes. 2018 also saw the return of GDC Play, which is a special area for emerging developers to display their games to key distributors, publishers and investors in attendance. Meanwhile, in the Moscone’s West Hall, the Shut Up & Sit Down area allowed attendees to enjoy the best tabletop board games of the year.

Awards night kicked off on Wednesday night, March 21, with the back-to-back Independent Games Festival (IGF) Awards and Game Developers Choice Awards (GDCA). The 2018 IGF Awards honored some of the most inventive independent games and projects of the year, with developer Infinite Fall’s Night in the Woods taking home this year’s Seumas McNally Grand Prize. The game also won the award for Excellence in Narrative.

Nintendo’s series re-defining open-world adventure, The Legend of Zelda: Breath of the Wild, received the highest honor at the Game Developers Choice Awards (GDCA), earning the Game of the Year award, along with the prizes for Best Audio and Best Design. An archive of the IGF and GDCA ceremonies can be viewed at http://twitch.tv/gdc.

Within the sessions themselves, much of the content helped illuminate and foster discussion around some of the social and political issues being addressed by the games industry, including multiple talks about the newly-announced Fair Play Alliance and its constituent members including Blizzard, Riot, Supercell, Epic Games and others, spoke about their new initiative to encourage healthy online gaming communities and discourage harassment, discrimination and abuse.

The GDC has been at the forefront of virtual reality (VR) and augmented reality (AR) technology for a number of years, playing host to countless talks and showcases for emergent VR/AR hardware and software. This year was no different, with Oculus offering the first public demonstrations of its standalone VR headset, known as the Oculus Go, on the GDC expo floor.

Just as GDC looks into the aspirational future of game development, much of the content also takes a retrospective look back at classic titles and classic hardware with special classic game postmortem sessions. This year, Sonic the Hedgehog’s original game designer, Hirokazu Yasuhara, and character designer Naoto Oshima, spoke of the creation of one of gaming’s most iconic characters. Game creator Dr. Michael Cranford gave attendees a deep-dive into the creation of the seminal role-playing games, Bard’s Tale 1 & 2. Mark Turmell, the lead designer and programmer for NBA Jam spoke of the inspiration behind that legendary and off-the-wall basketball arcade game. Raph Koster, Richard Garriott and Starr Long, the creative team behind Ultima Online, offered an inside look into the production of the groundbreaking online RPG that bridged the gap between epic single-player experiences and collaborative multiplayer gameplay.

“True to its name, the Game Developers Conference is an event for everyone in the games industry, from the aspiring game makers in the indie showcases, to the legendary creators in the classic games postmortems, and everyone in-between. It also helps spotlight the best games of the year, the most promising indie teams, the most advanced technology, and the most pressing social issues as reflected by the industry as a whole,” said Katie Stern, general manager of the Game Developers Conference. “Games can be a vehicle for art, but they’re also the product of the hard work of game creators from around the world, and GDC will continue to work to showcase the best talent and to help support those on the verge of creating something special that pushes the medium forward. We hope that GDC 2018 has given that developer the push they needed.”

For additional information about GDC and VRDC@GDC, visit the GDC website. Plus, the GDC Vault website will offer access to a wide variety of GDC and VRDC@GDC 2018 lectures and sessions in the coming days and weeks, including speaker slides, synchronized video and presentations for select sponsor lectures, as well as a broad range of free conference videos. GDC All Access Pass holders and individual Vault subscribers will get access to hundreds of video sessions from this and previous GDC shows. Official photos are available via the Official GDC Flickr account.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Blog: How math helped design a game

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


An integral part of designing a game is following user-centric principles and iterating in order to provide the player with the best possible experience. However, some games have difficult components that are expensive in both money and time in order to iterate upon. This was the case with the game that I am the lead developer on that will be on Kickstarter later this year. Tiny Trees is a competitive Tree-building board game where unlike a large number of board games, it doesn’t lie flat on your table, but instead becomes a physical object in three dimensions. As you grow your tree, you have to try to earn the maximum number of points while also literally balancing your tree so it doesn’t collapse.

The game consists of 42 hexagonal cards that you slot together in order to grow a physical three dimensional tree. It was extremely time consuming to iterate on these components since the prototype needed high quality cardstock and had to be cut out by hand and individually drawn on. As such, the design process had to be predicated more on math and statistics rather than continuous playtesting in order to not waste valuable resources.

We had to determine what arrangement of cuts in the cards we wanted. The very first prototype had cuts on all six sides of the hexagonal cards, but I found myself growing roughly the same tree every time since there was no restrictions on what I could grow. Additionally, if each side of the hexagon had only one slit to reduce complexity, each side would have only two states: cut and not cut, represented below with a six digit binary equivalent.

When that six digit binary equivalent is converted to our standard ten digit unit of numbers, that gives a total of 63 possible arrangements of cuts on the hexagonal cards. However, this does not account for rotations or mirrored images. For instance, the leftmost hexagon shown above is still functionally identical when rotated 60 degrees. As such, when accounting for this repetition, there are in fact only 12 unique designs.

Although this number of unique designs seems innocuous, it was significant in my process since it established what could or could not be done with the cards. While we could create cuts that weren’t centered on each side of the hexagon or multiple cuts on one side, having knowledge of what options were available to us allowed for accurate design.

On a similar note, designer Mark Rosewater has repeatedly said that “restrictions breed creativity”, and I found that to be exceptionally true (Source). In the case of Tiny Trees, the very first paper prototype had cuts on all six sides. However, this did not lead to building any interesting trees since players would default to what they were familiar with rather than going out on a limb and trying a new structure. At the opposite end of the spectrum, if all of the cards had only two cuts, the players wouldn’t have enough choice in what they could grow. Having all of the cards with only two cuts didn’t provide enough options to the player, and six cuts provided too many, so the ideal must be somewhere in between. In the final version, there are five cards with two cuts, four cards with four cuts, and two cards with six cuts for each of three types of trees. We decided on this arrangement for three reasons: It gives an average of roughly 3.29 cuts per card, each number of cuts had a total roughly equal to 12 – the exception being the cards with two cuts – and the distribution of the values was appealing since each level has one fewer card. Additionally, by having more cards with only two cuts, it allowed the trees to become more interesting while the higher number of cuts allowed players to still have sufficient options in growing and balancing their tree.

While this math for achieving the average number of cuts per card (in which you add the total and then divide by the number of cards) is very simple, it still influenced our design decisions. Since we were aware of the average number of cards as well as the specific distribution, it gave us a much clearer understanding of the system that was in place and how that affected the player’s perception of the game. This in turn allowed us to quickly fix and understand any underlying issues that arose in playtesting. For instance, we were able to identify that even though playtesters didn’t directly address an issue with the distribution of number of cuts, we were able to more accurately identify it as the underlying issue due to the knowledge of the distribution.

At the end of a game of Tiny Trees, players earn points based primarily on two factors: the hexagonal cards that they grew onto their tree, and lifeforms that are also found on the cards. We added the lifeforms to increase the strategic depth of the game, as well as make the decisions more interesting.

The three types of lifeforms: Beetles, Mushrooms, and Birds

From the player’s perspective, without an additional incentive, there was little reason in selecting the cards with fewer cuts since it restricted their growth and made balancing their tree more difficult. By adding lifeforms as a mechanic, we had to balance three main factors: the number of lifeforms, the distribution of lifeforms, and the amount of points that the lifeforms were worth. In order to achieve this through math due to the limitations of our ability to iterate, we used a hypergeometric calculator liberally in determining these factors. Hypergeometric calculators are often used in card games where you draw some number of cards and then want to know the odds for drawing a certain card. In this context, we wanted to know and be able to control the odds more precisely rather than just intuition. An important design decision that we had made previous to adding lifeforms was that each option available to the player should be of equal value to a similar decision. This comes from the number of cards for each type of tree being completely equal, even to the distribution of number of cuts. Thus, we wanted to do the same for lifeforms, but be willing to alter that methodology given the numbers and math behind them. As such, we needed three types of lifeforms and more than one of each. We ended up settling on six of each type of life form, separated evenly between each type of tree. The advantage to this is that if a player wants to grow their tree with all of the birds available to them, then they aren’t shoehorned into one specific type of tree.

When it comes to the math, that means that roughly 43% of all of the cards have lifeforms, and that there is a 45% chance that exactly one of the top three cards that the players can choose from will have a lifeform, and a 25% chance that none will have a lifeform. Obviously that percentage changes as more cards are selected, but this knowledge helped us quickly refine the game – similar to the knowledge of the distribution of cuts. When it comes to what cards have the lifeforms, we focused on the cards with fewer cuts on them. Our reasoning was that if lifeforms are worth additional points, then the players should be incentivised for restricting their growth options, but not so much that it is obviously better than the ability for options and balancing your tree.

Then came the question of how many points should each lifeform be worth. Since the cards reward you for collecting more of the same type, so should the lifeforms. However, the scaling of points can be either linear or exponential. We decided on an exponential growth model, so that players are incentivized to collect the same type, but that collecting them incidentally doesn’t have that large of an impact on the overall point total. Specifically, the first two are worth one point each, the next two are worth two points each, and then the final two are worth three points each.

By designing our game while taking the numbers into consideration rather than just working off of intuition, we didn’t have to playtest or iterate on our designs as much as we would have to if we only gathered data from reactions from playtesting. While using this math obviously doesn’t eliminate the importance of playtesting and iteration, we were able to save a lot of time and resources from creating additional paper copies of the hexagonal cards and allowed each playtest to be more efficient since we were able to more accurately identify underlying issues and needed balance changes.

If you’re interested in the project and want to keep up to date, you can follow us on Facebook, Instagram, and Twitter!

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Sony cuts price of PlayStation VR Camera bundle by $100

Newsbrief: Sony has cut the price of its PlayStation VR Camera Bundle by $100, meaning would-be virtual reality explorers can now get their hands on the deal for $299.99. 

The package includes a PlayStation VR headset, PlayStation Camera, PlayStation VR Demo Disc 2.0. and the Doom VFR Blu-ray disc. 

Sony believes the new price point will help expand the PSVR platform, adding to the over 2 million PlayStation VR sales the company has pulled in to-date.