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  News - Pokémon Duel’s Game Service Will Be Terminated This October
Posted by: xSicKxBot - 07-26-2019, 11:21 AM - Forum: Nintendo Discussion - No Replies

Pokémon Duel’s Game Service Will Be Terminated This October

Pokemon Duel

The Pokémon Company has announced it will end the Pokémon Duel mobile service on 31st October 2019.

When these services are taken offline, certain parts of the game will no longer be playable. Players will also be unable to purchase any new Diamonds from today onwards but are still able to request a refund. The ability to purchase the Player Pass will also be removed.

Here’s a message from The Pokémon Company about the closure of the service:

Pokémon Duel game service will be terminated as of 10/31/2019 at 01:59 (UTC).
For details on the end of service, please see the in-game Information.
Thank you for your support. We realize that it’s not long until the end of service, but we hope you’ll continue to enjoy Pokémon Duel to the very end.

Pokémon Duel rolled out here in the west on Android and iOS in 2017. We gave it six out of ten stars and found it to be oddly compelling despite some questionable design choices.

Did you ever get around to playing this mobile game? Are you sad to hear the service is closing? Leave a comment down below.

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  Fedora - Manage your passwords with Bitwarden and Podman
Posted by: xSicKxBot - 07-26-2019, 11:21 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

Manage your passwords with Bitwarden and Podman

You might have encountered a few advertisements the past year trying to sell you a password manager. Some examples are LastPass, 1Password, or Dashlane. A password manager removes the burden of remembering the passwords for all your websites. No longer do you need to re-use passwords or use easy-to-remember passwords. Instead, you only need to remember one single password that can unlock all your other passwords for you.

This can make you more secure by having one strong password instead of many weak passwords. You can also sync your passwords across devices if you have a cloud-based password manager like LastPass, 1Password, or Dashlane. Unfortunately, none of these products are open source. Luckily there are open source alternatives available.

Open source password managers


These alternatives include Bitwarden, LessPass, or KeePass. Bitwarden is an open source password manager that stores all your passwords encrypted on the server, which works the same way as LastPass, 1Password, or Dashlane. LessPass is a bit different as it focuses on being a stateless password manager. This means it derives passwords based on a master password, the website, and your username rather than storing the passwords encrypted. On the other side of the spectrum there’s KeePass, a file-based password manager with a lot of flexibility with its plugins and applications.

Each of these three apps has its own downsides. Bitwarden stores everything in one place and is exposed to the web through its API and website interface. LessPass can’t store custom passwords since it’s stateless, so you need to use their derived passwords. KeePass, a file-based password manager, can’t easily sync between devices. You can utilize a cloud-storage provider together with WebDAV to get around this, but a lot of clients do not support it and you might get file conflicts if devices do not sync correctly.

This article focuses on Bitwarden.

Running an unofficial Bitwarden implementation


There is a community implementation of the server and its API called bitwarden_rs. This implementation is fully open source as it can use SQLite or MariaDB/MySQL, instead of the proprietary Microsoft SQL Server that the official server uses.

It’s important to recognize some differences exist between the official and the unofficial version. For instance, the official server has been audited by a third-party, whereas the unofficial one hasn’t. When it comes to implementations, the unofficial version lacks email confirmation and support for two-factor authentication using Duo or email codes.

Let’s get started running the server with SELinux in mind. Following the documentation for bitwarden_rs you can construct a Podman command as follows:

$ podman run -d \ 
--userns=keep-id \
--name bitwarden \
-e SIGNUPS_ALLOWED=false \
-e ROCKET_PORT=8080 \
-v /home/egustavs/Bitwarden/bw-data/:/data/:Z \
-p 8080:8080 \
bitwardenrs/server:latest

This downloads the bitwarden_rs image and runs it in a user container under the user’s namespace. It uses a port above 1024 so that non-root users can bind to it. It also changes the volume’s SELinux context with :Z to prevent permission issues with read-write on /data.

If you host this under a domain, it’s recommended to put this server under a reverse proxy with Apache or Nginx. That way you can use port 80 and 443 which points to the container’s 8080 port without running the container as root.

Running under systemd


With Bitwarden now running, you probably want to keep it that way. Next, create a unit file that keeps the container running, automatically restarts if it doesn’t respond, and starts running after a system restart. Create this file as /etc/systemd/system/bitwarden.service:

[Unit]
Description=Bitwarden Podman container
Wants=syslog.service

[Service]
User=egustavs
Group=egustavs
TimeoutStartSec=0
ExecStart=/usr/bin/podman run 'bitwarden'
ExecStop=-/usr/bin/podman stop -t 10 'bitwarden'
Restart=always
RestartSec=30s
KillMode=none

[Install]
WantedBy=multi-user.target

Now, enable and start it using sudo:

$ sudo systemctl enable bitwarden.service && sudo systemctl start bitwarden.service
$ systemctl status bitwarden.service
bitwarden.service - Bitwarden Podman container
Loaded: loaded (/etc/systemd/system/bitwarden.service; enabled; vendor preset: disabled)
Active: active (running) since Tue 2019-07-09 20:23:16 UTC; 1 day 14h ago
Main PID: 14861 (podman)
Tasks: 44 (limit: 4696)
Memory: 463.4M

Success! Bitwarden is now running under system and will keep running.

Adding LetsEncrypt


It’s strongly recommended to run your Bitwarden instance through an encrypted channel with something like LetsEncrypt if you have a domain. Certbot is a bot that creates LetsEncrypt certificates for us, and they have a guide for doing this through Fedora.

After you generate a certificate, you can follow the bitwarden_rs guide about HTTPS. Just remember to append :Z to the LetsEncrypt volume to handle permissions while not changing the port.


Photo by CMDR Shane on Unsplash.

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  Microsoft - Office 365 now available from new South Africa cloud datacenters
Posted by: xSicKxBot - 07-26-2019, 11:21 AM - Forum: Windows - No Replies

Office 365 now available from new South Africa cloud datacenters

As Microsoft strives to support the digital transformation of organizations and enterprises around the world, we continue to drive innovation and expand into new geographies to empower more customers with Office 365, the world’s leading cloud-based productivity solution, with more than 180 million commercial monthly active users. Today, we’re taking another step in our ongoing investment to help enable digital transformation and societal impact across Africa with the general availability of Office 365 services from our new cloud datacenters in South Africa.

Office 365, delivered from local datacenters in South Africa, helps our customers enable the modern workplace and empower their employees with real-time collaboration and cloud-powered intelligence while maintaining security, compliance, and in-country customer data residency. The addition of South Africa as a new geography for Office 365 increases the options for secure, cloud productivity services combined with customer data residency in 16 geographies across the globe along with three additional geographies also announced.

In-country data residency for core customer data helps Office 365 customers meet regulatory requirements, which is particularly important and relevant in industries such as healthcare, financial services, and government—where organizations need to keep specific data in-country to comply with local requirements. Customer data residency provides additional assurances regarding data privacy and reliability for organizations and enterprises. Core customer data is stored only in their datacenter geography (Geo)—in this case, the cloud datacenters within South Africa.

Customers like Altron and the Gauteng Provincial Government have used Office 365 to transform their workplaces. This latest development will enable them—and other organizations and enterprises adopting Office 365—to ramp up their digital transformation journey.

“Altron is committed to improving our infrastructure and embracing a strategy to become a cloud-first company to better serve our customers and empower our employees through modern collaboration. We’ve noticed a tangible difference since making the move to Office 365.”
—Debra Marais, Lead, IT Shared Services at Altron

“Office 365 is driving our modernization journey of Government ICT infrastructure and services by allowing us to develop pioneering solutions at manageable costs and create overall improvements in operations management, all while improving transparency and accountability.”
—David Kramer, Deputy Director General, ICT at Gauteng Provincial Government

Microsoft recently became the first global provider to deliver cloud services from the African continent with the opening of our new cloud datacenter regions. Office 365 joins Azure to expand the intelligent cloud service available from Africa. Dynamics 365 and Power Platform, the next generation of intelligent business applications, are anticipated to be available in the fourth quarter of 2019.

By delivering the comprehensive Microsoft cloud—which includes Azure, Office 365, and Dynamics 365—from datacenters in a given geography, we offer scalable, available, and resilient cloud services to companies and organizations while meeting customer data residency, security, and compliance needs. We have deep expertise in protecting data and empowering customers around the globe to meet extensive security and privacy requirements, including offering the broadest set of compliance certifications and attestations in the industry.

The new cloud regions in South Africa are connected to Microsoft’s other regions via our global network, one of the largest and most innovative on the planet—spanning more than 100,000 miles (161,000 kilometers) of terrestrial fiber and subsea cable systems to deliver services to customers. Microsoft is bringing the global cloud closer to home for African organizations and citizens through our trans-Arabian paths between India and Europe, as well as our trans-Atlantic systems, including Marea, the highest capacity cable to ever cross the Atlantic.

We’re committed to accelerating digital transformation across the continent through numerous initiatives and also recently announced Microsoft’s first Africa Development Centre (ADC), with two initial sites in Nairobi, Kenya and Lagos, Nigeria. The ADC will serve as a premier center of engineering for Microsoft, where world-class African talent can create solutions for local and global impact. With our new cloud datacenter regions, the ADC, and programs like 4Afrika, we believe Africa is poised to develop locally and scale for global impact better than ever before.

Learn more about Office 365 and Microsoft in the Middle East and Africa.

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  Mobile - Raiders of the North Sea Will Burn Lindisfarne Next Week
Posted by: xSicKxBot - 07-26-2019, 11:21 AM - Forum: New Game Releases - No Replies

Raiders of the North Sea Will Burn Lindisfarne Next Week

By Joe Robinson 24 Jul 2019

You may remember earlier in the year we reported that Dire Wolf Digital were working on a fair few digital boardgame ports, including everything from Mage Knight to Wings of Glory. Raiders of the North Sea by designer Shem Phillips (Garphill Games) was one game mentioned, and we’re very excited to learn that it’ll be landing on our mobile shores as soon as next Tuesday.

There’s an official game page you can check out, as well as some teaser footage:


Raiders of the North Sea is actually the second game in a trilogy themed on the Viking-age, with Raiders representing Scandinavian raiding activities for much of the 8th & 9th Centuries. It’s essentially a worker placement game, with you needing to slowly build up your resources and crew cards so you can tackle bigger and better challenges for victory points; the person with the most being crowned the winner. It’s a four player exercise (an expansion for the physical game did bring it up to five, so maybe we’ll see that at some point), and multiplayer will be both live and asynchronous, as well as featuring cross-platform play between iOS, Android PC and Switch.

It looks like there’ll be plenty to keep you busy outside of the main gamemode as well:

  • Turn-Based Strategy lets you play at your own pace!
  • Learn the Oars in a full tutorial that teaches you the strategy of the game!
  • Explore the North Sea in a 10-game campaign!
  • Lead Your People in single-player games against AI opponents!
  • Rise to Greatness in multiplayer battles!

Dire Wolf obviously will have the other games mentioned in the original story to contend with, but you can also add another potential project to the list – Architects of the West Kingdom. This is the first entry in a follow-up series of games by the same designer, and in replies to their tweet about Raider’s release date they seem to some-what confirm there may be scope for them to work on Garphill’s latest creation:

Personally, I’d much rather they tackle Explorers of the North Sea, the third game in the North Sea Trilogy, but to be honest Mr. Phillips create such good products that so long as he’s getting love and exposure, I don’t mind what’s being worked on.

We’re working on getting review code as we speak, so hopefully our review will be ready at launch.

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  SHADERed Free GLSL/HLSL Shader Editor
Posted by: xSicKxBot - 07-26-2019, 11:21 AM - Forum: Game Development - No Replies

SHADERed Free GLSL/HLSL Shader Editor

Released a few weeks back, SHADERed is a free and open source editing environment for developing shaders, both HLSL and GLSL.  SHADERed enables you to create shaders on the fly with a real-time view of the results.  Currently it is Windows only, but the code is currently being ported from D3D to OpenG+SDL so this could change in the future.

Features of SHADERed include:

  • instantly see changes
  • vertex, pixel and geometry shaders
  • render states
  • audio file support
  • load obj 3d model files
  • load your own textures into shaders
  • render results to render texture (or screen)
  • create and edit your own input variables
  • shader statistics
  • code editor with compilation and error reporting
  • custom themes and templates

SHADERed is available on Github here.  The code is available under the liberal MIT license.  Compiled binaries for Windows are available here.  Check the video below to see SHADERed in action.

Design Programming


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  XONE - Pawarumi
Posted by: xSicKxBot - 07-26-2019, 09:20 AM - Forum: New Game Releases - No Replies

Pawarumi



A modern shoot?em up set in a retro futuristic sci-fi universe. You?ll take control of the almighty ship Chukaru and its three unique weapons. Shoot wisely to either do double damage, heal yourself, or charge your super attack as you dispatch a enormous number of foes.

Publisher: Manufacture 43

Release Date: Jul 24, 2019

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  PS4 - Wolfenstein: Cyberpilot
Posted by: xSicKxBot - 07-26-2019, 09:20 AM - Forum: New Game Releases - No Replies

Wolfenstein: Cyberpilot



Wolfenstein: Cyberpilot brings virtual reality to the revolution against the Nazis. Paris. 1980. You?re the best hacker in town. Your mission: aid the French resistance by taking control of powerful Nazi war machines. Saddle up, Cyberpilot, you?re one of us now.

Publisher: Bethesda Softworks

Release Date: Jul 26, 2019

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  News - Deep Dive: Burdening players with the power of the system in Legal Dungeon
Posted by: xSicKxBot - 07-26-2019, 09:20 AM - Forum: Lounge - No Replies

Deep Dive: Burdening players with the power of the system in Legal Dungeon

The Gamasutra Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game, in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all.

Check out earlier installments, including creating the gorgeous voxel creatures of Fugl, designing the  UI for VR strategy game Skyworld, building an adaptive tech tree in Dawn of Man, and achieving seamless branching in Watch Dogs 2’s Invasion of Privacy missions.

Hi. I’m Somi, a lone game developer based in Korea. I’m the developer of police paperwork game Legal Dungeon, which released in May 2019.

I majored in law in university and am still working in an office related to law enforcement. Within my working life, I’ve aspired to share all of my thoughts and feelings, especially the sense of guilt I feel every day in my life in law enforcement, with someone else.

I find games are a very useful and appropriate medium to convey what’s inside of me, and I’ve released four games while studying game development since 2014. In 2016, I made Replica, which is a game about peeping at someone’s cell phone to find clues about potential terrorism. It got many awards, including the Impact Award at IndieCade 2016.

Legal Dungeon is the latest game of mine in which players organize police investigation documents. In it, players will review criminal case files (poring over documents that can be seven pages long, or upwards of 40) and decide whether to indict the accused criminals or not. All choices can be made by players, but it has a very clear limitation.

Basically, the role of players of Legal Dungeon is filling out a new document called ‘Investigation Verdicts’ after looking through a bunch of information gathered through previous investigations. Because the investigation of each case has already closed by your teammates, there are no dynamic parts like revealing clues or chasing down criminals. Players have to read documents and find out how people testified, what clues the police found, what charge their behavior should be accused of, what factors are needed to complete the crime, and how the verdict was decided in the precedent of similar cases.

This procedure is very similar to the real role of team leaders of crime investigation divisions in Korea. Moreover, CIS, the criminal information system in the game, is almost the same as KICS which is used by real Korean police made by the Korean Ministry of Justice. Each criminal case that builds the game’s storyline is based on real issues happening in the real world. As a result, players can experience the same feelings and work the average police officer would have to conduct, and decide on pressing charges in a similar way. It means that the game is reproducing the logic of decision-making of real police officers.

Of course, I thought that the reproduction process needed transformation to fit in the game. The process of typing texts in documents is replaced by drag-n-drop. The goal of the police organization, common atmosphere in the system, unspoken pressure, and prevailing biases are also infused into the player’s mind by the tutorial of the screenmate in the game.

Why did I make this boring paperwork simulation game? I wanted to ask to players if they really believe they have a choice. I wanted to ask them whether they can choose other options which were different from the mindset of the average officer if they experienced the exact same environment in the real world.

Beginning : Can you say you are different from an average officer?

The idea for the game came from one news article about the chief of YangCheon police station in Korea calling for Seoul police chief’s resignation in June 2010. He felt that the commissioner of the Seoul Police commanded an unreasonable focus on results. At that time in that police station, 4 police officers were arrested on charges of torturing and abusing innocent suspects just to raise arrest numbers. After that affair, the whistle blower was fired and the commissioner didn’t resign. Nothing was changed, and the focus on arrest numbers is still the most important criteria in performance assessments of police officers.

Episode 1 of Legal Dungeon is about an old man who struggles to survive by gathering and selling free papers. He’s being charged with theft because even free papers can be objects of theft when they belongs to others. In that chapter, you have to make a choice: Indictment or Non-indictment. Or you can prosecute even the young granddaughter of the suspect as an accomplice because she helped carry the free papers.

No matter which way you want to choose, the correct answer is already fixed. Because, like most police officers who investigate similar cases in the real world, players are pressured by points they have to get. Orders from higher-ups and incitement from your teammates will naturally make the old man as a 5-points-monster. He’s the most valuable one to indict, and you need those numbers to keep your job.

When I made a prototype which gave players just two simple option buttons – ‘Attack’ and ‘Mercy’ – most of the players’ answers were different from a real police officer’s. They wanted to release the old man. Because this is just a game. They are not desperate to get points no matter how much the game tried to show the necessity of gaining arrest points in the result-oriented system. Moreover, in the real world, choices are not simply made by a single click. It is much more complicated in real life, and people tend to follow the direction and atmosphere of the majority. So, I had to find an alternative game system.

Each moment of choice decides the life of other person

At last, Legal Dungeon had been changed to not show players the exact moment of choice. There are no buttons simply saying Prosecution or Release, but players can choose which clues to drag to the final verdict document. It means that if you collect clues proving the criminal’s guilt, it ends up as an indictment. If you drag more clues showing his innocence, you can release him. I made each moment of dragging words into unwitting choices.

Even the moment of choosing the applicable law clause can make differences in a suspect’s destiny. When writing the law applicable to the old man, you probably look for the word ’Theft’ using the Search Window while researching the crime.

And then you likely put in ‘Special Theft’ as the name of the crime. Why? Because your teammate told you that Special Theft is the right answer in an in-game message. Because that clause is located in a higher position than the normal Theft clause in search. Because it’s easy to find and use. After all, you will make even his granddaughter as an accomplice. This is the usual flow of a normal police investigation.

Through this process, I thought these feelings can be brought out: a sense of guilt, helplessness, shame coming from the decision you made by prosecuting a poor family as a special thieves to get 5 points.

The game works in this way. So, if there are players who want to think proactively and choose independently, they should read the whole case file more carefully. Law demands logic and sophistication to approve each clue.

Timeline that shows the real criminal

Legal Dungeon is a story about a system. There were police officers in Korea who abandoned law and morality by torturing an innocent suspect to get more points. Who used drunken civilians lying on the street as a bait to catch thieves, far from helping them. Who didn’t arrest repeat sex offenders because high re-conviction rates lowers their scores. The thing is that they are not devils with horns. They are just workers who do not think and just follow orders like Adolf Eichmann. Then, what made them to ignore humanity? Who is the real criminal?

This game comes with 14 endings and six achievements. And players can buy in-game screen mates using coins. Every ending and achievement can be acquired by changing the final verdicts of suspects, and coins are provided by arresting criminals. If you follow the timeline of the game, you can be one of the average police officers who commit evil behaviors unwittingly. And then, I’m sure that you can understand what makes you evil and what you should change to make things better.

But I’m not sure that the real criminal is outside of us. Like Hanna Arendt said, banality of evil comes from lack of thinking. If you THINK and follow your own conscience, you can’t beat the game. Moral decisions lead to a Game Over. If you got all achievements and coins by weighing and manipulating each suspect, you should think about the difference between you and the policeman who tortured suspects for their points.

Stories about moral decisions should be based on the reality. And even I felt lost while creating Legal Dungeon. I worried if I was using the suffering of others for my creative endeavors, and edited the story time and time again for the fear of becoming another assailant by mentioning cases and situations that might remind others of their pain. I know the pain of others lies outside of us, and that sympathy is incomplete and fleeting.

Yet I still made this game so that the deaths of real people were not in vain, and the true criminals can be revealed. With hope that I can reach you, despite the implausibility of understanding.

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  News - Don’t Miss: The art of the tutorial
Posted by: xSicKxBot - 07-26-2019, 09:20 AM - Forum: Lounge - No Replies

Don’t Miss: The art of the tutorial

Earlier this month, my Twitter feed flared up briefly with complaints about the “hand-holdy” quality of tutorials in many modern games. It subsided pretty quickly, but I thought it raised some interesting questions: Who do you build tutorials for, exactly?

How have developers changed their approach to tutorial design now that games which envelop players with barely any attempt at guidance — titles like Minecraft, Dark Souls and DayZ — have become huge influences on the industry?

And perhaps most importantly to developers — if you’re going to welcome players into your game with some level of tutorializing, how do you do it well?

It’s something I’ve been thinking about quite a bit recently, and so I reached out to a handful of experienced developers from different corners of the industry to get their perspective on the best way to make people feel comfortable the first time they play your game.

If you’re going to use a ramp, make sure it’s custom-built


Veteran game designer Brenda Romero believes there isn’t a “one-fits-all” answer to the question, or even a “many-fits-all” approach. “It depends on the game, the audience and in some cases the publisher,” she says. “The wider the audience, the younger the audience, the more gentle the ramp.”

Romero acknowledges there are exceptions to this (and every) rule, suggesting Super Hexagon and Minecraft as superb examples of games with broad appeal and brutal welcome ramps.

“Minecraft, for instance, drops you in. I love that about the game,” says Romero. “Its lack of ‘welcome’ and ‘hand-holding’ created a massive online community in which player helps player. It allowed me to explore and discover for myself.”

The experienced designer and educator reminds other game makers that building overly gentle “ramps” into your game risks annoying people who are already game-literate, and points to Insomniac as a studio that does an impressive job of designing good ramps. “In my opinion, they create some of the best ‘welcomes’ in the industry.”

Don’t let them see you hold their hands


Hyper Light Drifter designer/programmer Teddy Diefenbach agrees that the best way to welcome players to your game is ultimately up to you, but adds that he sees two ideal ways for developers to tutorialize players without turning them off.

“First is a total avoidance of tutorializing, in games where exploring the systems of the game can become a sort of play in themselves,” says Diefenbach. Hyper Light Drifter is designed with this philosophy because “we like to trust that our players will experiment, and discover the nuances of our combat.”

Diefenbach says doing so can give players a rewarding feeling of pride when they figure things out, something they can only earn when the developer affords them space to do so.

If that’s not feasible for your game, Diefenbach recommends a sort of “decentralized” approach to tutorial design that sees players gaining access to new abilities as they’re required.

“Unlock inputs a button at a time, so that you’re introduced to each play mechanic as you find need for it,” says the designer. “You get to begin your game immediately, and the designers give you the information you need, when you need it.”

Fellow indie designer Adrian Chmielarz concurs, but cautions that this sort of “learn as you go” approach can backfire if your game puts players through too much complex action too soon.

He points to the first level of Mirror’s Edge as a prime example, noting that “when the game quickly went from ‘use the left stick to move’ to ‘use this insane combination of buttons and stick moves to make a triple somersault and a pirouette’ I just dropped it and never returned to it.”

If you’re concerned about overwhelming your players with too much too fast, Chmielarz recommends checking out the PENS (Player Experience of Need Satisfaction) motivational model — which Chmielarz and his fellow developers at The Astronauts consulted while creating The Vanishing of Ethan Carter — and trying to apply it to your own game.

“[PENS] says that a successful game allows the players to feel competent and autonomous, and to ‘connect’ to other human beings,” says Chmielarz. With that in mind, The Astronauts axed any evidence of a tutorial segment from Ethan Carter — the game opens only with a message that it “will not hold your hand” — and found that players felt more autonomous and competent because they had to figure out everything for themselves.

“The lack of tutorial made it possible for us to put the players in the state of mind that not only the game allowed them to feel autonomous and competent, but that it actually demanded these things from them,” says Chmielarz. “That heightened their environmental and narrative awareness, which was a crucial element of the experience.”

Leave room for players to discover things


For Mohawk Games co-founder Soren Johnson, the trick to making players feel welcome in your game is neither explicit tutorials or complete abandonment, but rather subtle (but thorough) contextual help.

“I think it’s important to provide space for player discovery in games,” says Johnson. “Tutorials can take that discovery away from players by forcing them to learn everything all at once.”

Jonhson’s experience as a strategy game designer (formerly on titles like Civilization IV, now on Mohawk’s upcoming Offworld Trading Company) shines through in his penchant for tooltips over tutorials.

“I would prefer to rely on thorough in-game mouseover help — which means that everything must have pop-up help rather than a handholding tutorial,” Johnson tells Gamasutra, adding that other designers should look to Civilization V for a good example of how to implement this sort of subtle guidance well.

“It only teaches you about the tech tree, for example, when you open up the tech tree,” says Johnson. “Civ V did an excellent job of providing ‘just in time’ tutorials depending on the game’s context.”

Johnson also speaks highly of Plants Vs. Zombies designer George Fan’s approach to tutorial design, an approach that rendered his strategic tower defense game accessible to a broad audience — including his own mother.

Speaking at GDC 2012, Fan offered the following timeless advice to his fellow developers designing tutorials: teach players without them ever realizing they’re being taught.

“The weird thing is, games are kind of all about learning,” said Fan. “Humans like learning, and learning is inherently fun. But most humans don’t know they like learning, and that is why we must trick them.”

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  Xbox Wire - Xbox is Coming to gamescom 2019
Posted by: xSicKxBot - 07-26-2019, 09:20 AM - Forum: Xbox Discussion - No Replies

Xbox is Coming to gamescom 2019

Following this year’s incredible E3 and the breathtaking reaction we’ve had from our fans, we’re excited to let you know that Xbox will be coming to gamescom 2019 in Cologne, Germany. We’ll be bringing a great line up of games to the event from developers around the world with almost 200 gameplay stations in our booth, including the first public hands-on of both Minecraft Dungeons, Horde Mode in Gears 5 and fans in Germany can also try Project xCloud for the first time.

Here’s a quick overview of what we’ll be getting up to at the show this year:

Inside Xbox live from Cologne
To kick off the week, we’ll be hosting a special episode of Inside Xbox live from the Gloria Theatre in Cologne. Tune in Monday, August 19 at 5:00 p.m. CEST (8:00 a.m. PDT) for the latest news, games, accessories, and features that we can’t wait to tell you more about!

You can catch the show on xbox.com, Mixer, Twitch, YouTube, Facebook, and Twitter.

Xbox Open Doors
Held at the Gloria Theatre on Wednesday, August 21 to Friday, August 23, Xbox Open Doors offers fans a multiday experience during the week of gamescom. Entry to Xbox Open Doors is free and fans will be able to participate in community events, game tournaments, panel sessions and other exciting experiences. Stay tuned for more information and announcements about Xbox Open Doors.

Xbox Booth
The Xbox booth will feature nearly 200 gaming stations with a fantastic line up of titles across a variety of genres and platforms, with many of these experiences coming to Xbox Game Pass for Console and Xbox Game Pass for PC at launch. If you’re coming to the show, make sure you pay us a visit – we’re in Hall 8 of the Koelnmesse (access via North entrance).

gamescom will be the first time that fans in Europe will have the chance to jump in and try out many of our newest gameplay experiences from Xbox Game Studios including Age of Empires II Definitive Edition, Battletoads, Bleeding Edge, Gears 5, Halo: The Master Chief Collection on PC, Minecraft Dungeons and more. In addition, we’ll have several highly anticipated third-party games available to play at the booth, including Borderlands 3, Doom Eternal, NBA 2K20, and Tom Clancy’s Ghost Recon: Breakpoint. Fans at gamescom will also be amongst the first in Europe to get hands-on with Project xCloud and experience the true power of cloud gaming on mobile.

Lastly, at Xbox, we believe that gaming should be safe, inclusive, and accessible for all, and in that spirit we’re excited to announce that our booth is even more accessible to fans at the show this year. This includes Xbox Adaptive Controllers available for nearly every game on the booth, wheelchair access at every point of the booth and sign language interpreting support for all on-booth programming in both English and German.

Windows Gaming Powered by Xbox Game Pass
Featuring Xbox Game Pass for PC titles such as Halo: The Master Chief Collection, Age of Empires 2: Definitive Edition and more at our Xbox booth, you can also check out the latest PC gaming hardware at our booth dedicated to gaming on Windows PC. We’ll also have custom-built PCs from BoostBoxx by CSL, the latest gaming laptops and desktops from Acer and other partners showcasing high-quality components that deliver powerful PC gaming experiences. Fans can even try the goliath of gaming chairs, the Predator Thronos!

Visit the Xbox Official Gear Shop
Returning to gamescom in partnership with Game Legends, come and visit the Xbox Official Gear Shop in the gamescom fanshop arena. Fly your gaming colors and show off your fandom for Xbox and award-winning franchises like Gears of War, Halo, and Sea of Thieves with all new apparel and collectibles including the gamescom exclusive Xbox Green Tech Sphere pin!

Show opening times are as follows:

  • Tuesday, August 20 – 9:00 a.m. until 7:00 p.m. CEST (press/trade only day)
  • Wednesday, August 21 – 9:00 a.m. to 8:00 p.m. CEST
  • Thursday, August 22 – 9:00 a.m. – 8:00 p.m. CEST
  • Friday, August 23 – 9:00 a.m. – 8:00 p.m. CEST
  • Saturday, August 24 – 9:00 a.m. – 8:00 p.m. CEST

Remember to keep your eyes on Xbox social channels for the latest news and updates surrounding Xbox at gamescom 2019 – Mixer, Facebook, Twitter – we’ll keep you updated with all the great activity happening from the show. Can’t wait to see you there!

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