This little guy is doing his dance...
Awwww...cute!
-Adam!!!
A head-cocked-to-the-side view of gaming from a hobby game veteran. Everything from Virtual Worlds to throwing rocks.
Somebody needs to cut down on the spicy food

The Dude is enjoying his new couches and candleThanks Joe Ninetytwo, I'll just slip the rent money under the door!
-Adam!!!

The Dude's got no money in the Small Worlds beta.
By Jon Rose
Let me make the distinction clear for the hangers-on who jumped straight from the short bus into my hobby:
Hardcore - people who keep buying games out of some idiotic habit despite needless complications with hardware, absurd prices, disappointing "AAA" wankfests and/or thoroughly corrupt review industry who seem to have an extreme aversion toward actually fulfilling their function
Casual - everyone else
So, "casual" is at best a useless synonym. "Not retarded" works well enough that we really don't need to coin a new term.

Joyce Greenholdt Reports: Wizards of the Coast Inc., subsidiary of Hasbro, Inc. and leader in trading-card games, role-playing games, and shared-world fantasy fiction, today announced Greg Leeds as the new President of Wizards of the Coast.I remember Loren's first day. I said "Great, just what this company needs, another VP." Of course, he overheard me. He gave the impression he thought it was funny (I *was* sort of kidding). Based on that awkward first impression, my opinion of Loren was always positive. I haven't agreed with everything WotC's done over the last half dozen years, but as far as I know, Loren's a stand up guy that will be missed.
Leeds is moving to Renton, Wash., following seven years at Hasbro where he headed up International
Marketing and helped to develop Hasbro’s global brand management methodology. Prior to that he led Hasbro’s Boys group and had extensive experience in marketing, operations, and sales at both Samsonite and Procter & Gamble.
“Wizards is a fantastic game company with great opportunities to expand and enhance player communities around the world,” said Leeds. “I feel privileged to join the team and carry-on our culture of captivating gamers everywhere they want to play.”
After a distinguished 12-year career at Wizards of the Coast, Loren Greenwood is stepping down as President and CEO and leaving the company effective March 21.
For the last two days I've been redesigning our robotic combat club's website.* '''CPM ads''' ("cost per thousand views"; banner ads online and regular ads in print, TV and radio)
* '''CPC ads''' ("cost per click"; think Google ads)
* '''CPT ads''' ("cost per transaction"; you pay only if the customer brought to you from a media sites becomes a paying customer. Here's [http://seekingalpha.com/article/12247-ebay-s-ad-network-ready-to-launch-ebay-goog an example].)
* '''Lead generation''' (you pay for qualified names of potential customers)
* '''Autoresponder Memberships''' (people pay for email; [http://FreeBusinessModel.com watch this free video])
* '''Subscription revenues'''
* '''Affiliate revenues''' (e.g., Amazon Associates, [http://imsimple.com/cb Products + Clickbank])
* '''Rental of subscriber lists'''
* '''Sale of information''' (selling data about users--aggregate/statistical or individual--to third parties)
* '''Licensing of brand''' (people pay to use a media brand as implied endorsement)
* '''Licensing of content''' (syndication)
* '''Getting the users to create something of value for free and applying any of the above to monetize it'''. (Like Digg or our own Reddit)
* '''Upgraded service/content''' (ed: aka "freemium")
* '''Alternate output''' (pdf; print/print-on-demand; customized Shared Book style; etc.)
* '''Custom services/feeds'''
* '''Live events'''
* '''"Souvenirs"/"Merchandise"'''
* '''Co-branded spinoff'''
* '''Cost Per Install''' (popular with top Facebook apps who can help others get installs)
* '''E-commerce''' (selling stuff directly on your website)
* '''Sponsorships''' (ads of some sort that are sold based on time, not on the number of impressions)
* '''Listings''' (paying a time based amount to list something like a job or real estate on your website)
* '''Paid Inclusion''' (a form of CPC advertising where an advertiser pays to be included in a search result)
* '''Streaming Audio Advertising''' (like radio advertising delivered in the audio stream after a certain amount of audio content has been delivered)
* '''Streaming Video Advertising''' (like streaming audio but in video)
* '''API Fees''' (charging third parties to access your API)
Written my other friend, Mike Selinker, on Paizo Publishing's Blog
If you like, you can buy the game there, as well.
-AdamPaul Randles' Final Game: Key Largo
Tuesday, February 12, 2008
In February 2003, Pirate's Cove designer Paul Randles died of cancer. That
story didn't have a happy ending. This one does.
A year earlier, Paul drafted a deep-sea diving board game he called Treasure
Hunt. Players would salvage treasure from shipwrecks off the Florida coast.
The game had pop-up boats, and little cardboard shipwrecks with treasure
disks. Paul wanted a European publisher to publish it, but it wasn't good
enough yet. A solid 6 on the scale of 1 to 10, he said. It better at least
be a 9 before it hit the street.
Then he got sick. I didn't know how to help. My wife did. Evon suggested I
ask Paul for Treasure Hunt. I'd develop the game with him, and then find a
publisher to put it out. For the last months of his life, we worked on the
game together.
I gave him a 21-Nerf-gun salute at his funeral, and told the legions of game
industry folk there that I was shopping Treasure Hunt. It was a pretty good
game by this point. Maybe an 8.
At an Ohio convention, I met Bruno Faidutti, the French designer of
Citadels. He knew of Paul and wanted to help. Within a month he had
restructured the game he was now calling Treasure Island into a great game.
A 9 for sure. Gone were the pop-up boats and the cardboard shipwrecks,
replaced now by full-size boats and card decks of sunken treasure. Now we
could find someone to publish it.
Every publisher wanted to see the game, because Paul had a lot of friends. A
major American board game company wanted to convert it to a dungeon-crawl
game. I thanked them and declined. (Side story: Based on this, I did design
that dungeon game, with my co-designer James Ernest of Cheapass Games. That
game, Dungeonville, came out from two more publishers, Z-Man Games and
Pegasus Spiele. So Paul's game has a son, and he's bilingual.)
Then Tilsit Editions of France made an offer, which Bruno, Paul's widow
Katty, and I accepted. Editor Nicolas Anton proposed adding people you could
meet on the island, the last thing the game needed to become a 10 out of 10.
Tilsit renamed it Key Largo, gave it a fancy cover and a modular board, and
released it in 2005 in German, Italian, and French. Which was great, except
I don't speak any of those languages very well.
But I do speak English, and I do know Lisa Stevens, the CEO of Paizo
Publishing. Lisa was looking to start a new line of board games, which
eventually I helped forge into Titanic Games, the publisher of the color
version of Kill Doctor Lucky and Stonehenge: An Anthology Board Game.
Titanic needed a third game, so I looked at the name of the company and
said, "How about one about sinking ships?"
How about it indeed, she said. And so, in February 2008, five years to the
month after Paul's passing, Titanic Games will be releasing the full-color
English version of Key Largo, with all-new art and all-new components
delivered by graphic designer James Davis. The English edition has a large
one-piece board, nice wooden boats, fifteen delightful divers, and beautiful
cards with art from Ben Huen and Andrew Hou. Everyone we've shown it to says
it's a work of art. I like those people.
The game has undergone a lot of facelifts since Paul's fun little prototype,
but there's something unmistakably Paul-ish in the final version. That's why
the money in the game bears the inscription "E Paulibus Unum," which I can
pretend means "In Paul We Trust."
I can't play Key Largo with Paul, but now I can play it with you.
Mike Selinker
,Wildcard’s Score Card - Endless Ocean
Endless Ocean is a leisurely paced exploration game for the Wii. While there are certainly tasks offered up for the player to complete, most of my sessions have been spent simply swimming around, looking for new fish, seascapes, and hidden treasures.
Strong Points
The seascape and creature design is fabulous. It’s very easy to let yourself be immersed in the game, focusing on its beauty and serenity. As been pointed out in every review, both positive and negative, the game is extremely tranquil and relaxing. What’s more exciting to me is how different Endless Ocean is from standard game fair. Somebody took a big risk with this, but the Wii’s casual audience and Nintendo’s commitment to providing unique casual gaming experiences created a perfect situation for a game like this to flourish. On a previous gen system, titles like this would be released and whither into obscurity, but on the Wii it has surfaced as a potential hit…or at least cult hit. I purchased it specifically because I wanted to support these sorts of games. I’ve spent the last four nights playing nothing else because the game is so darned good.
Weak Points
While the graphics are gorgeous, they are limited by the Wii’s power, and occasionally something will look awkward or move poorly. Because the game focuses totally on the experience issues like these that would be nothing on a standard action-type game are distracting in this one. The above water graphics are relatively crude, but also irrelevant. Your human partner in the game, a biologist character, has some personal issues in the storyline which I found annoying. In a game that is essentially stress-free, having an in-game character with personal problems was distracting to me. You have to ‘talk’ to her to find out what’s next in the story-line missions, but after a short while, I really didn’t want to. While I wasn’t talking to her, the plot-line (unessential as it is) stalled and I found myself getting bored with the game. Once I realized what I needed to do next, the enjoyment level jumped back up again.
Audience
Anyone who has complained that video games are in a rut, recycling the same ideas over and over again, should check out Endless Ocean. That said, it isn’t for everyone. It’s obviously a casual game, so people who only like high-octane action/strategy-fests will find little to stimulate them. For those of us who enjoy more sedate experiences, Endless Ocean delivers exactly what it promises. In other words, if you think you’ll like it, I think you’ll love it.
Wrap Up
Endless Ocean is a bargain title at only $30. I’m hoping it’s a hit so more EO titles, with enhanced graphics and even larger areas to explore are released, and more games like EO are created. This game, rendered with the power of an Xbox360 or a PS3 would be unbelievable. Even on the Wii, it’s wonderful and remarkable. What shortcomings the game does have are largely unrelated to the core activity – exploring an amazing undersea world. While they lower the scores on mainstream game media reviews, they have very little impact on the overall game experience.
Grade: A

At the Tangled Web, Clout tournaments were huge. The manager was a super-fan.
The thing is, the stuff that's for everybody is already sold to everybody. So you can't win by being more average than average, because that slot's taken.
"If you shoot somebody in one of these games, you don't go to jail, you don't get penalized in some way — you get extra points!"Extra points? What is this, 1985? Very, very few video games use points any longer. It's an antiquated term, based on an antiquated vision of what a video game is. What this says to me is Dr. Phil is speaking about these games from a position of ignorance. He doesn't play them, he doesn't know what modern games are about, but deems himself qualified to speak about them.