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31 Oct 01:47

A Beautiful IMAX Poster for The Hunger Games: Catching Fire

This beautiful, intricate poster is exclusive to IMAX theaters, but you're gonna want to rub your eyeballs all over it. Below, enjoy some detail shots of it.
31 Oct 01:42

Sen. Franken calls transparency hearing with Google and 'top administration officials'

by Russell Brandom

On the heels of today's NSA revelations, Senators Al Franken (D-MN) and Dean Heller (R-NV) have announced a new hearing for their transparency bill, slated for November 18th. The hearing will bring together top administration officials, privacy experts and, most importantly, a representative from Google, which is said to be reeling from news that surveillance agencies collected unencrypted data from its internal network.


The Franken-Heller bill was first introduced this summer as part of Franken's larger push for transparency, but the bill has been revised with new provisions to ensure the proposed reporting requirements cannot be used to justify any new data collection or agency spending. The bill is still less ambitious in curbing surveillance than the recently introduced USA Freedom Act, but proponents say it will help to reestablish trust in the agencies and the implicated companies. "While I personally believe that the practice of bulk data collection should be eliminated, the government can at least take immediate steps to increase transparency in programs that have many Americans suspicious," Senator Franken said in a statement.

31 Oct 01:42

Spread of H7N9 bird flu nearly stopped by shutting down live poultry markets

by Jacob Kastrenakes

In April, China took the drastic measure of shutting down 780 live poultry markets in order to stop the spread of H7N9 bird flu, a sometimes-lethal virus that had been quickly spreading. Reports of infection by the virus all but stopped following the shutdown, and researchers are now reporting that it was in fact the shutdown that caused the change. In a paper published today in The Lancet, researchers led from The University of Hong Kong report that shutting down live poultry markets brought about a "sudden and strong" 97 percent drop in the daily number of H7N9 infections in humans.


Shutting down the poultry markets caused a major economic loss

Though the correlation may seem obvious, the researchers note that prior studies hadn't explicitly confirmed that the shutdown was responsible for stopping the spread of H7N9. "Without this robust evidence, policymakers would struggle to justify further closures of [live poultry markets] because of the millennia-old culture of trading live birds and the potential huge economic loss on the poultry industry in China," Benjamin J Cowling, the paper's lead author, says in a statement. The researchers report that some have pegged the economic loss of closing the markets between April and June at more than 57 billion Yuan, or around $8 billion.

The researchers' analysis is based off of infection reports from four major Chinese cities: Shanghai, Hangzhou, Huzhou, and Nanjing. Though the researchers admit that there may be environmental factors leading to the declining infection rates that they haven't considered, they note that humidity — the only factor that's been proven to interact with transmission of the flu — didn't come into play in this situation. Should H7N9 be detected once again in poultry, the researchers suggest that live markets be quickly shut down. The option may be expensive, but the response is both rapid and effective for preventing infections from the dangerous virus.

31 Oct 01:42

Sprint CEO calls net neutrality 'a hard concept to get my head around'

by Dieter Bohn

Today, Sprint held a series of events to tout the capabilities of its just-announced "Spark" network, which enables cellular data speeds of up to 60Mbps — and by the end of 2015 CEO Dan Hesse says he hopes consumer devices could achieve speeds as high at 150Mbps. If Sprint can pull it off it would be, without question, a different kind of wireless service than what we've seen before. Different enough, in fact, that it's worth asking whether Sprint has plans to alter its famously unlimited data plans to accommodate it.

Hesse tells us that the answer to that question is "no," that Sprint is sticking with its clear and unambiguous unlimited plans. Cable broadband providers charge different rates for different bandwidth offerings, but that's not on the table for Sprint — yet. "Right now the answer is we're not planning to segment based upon speed," says Hesse. That's not to say that Sprint might not increase the price for the unlimited plan or change those plans in the future. Hesse told us that "we may and there are regulatory issues in doing that as well, but it's possible we could."


"It's like telling the airlines you can't sell first class seats."

"Regulatory issues" are apparently a vexing problem for Hesse right now, which makes sense as he's the CEO of a major wireless company with ambitions to launch a service that competes with wireline broadband providers. When asked if Sprint would consider offering data plans that looked more like those available abroad, Hesse said he was interested. Specifically, the topic on the table was "Zero Rating," which is industry parlance for an app or service that doesn't count against a customer's data cap. Could Sprint start making deals with the likes of Netflix, Facebook, or others for Zero Rating service? Here's Hesse:

My belief is yes, that there are a number of business models. Whether it's ... service providers [who pay] for better throughput through your network [or something else]. There's gotta be a business model for it. Things like Zero Rating, which is nothing but a benefit, actually, what's not to like if you have a special relationship with a particular application developer?

Hesse may see it that way, but whether regulators at the FCC would too is an entirely different matter. Wireless carriers have long resisted being made to adhere to net neutrality rules on their networks, and it's obvious that trend will continue even as those networks begin to match the speeds of traditional broadband. Recently, there was a small uproar over Comcast's practices with its unlimited Xbox 360 video service running counter to the principles of net neutrality, the sort of issue that's sure to come up on wireless networks soon. Hesse, as you might expect, isn't a fan of net neutrality at all — at least as it applies to wireless services. He went to far as to put the phrase in scare quotes as he spoke on the subject:

[Wireless spectrum] it is a finite resource ... but again I'm a carrier guy so it's hard for me to even understand, it truly is and I've been looking at "Net Neutrality" for a long time. It's actually a hard concept for me to get my head around. It's like telling the airlines you can't sell first class seats.

Metaphorical inaccuracy aside, it's obvious that Hesse is looking at ways for Sprint to begin acting less like the friendly, unlimited-everything-for-everybody network that it currently tries to be. That could one day apply to customer service plans, but more importantly, it could apply on the backend — with certain apps or service providers getting preferential treatment or access to Sprint's customers.

Of course, Sprint isn't ready to announce any changes and it shouldn't surprise anybody that the company is looking into these business models — or into ensuring the FCC allows them. AT&T recently suggested that application developers could one day start paying for the bandwidth they use to reach customers.

31 Oct 00:15

helterskelterscenario: Same

firehose

via Snorkmaiden

30 Oct 23:58

David Attenborough Narrates Miley Cyrus's VMA Twerk-formance

by Robert T. Gonzalez

Shut it down, folks – this is the best thing you'll see on the internet today. Seriously, this here is fantastic.

Read more...


    






30 Oct 23:58

Dell locates source of cat pee smell in laptops after four months

by Casey Johnston

Dell users rose up mightily in June to tell the company that it was... shipping laptops that smelled like cat urine, according to the BBC. Four months later, Dell has finally figured out the the culprit: a palm rest.

The computer in question was the Dell Latitude 6430u, which many users claimed smelled like "cat pee.” Many seemed to think the smell was coming from inside the keyboard, so Dell suggested that those complaining give the keyboard a blast of compressed air. No dice; the smell of cat pee was strong in these laptops.

Dell announced late Tuesday that the palm rest turned out to be the source of the smell, and the company will start offering replacements to customers soon. But Dell did not name what, specifically, caused the smell.

Read 2 remaining paragraphs | Comments


    






30 Oct 23:58

Silent Circle and Lavabit launch “DarkMail Alliance” to thwart e-mail spying

by Cyrus Farivar
firehose

"The service is meant to incorporate a lot of high-end security features in a way that's not noticeable to regular users, like end-to-end encryption and perfect forward secrecy. The organizers have not released any technical details as of yet, but they promised that their setup would be open-source.
...
Levison told Ars that he will soon launch—possibly as soon as Tuesday—a Kickstarter campaign that will act as a fundraiser for the DarkMail Alliance to open-source Lavabit’s code “with support for DarkMail built-in.” The first 32 companies to donate $10,000 will get a pre-release 60 days before the public gets it so that those companies can integrate it into their systems first."

Ladar Levison (left), is the founder of Lavabit. Jon Callas and Mike Janke (right) are the co-founders of Silent Circle.
Cyrus Farivar

MOUNTAIN VIEW, CA—At Wednesday's Inbox Love conference held at Microsoft’s Silicon Valley campus, the founders of Lavabit and Silent Circle announced that they want to change the world of e-mail completely by putting privacy and security at its core.

The two companies collaborated to create the DarkMail Alliance, a soon-to-be-formed non-profit organization that would be in charge of maintaining and organizing the open-source code for its new e-mail protocol. The new protocol will be based on Extensible Messaging and Presence Protocol, or XMPP, and it's set to be released in mid-2014. The group will ditch the old protocol, SMTP (Simple Mail Transfer Protocol), which is used for almost every bit of e-mail on the Internet.

“This is just another transport—what we’re getting rid of is SMTP,” said Jon Callas, the CTO at Silent Circle. “We like to laugh at it, but there are reasons why it was a good system. We’re replacing the transport with a new transport. E-mail was designed 40 years ago when everybody on the Internet knew each other and were friends.”

Read 14 remaining paragraphs | Comments


    






30 Oct 23:53

Python Development Environment on Mac OS X Mavericks 10.9 | Hacker Codex

by macdrifter
firehose

"When using the bundled Python upgrading OS X can nuke your Python packages, forcing you to reinstall them.

Apple has made significant changes to its bundled Python, potentially resulting in hidden bugs.

Along the same lines, the version of OpenSSL that comes with Mavericks is out-of-date, so we’re going to tell Homebrew to download the latest OpenSSL and compile Python with it."

30 Oct 23:52

Looking Back on 2013

by Grant Rodiek

most-complicated-board-game-rules

Post by: The Design Community

Early in 2013 I hosted a preview for 2013, a note of things (hopefully) to come. Now, as I wrote here, it’s time to reflect and reminisce on 2013. Scroll below and read updates from some of your favorite personalities in our community. If you want to join in, email me!

Happy Mitten Games // Jeff Large

Leandra, Kyle, and I have been friends, family, and gamers for a long time. The 3 of us have always had an entrepreneurial itch and have kicked around many possible ideas. Talks of starting a board game publishing company began in early 2012 and after almost a year of research and planning we officially launched the company in spring 2013.

It’s been crazy to see the progress we’ve made since then. We knew from the beginning that we wanted to give back before we asked for anything.  Thus, we consistently release a blog post or podcast episode sharing the knowledge we’ve gained and the insights from many other amazing people in the industry. In particular, our podcast has been very well received. We’ve interviewed a plethora of excellent people and in the past month, we joined the Dice Tower Network.

Along with giving back to the community, we knew building relationships would be essential to our progress and success. We have spent a lot of time meeting people on Twitter, via email, and at events like Gen Con, Origins, Protospiel, and GrandCon.

Finally, we’ve been working hard at finding games that embody our vision. We’ve had the privilege to evaluate many submissions and we’re happy to announce that we signed our first design (Details soon!). Along with this first game, we have a few other prototypes that are still being highly considered. Ideally, we would like to sign 2 or 3 games for our initial line up.

Although we feel really blessed with how things are going so far, we know there is still a long way to go. We’re excited for the work ahead and we look forward to continue earning your trust and respect.

Dave Chalker

At the time of the preview, I was working on two games, both for the possibility of self-publication depending on how it went.

The first, “Criminals,” was a co-design between my friend Kory Heath and myself, and continues to be a game I feel really strongly about. We made some tweaks since the 2007 version to address some concerns, and I paid for professional graphic design from Chris Yates, hoping to recoup the costs of the whole thing via DriveThruCards. I discussed in a blog post that didn’t work out as well as I’d hoped, and while writing that blog post lead to about 20 more sales, I’m still sufficiently in the hole and game sales are so inconsistent that I’m ready to say I need to do something else with it. As mentioned during the preview, I had hoped this would allow the game to be picked up for wider release. The game is now in the hands of publishers for review, and that process is slow yet ongoing.

InsideJoke

Inside Joke

My party game “Inside Joke” was potentially going to be my self-published followup to “Criminals.” Since the money didn’t work out there, and since there’s a good chance “Inside Joke” would require lots more art and thus be even more expensive to produce, I’ve shelved that idea for now. I’ve pitched the game to my favorite party game publisher where it didn’t really hit. Since then, thanks to a game design retreat in June run by friends, I’ve radically simplified and made the game much more smooth and quick to play. Of course, you only get one chance to make a good first impression, so I might have missed my window with that publisher. I’ve also found it difficult to pitch party games, since I don’t have as many connections there versus more “gamer game” companies (and so many party games are designed in-house in the first place). I think the game is done: I just don’t know where to go next with it. “Inside Joke” and “Criminals” both I’m pretty sure would Kickstart well if I decided to go that direction. However, that’s a bigger deal.

Spell Dice

Spell Dice

During all this pitching, I’ve developed two new games: one whose terrible working title is “Spell Dice” featuring a unique drafting mechanism with dice, which is in for review at a publisher. And recently, I’ve designed a microgame I’m calling “Heat” that may be a better POD game, because of how few cards and components it uses.

Heat

Heat

Of course, I’m very fortunate that “Get Bit!” continues to be popular, and this year saw the release of the “Deluxe” edition with pirate stickers and a very nice metal tin (even if it can get damaged in shipping!) It continues to be a consistent seller, as ICv2 notes, and it might lead to even bigger things. The pressure is on for some kind of follow up, which I’ve tinkered with on and off, but I won’t release a substandard game and slap a shark on it, so that may be a while.

Ed Marriott // BoardsandBarley.com

Entering the year I had made it my goal to develop a solid game with the intention of pitching the game at GenCon. At the time I only had Scoville. So naturally I focused on that. During January and February I designed and tested it about 20 times. It tested well, but all my testers were friends. I sort of wanted to “validate” their feedback so I took Scoville to Protospiel-Milwaukee in March, where it was very well received. After Protospiel I was super pumped to have received the positive feedback and I felt confident that I could spend the summer balancing, prepping, and beautifying the prototype to get it ready to pitch at GenCon.

Enter Tasty Minstrel Games. I had previously met the guys at TMG and they asked about the game. I sent a prototype and things have been rolling along nicely. We signed a contract and the game will be on Kickstarter in November, to coincide with BGG.con. I couldn’t be more excited and I hope you’ll check it out!

In January I started my game design blog, Boards & Barley, where I discuss homebrewing and game design. I’ve enjoyed the response from the readers as they share their design experiences and stories. I’ve been amazed at the game design community and how awesome it is. You people are so cool! If you’ve read my blog, thank you very much!

Logo Revision Example 3
Quantum Orcas: This is a game that I designed on the fly for a “Design Me” article that I posted on my blog. It’s since taken on a personality all its own. Within 24 hours of designing the game it already had four playtests under its belt. Since then, I have been developing the artwork and playtesting the game. It is a 2 player game that takes about 10 minutes to play. It is light and quick while presenting enough strategy to keep people interested. My goal is to post this to The Game Crafter for POD service sometime in the next three months.

conclave-logo-v1-070213 Conclave: On the game front I designed a game called Conclave. In Conclave you are one of the preferiti, the Cardinals who are preferred to take the papacy. Your objective in the game is to manipulate the college of cardinals such that they elect you as the next pope. The game revolves around an area control mechanic where the control of different tables of cardinals is constantly changing. The downside to the design is that there is currently no build up in the game that allows you to do more things and take more awesome actions. I’ve had a plan for that since GenCon and I’m hoping to get to it in the near future. But before I do I am working on my current favorite design…

Brooklyn Bridge: My very first game design was a worker placement game about brewing beer. I never really did the design justice and it sits in my basement. Unfortunately now with Brew Crafters and the European Piwne Imperium out there I’m afraid my game, Brewmaster, will never go anywhere. So I decided to bring back the worker placement mechanic and design a game around the building of the Brooklyn Bridge. It’s a fascinating feat of engineering and discovery that I think people will enjoy as a game. In the game you represent a crew of workers and it is your job to be the best crew. The best is determined by who has earned the most money at the end of construction. Money is earned by sending workers to work on different parts of the bridge. If you send them below the waterline to work in the caisson they’ll earn more but the run the risk of being out of commission if they get caisson’s disease. Sending them to work on the towers has low income, but it’s income you can count on. The big part of the game is the materials office where you are competing to get the best goods possible. I’m very excited to see where this design goes and I think it has potential.

I think 2014 is gonna be a great year! I’ve been able to make tons of great connections with fellow gamers and designers and it’s an honor to even be a part of this article. Thanks, Grant, for putting this together!

Corey Young: Corey told a story for his. Basically, you’ll see his “chapter highlights” in bold, with details following. Enjoy this great tale! 

I signed a deal with Cryptozoic in the fall of 2012 to have my first game, Gravwell, published.

I pitched Gravwell to Cryptozoic at Gen Con 2013. One week later, they told me that they wanted to publish it. Other than signing the contract, not much occurred during 2012. The first few months of 2013 were pretty quiet. Matt Hyra, the Cryptozoic game developer responsible for refining Gravwell, did extensive playtesting, corresponding with me throughout.

In April, I started getting some updates showing the board, the ships, the cards and eventually the box. I was happy with everything I saw. The only change I recommended was adding infographic back to the board.

I got to meet up with a lot of great game designers around the country. I met Ben Rosset (via our mutual friend, David Miller) in DC, Ed Marriott, Brett Myers and John Kovalic in Madison, and Christopher Chung at Snakes & Lattes in Toronto.

One of the few perks of my all-travel-all-the-time job is that I get to meet my Twitter friends in person. Chatting with other game designers one-on-one is so invigorating.

Leading up to Gen Con, it did not look like Gravwell would be available for sale in time for the show.

The good folks at Cryptozoic told me early on that getting the game together in time for GenCon would be a stretch. They were confident that they could get a few copies ahead of schedule for demonstrations, but most likely not enough to actually sell them at the show.

I showed the first version of Santorini at an UnPub event.

On March 30th, Epic Loot Games hosted an UnPub event as part of their Tabletop Day celebration. I worked with John Moller and the UnPub folks to organize the event. I was there mostly as the organizer, ensuring that all the designers had enough players. The event was a great success. I got to play several promising games.

As the event was winding down, I brought out Santorini. I wasn’t sure that I would because I didn’t feel it was ready. I was mostly right. The early version still got good reactions for its visual appeal, but the game play, and my foam-core tiles, just didn’t work. I went back to the drawing board on the rules.

I also reached out to Chris Urinko for some new laser cut tiles and playing boards. I’m very glad that I did. The new components were ideal.

In July, I sold another game. This time at Protospiel.

I brought the new, simpler version of Santorini to Protospiel 2013 in Ann Arbor. There, I ran into two friends (and fellow game designers) Kevin Nunn and Mike Sullivan. They kindly sat down to try it out. Their suggestions from that first play pushed Santorini to the next level. We played again, and it really clicked. More people started watching. And queuing up to play. I was getting excited.

Then Uwe Eickert from Academy Games came by, put his hand on my shoulder, and said “I want to play that game.” A few minutes later, he was playing against another designer. As the game was winding up, Uwe said simply, “I want to make this game.”

Two weeks before GenCon, I got word that Cryptozoic would have copies of Gravwell for sale.

I hadn’t “happy danced” so hard since I got the initial “Let’s do this” email from Cryptozoic. Not only was my game going to be available at GenCon, but I would be there in the Cryptozoic booth, next to my friend John Kovalic (with his hilarious ROFL! Game), demonstrating and signing copies.

I got my advance copy of the game about the same time. I will always cherish the moment, sitting around our dining room table with my wife and kids, cutting the shrink wrap.

Best. GenCon. Ever.

As much fun as Gen Con is for a board gaming fan boy like me, it’s absolutely glorious when you attend as a published designer.

Of course, nobody knows you’re published, so it’s not at all about how anyone treats you. It simply changes how you look at everything. For starters, most of the pressure is off.  I was so happy to have no prototypes in my backpack. I could just wander the floor, chatting with my growing circle of game designer friends.

When I first wandered up to the Cryptozoic booth, I saw that one of their demonstrators was showing Gravwell to some players. I looked on quietly next to my GenCon wingman, Liam Harn. I was doing my best to play it cool, but the goose bumps were coming in waves. I must have looked like a fool with a broad, toothy grin on my face.

Cryptozoic had only asked me to demonstrate for a few hours on Friday afternoon. I just couldn’t keep away. Starting Thursday morning, I orbited the booth like a dog trying to get its master’s attention. Their demonstrators did an outstanding job. I’d jump in from time to time. I was happy to show the game to several podcasters and reviewers.

And I signed some games. Damn. That’s a great feeling. I tweeted during the con that if you found me, I would mod your rules to make them say that you go first. Eight people took me up on that.

I helped out during James Mathe’s Publisher Speed Dating event at Gen Con.

On Thursday evening, I helped James Mathe conduct the first ever Publisher Speed Dating event. It was four hours of designers pitching games to publishers. My job was to bark the time and keep things moving. I was so glad that Liam was with me because by the final hour, I was out of soundage.

I broke Twitter with all my Gravwell-related tweets.

In the weeks following GenCon, I polluted Twitter with links to all the kind things people were saying about Gravwell. I won’t repeat them here. I can’t promise that I won’t start that up again once the game is released to distribution. Cryptozoic is still reporting Q4 of 2014 for that.

Jay Treat

When I showed Intrigue off at Origins, a major publisher never quite got the game, and so I recreated it as The Art of War to simplify it a bit, and to make the schemes reinforce the subtle strategies of the game rather than add variance/complexity/interest. While I don’t enjoy that version as much, I do expect it’s a better game in the sense that it will appeal to more people. I also figured out how to expand the game from 3-4 to 3-5, which is a nice get.

Unfortunately, the feedback I gleaned from GenCon was that the game has no marketable hook. It plays differently from everything else out there, but how do you convince players who know nothing about the game that from the packaging? As such, this game is going into my pocket until a publisher who trusts me is looking for a card game.

Assault on Khyber Station is currently under consideration by a small publisher, but I recently tried reinventing it to see what I could improve. I learned why certain choices have to be the way they are, but I also found a few new options that make for a more thematic game. There’s more competition for aliens-on-a-space-station games than you might expect right now, but I think Khyber Station is good enough and different enough to stand out on its own. I’m building a big Lego version of Khyber Station. It should be functional in two weeks.

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Apart from figuring out that The Last Planet could be a game of coral reefs competing for the bottom of the ocean over thousands of years instead of a tactical StarCraft tile game, I’ve made no progress. I only have so much time to devote to game design and I’ve prioritized projects that are further along and are easier to iterate on. I will get there, though. The concept is too good not to.The games I’ve been meaning to get to for over a year now, Black Hills & Hollywood Disaster, still haven’t been prototyped. On the plus side, I’ve been collaborating with Cardboard Edison on Rickety Bridge & Dino Alley. Whether either of those games go anywhere or not, the shared-design experience has been rewarding. I also have two games, Possibilities & Freudian Knot in Jason Tagmire’s recently successful Storyteller Cards manual.

Oh, and I almost forgot my untitled DBRPG. I haven’t tested it yet, but I’m signed up for two sessions at Metatopia next weekend, so hopefully I’ll see if it has potential or not then. Overall, I didn’t have as much success with publishers as I imagined I finally would, and I didn’t complete all the games I would’ve liked to, but 2013 was still a year of progress, learning and making connections, so I’ll take it.

Christopher Chung

The Bad: I talked about Bucket List as my newest design for 2013, and I was very excited to work on it since it used a theme that could invoke player emotions by wanting to accomplish the various tasks on the cards throughout the game. Although I did like the theme and the mechanic of drawing cubes from a bag, the game did not work well during playtests and I will most likely incorporate the mechanic in a future game.

The Good: I worked on several titles that I will be pushing hard in early 2014.

Polar Profits is a 2-5 player game where each player is a business tycoon trying to make money in the unlikeliest of places: The North and South Poles. Invest in companies run by animals and speculate on commodities like popsicles and ice cream. I will be looking for a publisher during the spring after more playtesting.

A Wolf in Sheep’s Clothing is a 2 player game where each player is a sheep farmer trying to herd sheep while avoiding a hungry wolf. This game will be a chance for me to try out self-publishing for friends and family.

Blossom

Blossom

Blossom is a 2-4 player game, where each player is a gardener attempting to plant flower beds in order to pick flowers for bouquets in an effort to win a flower competition. (picture included) This game is the most polished and enjoyed by my playtesters, so I am currently approaching publishers with this game.

Chris & Suzanne Zinsli – Cardboard Edison (@CardboardEdison)

2013 has been a big year for Cardboard Edison. In January, we took our real-time card game Tessen to Unpub 3, where it was played by dozens of other designers and players–and a publisher. That publisher was A.J. Porfirio from Van Ryder Games, and he liked Tessen so much that a few days later he made us an offer to print the game!

tessenboxart

We spent the spring and summer developing Tessen with A.J. Working with him is a real pleasure, and we’re a bit worried that he’s given us unrealistic expectations for future publishers! At the end of the summer, Tessen completed a successful Kickstarter campaign. If all goes according to plan, the game should be in stores in just a few months.

Cottage

Since the Tessen Kickstarter ended, we’ve focused heavily on a new design called Cottage Industry. The game is about fairytale contractors who build up a magical kingdom while working within the kingdom’s strict regulations. It uses a few interesting mechanisms, like a storybook that changes the course of the game, and a version of worker placement that we’re calling “worker displacement.”

We’re bringing Cottage Industry to Metatopia in a few days, so we’ve spent nearly all of our spare time over the past month playtesting and tweaking. It’s a much bigger design than anything we’ve attempted so far, and we’re extremely pleased with how it’s developing.

We’ve put Skewphemisms on the back burner for the time being, until we’re able to make some contacts at mass-market publishers. This year we’ve also met so many great people, and we’ve been honored to play a lot of our fellow designers’ games. We’re excited to see what 2014 brings for Cardboard Edison and the entire gaming industry.

Nigel Pyne // Maverick Muse

At the beginning of the year I had one game I was intent on bringing to market – Of Shot & Blade. Of Shot & Blade is an adventure board game where two teams go head-to-head in a game full of action, magic and adventure. That’s the intention anyway.

But I’m jumping ahead of myself. As way of introduction, I’m Nigel Pyne, co-designer of War for Edath that was released in 2008, and I had been working on Of Shot & Blade for over a year with my brother – Lloyd ‘Ash’ Pyne – wearing the hat of Game Editor. Ash and I also created a different fantasy setting for the game – one that you can get to know as you play. And with him being our resident artist, and my wife, Debs, being an excellent Creative Director, we make up the Maverick Muse design studio (plus Mr Jones, the Schnauzer and Lieutenant Ripley, the Welsh Terrier).

Anyway, we began the year with the intention of conducting some final beta testing and then launching Of Shot & Blade on Kickstarter. And all was going to plan when, mid-year, the solution to a game design challenge I had set myself came into actuality. The challenge was to see if I could create a card game that could be played out of the hand with no surface required – think Top Trumps – but would have enough game and challenge to appeal to youngling and olderling gamers alike. I developed my design into a full-fledged game – Oddball Aeronauts.

TheGame-1306-w-SquadCardsFC

In Oddball Aeronauts you go head-to-head in a game of high-jinks, airship dogfights in an oddball fantasy world. The oddball fantasy setting comes from the slightly off-beat mind of Ash who has also brought the world to life with his art. This game – being composed solely of cards – is a more appropriate game as our first Kickstarter launch and so we shifted focus to getting Oddball Aeronauts – and us – ready for Kickstarter.

Oddball Aeronauts is in the final beta testing stages (a page exists for it on BGG – the rules are there) and a free P&P is available for the curious, adventurous, downright nosey or just anyone really. Email if you’re interested – designers@themaverickmuse.com.

Meanwhile, in the mysterious mind of me, several other game designs have begun to form. Whereas at the beginning of the year I had but one design I was pursuing, as of now I have eleven (excluding Of Shot & Blade and Oddball Aeronauts) and it would appear that as a game design studio we are bringing our vision into fruition. We love creating original worlds and we love games with adventure so we’re bringing the two together.

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I have developed another two ‘out-of-the-hand’ card games. Once Oddball Aeronauts has taken off (fingers crossed) we will see a line of such games coming into being. A common design element I seem to be fond of for our ‘bigger’ games is team-based gaming – two teams of one to three players going head-to-head. Curious! But it seems to be an under-explored area of board games so maybe I can carve out a niche here? Or does anyone have any idea why this type of game isn’t developed much?

In summary, 2013 has been a year of planning, progression, panoply – no, not related to Monopoly – and play testing. As for 2014? Well, I hope to contribute to Grant’s 2014 preview if he’ll have me back.

David Chott

Lagoon continues to be the only game I’m actively developing, as I prepare it for a Kickstarter launch in early 2014. It will be published by my own Three Hares Games. Here’s a current description of the game:

“Players explore the fantasy world of Lagoon with their druids by drawing and placing hex tiles that represent enchanted lands. Each site is inhabited by one of three ancient spirits that confer a unique magic power to druids in the site. Players shape the ever-changing selection of magic in the world by choosing which new sites to add, and which sites to remove by magically unraveling them. But every move alters the balance of power between the spirits, in their struggle for control of Lagoon’s destiny. In the end, one spirit will achieve primacy in the world, and the victor will be the player most responsible for bending destiny in favor of that spirit!”

I’ve run about 70 play tests of Lagoon to date, and the game system has not changed since intensive testing at GenCon in August. The core is solid. But there’s been a huge amount of experimentation with the magic abilities each site offers druids. Most of my efforts have focused on simplifying the action set. My goal is to make the game as easy to learn and play as possible, while preserving the most interesting choices the game presents players. But I’ve learned that determining a game’s target audience is equally important in this process so you don’t wander too far away from it.

I’ve learned a lesson about prototype iteration as well. Lagoon uses 24 double-sided hexagon tiles, so making prototypes is laborious. This led me to iterate less frequently than I needed to, until I realized paper-only prototypes worked almost as well as pasting the sites on rigid tiles every time. It really taught me the importance of removing barriers to rapid prototype iteration, since that’s critical to getting new changes on the table and testing them.

Two developments have been the most exciting for me. The first is that a good number of players really like Lagoon! It ranked number 3 on one reviewer’s top 10 games of GenCon, and a remote play tester I gained at GenCon recently told me it’s one of his favorite games. Second, I recently quit my job and switched to part-time consulting work so I can focus most of my time and energy on developing Lagoon and building Three Hares Games.

Michael Iachini

Chaos and Alchemy

Where things stood at the beginning of the year: Chaos & Alchemy had been signed for publication by Game Salute, and they were starting to prep for a Kickstarter campaign.

I had recently abandoned my National Game Design Month project, Gods & Champions, since it ended up exploring a concept that wasn’t as much fun as I had hoped.

I had an idea for a “worker movement” game that I began designing on January 1. I was hoping that this would turn into something fun, but I hadn’t actually done any design yet.

Looking back on the year so far: While the Chaos & Alchemy Kickstarter campaign from Game Salute ended up launching several months later than I was expected, it was a huge hit! The game raised over $40,000 with over 1,000 backers. The art is looking fantastic, and I’m excited to see the finished products in game stores and gamers’ hands next year.

Alchemy Bazaar Setup v0.62c

The worker movement game turned into Alchemy Bazaar. The design time on this one has been much longer than the ultra-quick process I went through for Chaos & Alchemy in 2012, but I think it’s going to be worth it. I pitched the game to several publishers at GenCon 2013, and I have three publishers who are interested (with a pretty good idea of which one is most likely to pick it up).

I also started a new design in March 2013 for a quick, light, cooperative game themed around mountain climbing, which I’m calling Everest. I pitched this to game publishers at GenCon as well, and I have one publisher who is deep into the evaluation process (they’ve paid to have some nice prototypes created via The Game Crafter, and those are currently with play testers), so there’s a real possibility I’ll end up with another publication soon!

Everest Board

Beyond that, I’ve done some design work on a game involving robots battling in an area (cleverly titled Robo Battle for now) and super-early design work on a game about building ridiculous mansions. I have a notion in my head for an adorable game for kids, but that one is just in the “in my head” stages for now. So, 2013 has been fantastic for me and for Clay Crucible Games!

Grant Rodiek // Hyperbole Games

2013 was a very challenging year for me, but it was the year where I figured out what I want to be when I grow up, so to speak. I believe the work I put into 2013 and the lessons learned will be things from which I draw for years to come.

GreenInf

At the start of 2013 I had high hopes for York, which was with a publisher. It was rejected, then again, and is now with its third and final publisher. I had a fantastic pitch at GenCon, so even if it fails, that moment was thrilling.

If this publisher says no, I will re-factor the game for a POD release. I spent money on the art, which I love, and have some ideas for how to make it affordable and appealing for those interested. A hint, if you’re curious, is that it’ll be a 2 player game.

I learned so much in the way of graphic design building York. My prototypes generally look better, faster, and are easier to learn as a result of better graphics.

I also had some delightful failures. I still couldn’t figure out Poor AbbyHelix was instantly amazing then instantly the worst thing ever, Extra Extra was never built, Drafty Dungeon was neat, but derivative, and so forth. But, the lesson was to constantly be creating. In 2013 I was always trying new things and experimenting and that has led to delightful fruit. I also learned to work on multiple projects at once, which means my brain is always firing in different ways.

I continued to network and develop relationships that I hope pay off, both in the way of friendship, and in potential game partnerships as I improve my craft and design better games. One really important realization I had around GenCon was that I very honestly realized who I want to work with, and who I don’t.

0a2417703da66f5ac2f0a0ea518b53ec

My greatest successes of 2013 have been Mars Rising (previously Blockade) and Flipped.

Mars began as a simple tactics game (somewhat as a response to the complexity of York), and has blossomed into this accessible yet complex, highly thematic, story driven tactical experience. I’ve gone through so many iterations and I really love where it’s at. I don’t intend to change the mechanics much, but instead, focus on scenario development. I have the first 3 written and in testing and will create as many as I need to tell the first campaign (of hopefully many). A publisher approached me over the summer, mostly liked the version I sent, and is waiting on my next iteration. I hope I’m up to the task.

FlippedLogo

Finally, there’s Flipped. I feel like this is my capstone project that combines so many things that I’ve learned in the way of tuning, design, balancing, graphics, and more. This is my first euro and it’s come together so quickly as I’ve focused on what makes it unique and what the game needs. I’m crunching to get this game to a publisher. We’ll see where it goes.

I hope you enjoyed this community post! I want to thank all of the designers who emailed me to participate. Share your thoughts on what excites you, or what you found interesting above, down in the comments. 

30 Oct 23:51

fuckyeahdementia: Panthor



fuckyeahdementia:

Panthor

30 Oct 23:50

Jim Lee Shares His Old Rejection Letters From Marvel And DC

by Joseph Hughes

Lee rejection letter

Before he became Co-Publisher of DC Comics — before WildStorm,  Batman: Hush, Image Comics, and an immensely successful run on the X-Men — Jim Lee was a kid from St. Louis who wanted to draw comics. He worked hard to break into the industry and, all things considered, you could say his efforts worked out okay for him. But like nearly any other aspiring young artist, Lee had his share of hurdles to climb, as evidenced by the old rejection letters from Marvel and DC that he recently posted on Instagram.

The postings were noticed by Marvel Comics: The Untold Story author Sean Howe, who published the ones from Marvel on his Tumblr. Lee, an avid comic reader throughout his childhood, went to college with designs on becoming a doctor, until he took an art class his senior year and decided he wanted to be a comic artist. That led to him sending in submissions to both DC and Marvel, which in turn led to more than one letter of rejection, and not all of them were kind:

Lee Marvel letter

Here’s a more positive one, from revered DC Comics artist and editor Dick Giordano:

Lee Giordano letter

And there are more where that came from. So if you’re an aspiring artist, and you’ve received a few of these, as hard as it may be to do so, we suggest you not get discouraged. Who knows? Maybe you’ll be running DC someday.

30 Oct 23:49

nikesandbows: eatcleanmakechanges: learn something new...

firehose

via Rosalind



nikesandbows:

eatcleanmakechanges:

learn something new everyday.

I would need someone’s help for high arches please

30 Oct 23:48

thatfunnyblog: me playing sports

firehose

via Rosalind







thatfunnyblog:

me playing sports

30 Oct 23:46

Feds proving Internet-adept and inept at same time

by gguillotte
The same government that reportedly intercepted the communications of America's leading consumer technology firms, Google and Yahoo, without leaving a trace is scorned because it can't build a working federal website for health insurance.
30 Oct 23:46

Opinion: 10 heroes of Income Inequality, USA - CNN.com

by gguillotte
firehose

north Louisiana

Davis-Lloyd, 41, is one of the many heroes of East Carroll Parish, Louisiana, the parish with the highest level of income inequality in the United States, according to data from the American Community Survey. The parish is the focus of my latest Change the List project, since readers of this column voted for me to tackle America's widening rich-poor gap in the place where it's most extreme. A few families, many of them white, hold most of the land and the wealth. The top 5% makes more than $600,000 per year. Meanwhile, about 40% live in poverty. It's a place, like much of the country, where the economy is mostly serving the rich. The middle class is vanishing -- and many people are stuck in dire poverty. They're losing hope they'll ever be able to climb out of it.
30 Oct 23:37

Why Iceland Believes In Invisible Elves

firehose

re: 'elves, huldufolk (hidden people), and dwarves' vs. a new highway

How the country’s history and geography created the perfect setting for magical creatures, whose perceived existence sparks environmental protests to this day.
30 Oct 23:30

Photo



30 Oct 23:28

queenofheartsonthesleeve: This is the most important thing I...

firehose

via Rosalind
ur hiness





queenofheartsonthesleeve:

This is the most important thing I learned today . 

30 Oct 23:26

California woman gets ticket for driving with Google Glass

by Russell Brandom

A Google Glass Explorer named Cecilia Abadie ran afoul of the California Highway Patrol last night, and came away with a ticket for distracted driving. The culprit? Her Google Glass, which the officer saw as equivalent to driving with a TV screen blocking her view. The consequences for Abadie are likely to be minor, but the incident raises lingering questions about the legal status of Glass on the road, at a time when the device is moving ever closer to mainstream use.


The main item on the ticket is for speeding, so it seems likely Abadie wasn't pulled over specifically for wearing Glass, but it's a sign of how far many institutions still have to go before they're willing to accept everyday use. While proponents claim the device doesn't distract drivers, both Delaware and West Virginia have passed laws against using Glass and other wearables on the road. In Abidie's case, the relevant law may have been a state ordinance against viewing monitors installed in a driver's field of vision, although absent any court ruling, it's still unclear whether the law applies to Google Glass.

30 Oct 23:22

TV: Newswire: Comedy Central orders more Drunk History, Key & Peele, and Brickleberry

by Marah Eakin

Comedy Central has renewed Drunk History, Brickleberry, and Key & Peele.

This will be Key & Peele’s fourth season. The show’s third season is currently airing, and is number one on cable in its timeslot for males 18-34. The show is also extraordinarily popular online, where it’s been streamed about 400 million times—no exaggeration.

Brickleberry will return for its third season in 2014. The Daniel Tosh-produced animated series is alarmingly popular, drawing about 1.6 million viewers a week and beating all other TV shows in its timeslot with the coveted male 18-24 bracket. The cast of the animated show includes Natasha Leggero, Tom Kenny, Jerry Minor, and Futurama’s Dave Herman.  

The Drunk History crew apparently got the renewal news a little early, and immediately started filming its new season this past weekend in Austin, Texas. The show averaged about 1.2 million viewers this past summer ...

Read more
    






30 Oct 23:21

Music: Newswire: And now Marvin Gaye's family is suing Robin Thicke

by Marah Eakin

Earlier this year, Robin Thicke, T.I., and Pharrell Williams preemptively countersued Marvin Gaye’s estate, after the Gaye family claimed the trio had ripped off Gaye’s “Got To Give It Up” in their hit “Blurred Lines.” Now, four months later, the Gaye family is returning the favor by filing a civil suit against the “Blurred” trio. And the Gaye family is claiming Thicke actually stole two songs from Gaye: the aforementioned “Got To Give It Up,” and “After The Dance,” which the family says Thick borrowed liberally from for his song, “Love After War.” The Gaye family also contends that Thicke has a “Marvin Gaye fixation” that’s tainted a number of his other tunes.

Gaye’s family is also suing EMI April, the publisher that works with both the Gaye estate and Thicke. The family claims EMI has breached its fiduciary duty by failing to protect Gaye ...

Read more
    






30 Oct 23:16

Photo

firehose

WE ON THE INNERNET



30 Oct 23:16

PDX wallpaper

firehose

airport's carpet pattern



PDX wallpaper

30 Oct 23:15

"We Need Him to Understand that We Do Not Love Him for a Long Time."

by Dirk VanderHart
firehose

'I am going to respond to this like KXL would respond to something a 'Democrat' government official did wrong, whatever the reason'

lol

"This was a decision from the Marketing and Programming Department," the statement said. "However, after our News Department came to us and said they believed it to be insensitive, we decided to change the message."

lolol

I'm pretty much over the KXL-FM billboard flap, too, but this is sort of funny. The conservative news-talk station's gaffe has inspired a bit of satire from former city council candidate Jesse Cornett.

"I am going to respond to this like KXL would respond to something a 'Democrat' government official did wrong, whatever the reason," Cornett posted to his Facebook page shortly after 9 am Tuesday, tagging KXL host Lars Larson. "The most important question is what did Lars Larson know and when did he know it?"

"It has been almost five minutes without a response," Cornett wrote at 9:17 am. "What are they covering up?"

A half hour later, he'd worked up enough moral outrage to create a change.org petition calling for Larson's job.

"KXL radio posted a knowingly racially insensitive banner in Chinatown of all places," reads the tongue-in-cheek missive to the owner of KXL's parent company, Alpha Broadcasting. "While the public has demanded to know what Lars Larson knew and when he knew it, he has yet to respond."

"The only reasonable thing to do," the petition concludes, "is fire Lars Larson."

First reported here on Blogtown, the billboard co-opted the broken English phrasings of a Vietnamese prostitute in Stanley Kubrick's Full Metal Jacket—telling all of Portland's historic Chinatown: "We love you long time."

As word of the billboard made its way around the web (including the much-trafficked Huffington Post) KXL sent out a statement it would scrap the message.

"This was a decision from the Marketing and Programming Department," the statement said. "However, after our News Department came to us and said they believed it to be insensitive, we decided to change the message."

Cornett tells the Mercury he doesn't really expect Larson to be let go, he just wanted to make a point about political witch hunting. Asked if he actually reached out to Larson as the petition claims, Cornett said: "I did tag him on Facebook. I think in the modern age that's a fair opportunity."

The petition has two "signatures."

[ Subscribe to the comments on this story ]

30 Oct 23:13

What the hell…

firehose

via Albener Pessoa



What the hell…

30 Oct 23:10

Behold Jane Austen: The Massively Multiplayer Role-Playing Game

by Rob Bricken
firehose

hmm

Behold Jane Austen: The Massively Multiplayer Role-Playing Game

Yes, the world of Jane Austen's novels is getting its first role-playing game and let me explain to you why it's going to rock your world. It's called Ever Jane, and it takes the strategy of games like Magic: The Gathering and the social interactions of games like Diplomacy and adds it to the world of polite society in Regency England.

Read more...


    






30 Oct 23:06

Big Suze

30 Oct 23:05

Facebook may start tracking your cursor as you browse the site

by Ellis Hamburger
firehose

everything is always watching beat

For some time Facebook has studied your Likes, comments, and clicks to help create better ads and new products, but soon, the company might also track the location of your cursor on screen. Facebook analytics chief Ken Rudin told The Wall Street Journal about several new measures the company is testing meant to help improve its user-tracking, like seeing how long you hover your cursor over an ad (and if you click it), and evaluating if certain elements on screen are within view or are off the page. New data gathered using these methods could help Facebook create more engaging News Feed layouts and ads.


How long did you hover your cursor over that photo before liking it?

The Journal notes that this kind of tracking is hardly uncommon, but until now, Facebook hadn't gone this deep in its behavioral data measurement. Sites like Shutterstock, for example, track how long users hover their cursors over an image before deciding to buy it. Facebook is famous for its liberal use of A/B testing to try out new products on consumers, but it's using the same method to judge the efficacy of its new testing methods. "Facebook should know within months whether it makes sense to incorporate the new data collection into the business," reports the Journal.

Assuming Facebook's tests go well, it shouldn't be long before our every flinch is tracked on the site. So what might come next? Our eyeballs.

30 Oct 23:05

Photo