BIT-URL
It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
Bc.vc
Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.- The payout for 1000 views-$10
- Minimum payout -$10
- Referral commission-10%
- Payment method -Paypal
- Payment time-daily
CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
Fas.li
Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
Al.ly
Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features.Short.am
Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.Dwindly
Dwindly is one of the best URL Shorten to earn money online. It offers the opportunity to earn money for every person that views links you have created.
Its working is simple. You need to create an account and then shorten any URLs with a click of a button. Go on to share your shortened URLs on the internet, including social media, YouTube, blogs, and websites. And finally, earn when any person clicks on your shortened URL.
They offer the best environment to you for earning money from home. They have even come up with a referral system where you can invite people to Dwindly and earn as much as 20% of their income.
It has built-in a unique system wherein you get the opportunity to increase your daily profits when you analyze your top traffic sources and detailed stats.
Best of all, you get the highest payout rates. The scripts and the APIs allow you to earn through your websites efficiently.
Last but not the least you get payments on time within four days.Adf.ly
Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
Cut-win
Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
Linkbucks
Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
18 Highest Paying URL Shortener to Earn Money Online 2019
WWE ALL STARS ANDROID GAME 370MB
WWE ALL STARS ANDROID GAME 350MB ONLY|
WWE All Stars It is also the only WWE video game to be available for the Nintendo 3DS and the last WWE video game to be released on the PlayStation 2 and PlayStation Portable. WWE All Stars has 3 modes which are Fantasy Warfare, Path of Champions and Exhibition.
WWE All Stars It is also the only WWE video game to be available for the Nintendo 3DS and the last WWE video game to be released on the PlayStation 2 and PlayStation Portable. WWE All Stars has 3 modes which are Fantasy Warfare, Path of Champions and Exhibition.
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DJ Hero
The Short
Pros
- Unique music game experience (mostly)
- DJ Turntable is actually quite fun to use and fairly intuitive
- Difficulty range means anyone from noobs to pros can have a challenge
- Lots of songs of...interesting mixs
- Considering what they were working with, they pulled of something surprisingly good
- Can play with both a guitar and a mic
- Music actually alters based on how you are playing the mix
Cons
- Mixes are really weird, mostly older songs (Jackson5) mixed with modern stuff (50 Cent?)
- UI is taken straight from Guitar Hero World Tour. This is not a pro.
- Feels a little too stapled to the Guitar Hero name to really be it's own thing
- Menu UI/mix selection is atrocious
- Have to unlock songs. Like...no.
- Can't have two DJs spinning at once
- No Deadmau5? All the Daft Punk are remixes? No dubstep remixes? What?
- Difficulty jump from Medium to Hard is much too large
- Thing cost like $150 when it came out for the game and controller (which was corded).
- Character designs for the DJS are downright horrific, because they look like Guitar Hero
I ain't DAFT, this game's got PUNK. ...no, I don't know what that means either. |
The Long
Yeah, so I'm reviewing DJ Hero in 2014. Sue me.
For a bit of history for those of you oblivious to the big music game explosion of last gen, basically Guitar Hero(made by Harmonix) showed up on the PS2 and made a bit of a scene. People were buying giant plastic Fisher Price guitars and pretending to be rock stars in their living room (myself included), and everybody was having a great time. Activision (also known as "Anti-fun") quickly snatched up Guitar Hero without Harmonix, making Guitar Hero III and focusing heavily on using the name of the franchise to push sales (much like what they do with Call of Duty even to this day). Harmonix, on the other hand, went off to make Rock Band, making more toys including drums, mics, and...well, just those. Activision, who didn't have a creative brain cell in its bureaucratic body, copied the idea wholesale with Guitar Hero: World Tour and, in an attempt to outdo Harmonix, pumped out a hot new music game, that used it's own plastic thingy and was totally unique.
This was DJ Hero. And despite all signs pointing against it, this game doesn't suck.
Hello ladies, let's get mixin. |
DJ Hero borrows a lot from Guitar Hero. In so much that they put "GUITAR HERO" on the box, in the opening credits, and wholesale lifted the UI for the star ranking, points, and star power from it. I'm only going to mention this once because I don't want to go back to it: the fact that it's weirdly tethered to Guitar Hero during the point in time when Guitar Hero was easily at it's worst is one of the biggest things bringing this game down. The UI from World Tour is pretty atrocious (they fixed it in Guitar Hero 5), and it doesn't even fit all that well with DJ Hero. Star power is hard to see when filled, the points are in a bad position (upper left would work better), the indicator for how far you are to the next star is some weirdly glowing light bulbs for some reason (also, bad), and just overall fairly weak.
While I'm on gripes, the menu UI is also really, really bad. So bad nobody bothered to put any screenshots up on google, so you don't get to see it. But the point is thus: the game is broken up into various "mixes," meaning 3-10 songs that you play in a row on location. But rather than sub-menu this, it's right there in the main menu. All 15 odd mixes. Hidden amongst all that are things like settings, co-op, quick play, etc. (though there isn't a quick play, just "make a mix," where you can add one song to quickplay it), but the menu is oriented in Cover Flow style (large graphics that scroll left to right), making it hard to find anything. And when you're trying to drive an UI on a freaking turntable controller, it's...kind of a massive pain.
Look mama, I'm a real DJ! |
Pictured: all the other crap you have to do
Key portions of the game are "scratches." Basically, you hold down a button on the turntable and then "scratch" back and forth for the duration of the scratch. It's simple, but surprisingly satisfying to scratch this fake turntable. These get more and more complicated with scratches that have to be scratched in a particular direction (either all up or all down), and sliders that you have to slide over just for a split second in the middle. Add on top of that having to tap buttons, and (the bane of my life) twist a knob over particular segments to earn double points, and you have yourself a complex game. The usual nonsense of blue notes giving star power (or "overdrive" in Rock Band) is there, activated by pressing a large button next to the twist knob. Lastly, the big change is "rewind," which lets you spin the DJ wheel back every few whiles and "rewind" a previous area, either in an attempt to do it right (if you screwed up), or get more points by replaying it. A cool idea, but unnecessary.
The props I must give this game is how easy it is to pick up and have a great time. Unlike Guitar Hero or Rock Band where I felt the game meant to emulate something in real life, DJ Hero's biggest strengths is that it's a fun music game. I never felt like a DJ doing this because...let's face it, I never wanted to be a DJ. But as someone who loves music games (especially dexterous ones that get nice and difficult the more you play), DJ Hero knocks it out of the park. The controller is extremely solid (granted, I have a DJ Hero 2 wireless one) and scratching and managing all those buttons is...fun. You feel like you're launching a nuclear missile or something when you pull of a crazy mix, and it's exhilarating and satisfying. It doesn't press the same buttons (hur hur) as Rock Band does with it's group rocking concept, but as a single-player game about dexterous reaction times, it's incredibly solid.
Oh look, it's a "party game" now |
What isn't solid is all the ham-fisted features added at the last minute to merit that stupid Guitar Hero logo in the opening. Yes, you can play with one turntable and a guitar, or even a singer (though why you'd want to attempt to belt out crazy remixes is beyond me), but not with two turntables at once. Playing with a guitar is also fairly painful, as the mixes keep switching up and there's really no rhyme or reason to it all. It's obvious they added this to make it seem like DJ Hero wasn't just a game where you spent a bunch of money on a single player plastic DJ experience, but...DJ Hero is best as a single player plastic DJ experience, so the extra crap is not really welcome.
Another oddity is the setlist, which is all over the place. Basically, you can make any song in DJ Hero by doing this: take one popular club artist (50 Cent, Daft Punk, Eminem) and smash them into somebody in classic rock (David Bowie, Jackson 5, Queen) for some weird reason. There's 90% of your setlist, with the other 10% being even stranger matchups (Jackson 5 and Third Eye Blind? What?). I feel they were trying to reach as wide an audience as possible, so they just took a bunch of classic rock and a bunch of modern artists and smashed them together, but the end result is something relatively unsatisfying for everybody. Where's Deadmau5? Skrillex? Lady Gaga? Actual legit Daft Punk? Well, they're in DJ Hero 2, but that's a review for a later time.
The fun of the gameplay itself makes up for the totally out there playlist, but just barely. A playlist makes or breaks a music game, and DJ Hero's very nearly breaks it.
He's gonna scratch his way into your heart |
Graphically the game looks like Guitar Hero World Tour, and that's not a good thing. I've mentioned the menus, but the art they plaster over the bad UI is like bad graffiti art mixed with some quasi-modern pop club album art nonsense that just looks cluttered and atrocious. Character models (aside from Daft Punk, probably because their faces are covered) look absolutely horrible, drawing from the Guitar Hero 3 and World Tour idea of "let's make the most nightmare plastic abominations the world has ever seen and have people play as them" line of thinking. The clubs themselves look ok, and the general graphics of the highway are good but somewhat uninspired. Again, World Tour's UI bits looked really low-def to me, and because of this DJ Hero's do too. The only thing that may really matter is that highway and it's notes (which is fine and easy to read), but everything around it looks like trash.
Yeah this is weird.
As it stands, DJ Hero was an interesting experiment that I thought was going to be a trashy awful spinoff (like Band Hero). Instead, the game pleasantly surprised me in that it was, if not a good DJ simulator, a fun and challenging dexterity game. Managing all the things going on screen on their weird turntable was genuinely interesting and fun, even if the jump from Medium to Hard is a bit too far. I spent a good portion of time in DJ Hero (enough to get pretty good at it) and enjoyed my time with it. However, it's worth pointing out (at the risk of spoiling a later review) that DJ Hero 2 does everything this game does and does it a billion times better. Just saying.
It's also worth pointing out that I'd bet this game is super hard to find now, as you have to dig up a turntable (I'd suggest the wireless ones from DJ Hero 2; why they even sold wired ones this gen is beyond me) as well as the game itself, both of which are becoming scarce. If you do manage to find it on Craigslist or something, and you enjoy music games that are challenging and don't care too much about a setlist, DJ Hero is a pretty good time.
Just don't go taking your newfound "mad skillz" to the club. Just...trust me on this one. And don't ask how I know.
Three out of five stars.
Sweet bling totally included. |
Dragon Ball FighterZ Free Download
Dragon Ball FighterZ Free Download
Dragon Ball FighterZ Free Download PC Game setup in single direct link for Windows. It is an amazing action game.
Dragon Ball FighterZ PC Game 2018 Overview
Coming back to the roots of the DRAGON BALL Z series, Goku is now ready to unleash his fearsome techniques, born from the combination of Saiyan DNA and earthling martial arts!
Features of Dragon Ball FighterZ
Following are the main features of Dragon Ball FighterZ that you will be able to experience after the first install on your Operating System.
- Goku as a new playable character
- 5 alternative colors for his outfit
- Goku Lobby Avatar
- Goku Z Stamp
- Got high resolution textures.
- Got awesome visuals.
System Requirements of Dragon Ball FighterZ
Before you start Dragon Ball FighterZ Free Download make sure your PC meets minimum system requirements.
- Tested on Windows 7 64-Bit
- Operating System: Windows Vista/7/8/8.1/10
- CPU: AMD FX-4350, 4.2 GHz / Intel Core i5-3470, 3.20 GHz
- RAM: 4GB
- Setup Size: 2.4GB
- Hard Disk Space: 6GB
Dragon Ball FighterZ Free Download
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Size: 2.4 GB
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Virus status: scanned by Avast security
Mega Man 9 Review & Repair
Mega Man 9 is my favorite Mega Man game along with Mega Man X. This is probably due to the fact that I've recently beat these two Mega Man games since developing my critical-eye. Regardless, there's a lot to be said for Mega Man 9, a game which just barely qualifies for the retro-evolved genre. The game looks old school and plays just like Mega Man did when I was a kid gathered around TV with all the neighborhood kids trying to come up with a strategy to defeat Gemini Man. Because MM9 is practically an NES, so much of the experience should already be quite familiar to us. For this reason, I only want to touch on a few points in bullet point essay style.
Many claim that Mega Man 9 is a very difficult game. I do not think it is for many reasons. Starting with a base made up of the default weapon, the M Buster, and a few lives, the difficulty in beating the game can be adjusted to a very fine degree. Players always have the option of...
The levels in Mega Man 9 are masterfully crafted. They have the perfect balance of difficulty, enemies, length, original elements, simplicity, and organic unity.
Click to Enlarge
The limitations of Mega Man's moving and shooting abilities are apparent. But with every boss Mega Man defeats, he gains the use of one of their abilities. Each ability enhances some combination of Mega Man's moving, shooting, and defensive abilities filling up a unique design space. Starting at the top middle (12 o'clock) and going clockwise...
The decay goes a bit further. When players die and respawn, the energy/ammo they consumed on the previous life doesn't reset. In this way, dying and poor playing isn't completely remedied by having lots of lives. If you use all of a power trying to defeat a boss and fail to finish him/her off, then when you go back to fight that boss, you'll have to battle without that power. This is most apparent in the final assault on Dr. Willy's fortress. Players have to fight through 4 large levels and 11 bosses before getting a chance to fight against Willy's 3 stages. If you mismanage your power at any point in this gauntlet, you'll have a hard time replenishing your supplies.
The way these powers are designed, it's no wonder that enemies drop refilling power pellets less often than energy pellets or screws. It's also no wonder that the shop only lets you by one M Tank which refills all of Mega Man's power supply and health.
The design in Mega Man 9 is so clean and apparent that we all can learn something about game design from it. The game is simple. The controls are tight. And the player can make it as hard as he/she wants. The first play through is long and filled with learning and the kind of refinement that requires a determined will and self discipline. Then each subsequent play through gets easier and easier. With convenient speed running options Mega Man 9 is more concentrated on its best qualities than the other 8-bit brethren.
"With these powers....I have the power... to do it better....to do it faster." ~me
Approaching a repair of Mega Man 9 is tricky. After all, the game was intentionally design to reflect the design of the Mega Man games from the NES era. Most of the suggestions I could make for the game would invariably counter its original aim and goals. As with any repair, upholding the spirit of the game is key. It is not the job of the repair man to make a new game, but make the game that already exists better, cleaner, and communicate its ideas more clearly.
With that said, these are just a few ideas that I have for Mega Man 9. Some are repairs. And though some are changes, I think they're interesting enough to post.
ADJUSTABLE DIFFICULTY
Many claim that Mega Man 9 is a very difficult game. I do not think it is for many reasons. Starting with a base made up of the default weapon, the M Buster, and a few lives, the difficulty in beating the game can be adjusted to a very fine degree. Players always have the option of...
- collecting lives before going into more difficult stages
- collecting energy tanks to refill one's health instantly
- using powers to more easily overcome enemies and tricky platforming sections
- using the powers that each boss is weak to
- spending bolts to buy additional lives, energy tanks, M tanks, and other power ups including Beat, Spike Shoes, and the 1/2 damage power up.
- farming enemy respawn points to refill health and weapon energy
LEVEL DESIGN
The levels in Mega Man 9 are masterfully crafted. They have the perfect balance of difficulty, enemies, length, original elements, simplicity, and organic unity.
- Each level is very linear and constructed like a sentence with a beginning, middle (mini boss), and end (boss). Each level/sentence represents a simple game idea. Look at Splash Woman's stage for example. The simple game idea is going down into the depths and come back out the other side. The traveling path makes a "u" shape.
- To keep things moving forward there are few scrolling sections to each level. Also, the player is prevented from backtracking horizontally. Once you enter a section, there's nothing else to do but keep pressing forward
- Enemies are generally fixed in specific locations within a level and have strict spawn design. Move just slightly off the screen, and a enemy you just destroyed will be waiting to take you on again. Many enemies function as a path blocker instead of chasing the player down. Having to shoot down such obstacles keeps the game focused on shooting instead of running/dodging. This design decision keeps the experience controlled, and uniform across play sessions.
- The organic level design and organic art direction harmonize perfectly in MM9. In Splash Woman's stage (see above) everything is designed and arranged to communicate a functioning water treatment plant. The water in the beginning starts to flow downward, and water mines and octopus robots provide primary security protection (1-3). As the water descends, the spikes filter out unwanted content (5-8). The water the runs through pipe filters that generate air bubbles as waste. This air is expelled through holes in the pipe work (9-12). Next players hit a pocket of air in a pressurized zone where pipe runners run maintenance and security (12-16). Traveling up you encounter a computerized system mixing and filtering sections of water via sliding disks (14-16). And then you're practically at the boss, Splash Woman, who will battle in nothing less than the purest, most highly filtered water technology can provide. Sure it's a little imaginative, but the forms are all there.
- By following through with this organic theme, the placements of the platforms and other level elements were guided. Like in Super Mario Brothers, bricks aren't placed willy nilly just so that Mario has things to break and platforms to jump on. The bricks in Mario are arranged to reflect functional structures; towers, bridges, stalagmites, etc. By following such organic guidelines, MM9 levels are as efficient, clean, and functionally focused as can be.
- Aside from unique enemies, like in Super Mario Bros. 3/Super Mario Galaxy, new level elements are added to the MM9 levels as needed to further develop and define the governing game ideas for each stage. In Splash Woman's stage, the platformable water bubbles (9-12) and the disappearing water sliding sections (14-16) are specific to this stage and add unique gameplay to the level.
POWERS THAT POWER UP
Fleshing out a quality game after starting with a limited core design is a skill that Capcom uses very well. By adding a balance of abstract mechanics, extra modes, and unique level/enemy elements, Capcom is able to develop rich game ideas instead of flopping in undynamic, static redundancy.
To understand how the core design of Mega Man 9 is limited, we need to first look at the core mechanics and compare them against Mario and even other versions of Mega Man.
Fleshing out a quality game after starting with a limited core design is a skill that Capcom uses very well. By adding a balance of abstract mechanics, extra modes, and unique level/enemy elements, Capcom is able to develop rich game ideas instead of flopping in undynamic, static redundancy.
To understand how the core design of Mega Man 9 is limited, we need to first look at the core mechanics and compare them against Mario and even other versions of Mega Man.
Mega Man's Base Abilities
- No RUN mechanic. Megaman moves at the same instant and constant speed whether he's on the ground or in the air. Because there is no accelerative motion forward, it's not jarring to the player that Mega Man doesn't skid to a stop. It's not unusual that Mega Man can instantly reverse his direction in mid air either. Where Mario uses the RUN mechanic to create momentum (physics wise and game design wise) and increase difficulty by reducing the reaction time window for the player, Mega Man marches on in a relatively simple fashion.
- Mario must get a running start to achieve his maximum jump height and distance. Mega Man doesn't, which makes difficult jumps within a level less dependent on adequate running room. For this reason, Mega Man can create difficult platforming challenges in a very small space.
- Mega Man can only shoot straight. To aim, he must JUMP and SHOOT. Because the JUMP mechanic is highly direct in degrees of vertical height, players have the ability to accurately SHOOT at just about anything within jumping range. Fortunately, pullets travel through walls. These properties create interesting aiming situations that mix anticipation, aiming through levels, and platforming in unique ways.
- The core mechanics (MOVE, SHOOT, JUMP) aren't very dynamic. You can't jump on enemies. Enemies generally aren't stunned after being shot. Also, the momentum from leading one's shots is diminished somewhat when it relies on memorization or luck.
- Unlike other 8-bit and 16-bit Mega Man iterations, MM9 Mega Man can't CHARGE, DASH, WALL KICK, SLIDE, or WALL SLIDE. The acceleration when SLIDING gives players the ability to dodge low flying attacks at the risk of falling off of platforms or running into enemies. As we know, the CHARGE mechanic does all kinds of wonders for gameplay. The WALL SLIDE/KICK mechanics give a lot of vertical definition to Mega Man's movement possibilities. Combining the DASH with the WALL KICK, gives players the ability to leap far off from walls. With these mechanics, enemies, bosses, and platforming sections have more versatility to mix things up. The DASH mechanic when combined with the JUMP mechanic, gives Mega Man the ability to quickly move about any environement. Like Mario's RUN mechanic, moving more quickly also comes with risks. Without these things, MM9 is clearly more limited in the enemy and platforming challenges it can put players through.
The Powers
Click to Enlarge
The limitations of Mega Man's moving and shooting abilities are apparent. But with every boss Mega Man defeats, he gains the use of one of their abilities. Each ability enhances some combination of Mega Man's moving, shooting, and defensive abilities filling up a unique design space. Starting at the top middle (12 o'clock) and going clockwise...
- Plug Ball: Travels quickly along the ground, walls, and ceilings. In the air, this attack shoots straight down, which is unlike any other Mega Man attack.
- Magma Bazooka: Shoots a triple spread attack. The fastest of two projectile attacks that can travel diagonally up or down. This attack can also be charged.
- Hornet Chaser: Up to three can be fired at a time. They will slowly chase down any enemy on screen flying through walls to get to them. These hornets also have the ability to retrieve items from the field and bring them back to Mega Man.
- Concrete Shot: A fast projectile that quickly arcs downward making it difficult to aim. This projectile also stops against walls, ceilings, and enemies. Once it hits something, it solidifies into a brick of concrete that players can use as a temporary platform.
- Black Hole Bomb: A two stage attack that sends out a slow moving target and then activates forming a black hole that draws in enemy fire and enemies. Setting up this attack requires a little patience, knowledge of the level, and timing.
- Laser Trident: This attack fires and travels very quickly in a straight line, and has the ability to cut through enemy defenses because nothing stops it. There are also special obstacles that can only be destroyed with the Laser Trident.
- Jewel Satellite: Activating this power creates a shield of jewels that circle the player that reflect basic enemy attacks. These jewels can also completely eliminate weak enemies upon contact infinitely without any additional energy consumption. A collision with a stronger enemy will cancel the jewels. The ring of jewels can be launched as a projectile.
- Tornado Blow: This handy attack sweeps all enemies and their attacks up and off the screen forever. The wind that sweeps away the enemies also floats Mega Man upward extending the height of his jump.
- Rush Coil & Rush Jet (not depicted): These two abilities give Mega Man a super jump and the ability to fly a jet around for a limited time. Rush, the dog, can safely stand on spikes allowing players to access some areas safely. When Rush Jet collides with a platform or wall, he disappears leaving Mega Man behind to deal with situation.
The decay goes a bit further. When players die and respawn, the energy/ammo they consumed on the previous life doesn't reset. In this way, dying and poor playing isn't completely remedied by having lots of lives. If you use all of a power trying to defeat a boss and fail to finish him/her off, then when you go back to fight that boss, you'll have to battle without that power. This is most apparent in the final assault on Dr. Willy's fortress. Players have to fight through 4 large levels and 11 bosses before getting a chance to fight against Willy's 3 stages. If you mismanage your power at any point in this gauntlet, you'll have a hard time replenishing your supplies.
The way these powers are designed, it's no wonder that enemies drop refilling power pellets less often than energy pellets or screws. It's also no wonder that the shop only lets you by one M Tank which refills all of Mega Man's power supply and health.
The design in Mega Man 9 is so clean and apparent that we all can learn something about game design from it. The game is simple. The controls are tight. And the player can make it as hard as he/she wants. The first play through is long and filled with learning and the kind of refinement that requires a determined will and self discipline. Then each subsequent play through gets easier and easier. With convenient speed running options Mega Man 9 is more concentrated on its best qualities than the other 8-bit brethren.
"With these powers....I have the power... to do it better....to do it faster." ~me
ROBOT REPAIR
Approaching a repair of Mega Man 9 is tricky. After all, the game was intentionally design to reflect the design of the Mega Man games from the NES era. Most of the suggestions I could make for the game would invariably counter its original aim and goals. As with any repair, upholding the spirit of the game is key. It is not the job of the repair man to make a new game, but make the game that already exists better, cleaner, and communicate its ideas more clearly.
With that said, these are just a few ideas that I have for Mega Man 9. Some are repairs. And though some are changes, I think they're interesting enough to post.
- The ammo bars for Mega Man's powers should be quantified for the powers that consume lots of "pixels"/ pellets with a single use. Tornado Blow and Jewel Satellite are two examples of powers that take a chunk out of their ammo/power bar. Because of the way the power bar is divided into pellets, it's difficult to gauge how many more uses of a power are left. This is a simple fix to help player count their bullets so to speak.
- Like Bionic Commando Rearmed, Mega Man 9 should contain a puzzle mode or challenges that are short levels focusing on the unique properties, nuances, and intricacies of Mega Man's powers.
- Though the random drops from destroyed enemies has been in the Mega Man series since the beginning, considering the possibilities of taking this design element out of the game can lead to some refreshing design alternatives.
- To balance not getting health drops from enemies, it would be interesting if Mega Man could get small health bonuses by destroying enemies with the M Buster at close range. When gunplay is at the core of a game, I always like design elements that define the space between a gun and the target in interesting ways.
- To refill the ammo for powers, it would be interesting if Mega Man could interact with specific enemies and/or the environment. How about standing under a rushing waterfall to refill Splash Woman's power? Switch to Magma Man's power and draw in energy from lava pools or flame attacks. Having more unique interaction with the level would give players more reasons to travel back to old levels while preserving the conservation design of the powers that already exists in Mega Man 9.
Designing For Competitions
Advantages of Entering Competitions
Game design competitions can be helpful in many ways, especially for the hobby designer (i.e. one that does not work for a publisher or does not depend on game design income).
First, it usually provides clear boundaries as to game materials and other factors, such as target group and even theme. These outside limits help a designer immediately focus. I've written before about the need of self-imposed limits, when one is designing on spec rather than on a contract basis. A competition usually has many of these limits built-in.
Second, it provides a clear deadline. Without deadlines, game design can go on forever. I often tell publishers that delaying the release of my games is a dangerous thing, as I continue to find ways to tweak them if given more time. A deadline forces one to "finish" it.
Third, entering a competition guarantees that your prototype will be playtested by a number of diverse people. Finding playtesters and asking/bribing/blackmailing them into testing your prototype is one of the most challenging phases of game design. It is much easier for extroverted people like me to host game nights where testing can take place, but for introverts, entering competitions is another great option.
Fourth, the feedback you receive--both positive and negative--can help you improve your design submission and give you the confidence to pitch it to a publisher.
Fifth, winning a competition can get your game noticed by publishers. Some competitions are organized by publishers offering contracts to the winners, and some include publisher representatives on their juries.
My Experience with Game Design Competitions
I neglected, in the list above, to mention one of the main reasons I enter competitions. I do it for the same reason I play games: because exercising creativity in a competitive setting is fun. There is something that draws me to a competition, no matter how prestigious it may be. Perhaps it is the specific program and limits, or the fact that I will be able to get feedback from the public on a design before it's published.
Competitions have also been rewarding for me in that they have led either directly or indirectly to several publishing contracts:
Alea Iacta Est, for example, began as a simple entry into a game competition using dice and a standard deck of cards in 2006. The competition was canceled without ever informing the participants, but I enjoyed the game so much that I continued to expand and refine it with my friend, Bernd Eisenstein, and it eventually found a publisher.
That same competition inspired another design that I have been working on ever since. The dice were eventually replaced with tiles, and the game transformed from a 2-player affair to accommodate up to 5 players in its current form, which has now been signed by a German publisher and is planned for an October release.
Both Wampum and Artifact, another game from Bernd and I, were not designed specifically for a competition, but it was only after being awarded by the Hippodice Competition that they received interest from publishers and, eventually, contracts. The latter is also planned for an October release.
Just two months ago I found out about a local design competition from a "print on demand" publisher here in Berlin. I found the material possibilities--and limits--intriguing. The entries were limited to using pawns in 6 different colors and 6-sided dice, along with light or dark Backgammon discs. The game boards would also be printed on bendable, vinyl sheets. The 3 finalists will be played and judged this weekend at Potsdam's 23. International Game Market, an annual event in the largest city on the outskirts of Berlin. The theme of the event, which is designed more for children and families than for gamers, is "fantasy" or "using your fantasy," and the competition encourages the games to incorporate that theme into their design.
The deadline was unusually short, but I was intrigued enough to enter, although there was not very much time to playtest before sending in my submission. I just found out that my design was chosen as one of the 3 finalists, and I've already sent my improved version of the game board and rules, which I had continued to refine after the competition deadline. I've also worked on a few other prototypes which have tried to take advantage of the unusual game board material.
It will be fun to see the game being played at the event when I bring my family this Saturday, and the game will be available on the publishers print-and-play website sometime thereafter. And, like some of the other games that began as a humble entry into a relatively unknown competition, perhaps this one will also evolve into something bigger in the future.
Game design competitions can be helpful in many ways, especially for the hobby designer (i.e. one that does not work for a publisher or does not depend on game design income).
First, it usually provides clear boundaries as to game materials and other factors, such as target group and even theme. These outside limits help a designer immediately focus. I've written before about the need of self-imposed limits, when one is designing on spec rather than on a contract basis. A competition usually has many of these limits built-in.
Second, it provides a clear deadline. Without deadlines, game design can go on forever. I often tell publishers that delaying the release of my games is a dangerous thing, as I continue to find ways to tweak them if given more time. A deadline forces one to "finish" it.
Third, entering a competition guarantees that your prototype will be playtested by a number of diverse people. Finding playtesters and asking/bribing/blackmailing them into testing your prototype is one of the most challenging phases of game design. It is much easier for extroverted people like me to host game nights where testing can take place, but for introverts, entering competitions is another great option.
Fourth, the feedback you receive--both positive and negative--can help you improve your design submission and give you the confidence to pitch it to a publisher.
Fifth, winning a competition can get your game noticed by publishers. Some competitions are organized by publishers offering contracts to the winners, and some include publisher representatives on their juries.
My Experience with Game Design Competitions
I neglected, in the list above, to mention one of the main reasons I enter competitions. I do it for the same reason I play games: because exercising creativity in a competitive setting is fun. There is something that draws me to a competition, no matter how prestigious it may be. Perhaps it is the specific program and limits, or the fact that I will be able to get feedback from the public on a design before it's published.
Competitions have also been rewarding for me in that they have led either directly or indirectly to several publishing contracts:
Alea Iacta Est, for example, began as a simple entry into a game competition using dice and a standard deck of cards in 2006. The competition was canceled without ever informing the participants, but I enjoyed the game so much that I continued to expand and refine it with my friend, Bernd Eisenstein, and it eventually found a publisher.
The competition entry that became Alea Iacta Est. |
The competition entry that evolved greatly into a soon-to-be-released game. Hint: there are no longer any dice! |
The Wampum prototype for the Hippodice competition. |
The Artifact prototype for the Hippodice competition. |
The deadline was unusually short, but I was intrigued enough to enter, although there was not very much time to playtest before sending in my submission. I just found out that my design was chosen as one of the 3 finalists, and I've already sent my improved version of the game board and rules, which I had continued to refine after the competition deadline. I've also worked on a few other prototypes which have tried to take advantage of the unusual game board material.
My entry: Fantastic Stories as initially produced by Spieltz for the competition. |
Storium Starters: Crash Landing
Storium Starters are starting scene ideas for the generic Storium worlds available to everyone. They contain introductory narration, challenge text, outcomes, and some location or world information that may be necessary to understand the first scene, though I attempt to keep them generic enough that they can easily be slotted in regardless of other world details you might have designed. Along with the initial scene idea, they will also contain ideas for where the story could go from the starting point. Storium Starters are released to public domain and may be used without attribution for your own games.
This Storium Starter is meant for the Space Adventure world. It is possible you may find uses for this starter outside of that world, but your mileage may vary on that.
This starter assumes that you are using the Dauntless ship described in the world's cards. If you have another name and design for your ship, you may need to make modifications to make this make sense with your concept.
It didn't, of course. The crash was the loudest noise any of them had ever heard by far. But in the moments before it, they heard nothing. The world moved slowly, too slowly, and they could see every little detail, every tiny blade of grass, every speck of dirt on the ground that was coming far, far too close.
The world moved too slowly, yes, but too quickly as well. They had time to take everything in, but not enough time to *do* something about it. One eternal moment they were plunging towards the ground, staring in horror at the shuttle's viewscreen and blaring alarms. The next...
Impact.
They weren't sure how long it took for them to shake off the daze, to clear their vision, to scrabble at their safety harnesses and crumple out of their seats. They weren't sure quite how they got out of the shuttle. Some walked, or walked and crawled and stumbled. Some were carried.
When they were fully able to take in the world about them once again, they were clear of the shuttle, and they were alive. That was what mattered.
They each looked around. Others had gotten clear too. Everyone? That wasn't sure. Some, at least. Shell-shocked, defeated, despondent, defiant...the expressions varied, but all knew the danger they now faced.
The *Dauntless* - the ship on which they served - would search. But it would take time, and in the meantime, they had to survive.
They were on an unknown world, in the middle of a wild jungle of strangely-colored plants and natural metallic formations. They'd come to explore it, in fact - that had been the mission. Quietly explore, take some samples, get recordings of the local wildlife, determine if there was any sign of sentient life. They'd taken a few preliminary scans on the way down, and located a safe place to touch down.
That place was *hundreds* of kilometers away.
So, first things first: They needed a safe location where they could patch up anyone in need of it, take stock, and get their bearings. It wasn't safe to remain by the crash site longer than they had to. The noise would certainly have attracted some attention, and chances were, anything willing to approach could be deadly. It wasn't a good idea to go traipsing off into the jungle on a longer journey yet, but hopefully they could find a place nearby that would serve their needs for the moment.
Hopefully without stirring up any of their own trouble, or getting lost. The jungle was sure to be confusing, but on the bright side, the smoke rising from the crashed shuttle, higher and higher, could guide them back if they ran into trouble.
And the shuttle...the shuttle itself was totaled, a mangled mass of metal. It was hard to believe any of them had gotten out of it at all. It was sure to be dangerous - sharp bits of metal were poking out seemingly everywhere, and exposed wiring and damaged control panels emitted sparks. But there might be something of use in there - and at the very least, they needed some basic supplies. Best to get what they could from the shuttle before they had to leave.
Slowly, the team set to work. The mission was a wash, but they had a new one now: Survival.
This Storium Starter is meant for the Space Adventure world. It is possible you may find uses for this starter outside of that world, but your mileage may vary on that.
This starter assumes that you are using the Dauntless ship described in the world's cards. If you have another name and design for your ship, you may need to make modifications to make this make sense with your concept.
Scene:
In the moments before the crash, it was like the world went silent.It didn't, of course. The crash was the loudest noise any of them had ever heard by far. But in the moments before it, they heard nothing. The world moved slowly, too slowly, and they could see every little detail, every tiny blade of grass, every speck of dirt on the ground that was coming far, far too close.
The world moved too slowly, yes, but too quickly as well. They had time to take everything in, but not enough time to *do* something about it. One eternal moment they were plunging towards the ground, staring in horror at the shuttle's viewscreen and blaring alarms. The next...
Impact.
They weren't sure how long it took for them to shake off the daze, to clear their vision, to scrabble at their safety harnesses and crumple out of their seats. They weren't sure quite how they got out of the shuttle. Some walked, or walked and crawled and stumbled. Some were carried.
When they were fully able to take in the world about them once again, they were clear of the shuttle, and they were alive. That was what mattered.
They each looked around. Others had gotten clear too. Everyone? That wasn't sure. Some, at least. Shell-shocked, defeated, despondent, defiant...the expressions varied, but all knew the danger they now faced.
The *Dauntless* - the ship on which they served - would search. But it would take time, and in the meantime, they had to survive.
They were on an unknown world, in the middle of a wild jungle of strangely-colored plants and natural metallic formations. They'd come to explore it, in fact - that had been the mission. Quietly explore, take some samples, get recordings of the local wildlife, determine if there was any sign of sentient life. They'd taken a few preliminary scans on the way down, and located a safe place to touch down.
That place was *hundreds* of kilometers away.
So, first things first: They needed a safe location where they could patch up anyone in need of it, take stock, and get their bearings. It wasn't safe to remain by the crash site longer than they had to. The noise would certainly have attracted some attention, and chances were, anything willing to approach could be deadly. It wasn't a good idea to go traipsing off into the jungle on a longer journey yet, but hopefully they could find a place nearby that would serve their needs for the moment.
Hopefully without stirring up any of their own trouble, or getting lost. The jungle was sure to be confusing, but on the bright side, the smoke rising from the crashed shuttle, higher and higher, could guide them back if they ran into trouble.
And the shuttle...the shuttle itself was totaled, a mangled mass of metal. It was hard to believe any of them had gotten out of it at all. It was sure to be dangerous - sharp bits of metal were poking out seemingly everywhere, and exposed wiring and damaged control panels emitted sparks. But there might be something of use in there - and at the very least, they needed some basic supplies. Best to get what they could from the shuttle before they had to leave.
Slowly, the team set to work. The mission was a wash, but they had a new one now: Survival.
Challenges:
- Seeking (Relative) Safety:
- Description: A crash-landing on a world that's still a mystery...there's sure to be dangers lurking in the wilds. Immediate survival is priority number one: You need a place you can defend.
- Points: This is the major challenge for the scene. Assign it points equal to the number of players you have.
- Strong Outcome: You find a location nearby the landing site that is safe enough for now. There aren't any notable dangers near it for the time being.
- Weak Outcome: You find a location nearby the landing site that *seems* safe enough for now. What significant danger did you miss spotting?
- Uncertain Outcome Idea: The players find a safe location, but there's a danger approaching that they're aware of so their time there will be limited. Or, the players are unable to find a safe location, and return back to the crash site to let everyone know they're just going to have to get moving as soon as they can. Or, the players find a site that *could* be safe...once they deal with a more minor threat.
- Salvage:
- Description: Your shuttle crash-landed, and it won't be flying ever again. Best see what you can salvage from the wreckage before you move on.
- Points: This is the secondary challenge for the scene. Assign it points equal to half the number of players you have, rounded up.
- Strong Outcome: You salvage some general supplies and one particularly useful item from the wreckage...what is it?
- Weak Outcome: You salvage some general supplies, and CHOOSE: You salvage a particularly useful item...what are it? But whoever played the most weakness cards (or a volunteer) is injured while they search the ship - how? OR: You salvage something that you think will be particularly useful - what is it? But you don't notice it was damaged badly in the crash.
- Uncertain Outcome Idea: The characters discover an item that would be very useful to them...but it is trapped within the wreckage. Now they'll have to figure out a way to free it in another challenge.
These two challenges are both focused on searching or exploring in some ways, but emphasize to the players that the manner in which these challenges progress is up to them. If characters are more combat-focused, for instance, they're welcome to state that they encounter aggressive wildlife while exploring or other minor physical threats that they can overcome with their weapons and combat skill. Or, maybe there's something in the ship that's being blocked by a heavy object, and a big guy needs to move it out of the way.
Storium allows players a lot of leeway with defining what happens during a challenge, including defining their own threats if need be. The Outcomes should tell players the range of things that can ultimately result from a challenge, but the way the challenge gets to those outcomes is fairly open. Players should keep things on theme for each challenge, but should feel free to come up with details that suit what their characters can do...or what they really struggle with.
If you plan to do a second set of challenges this scene, you may wish to warn your players not to play all three of their cards during these starting challenges (or all their card plays for the scene, in any case, if you are using different settings from the defaults).
Players get to get creative with the outcomes on these challenges - they're quite open. If you'd rather have more control over things starting out, or if your group doesn't seem comfortable with creating the details in the outcomes, you may wish to specify more clearly what "useful item" is found or what "safe location" is discovered. Making these sorts of things up can be a lot of fun for players, though - and for you as narrator - so if it feels possible, try letting players have more freedom with the details.
Setting Information:
This starter takes place on an uncharted alien world which the crew of the Dauntless had been tasked with exploring. The Dauntless itself is not present yet - the characters took one of the exploration shuttles on this mission. The Dauntless may arrive during the game as a change to the story, or its arrival may take place at the end of the game - the event everything builds towards.
The nature of the world is up to you, and depends on where, precisely, you would like the story to go. You might start with either the Planet DRX-31880 or the Planet EV-1996 location cards, or feel free to make up your own as suits the direction you'd like to go with the story. I've set things up with a jungle environment above by default, which fits DRX-31880 best, but that's a fairly easy modification to the narration if you'd like to have a different sort of environment.
The Dauntless itself is an exploratory space vessel with several decks in the offical cards, which should have a fairly large crew. The player characters and any NPCs you decide to have as part of the crash landing are a small subset of this crew. The Dauntless knows they are here, so it will come and look for them.
Moving Forward:
Where do you go from here? Well, there's quite a lot of options:
- Hostile Sentients: Maybe what brought the shuttle down was an intentional attack by a hostile force. Are they native to this world? Perhaps they are from an old enemy of humanity, or perhaps they are a new foe. With this idea, it's best to hint at the possibility of these sentients early on - maybe as early as right after these starting challenges, by having someone notice that some of the shuttle's damage looks like it was hit by a powerful energy pulse. Introduce them as actual antagonists as early as scene 2, and either have the players play the mouse to their cat and try to reach a place where they can safely signal the Dauntless, or find a reason they need to confront the hostiles directly. Is peace possible?
- Survival: With this, it's all about survival - the players are faced with challenges from wildlife and plants and unusual weather and anything else that seems interesting that you can throw at them. The story is all about waiting for the arrival of the Dauntless. You'll want to be careful to give players reasons to be active, though - what are the group's actual moment-by-moment tasks? Finding food and shelter, chasing after dangerous wildlife that also stole something crucial, saving an endangered crewmate...those are the sorts of challenges that can give the story a sense of momentum. It is harder to do a pure survival story than a story with solid antagonists. One angle that you can approach, then, is to find an antagonist - why did the ship crash? Maybe someone on the crew didn't want something on this planet to be found, and committed sabotage...and maybe he's working against the crew even now. Or, maybe there's just an incompetent NPC officer who tries to assert his authority and gets the group into dangerous trouble.
- A Trap! With this one, it's about the Dauntless. Bringing down the shuttle was a trap set by a hostile force, but a force that doesn't fully reveal itself until the halfway point when Dauntless arrives. Perhaps the players can realize the danger before then, and work to stop the plans of the aliens, or perhaps they struggle with their survival until the arrival and then have to work to take back Dauntless when the hostiles take it over.
There's sure to be more you could do - maybe the world is the home not of a hostile alien force, but of an inexplicable supernatural entity or other being beyond human understanding. Maybe the world itself is sentient and trying to kill the characters. Maybe they all actually died in the crash and their existence now is a purgatory where they have to work through their faults and come to understand themselves better...there's a lot you can do with this as a launching pad, so take the story where it seems to go...or just see what your players come up with and go from there, as suits your narration style.
I hope that you find this starter useful for your games!
Giveaway Ending In A Few Hours!
Hey everyone!
I'm really sorry I haven't had the time to blog recently! There are reviews and blog posts coming soon though, I promise!
I just wanted to let you know really quick though that my giveaway is ending in four hours(ish). So if you're interested in Doctor Who, make sure to visit the Giveaway blogpost here: http://girly-gamer.blogspot.com/2014/05/supernatural-poster-set-review-and.html
Good luck! I'll be back later tonight to announce the winner!
I'm really sorry I haven't had the time to blog recently! There are reviews and blog posts coming soon though, I promise!
I just wanted to let you know really quick though that my giveaway is ending in four hours(ish). So if you're interested in Doctor Who, make sure to visit the Giveaway blogpost here: http://girly-gamer.blogspot.com/2014/05/supernatural-poster-set-review-and.html
Good luck! I'll be back later tonight to announce the winner!
10 Tips For Making A Tough Decision
Source: Daniel Oines |
Read More->
My Tentative GDC Schedule
Like Herding LOLcats: Managing the Internet's Most Unruly Gaming Communities [SOGS Business] | 03/06/2012 | 11:15 AM | 11:40 AM | Room 130, North Hall |
Knowing the Past: Game Education Needs Game History | 03/06/2012 | 1:45 PM | 2:45 PM | Room 2004, West Hall, 2nd Fl |
Game Educators Rant! | 03/06/2012 | 3:00 PM | 4:00 PM | Room 2004, West Hall, 2nd Fl |
More Than Fun: Designing Games With Purpose | 03/06/2012 | 4:30 PM | 4:55 PM | Room 2009, West Hall, 2nd Fl |
Interesting Decisions | 03/07/2012 | 11:00 AM | 12:00 PM | Room 3014, West Hall, 3rd Fl |
The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hearts to Games | 03/07/2012 | 2:00 PM | 3:00 PM | Room 3010, West Hall, 3rd Fl |
Let the Games Be Games: Aesthetics, Instrumentalization & Game Design | 03/07/2012 | 3:30 PM | 4:30 PM | Room 134, North Hall |
Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way | 03/07/2012 | 5:00 PM | 6:10 PM | Room 134, North Hall |
Classic Game Postmortem: Fallout | 03/08/2012 | 10:00 AM | 11:00 AM | Room 3014, West Hall, 3rd Fl |
Build That Wall: Creating the Audio for Bastion | 03/08/2012 | 11:30 AM | 12:30 PM | Room 3010, West Hall, 3rd Fl |
It's Dangerous to Go Alone! Take this Historical Study with You: In-game Objects in Japanese RPGs, 1988-2010 | 03/08/2012 | 1:00 PM | 1:25 PM | Overlook 2, West Hall, 2nd Fl |
It's Dangerous to Go Alone! Take this Historical Study with You: In-game Objects in Japanese RPGs, 1988-2010 | 03/08/2012 | 1:35 PM | 2:00 PM | Overlook 2, West Hall, 2nd Fl |
The Art of Diablo 3 | 03/08/2012 | 2:30 PM | 3:30 PM | Room 3014, West Hall, 3rd Fl |
Enhancing Games with Clothing and Destruction (Presented by NVIDIA) | 03/08/2012 | 4:00 PM | 5:00 PM | Room 2011, West Hall, 2nd Fl |
Art History for Game Devs: In Praise of Abstraction | 03/08/2012 | 5:30 PM | 6:30 PM | Room 135, North Hall |
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