Sunday, October 03, 2010
So, this explains where I've been... #Minecraft
That's more hours in a single day than I spend during an entire month on most games. Yep, I'm addicted.
Monday, September 27, 2010
Minecraft
Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft Minecraft
Yes, I'm playing Minecraft.
Yes, I'm playing Minecraft.
Saturday, September 25, 2010
4 Civ IV Annoyances Fixed 5 ways in Civ V
I've had a few days to play around with the Civilization V
demo now and I've found a few of the annoyances of Civ IV removed.
1. Religion. Religion was just an annoyance in Civ IV for most players and of benefit only to the hardcore. Religion added more onto an already bloated management screen for a player's cities. Conceptually solid, but not much fun in practice.
2. Stacked units. Some Civ fans love stacked units and others hate them. I'm firmly in the hate category. It made it impossible to strategically plan a war as a player's stack or stacks could never sufficiently defend a landmass. Choke-points and bottlenecks were non-existent. Not to mention the headache that it was to manage stacked units.
3. Too many units. It was amazing how many units that could be built in Civ IV. Micro-management of these forces of war was never-ending, leading to long turn times.
4. Squares.
1. Religion. Religion was just an annoyance in Civ IV for most players and of benefit only to the hardcore. Religion added more onto an already bloated management screen for a player's cities. Conceptually solid, but not much fun in practice.
1. Civ 5 fixes this by simply removing religion in favor of a revamped Social Policies skill tree familiar to anyone that has played an RPG in the last decade.
2. Stacked units. Some Civ fans love stacked units and others hate them. I'm firmly in the hate category. It made it impossible to strategically plan a war as a player's stack or stacks could never sufficiently defend a landmass. Choke-points and bottlenecks were non-existent. Not to mention the headache that it was to manage stacked units.
2. Civ V features one unit per tile gameplay.
3. Too many units. It was amazing how many units that could be built in Civ IV. Micro-management of these forces of war was never-ending, leading to long turn times.
3. Civ V dials the total number of units way down making each unit far more important as they occupy a hex all by themselves. Also some resources are strategic in nature and limit the number of troops of a certain type a Civ can field. For example: a Civ with one iron resource can only have one iron-based unit.
4. Squares.
4. I really didn't realize squares bothered me until I played Civ V with it's magnificent hexes. Then I thought about all of the best board games I play: Settlers of Catan, Battle Lore, etc. They all have hex boards!
5. Finally, Civ V puts the smackdown on a lot of other annoyances by simply having a better UI; one that is clear and easy to understand on almost every single screen.
Friday, September 24, 2010
Civ5 Demo has me covered

Get your own copy of the demo via Steam.
Tuesday, September 21, 2010
This is WHY Free 2 Play works, quote from Pirates of the Burning Seas team
Just a quick quote drop here. Pirates of the Burning Seas
is going Free 2 Play and their lead developer explains a little bit why in this article at Rock, Paper, Shotgun:
Read no further. That is why F2P works as a business model. It removes the barrier to entry and allows players to participate at any investment level. Proper game design can then go a long way to encouraging players to spend more at the same time making sure players that don't spend as much don't feel left out.
RPS: Firstly, the obvious. Why free to play? Why now?STOP!
Declan O’Connell: Subscription-access greatly limits the potential player-base of a game. You’re making money off of every player who is willing to pay $15 a month, but you don’t get those players who would play if it was $10 or $5 a month, or those who would pay piecemeal for things that grab their interest. You also only make $15 per account for which your hardcore players can find a use, when they might pay even more for extra features. That’s the money end.
Read no further. That is why F2P works as a business model. It removes the barrier to entry and allows players to participate at any investment level. Proper game design can then go a long way to encouraging players to spend more at the same time making sure players that don't spend as much don't feel left out.
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