Thursday, 12 July 2007Magic: The Gathering Tenth Edition
Topic: New Games
Posted by Chris Cummings at 5:37 PM EDTAnd now for something completely different. When I was back in college (which feels like a million years ago now), the card game "Magic: The Gathering" was very popular among my friends. Looking back, it's pretty easy to see why: the cost to start was pretty low, the game was fairly easy to get into, and the fantasy art on the cards was really pretty. The basic goal of the game was to defeat your opponent using various spells/card combinations.
I graduated and got into online games; my friend Maury graduated and (eventually) went to work for the people who make the Magic: The Gathering games. He contacted me recently, and asked if he could plug the tenth edition of Magic in the Gamesville blog. Since I have a soft spot for the game, and I know at least a few of you miss our own stab at the genre METAROK, I told him he could drop by and say a few words. With that, take it away Maury... Hi, everyone. Maury here. I'm not sure how much you all know about Magic's tenth edition so I'll try to be quick and informative. Thanks, Maury. Best of luck with the tenth edition. I can't wait to check it out. Coming up tomorrow: A parrot eating an ice cream cone! Log in to Comment | View Comments (1) | Permalink Wednesday, 11 July 2007Cash Competitions Temporarily Unavailable Thursday Morning
Topic: Cash Competitions
Posted by Chris Cummings at 10:02 PM EDTPlease be advised: WorldWinner will be performing routine system maintence tomorrow morning, so the Cash Competitions available at http://www.gamesville.com/cash/ will be temporarily unavailable on July 12 from 4:00 AM EST until 8:00 AM EST. Free Gamesville games (such as Magic 21, Three-Eyed Bingo, Frantic Fish, etc.) and Download games will not be affected. We apologize in advance for any inconvenience. Log in to Comment | View Comments (3) | Permalink Tuesday, 10 July 2007How To Win Sweepstakes
Topic: Industry Insider
Posted by Chris Cummings at 12:01 AM EDTWinning a sweepstakes is, by its very definition, up to the luck of the draw. However, by creating a smart plan to enter sweepstakes, you can improve your chances of winning and maybe--maybe--take home the prize. Here are Gamesville's Top Five Tips on winning at sweepstakes. 1. Focus On What You Want, What You Could Use 2. Avoid Highly Advertised, National Sweepstakes 3. Exploit Restrictions 4. Look For Close Deadlines 5. Follow The Rules My final piece of advice is this: While there are things you can do to improve your chances of winning, your odds of winning a sweepstakes, for the most part, will remain quite low. For your own mental health, enter sweepstakes for the thrill of it and expect nothing more. And remember: in the United States, you do not have to buy or pay anything to enter a sweepstakes and have a chance to win a prize, so be wary of any sweepstakes that requires any kind of cash payment or donation. Log in to Comment | View Comments (7) | Permalink Monday, 9 July 2007What Does It Take To Win GV Rewards Sweepstakes?
Topic: Feedback
Posted by Chris Cummings at 12:01 AM EDTGamesviller "maureenbennicoff" wrote in recently saying: "It would be nice to have some idea of how many GV Rewards are necessary to compete in the weekly and monthly drawings. Can you share how many GV Rewards the winners have used?" Good question, maureenbennicoff. While we won't reveal exact numbers for any individual sweepstakes or member, here are three stats that should give you a good picture of what it can take to win...
Tomorrow, we'll talk more generally about sweepstakes and how to improve your chances of winning the sweepstakes you enter. Updated: Friday, 6 July 2007 10:54 AM EDT Log in to Comment | View Comments (7) | Permalink Friday, 6 July 2007Talley41's Terrier Is A Terror!
Topic: Best Pets
Posted by Chris Cummings at 10:53 AM EDTThis week's Best Pet is from the United Kingdom... Pet Name:
Pet Owner: Distinguishing Personality Traits: Want to share photos of your own favorite pet with the Gamesville community? Send photos to: members@gamesville.com In addition to your pet's picture, please include:
Please note: All submissions become the sole property of Gamesville, which reserves the right to hold, reject and/or edit submissions without notice and without limitation in perpetuity. Log in to Comment | Permalink Thursday, 5 July 2007Game Slowing Down Because Of Ads?
Topic: Feedback
Posted by Chris Cummings at 12:01 AM EDTIs a Gamesville game getting slowed down because of an ad? Here are tips on how to adjust certain settings on the ads to speed things up, and also help us track down ads that are causing slowness. Updated: Friday, 6 July 2007 10:54 AM EDT Log in to Comment | View Comments (20) | Permalink Wednesday, 4 July 2007Behind The Scenes: Making Of The Game
Topic: Industry Insider
Posted by Chris Cummings at 12:01 AM EDTHappy fourth of July, U.S.A.! Last time on "Gamesville: Behind The Scenes", we took a look at the evolution of Magic 21--from a raw germ of an idea to a sketch in a notebook. Today, we'll look at how that sketch became a fully realized game you can play on your computer. Magic 21 was created by two full-time people (a game designer and a game developer) and one part-time game developer, with the able assistance of several Gamesville crew members who tested the game for us for "fun factor" and bugs/problems. The game designer was responsible for the vision of the game and the graphics and sounds of the game; the developers were responsible for coding the game; and together, the team was responsible for the core gameplay and final product. Before full-scale production for Magic 21 could begin, the game designer and the game developers had to flesh out as much of the gameplay as possible. From these discussions and email exchanges came a design document, which contained detailed information on the gameplay, and, eventually, a raw prototype of the game that demonstrated how the game would work without any "frills" such as sounds and pretty graphics to gloss over any defects in gameplay. Once folks internally were satisfied that Magic 21 was fun in action, not just as an idea, production began on the game: The developers churned out code; the game designer created assets (e.g., the burning cards, the game buttons, the sound effects, etc.); and the team worked together to modify the game design as it evolved over time. As versions of the game were completed and new features were added, people internally tested the game by playing the game. You might think that the testing staff had the "easy" part of the job; after all, they're just playing games and having fun, right? Unfortunately, they kind of get the short end of the stick because not only do they need to test the new features and bug fixes, they also need to do what's called "regression testing" to make sure that the old features still work as intended and that the new features and bug fixes aren't now breaking something that worked just fine before. After several rounds of testing and bug fixing, Magic 21 was given the green light for release. On Magic 15, 2007, we released Magic 21 to the live site. And it worked just fine... except for a bug that wasn't present during internal testing where GV Rewards on the live site were not being tracked correctly for all members. To address this problem, we had to bring the game down for a few hours, fix the defect, test the fix, and then re-release the game to everyone to play--thankfully, this time, without any issues. Magic 21 has grown to be one of the most popular games on Gamesville, providing hours of fun for thousands of people every day. Everyone at Gamesville is proud of Magic 21, and is impressed and delighted by how well the game has been received. If you haven't played Magic 21 yet, what are you waiting for? Play now! We hope you've enjoyed this peek behind the scenes at how Magic 21 was created. If you did enjoy it, please let us know and we'll make delving behind the scenes a semi-regular feature in the Gamesville Blog. Log in to Comment | View Comments (4) | Permalink Monday, 2 July 2007IBM: Good Gamers Make Great Leaders
Topic: Random
Posted by Chris Cummings at 1:49 PM EDTIBM (whom you've probably heard of) and Seriosity (whom you may not have heard of) have conducted a series of studies focused on how the rules of multiplayer online games could apply to business in the real world. Here are the specific game concepts that businesses should adopt to enhance productivity, innovation, and leadership in the workplace:
The games studied were more of the World of Warcraft vein than the Three-Eyed Bingo type, but, based on what they've uncovered, I think many of the same concepts apply to the kinds of games we play. What do you think? What have you learned playing online games that you think the business world could benefit from? Updated: Monday, 2 July 2007 1:49 PM EDT Log in to Comment | View Comments (4) | Permalink Thursday, 28 June 2007Meet Fantail Pigeons, Munchkin & Isabella
Topic: Best Pets
Posted by Chris Cummings at 12:01 AM EDTThis week's Best Pet is a duo that flew in from Lowell, MA... Pet Names:
Pet Owner: Distinguishing Personality Traits: Want to share photos of your own favorite pet with the Gamesville community? Send photos to: members@gamesville.com In addition to your pet's picture, please include:
Please note: All submissions become the sole property of Gamesville, which reserves the right to hold, reject and/or edit submissions without notice and without limitation in perpetuity. Log in to Comment | View Comments (5) | Permalink Wednesday, 27 June 2007Behind The Scenes: Magic 21 Original Sketch
Topic: Industry Insider
Posted by Chris Cummings at 12:01 AM EDTAll games start with an idea... at Gamesville, the ideas can come from anywhere and anyone. Today, I thought I'd talk a little bit about the birth of our latest jackpot game, Magic 21, and give you a peek at the original pen sketch for the game. Magic 21 was the answer to a question that we at Gamesville were wrestling with earlier in the year. The question was this: We know we want to make a new game; how do we make that game stand out in the crowd? What do we bring to the table that's different and worth playing? We analyzed the competition, played a ton of games, listened to your feedback, used some good old-fashioned common sense, and eventually came to realize that the core values of Gamesville still rang true--and the new game, whatever it would be, had to adhere to them. Gamesville.com was established back in 1996 with the founding belief that people didn't want to just watch game shows on TV; they wanted to be in those game shows and compete to win prizes. What we needed to do was "get back to basics" ... let people play in realtime, against one another, to win free money and other prizes. Using that concept as the foundation, we generated a ton of game ideas: many were good, many were terrible, and a handful were great. The competition was fierce, but eventually Magic 21 rose up as the right game at the right time. When developing ideas for new games, the Gamesville crew tends to favor quick sketches on whiteboards or in notebooks so everyone can get on the same page and start to develop a shared vision of the concept. Here is the original pitch for Magic 21: "Magic 21 is a new 1st party game from Gamesville. It is massively multiplayer (e.g., one vs. everyone else playing in realtime) jackpot game. The play area has a certain number of columns where you can place cards. Every (5?) seconds, a new card is drawn for all players. You have (5?) seconds to discard the drawn card or place the drawn card in the column of your choice to get that column to total 21 without going over. Clear out a column to reveal either varying amounts of GV Rewards or the jackpot prize. After a column is cleared and the reward revealed, the column regenerates so it can be played again." And here is one of the earliest sketches that helped flesh out the pitch:
Some the early questions that needed to be answered about the game are on the sketch above... "Can players cycle through discarded cards?", "Do we total the card values for each column for the player?", "Do we show ads during the game?" The team that tackled Magic 21 had to answer those questions (and more) while taking Magic 21 from the conceptual stage all the way to the finish line. But that's a story for another day. I hope you enjoyed this peek behind the curtain of game development at Gamesville.com. Next Wednesday, we'll continue this discussion, digging a little deeper into how Magic 21 went from a sketch in a notebook to an actual game that you can play on your computer. Log in to Comment | View Comments (8) | Permalink |
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