- 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
- 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
- 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
- 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
- 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. - 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
- 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. - 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
- 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
- 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
- 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. - 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
- 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
- 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
- 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
- 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
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Saturday, March 30, 2019
Top 16 Highest Paying URL Shortener to Earn Money Online
Friday, March 29, 2019
Games Have Too Many Words: A Case Study.
In this chapter, I unwisely critique the work of my betters. |
I recently wrote an article about how video games have too many words. We designers don't properly edit our writing to make sure our words are worth a player's time reading them.
I want to do a case study where I go through a wordy game, step-by-step, and show what it's doing right and wrong and how it could be doing better. Most game criticism frustrates me. It tends to deal with generalities and floaty ideas, instead of dirtying its hands with specifics that could actually help make for better games. This is my chance to egotistically provide a different approach.
This breakdown will be long and gritty, but I'll try to include a lot of solid pointers. I'll throw in some jokes along the way.
The Subject
Let's look at the very beginning of Pillars of Eternity, developed by Obsidian and released in 2015. This game was a huge hit, critically and financially, taking advantage of a shortage of quality Baldur's Gate-style, gritty, isometric-view, story-heavy titles.
I really wanted a game like that, so I bought it. I finished it in a little over 20 hours. The combat was fine, though really chaotic and hard to follow. (The best description I read was "clusterf***y".) The story was OK, but the game is loaded with words, many of them written by Kickstarter backers. I ended up getting through all the conversations in the back third of the game by typing the '1' key as fast as I could.
I did play Pillars until the end, which is rare for me. Overall, it was pretty good. It made a lot of money, and the crowdfunding for the sequel is doing quite well.
I don't usually like being negative about the work of other sincere, industrious creators. Luckily this game got enough cash and acclaim that its creators can comfortably ignore the nattering of a non-entity like me.
This is how I picture the devs of Pillars of Eternity. They walk everywhere with big clip art watermarks floating over their chests. |
"So What's Your Complaint?"
Too many words.
Pillars of Eternity wants to have a really elaborate world and story, which is fine. It wants to have a creative game system, with new, innovative sorts of character classes and spells, which is great.
However, it doesn't do a good job of communicating stuff to the player, because there's no editing and care in giving out information. The game just floods the player with text, important bits buried in gushes of irrelevant detail, practically training the player to think that the words aren't really important. (Again, I played a huge chunk of the game without reading anything but the quest log.)
To illustrate this, I'm going to go, step by step, through the introduction and character creation, the stuff anyone who tries the game is sure to see. Let's see what the game thinks is worth the player's time and how good a job it does splitting up vital knowledge from static.
"So What? You're Just Scared of Words, You Sub-Literate?"
No, I have a problem with the pacing. The human brain can only absorb so many random facts about game systems and lore at one sitting. This stuff needs to be carefully paced out, or it'll just slide off of the brain.
But character creation in this game floods the player with tons of facts, both about the game and the world. I came out of it feeling numb and confused, and almost none of it stuck.
So. You start the game. You pick your difficulty. And then you begin the eleven (!!!) steps of character creation.
I. Introduction.
A pretty graphic and some basic text saying what is going on (you're on a caravan going to some fantasy town, you feel sick), read by an old guy. About 140 words. It's fine.
II. Pick Your Sex
And now the troubles begin. You need to choose whether you are male or female. Here's a description:
Describing the sexes is about 160 words total. But look, it mentions a bunch of different countries. Let's mouse over one of them and see what their deal is.
Yikes! That's a lot of words. All the descriptions together are about 330 words, much of it references to random game locations the player has no knowledge of. "Ein Glanfath" "Dyrwood" "Glanfathan" "Ixamitl" "Naasitaq" How can anyone get anything coherent from this tangle? This is literally the second thing the game shows you.
Seriously, try this: Read the description of "Eir Glanfath" above. Then close your eyes and count to ten. Then say everything you recall about Eir Glanfath. I'll bet you retained very little. And that's setting aside whether this stuff is actually necessary to play the game. (Not really.)
And, worse, it's all irrelevant to the actual choice the player has to make, because the vast majority of players will know whether they want to play a man or a woman before they even launch the game. If a woman only ever plays female characters, telling her, "The men of the Derpaderp Tribe of Sirius XII are in charge of all of their basket-weaving!" isn't going to turn her head around.
My Friendly Suggestion - Go through all these random facts and see if there are one or two of them the player MUST know. Pluck them out and put them in the Introduction. Cram the rest of the lore in books the player finds in the game world. Then make Male/Female be a toggle in the next screen.
III. Pick Your Race
OK, we're into solid fantasy RPG territory now. Here are six races to choose from:
You've never heard of three of the races. This is good. Pillars's desire to create new, weird things is one of its good points. Each race has about fifty words of description:
Now, this is a description of a "dwarf." But, if you have even the slightest familiarity with fantasy, you know what we're talking about here: Standard-issue, Tolkein dwarves. Short. Stocky. Like digging holes, gold, and ale. Grumpy. Scottish accents. We get it. All you need to say here is, "Strong, durable, great warriors."
For each of the races, the description mainly says the lands they live in. Let's be clear. This is useless information. If I tell you dwarves come from New Jersey, whether or not you've heard of New Jersey, this tells you nothing about whether you want to be a dwarf in your adolescent power fantasy.
It's a total cliche to say, "Show, Don't Tell," but this is a PERFECT example of why this is a key concept in writing. If I say, "Dwarves come from New Jersey," and you've never even heard of New Jersey (or dwarves), you won't care. But if you go to New Jersey, look around, and see nothing but dwarves, you'll instantly be all, "Oh, I get it! I'm in Dwarfland!"
But it gets trickier. This is the first choice you make that has actual impact on the gameplay. There are six statistics in the game, and your race affects what you start with. Each statistic description is 50 more words. Let's take a look at one:
What "Might" means is important information. The player needs this. This text needs to be punchy and clear. Something like, "Improves damage from all attacks. Gives a bonus when healing. Helps intimidate people in conversation."
And this description does that, but messily and with lots of extra words. Pillars tries to do a lot of things differently from other RPGs, so it needs to be extra-clear about the surprising stuff. Having the strength skill also improve spells and healing is neat, but it's also really unusual. ("Dwarves are better wizards? Wut!?")
My Friendly Suggestion - Editing pass. Shorter and clearer. Ask, "Why does the player need to know this?" If you don't have a good answer, save this lore for much later.
IV. Pick your Sub-Race
This is where the seriously over-designed quality of Pillars starts to show up. Picking a race isn't enough. You have to pick your sub-race:
So about 160 words (not counting rollover text), to learn about the woods dwarves and the mountain dwarves:
What bugs me here is that this choice has gameplay significance. One choice gives you resistance to Poison & Disease (though you have no idea how serious these conditions are or how often they appear in the game), and one gives you a bonus against "Wilder" and "Primordial" creatures (though you have no idea what on Earth those are, let alone how often they show up in the game).
Giving a player seemingly high-impact decisions with no ability to tell which one is correct is stressful and confusing.
My Friendly Suggestion - Ditch sub-races. Instead, give Dwarves BOTH of these bonuses. This creates more distinction between the races and getting multiple bonuses helps the player feel more powerful instead of confused and stressed.
"Cutting Out Lore? What Is Your Problem With Lore In Games, You Jerk?"
Lore in games is great, as long is it's not thrown at the player too quickly and without any gameplay context that makes it mean something. Anyway, let's keep going. There's a LOT more screens to go.
V. Pick Your Class
Hokay! At last, this is the big one! This makes a huge difference in your play experience. Here are your eleven choices:
One of the coolest things about Pillars is that they tried to make some weird classes unlike anything in other games. The cost of creativity, however, is that you have to be extra-careful when explaining to the player the weird stuff they've never seen before.
When I started the game, my eyes were instantly drawn to "Cipher". That sounds neat! And here is the description ...
Yikes.
The main description of the class is four long sentences, but only the second sentence actually says much about what the class does. Then a very vague description of the powers, which involve something vitally important called a "Soul Whip," with no explanation of what that actually is. Then a bunch of algebra.
That's about 120 words, for one class. You have to go through all of it to get a vague idea of how the class plays. The other ten class descriptions are comparably complex.
This is just too much stuff to muck through, too early, for a choice so important to the play experience. Bear in mind that we are still less than halfway to actually playing a game.
My Friendly Suggestion - For each class, only show the stat bonuses and two or three carefully written sentences describing what it's like. Move all the weird lore and mathematical formulae to a different tab that can be opened by those who care. When the player starts using the class in the game, bring up some tutorial windows saying the key details of how to actually use it, like what a "Soul Whip" is.
VI. Pick Your Class Details.
If you're a priest, you have to pick your god. If you're a caster, you have to select a spell or two from the starting list. For the Cipher, the list looks like this ...
The spell descriptions look like this ...
Again, a ton of reading, referring to statistics, distances, statuses, damage amounts, damage types, etc. that mean nothing because you've never actually played the game.
My Friendly Suggestion - Lose this screen entirely. Pick one basic, useful ability (the best one) and give it to the character automatically to get through the tutorial. Then, after the first bunch of fights, have the player meet a trainer and be able to choose new abilities in an informed way.
VII. Edit Your Character Attributes.
Figure out how many points of Strength, Constitution, etc. you have. The game, to its credit, says which ones are most important for your class. Standard RPG fare.
VIII. Pick Your Culture
IF YOU'RE JUST SPEED-SCROLLING THROUGH THIS ARTICLE, STOP HERE AND READ THIS!!!!
Yeah, I know you aren't reading all of this. This post is wayyyyy too long and gritty and nit-picky and tedious. But reading this article takes much less time than actually picking through all of these windows in the game. Which is too long. That is my main point. Now scroll to the end and call me an idiot in comments.
Anyway, yeah, pick some country you're from ...
Each of the 7 contures has about 70 words of description.
None of this has anything to do with playing the game.
This is the most unnecessary step in the whole process. When making an RPG character, you need to build two things: Its stats/abilities and its personality.
Knowing your character is from "The White that Wends" tells you nothing about its abilities, and it's a lousy way to determine his or her personality. If you read the description of "The White that Wends," and learn that people from there are mean and selfish, that's still not the way you want to player to create a mean, selfish character. You do that by giving play options in the game that are mean and selfish and letting the player pick them. Show, don't tell.
My Friendly Suggestion - Lose it entirely.
IX. Pick Your Background.
Choose from one of nine backgrounds.
The main thing this affects is that, every once in a while, it will open up a new dialogue option. This never makes a big difference.
My Friendly Suggestion - There's a real lost opportunity here. Once again, "Show, Don't Tell." Instead of having me declare that my character is a Slave or Aristocrat or whatever, why not, once you're in the game, make every conversation option for all of these different nine backgrounds available to me when the game starts.
Then, if I keep making the "Aristocrat" pick, start removing the other options, so that I end up always talking like an Aristocrat. Then my character's personality emerges organically from the sort of dialogue choices I make in the actual game.
X. Choose Appearance and Voice.
Standard appearance editor and list of different voices. It's fine.
XI. Choose Your Name.
Gladly.
X. The Game.
And, finally, the games starts with the tutorial. Which begins with a long conversation. Which I barely pay attention to, because my stupid brain is tired.
It's all way too much. Too many words, too many irrelevant choices, exhausting when it should be informative. Not that they will listen to me, but it might be an improvement to look for in Pillars of Eternity 2, because the market is not what it was in 2015.
"But Who Cares? The Game Was a Hit, Right?"
The real test of how good a game it is, is not how it sells, but how much its sequel sells. And it is entirely fair to ask what business a pissant like me has criticizing a hit game written by a bunch of big names.
Let's leave behind the idea of craftsmanship and a desire to always keep improving our work.
Lately, sequels to hit RPGs have been selling far worse than their predecessors. Obsidian's successor to Pillars, Tyranny, by their own words, underperformed.
Also, I looked at the Steam achievement statistics for Pillars of Eternity. According to those, fewer than half of players finished the first chapter. Only about 10% of players completed the game.
Now granted, this is not unusual. Most games remain unfinished. But that still invites this question: If the vast majority of players didn't want to experience the Pillars of Eternity they already paid for, why think that they will want to buy more?
Everyone should keep improving, if just for their survival in this mercilessly competitive business.
Video games are a new art form, and there is still so much we have to figure out. That's the terrifying and awesome thing about making them. And now, having already written way too many words, I will take my own advice and cease.
Edit (6/19) - For fairness, I want to point out that Josh Sawyer of Obsidian did write a rebuttal to this piece.
It is an extremely dignified and thoughtful response, and it makes me really interested in seeing how Pillars of Eternity 2 turns out. (And, of course, I wish them every bit of good fortune.)
QA Gig @ Tripwire
Here is a great opportunity for someone about the graduate or has already graduated and is looking for a job. Tripwire is looking for some QA peeps
http://tripwireinteractive.com/jobs
Word is that they may be advertising for some coders in the new year.
Good luck!
Allan
Analisis De Marvelous: Another Treasure Island
Siempre he considerado que la Super Nintendo es la consola con mayores sorpresas ocultas en su catΓ‘logo. En esta ocasiΓ³n hablaremos de una de esas sorpresas: Marvelous: Mouhitotsu no Takarajima, o por su traducciΓ³n: Another Treasure Island.
Este titulo es de acciΓ³n-aventura, desarrollado y publicado por Nintendo en 1996, para la Super Famicom. Como detalle curioso, este fue el primer titulo en el que trabajΓ³ Eiji Aunuma, quien tiempo despuΓ©s dirigirΓa la franquicia de The Legend of Zelda. Sin embargo, el titulo nunca fuΓ© lanzado para America ni Europa, quedΓ‘ndose en JapΓ³n, posiblemente porque, en ese entonces, ya estaba saliendo la Nintendo 64, por lo que localizar un juego de la consola anterior no se veΓa rentable. AΓΊn asΓ, se lanzaron parches de traducciΓ³n al ingles, el primero por parte del usuario "tashi" en 2012, y otro parche que perfecciona el trabajo del anterior, de parte del usuario DackR en 2016.
La historia trata sobre nuestros tres protagonistas: Deon, un chico pequeΓ±o pero Γ‘gil; Max, el fuerte del equipo; y Jack, el mas alto y el listo del grupo. Los tres se encuentran en una excursiΓ³n escolar, sin saber que acampan cerca del escondite de un legendario tesoro. Nuestros tres protagonistas, explorando la isla, encuentran un objeto que es esencial para reclamar dicho tesoro, pero al volver al campamento, descubren que su profesora a sido secuestrada por los piratas. Es aquΓ donde da comienzo una loca aventura, en la que nuestros tres protagonistas deberΓ‘n trabajar en equipo para perseguir a los piratas, rescatar a su profesora y, ya que nos queda de paso, encontrar el tesoro antes que los piratas.
JUGABILIDAD
Lo primero que descubrimos del juego, es un extraΓ±o sistema que recuerda a las aventuras Point n' Click, con el cual podemos interactuar con el escenario o con personajes a travΓ©s de un cursor. Al principio puede ser extraΓ±o, pero es muy sencillo de entender y controlar, ademΓ‘s de presentar formas interesantes para interactuar con los elementos del juego. Como detalle curioso, es en estas partes donde resalta el apartado grΓ‘fico del juego.
Por lo demΓ‘s, la jugabilidad es similar a The Legend of Zelda: A link to the past, es decir, controlar a los personajes en perspectiva cenital, interactuando con elementos del escenario, y luchando contra enemigos. Sin embargo, aunque haya algunos combates, el juego da mayor prioridad a la resoluciΓ³n de puzzles, de los cuales, algunos se han de resolver usando las ventajas individuales de cada personaje, y otros requieren el trabajo conjunto entre los tres para seguir adelante. Pero no te preocupes si los puzzles te cuestan un poco: explorando los escenarios, encontrarΓ‘s unas "piedras de la suerte", que podrΓ‘s dar a Pilac, un ave que te darΓ‘ pistas para avanzar, a cambio de dichas piedras (porque nada es gratis en el mundo, vaya).
Aunque parezca simple, el juego resulta ser bastante divertido, mostrando situaciones bastante alocadas, con resoluciones hilarantes. Y durante todo el juego, se mantiene aquella sensaciΓ³n de estar en la aventura de tu vida, sensaciΓ³n que creΓ no volverΓa a sentir desde el final de mi niΓ±ez.
Aunque parezca simple, el juego resulta ser bastante divertido, mostrando situaciones bastante alocadas, con resoluciones hilarantes. Y durante todo el juego, se mantiene aquella sensaciΓ³n de estar en la aventura de tu vida, sensaciΓ³n que creΓ no volverΓa a sentir desde el final de mi niΓ±ez.
GRΓFICOS
A nivel grΓ‘fico, se presenta un diseΓ±o de personajes gracioso y agradable a la vista, con escenarios coloridos y vistosos. Pero el apartado grΓ‘fico resalta, como se mencionΓ³ anteriormente, cuando el juego hace un enfoque en primera persona para interactuar con los elementos del juego, mostrando un nivel de detalle muy notorio
SONIDO
En el apartado sonoro tenemos varios temas musicales agradables al oΓdo que nos harΓ‘n compaΓ±Γa a lo largo de la aventura. No es la gran maravilla del mundo, pero complementa muy bien la sensaciΓ³n de aventura que transmite el titulo, ademΓ‘s de tener temas que hacen mas especiales las escenas de humor. Los efectos de sonido estΓ‘n bien, aunque no resaltan de forma significativa.
CONCLUSIΓN
Marvelous: Another Treasure Island es una aventura llena de sorpresas, que te sacarΓ‘ alguna sonrisa con las situaciones hilarantes en las que te encontrarΓ‘s. QuizΓ‘s lo mas criticable del tΓtulo, es que el titulo puede sentirse corto, dejΓ‘ndote con ganas de mΓ‘s, aunque quizΓ‘s sea mejor asΓ. TambiΓ©n se me ocurre mencionar al CapitΓ‘n Maverick, lΓder de los piratas, cuya introducciΓ³n se me hizo bastante cΓ³mica, pero que por desgracia, no vuelve a aparecer hasta el final del juego. Pero ignorando eso, este tΓtulo merece que le des una oportunidad a su oferta a participar en una gran aventura. Si el inglΓ©s no te parece problema, debes probarlo. No te decepcionarΓ‘.
Learning Is Not A Circus And Teachers Are Not Clowns - The OEB Debate
'All learning should be fun' was the motion at the OEB Big Debate. No one is against a bit of fun but as an imperative for ALL learning, it's an odd, almost ridiculous, claim. and sure enough there were some odd arguments. Elliot Masie, the purveyor of mirth, started with his usual appeal to the audience "Let me give you another word for fun - HA HA (that's two words Elliot, but let's not quibble)…. turn to your neighbour and say that without one letter. Some, like my neighbour, were genuinely puzzled 'HAH?' he said. I think it's 'AHA', says I. Geddit? Oh dear. Elliot wants learning to be like Broadway. I saw him a few of weeks before show some eightball dance routine as a method for police training.
Research matters
What was fun, was to watch anecdote and franky 'funless' arguments put to the sword by research. Patti Shank urged us to read Bjork, to consider the need for effort. Desirable difficulties matter and she killed the opposition with the slow drip of research. I suddenly noticed that the audience was not laughing but attentive, listening, making the effort to understand and reflect, not just react. That's what most learning (other than Kindergarden play) is and should be. Patti Shank talked sense - research matters. Engagement and fun are proxies and the research shows that effort trumps fun every time. Learners may like 'fun' but research shows that learners are often delusional about learning strategies. What matters in the end is mastery, not just the feeling that you have mastered something but actual mastery.
On Twitter and during the audience questions, there were those who simply misread the motion, forgetting the word 'all'. Some mistook fun for other concepts, like attention, being engrossed, gripped or immersed in a task. I have read literally thousands of books in my life and rarely chortled while reading them. Athletes learn intensely in their sports and barely register a titter. Learning requires attention, focus and effort, not a good giggle. Only those who think that 'Happy sheets' are a true indicator of learning adhere to the nonsense that learning should be all fun. Others made non sequiturs, claiming that those who disagree that all learning should be fun, think that all learning should be dull and boring. Just because I don't think that all clothes should be pink, doesn't mean I believe they should all be black! It's not that motivation, some fun and the affective side of learning don't matter, just that it is pointless motivating people to embark on learning experiences if they don't actually learn. This is not a false dichotomy, between fun and learning, it is the recognition that there are optimal learning strategies.
It is this obsession that led to the excesses of gamification, with its battery of Pavlovian techniques, which mostly distract from the effort needed to learn and retain. It's what's led to online learning being click-through, largely the presentation of text, graphics and video, with little in the way of effortful learning, apart from multiple-choice options. Which is why open input, effortful learning tools like WildFire result in much higher levels of retention. When designers focus relentlessly on fun they more often than not, destroy learning. There is perhaps no greater sin than presenting adults with hundreds of screens of cartoons, speech bubbles and endless clicking, in the name of 'fun'.
A touch of humour certainly helps raise attention but learning is not stand-up comedy. In fact, we famously forget most jokes, as they don't fit into existing knowledge schemas. Fun can be the occasional cherry on the cake but never the whole cake.
Conclusion
'Fun', funnily enough, is a rather sad word – it's naive, paltry, diminishes and demeans learning and I came away from this debate with a heavy heart. There's an emptiness at the heart of the learning game. A refusal to accept that we know a lot about learning, that research matters. The purveyors of fun, and those who think it's all about 'engagement', are serving up the sort of nonsense that creates superficial, click-through, online learning. This is the dark, hollow world that lies behind the purveyors of mirth. Learning is not a circus and teachers are not clowns.
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