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Showing posts with label free games. Show all posts
Showing posts with label free games. Show all posts

Saturday, December 10, 2011

Game of the Day: Bird Pax

Today's Game of the Day is a unique bird-themed card game. It combines rules from a variety of popular games and mixes them all into one addictive package. It might take some careful strategy and a bit of luck to get through all the levels. But, once you've got a grasp on the Bird Pax basics, you should be able to cruise through.

The rules of Bird Pax are a bit complicated for beginners, so I'll explain here. The object of each round is to earn as many cards as you can. You're always trying to take your opponent to the cleaners. You win cards by having better cards in each match up. The higher the number, the better the card. When cards are played from the same bird family or of the same value, a "Pax" begins. Each player risks 3 cards. The 4th card will determine who wins all the cards currently in play. If you're still a little confused, check out the full instructions in the game. Good luck!

Click here to play Bird Pax!
bird pax game of the day     bird pax game of the day
What level were you able to get to in Bird Pax?

Saturday, October 22, 2011

More Stronghold 3 Videos

    Simon Bradbury: Well, I think really it's overdue, if anything. It's the tenth anniversary of Stronghold coming up now, and we've had a lot of people asking for it. It's been a very successful game, commercially, and it's kind of in our blood, castles. As far as the relationship: the biggest thing that fans have asked for is to make it more like the original Stronghold. When we made Stronghold 2, we did what I guess a lot of people do, we went: "Oh, we've got a hit game here, what can we do with it?" And you start to think: we can add this in, we can add that in, and with Stronghold 2, we added in a lot of "sim" stuff in particular, to the nth degree, including a crazy crime system that forced players to place like 20 buildings in a castle just to get it to not be dysfunctional. So our additions kind of ballooned into this monster. And with Stronghold 3, we've got another bite at the cherry, so we're going back to core gameplay mechanics.



A day night cycle should lead to spooky night raids.
GameSpy: Okay, so give us some specifics of drops and adds.

    Simon Bradbury: Sure. For example, the honor system, which is tied to luxury goods: in Stronghold 2 it required you to place a whole chain of buildings to get the luxury goods, and we've simplified it in 3, so that now you just place one building, say a vineyard, and it just automatically delivers it to the keep. Another thing we've done is simplify housing. So, in Stronghold you could place a house and it would give you, say, eight more beds. Didn't matter where you placed it, so people would place them on the tops of mountains and elsewhere, where they couldn't be attacked. They didn't really integrate that well into the game ethos. In 3, as you're placing a house, where you place it matters: the closer to the keep you place it the nicer and more spacious a house you get. A long way from the keep, it drops down through six different stages all the way down to a house that will only house one extra guy. So it brings in a new element: the closer you get to the keep, the more risk of attack you have, but the more benefit you get. Plus it looks nice, as well.



GameSpy: Stronghold 3's engine now features a day-night cycle and night-time battles, which is very cool. What else is new and snazzy about the new game engine?

The new engine is a massive improvement on Stronghold 2.

    Simon Bradbury: The new engine allows some things that are new both in combat and in the economic game. First off, you can now place structures in any orientation. Everything in Stronghold 2 was based on a grid system so it was all 90-degree angles. This time, the maps are slightly smaller and the buildings are bigger, so to get everything to actually slot in, you'll need to rotate them. It gives everything a much more realistically medieval look, and almost creates a Tetris-like mini-game where you have to make the most efficient use of space. We've also added Havoc physics, which looks great, but it seems like it was almost invented for castle games: knocking things down, crumbling walls, rag-dolling guys falling off cliffs, it's perfect for it. And it affects combat, as well, because we've introduced splash damage, because if a wall explodes, it will collapse realistically and shatter, killing people around it with shrapnel. We've also got weather, all sorts of weather effects in the game, and these look nice, but also cause scripted events that can affect your popularity rating.

Stronghold 3 Developer Q&A

It's been more than six years since last we had a Stronghold game, so it wouldn't surprise anyone if most of you out there in internet land weren't familiar with the series. Effectively, Stronghold is a combination of two game types: a Settlers-esque economic simulation and a Castles 2 (yeah, going old-school with the reference – look it up) style fortress-building engine. The game also throws in plenty of warfare and a plot filled with intrigue to draw you into a realistic medieval world – or at least that's the hope. We caught up with developer Firefly Studios' head honcho Simon Bradbury for a series of questions that all the fans want to know.

Wednesday, October 5, 2011

Game of the Day: Ice Breakers Penguin Pirates

And unfortunately, it doesn't sound like you'll have much of a choice. EA, co-creator of Playfish's The Sims Social on Facebook (and arch nemesis to Zynga at this point), has announced EA Legend.

This is the company's new platform to provide marketers and advertisers with "campaign and audience insights across mobile, social, online and console games reaching over 300 million people worldwide," a release reads.

In other words, you're more valuable to EA than you might already know. The publisher wants to use the information you provide them inadvertently through gameplay to rope in ad and marketing deals not just through its Facebook games but all of its games. More specifically, EA said it can provide advertisers with (prepare for buzzword overload):

    Key cross-platform campaign performance indicators such as impressions, clicks, unduplicated reach, demographic profiles, social media buzz, and ROI metrics.

    Segmented audience insights based on demographic, psychographic, and social data.

    Ability to drill down into the factors that impact campaign effectiveness including audience engagement, audience segmentation and type of creative all measured over time.

EA Legend
What's that again--psychographic data? This may all sound like something out of "1984," but it's nothing new. If you think other game creators don't do this type of stuff, then here's your wake-up call. We won't know exactly what information about us EA will provide to advertisers through Legend until it makes advertisers see green at this year's Advertising Week event in New York City on Oct. 4. And if EA keeps using words like psychographic, we may never know.

[Via All Facebook]

What do you think about this new EA Legend program? Do you think it's something worth worrying about, or is this just business as usual? Sound off in the comments. 1 Comment