<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-1629272514314310332</id><updated>2026-10-11T15:37:35.121-07:00</updated><category term="Game News"/><category term="Game Development"/><category term="Play Games"/><category term="Tutorials"/><category term="Reviews"/><category term="PC game reviews"/><category term="Programming java applet games"/><category term="Business News"/><category term="J2me Games"/><category term="Homebrew"/><category term="My Game VIdeos"/><category term="Nintendo DS reviews"/><category term="Programming First Person Shooters"/><category term="Android Game Review"/><category term="Total War"/><category term="Books"/><category term="Doom"/><category term="Empire Total War Battles"/><category term="Emulators"/><category term="Frozen Bubble"/><category term="Game VIdeos"/><category term="Heli Attack 2"/><category term="Iron Man"/><category term="Mortal Kombat vs Street Fighter"/><category term="My Online Battles"/><category term="Ninja Gaiden online"/><category term="Programming SNES"/><category term="Sites"/><category term="Sonic"/><category term="Space Invaders"/><category term="Street Fighter 2"/><category term="Updates"/><category term="Video Review"/><category term="iphone games"/><category term="prototypes"/><category term="trailers"/><title type='text'>The Only Video Games Blog</title><subtitle type='html'>Game development tutorials, game and console reviews, news about game industry</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default?start-index=26&amp;max-results=25&amp;redirect=false'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>101</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-5283284482793723533</id><published>2014-01-03T03:41:00.001-08:00</published><updated>2014-01-03T03:43:03.985-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="PC game reviews"/><title type='text'>Castle Crashers</title><content type='html'>The past days I have spent some time playing a really cool indie game called &quot;Castle Crashers&quot;. It is a hach and slash arcade style game with RPG elements and looks like a parody of the &quot;Golden Axe&quot; that is available on steam and It is one of the better indie games I have ever played. The graphics are nice, the music is discent and the entertainment is outstanding. If you like to play beat em ups/ side scrolling games/arcade games you must defenately buy this game.&lt;br /&gt;
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&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/HhPHRm-kJ5w?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
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&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/5283284482793723533/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2014/01/castle-crashers.html#comment-form' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5283284482793723533'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5283284482793723533'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2014/01/castle-crashers.html' title='Castle Crashers'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-7702239448284792574</id><published>2014-01-03T03:35:00.001-08:00</published><updated>2014-01-03T03:36:19.998-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Business News"/><category scheme="http://www.blogger.com/atom/ns#" term="Game News"/><category scheme="http://www.blogger.com/atom/ns#" term="Updates"/><title type='text'>Happy new year</title><content type='html'>I wish to all of you a happy new year with more success on your personal goals, kindness and lots of fun. The last year is over, my last game &quot;Smash The Goblins&quot; reached the 110000 downloads and now I am working on my next projects. Soon you will have my next game on your mobile devices and I hope that yu will like it. Thanks for you support&lt;br /&gt;
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regards&lt;br /&gt;
&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/7702239448284792574/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2014/01/happy-new-year.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/7702239448284792574'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/7702239448284792574'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2014/01/happy-new-year.html' title='Happy new year'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-3601566721575724832</id><published>2013-10-13T04:37:00.001-07:00</published><updated>2013-10-13T04:39:54.964-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="iphone games"/><title type='text'>My game Smash The Goblins is available on app store and succed on Google Play</title><content type='html'>&lt;h3 class=&quot;post-title entry-title&quot; itemprop=&quot;name&quot;&gt;
My game Smash The Goblins has been accepted from apple and is available on appstore&lt;/h3&gt;
&lt;div class=&quot;post-body entry-content&quot; id=&quot;post-body-949489562812869014&quot; itemprop=&quot;description articleBody&quot;&gt;
&lt;a href=&quot;https://itunes.apple.com/us/app/smash-the-goblins/id717758919?ls=1&amp;amp;mt=8&quot;&gt;https://itunes.apple.com/us/app/smash-the-goblins/id717758919?ls=1&amp;amp;mt=8&lt;/a&gt;&lt;/div&gt;
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The free version of my game on Google Play has more than 80000 downloads in less than 50 days. It is amazing&lt;br /&gt;
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&lt;a href=&quot;https://play.google.com/store/apps/details?id=com.digitalelement.smushthegoblinsMarket&amp;amp;hl=en&quot;&gt;https://play.google.com/store/apps/details?id=com.digitalelement.smushthegoblinsMarket&amp;amp;hl=en&lt;/a&gt;&lt;br /&gt;
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Thank you guys</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/3601566721575724832/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2013/10/my-game-smash-goblins-is-available-on.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3601566721575724832'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3601566721575724832'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2013/10/my-game-smash-goblins-is-available-on.html' title='My game Smash The Goblins is available on app store and succed on Google Play'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-4211891022762954548</id><published>2013-09-10T14:36:00.000-07:00</published><updated>2013-10-13T04:37:38.576-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game News"/><title type='text'>My games entertain a lot of people</title><content type='html'>&lt;span style=&quot;font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 15px; line-height: 20px;&quot;&gt;Today the free versions of my games Rome At War and Music Invaders overcome the 40K downloads eatch and the paid version of Rome At War &amp;nbsp;the 1000 downloads. The free versions has more the 10k constant players. It is a nice feeling to know that your games enterain so much people :). It gives you the will to continue your hobby and make yhe people happy&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;background-color: white; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 15px; line-height: 20px;&quot;&gt;&lt;br /&gt;You can find my android games and other apps in the following links&lt;/span&gt;&lt;br /&gt;
&lt;a href=&quot;https://play.google.com/store/apps/developer?id=Digital%20Element&amp;amp;hl=en&quot;&gt;https://play.google.com/store/apps/developer?id=Digital%20Element&amp;amp;hl=en&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.amazon.com/Digital-Element-Music-Invaders-Free/dp/B009YE6K98&quot;&gt;http://www.amazon.com/Digital-Element-Music-Invaders-Free/dp/B009YE6K98&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/4211891022762954548/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2013/09/my-games-entertain-lot-of-people.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/4211891022762954548'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/4211891022762954548'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2013/09/my-games-entertain-lot-of-people.html' title='My games entertain a lot of people'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-5658797997643772551</id><published>2013-08-31T16:35:00.002-07:00</published><updated>2013-09-16T06:47:23.690-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game Development"/><title type='text'>I have made and release a new video game</title><content type='html'>&lt;div style=&quot;text-align: justify;&quot;&gt;
I am happy to say that afte a lot of time i have managed to finish a new game. I am into 3d game now because I have learned unity 3d and blender 3d and i made a 3d shotter game like crush he castle and angry birds. the name of the game is smash the goblins and it is made for android,iphone and windows tablets and smartphons. Also in the next few weeks i will have some time so i can start blogging again. I will start a unity 3d tutorial series problably and i am thinking of vlog probably. We will see ho it will go. You can read more for my game here&amp;nbsp;&lt;/div&gt;
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&lt;a href=&quot;http://digitalelementcorp.blogspot.gr/p/smash-goblins.html&quot;&gt;http://digitalelementcorp.blogspot.gr/p/smash-goblins.html&lt;/a&gt;&lt;/div&gt;
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You can see some screenshots of my game&amp;nbsp;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUqgKOU9HMWvo9edskocV9ukKWG4AkYsvuDmhQe3IGGp9-g5EA8yJW-eQlgGqjg0jtvmen5aIYAWpnLplp5fS4PGkLJZGvt8-oAElp_gW8ptCjpA_KxtE-JMduaaXZ3pyHOnMwGGTB3Yg/s1600/screenshot1.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;192&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUqgKOU9HMWvo9edskocV9ukKWG4AkYsvuDmhQe3IGGp9-g5EA8yJW-eQlgGqjg0jtvmen5aIYAWpnLplp5fS4PGkLJZGvt8-oAElp_gW8ptCjpA_KxtE-JMduaaXZ3pyHOnMwGGTB3Yg/s320/screenshot1.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/5658797997643772551/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2013/08/i-have-made-and-release-new-video-game.html#comment-form' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5658797997643772551'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5658797997643772551'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2013/08/i-have-made-and-release-new-video-game.html' title='I have made and release a new video game'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUqgKOU9HMWvo9edskocV9ukKWG4AkYsvuDmhQe3IGGp9-g5EA8yJW-eQlgGqjg0jtvmen5aIYAWpnLplp5fS4PGkLJZGvt8-oAElp_gW8ptCjpA_KxtE-JMduaaXZ3pyHOnMwGGTB3Yg/s72-c/screenshot1.png" height="72" width="72"/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-6056508149705312306</id><published>2012-12-08T10:17:00.002-08:00</published><updated>2012-12-08T10:17:28.280-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="prototypes"/><title type='text'>Quests for Heroes</title><content type='html'>I just finished my prototype of my new&amp;nbsp;upcoming&amp;nbsp;android game called &quot;Quests for Heroes&quot;. It is a turn based tactical rpg game focused on dungeon crawling. Here it is an image of a dungeon&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5y3zsZukJFGdlGgpG2_CR6r49kkF-8rfEyZLK5hYt9dv5I59x0EXYZMcJFMNR0rr1FAX7Xy_TQHAPCk_OElW1MIJ5QUpE0TwuXtwgvj6cJwY_5qcj4ytgCA7GHe9gH6w4wUO0oUNOAYA/s1600/promo.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5y3zsZukJFGdlGgpG2_CR6r49kkF-8rfEyZLK5hYt9dv5I59x0EXYZMcJFMNR0rr1FAX7Xy_TQHAPCk_OElW1MIJ5QUpE0TwuXtwgvj6cJwY_5qcj4ytgCA7GHe9gH6w4wUO0oUNOAYA/s320/promo.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/6056508149705312306/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/12/quests-for-heroes.html#comment-form' title='53 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/6056508149705312306'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/6056508149705312306'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/12/quests-for-heroes.html' title='Quests for Heroes'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5y3zsZukJFGdlGgpG2_CR6r49kkF-8rfEyZLK5hYt9dv5I59x0EXYZMcJFMNR0rr1FAX7Xy_TQHAPCk_OElW1MIJ5QUpE0TwuXtwgvj6cJwY_5qcj4ytgCA7GHe9gH6w4wUO0oUNOAYA/s72-c/promo.png" height="72" width="72"/><thr:total>53</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-3984423925467470834</id><published>2012-11-22T12:34:00.004-08:00</published><updated>2012-11-22T12:34:58.988-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game VIdeos"/><title type='text'>SpriteSheets - TheMovie</title><content type='html'>I really liked this video&lt;br /&gt;
&lt;br /&gt;
&lt;iframe allowfullscreen=&quot;allowfullscreen&quot; frameborder=&quot;0&quot; height=&quot;281&quot; mozallowfullscreen=&quot;mozallowfullscreen&quot; src=&quot;http://player.vimeo.com/video/44440528&quot; webkitallowfullscreen=&quot;webkitallowfullscreen&quot; width=&quot;500&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.codeandweb.com/what-is-a-sprite-sheet&quot;&gt;SpriteSheets - TheMovie - Part 1&lt;/a&gt; by &lt;a href=&quot;http://www.codeandweb.com/&quot;&gt;Code&#39;n&#39;Web&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/3984423925467470834/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/11/spritesheets-themovie.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3984423925467470834'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3984423925467470834'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/11/spritesheets-themovie.html' title='SpriteSheets - TheMovie'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-8172416260982947819</id><published>2012-11-21T12:12:00.001-08:00</published><updated>2012-11-21T12:17:25.980-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Business News"/><title type='text'>Appsurf platform</title><content type='html'>&lt;div&gt;
I had an advertisement email today from a company that made a good platform called appsurf. The had implemented a browser version of the android emulator and the android developers can upload their applications and the users can play them online and if they like it then they can download&lt;/div&gt;
&lt;a href=&quot;https://www.appsurfer.com/&quot;&gt;https://www.appsurfer.com/&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
I have uploaded my game Rome at War Free here&lt;/div&gt;
&lt;div&gt;
&lt;a href=&quot;http://www.appsurfer.com/apps/15755-rome-at-war-free&quot;&gt;http://www.appsurfer.com/apps/15755-rome-at-war-free&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
AppSurfer
AppSurfer

    Welcome,   Alexandrois

    Open-uri20121121-2-axjc8p?1353516587

Rome At War Free
Edit App
Tagline:

Romans go to war
APK file Name:

Medieval_Epic_War-release.apk
Google Market URL:

https://play.google.com/store/apps/details?id=game.epiwar.rome
Default Layout:

Portrait
Description:

Lead your legionaries to conquer RomeRome At War is a turn based strategy game inspired by board games like &quot;risk&quot; and &quot;conquests of the empire&quot; with some total advance war strategy improvements.There is help for the game through the &quot;help option of the main menu&quot; that opens the following url http://romeatwargame.blogspot.gr/p/rome-ar-war-help.htmlThis version of the game has ads, the full version has no ads and better computer AIPlease before you think that something is not working properly read the help page of the game carefully. When you transfer units are not disappeared. They will be available after the end of the turn.
Screenshot Selected:

    Open-uri20121121-2-eyochk?1353516589

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© RainingClouds Technologies 2012
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&lt;iframe allowtransparency=&quot;true&quot; frameborder:=&quot;frameborder:&quot; none=&quot;none&quot; src=&quot;https://www.appsurfer.com/widget/5dcb6800-1629-0130-de51-12313d2a2d02?phone_align=left&amp;amp;scroll=false&amp;amp;tour=true&amp;amp;action=show&amp;amp;controller=publisher%2Fapps&amp;amp;id=15755-rome-at-war-free&quot; style=&quot;border: none; height: 620px; width: 620px;&quot;&gt;&lt;/iframe&gt;
    


</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/8172416260982947819/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/11/appsurf-platform.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/8172416260982947819'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/8172416260982947819'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/11/appsurf-platform.html' title='Appsurf platform'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-3615883558272074255</id><published>2012-11-16T13:14:00.002-08:00</published><updated>2012-11-16T13:14:30.194-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Video Review"/><title type='text'>Rome At War for Android</title><content type='html'>I have made my first video review&lt;br /&gt;
&lt;br /&gt;&lt;iframe allowfullscreen=&quot;allowfullscreen&quot; frameborder=&quot;0&quot; height=&quot;315&quot; src=&quot;http://www.youtube.com/embed/uYZFsxiIvqM&quot; width=&quot;420&quot;&gt;&lt;/iframe&gt;</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/3615883558272074255/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/11/rome-at-war-for-android.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3615883558272074255'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3615883558272074255'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/11/rome-at-war-for-android.html' title='Rome At War for Android'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/uYZFsxiIvqM/default.jpg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-5657709270497616428</id><published>2012-11-15T16:53:00.002-08:00</published><updated>2012-11-15T16:54:25.506-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="My Game VIdeos"/><title type='text'>Audio Copter Videos</title><content type='html'>I have uploaded some videos of my android video game Audio Copter on youtube. I hope that you like them 
&lt;br /&gt;
&lt;br /&gt;
&lt;iframe allowfullscreen=&quot;allowfullscreen&quot; frameborder=&quot;0&quot; height=&quot;315&quot; src=&quot;http://www.youtube.com/embed/tE_SNjnuPs0&quot; width=&quot;420&quot;&gt;&lt;/iframe&gt;
&lt;iframe allowfullscreen=&quot;allowfullscreen&quot; frameborder=&quot;0&quot; height=&quot;315&quot; src=&quot;http://www.youtube.com/embed/i7MJrI7WSyc&quot; width=&quot;420&quot;&gt;&lt;/iframe&gt;
&lt;iframe allowfullscreen=&quot;allowfullscreen&quot; frameborder=&quot;0&quot; height=&quot;315&quot; src=&quot;http://www.youtube.com/embed/sbEsuDeBWWI&quot; width=&quot;420&quot;&gt;&lt;/iframe&gt;</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/5657709270497616428/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/11/audio-copter-videos.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5657709270497616428'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5657709270497616428'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/11/audio-copter-videos.html' title='Audio Copter Videos'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/tE_SNjnuPs0/default.jpg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-8169910653606239772</id><published>2012-10-29T12:48:00.001-07:00</published><updated>2012-10-29T12:50:43.852-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Android Game Review"/><category scheme="http://www.blogger.com/atom/ns#" term="My Game VIdeos"/><title type='text'></title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
I have uploaded a video of the android game Music Space Invaders that i play on my android tablet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
&lt;iframe allowfullscreen=&quot;allowfullscreen&quot; frameborder=&quot;0&quot; height=&quot;315&quot; src=&quot;http://www.youtube.com/embed/v4jMoEp79DI&quot; width=&quot;420&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;iframe allowfullscreen=&quot;allowfullscreen&quot; frameborder=&quot;0&quot; height=&quot;315&quot; src=&quot;http://www.youtube.com/embed/C7q4VcrSsxA?list=UU6KK5LY38jjn3AjmrRH0DiQ&amp;amp;hl=en_US&quot; width=&quot;560&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/8169910653606239772/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/10/i-have-uploaded-video-of-android-game.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/8169910653606239772'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/8169910653606239772'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/10/i-have-uploaded-video-of-android-game.html' title=''/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/v4jMoEp79DI/default.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-8761845820328764358</id><published>2012-10-04T10:57:00.001-07:00</published><updated>2012-10-04T10:57:18.373-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Business News"/><title type='text'></title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
&lt;br /&gt;
&lt;h2&gt;
&lt;a href=&quot;http://www.mode7games.com/blog/2012/06/12/how-to-be-an-indie-game-developer/&quot; rel=&quot;bookmark&quot; title=&quot;How to Be an Indie Game Developer&quot;&gt;How to Be an Indie Game Developer&lt;/a&gt;&lt;/h2&gt;
&lt;img alt=&quot;how-to-be-an-indie-game-developer&quot; height=&quot;68&quot; src=&quot;http://www.mode7games.com/blog/wp-content/icons/paulPic.jpg&quot; width=&quot;61&quot; /&gt;&lt;br /&gt;
I got an email a while back from someone who was effectively asking, “How do I become an indie game developer?”&lt;br /&gt;
I replied to them and did my best, but I wasn’t entirely sure exactly
 what they were looking for in terms of advice. We get asked similar 
questions quite a bit, so I thought I would write a post to which I can 
refer people in the future; a kind of miscellany of advice that might be
 useful.&lt;br /&gt;
Two notes: this is aimed at relative beginners who know a bit about games and will probably have a PC bias.&lt;br /&gt;
&lt;span id=&quot;more-3003&quot;&gt;&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Who We Are&lt;/strong&gt;&lt;br /&gt;
As one person commented – somewhat ominously – on a previous article I wrote for Gamesbrief:&lt;br /&gt;
&lt;blockquote&gt;
the future success of the guest poster will solely affect the validity of these ‘tips’.&lt;br /&gt;
let the games begin.&lt;/blockquote&gt;
Mode 7 is an indie development studio based in Oxford, UK. We started
 formally in around 2005 and released an unsuccessful multiplayer 
sword-fighting game called Determinance in 2007.&lt;br /&gt;
After that, we moved on to &lt;a href=&quot;http://www.frozensynapse.com/&quot;&gt;Frozen Synapse&lt;/a&gt;, which was released in 2011.&lt;br /&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;181&quot; src=&quot;http://media.moddb.com/images/games/1/13/12097/2.1.jpg&quot; width=&quot;323&quot; /&gt;&lt;/div&gt;
I always feel a bit “my apartment smells of rich mahogany” when I talk about this stuff…&lt;br /&gt;
Here’s FS’s rap sheet:&lt;br /&gt;
- Over 400k units sold&lt;br /&gt;
- 85 Metacritic&lt;br /&gt;
- 9/10 Edge, Eurogamer, Destructoid; many other high review scores&lt;br /&gt;
- Headlined its own Humble Bundle&lt;br /&gt;
- Independent Games Festival Audience Award; PC Gamer Strategy Game of 
the Year; Indiegames.com Strategy Game of the Year; RockPaperShotgun 
“Best Glowy Lines in a Game” Award (really)&lt;br /&gt;
We are currently working on an iPad version of the game which will be out later this year.&lt;br /&gt;
Myself and &lt;a href=&quot;http://www.twitter.com/ianhardingham&quot;&gt;Ian Hardingham&lt;/a&gt;
 (Lead Designer and Coder) head up the company as Joint Managing 
Directors and co-owners. There are currently four other people in our 
office, two of whom are full-time employees. We also work with various 
freelancers remotely.&lt;br /&gt;
&lt;strong&gt;Who I Am&lt;/strong&gt;&lt;br /&gt;
I’m Paul Taylor: I do business development, marketing, audio, music, 
writing, some art direction, some UI design, some single player 
design…and some other things as well!&lt;br /&gt;
&lt;strong&gt;The Question&lt;/strong&gt;&lt;br /&gt;
For the purposes of narrowing things down, I am going to presume that, by asking how to become an indie dev, you mean this:&lt;br /&gt;
&lt;blockquote&gt;
“I want to move from what I’m doing now to being a full-time indie game developer.”&lt;/blockquote&gt;
Let me just say at this point that if you want to make an indie game 
solely for the purposes of creative expression or indeed for fun, then 
please don’t let me put you off.&lt;br /&gt;
In fact, let me do the opposite: some of the most amazing things I’ve
 seen in the last few years have been games developed by people who 
didn’t have a commercial bone in their body. Some of them have even made
 a decent amount of money, even though that wasn’t the primary goal.&lt;br /&gt;
Also, you might want to develop interactive stories in &lt;a href=&quot;http://gimcrackd.com/etc/src/&quot;&gt;Twine&lt;/a&gt; or amazing physical experiences like &lt;a href=&quot;http://gutefabrik.com/joust.htm&quot;&gt;Johann Sebastian Joust&lt;/a&gt;&amp;nbsp;rather
 than the more stereotypical computer games I’ll be discussing, so 
please don’t think I’m excluding you even though my focus is elsewhere.&lt;br /&gt;
That’s the end of this apparently interminable preamble: on with the show…&lt;br /&gt;
&lt;strong&gt;The Basics&lt;/strong&gt;&lt;br /&gt;
The process of making and releasing a computer game will probably feature the following aspects:&lt;br /&gt;
- Game design&lt;br /&gt;
- Code&lt;br /&gt;
- Level design (or some other, more tactical, “micro” form of design if you don’t have levels)&lt;br /&gt;
- Art and animation&lt;br /&gt;
- Audio and music&lt;br /&gt;
- Writing&lt;br /&gt;
- Biz (legal, marketing, PR, bits of web dev and other miscellany)&lt;br /&gt;
All of these are necessary and important; all are extremely 
challenging disciplines that one person can spend a lifetime mastering.&lt;br /&gt;
Here’s the rub: you will need to cover all the bases yourself, find 
willing partners, or start paying others to do the work for you.&lt;br /&gt;
Personally, I think from the outset you should be ready to pay 
professionals to handle the stuff you can’t manage personally: that’s 
the fastest, easiest and often (somewhat counterintuitively) cheapest 
way to get stuff done.&lt;br /&gt;
If you’ve never outsourced anything before, I recommend &lt;a href=&quot;http://www.fourhourworkweek.com/&quot;&gt;The Four Hour Workweek&lt;/a&gt;
 by Tim Ferriss: the attitudes expressed there are fairly extreme and 
quite amusing, but I guarantee that it will make you think.&lt;br /&gt;
If you’re lucky enough to know people who might partner up with you, 
make sure they’re in it for the long game, that you trust them 
implicitly and that you feel you have shared goals at a profound level. 
People like that are hard to find, so hold on to them if you do.&lt;br /&gt;
Unpaid volunteers will, more often than not, give up when things get 
hard. They may also not tell you that they’ve given up and waste a vast 
amount of your time.&lt;br /&gt;
Let’s look at each discipline in turn and figure out what we’re talking about…&lt;br /&gt;
&lt;strong&gt;Game Design&lt;/strong&gt;&lt;br /&gt;
&lt;a href=&quot;http://makegames.tumblr.com/post/1136623767/finishing-a-game&quot;&gt;This&lt;/a&gt;,
 by Spelunky creator Derek Yu, is one of the best things you will ever 
read about game design or any creative endeavour – read that and come 
back!&lt;br /&gt;
Game design is a creative discipline which also requires an extremely
 analytical mind at a high level; this would seem to explain why most 
game designers I know are a tiny bit unhinged (in a good way)!&lt;br /&gt;
Game designers design game mechanics; yes, they often contribute to 
the high-concept narrative stuff as well, but their primary role is to 
design the actual game. I’m still surprised by the number of people I 
talk to who don’t seem to know that.&lt;br /&gt;
There are three ways to learn game design; I’ve put these in descending order of efficacy:&lt;br /&gt;
1.) Make games, then watch people playing your games&lt;br /&gt;
&lt;em&gt;[GREAT BIG GAP]&lt;/em&gt;&lt;br /&gt;
2.) Play other games analytically&lt;br /&gt;
3.) Study game design theory&lt;br /&gt;
I’m not saying that 2 and 3 are worthless by any means; they are just worth &lt;em&gt;less&lt;/em&gt;.&lt;br /&gt;
Your life as a designer will be a hell of a lot easier if you are a 
competent coder: the great game designers you read about who are not 
coders often will work in tandem with a large team of high-level 
programmers; unless you are extremely rich and risk-prone, you won’t be 
doing that initially.&lt;br /&gt;
It is certainly possible to be an indie designer who does not code at
 all: however, you’ll have to have amazing “people skills” to compensate
 for that.&lt;br /&gt;
If you’re using game creation software like &lt;a href=&quot;http://www.adventuregamestudio.co.uk/&quot;&gt;Adventure Game Studio&lt;/a&gt;, &lt;a href=&quot;http://www.rpgmakerweb.com/&quot;&gt;RPG Maker&lt;/a&gt; or &lt;a href=&quot;http://www.renpy.org/&quot;&gt;RenPY&lt;/a&gt;,
 you will reduce the amount of hardcore coding you’ll need to learn at 
the outset in order to start designing. Be aware, though, that until you
 delve deep into the nuts and bolts of those tools you’ll be severely 
limited in terms of the designs you’ll be able to execute.&lt;br /&gt;
Design is vital, but it is not everything. If you were being so crass
 as to give game designs marks out of 10, there are plenty of 
&amp;nbsp;successful indie games which would score 7 or 8.&lt;br /&gt;
That said, there is never a good reason to aim for mediocre design: 
gamers come for the presentation and concept but they stay for the 
design. &amp;nbsp;Also, if you &lt;em&gt;do&lt;/em&gt;&amp;nbsp;hit that elusive 10/10 then a lot of other things will suddenly get a LOT easier.&lt;br /&gt;
Here are three things I wish designers would do more:&lt;br /&gt;
- Try to get the player making interesting, meaningful decisions as quickly as possible&lt;br /&gt;
- Try to minimize the total amount of time the player has to do boring things&lt;br /&gt;
- Try to include at least one completely innovative element, even if it’s just a small thing&lt;br /&gt;
There’s nothing wrong with sticking to a broad genre, but the people 
who buy indie games generally like such entertainment – at least 
partially – for its novelty and innovation: if your game is boring in 
any way then prepare to fail!&lt;br /&gt;
Finally, a word of warning. There is something about game design 
which makes people believe that they can do it, even if they have never 
done it before. I’m not precisely sure what quality it has which makes 
it appear so easy: it is incredibly difficult.&lt;br /&gt;
My final thought on design is that you need to find your own way and 
express your own personality. Clarify your goals and maybe even write 
them down, just like Gunpoint creator Tom Francis did &lt;a href=&quot;http://www.pentadact.com/2012-06-08-suspicious-developments-manifesto/&quot;&gt;recently&lt;/a&gt;.&lt;br /&gt;
&lt;strong&gt;Concept&lt;/strong&gt;&lt;br /&gt;
Game concepts occupy a weird space between aesthetics and mechanical 
considerations. They add atmosphere and emotion to the raw mechanics; 
also, they are often the primary reason that people try or buy a game.&lt;br /&gt;
The more generic your concept (e.g. “fantasy MMO”) the more pressure 
you put on other aspects of the game and the greater the need for quirks
 or twists on the formula (“fantasy MMO where the combat is 
four-dimensional Backgammon”).&lt;br /&gt;
I wrote a bit about concepts in my &lt;a href=&quot;http://www.gamasutra.com/view/feature/4117/building_buzz_for_indie_games.php%20Here%E2%80%99s%20an%20excerpt:&quot;&gt;Gamasutra marketing article&lt;/a&gt;.&lt;br /&gt;
Here’s an excerpt:&lt;br /&gt;
&lt;blockquote&gt;
Scott Steinberg would advise you to aim squarely at the 
mass market: “Music, animals, sports, raising a family… Keep game 
premises rooted in real-world frames of reference whenever possible.” – 
Scott Steinberg, Sell More Video Games&lt;br /&gt;
Jeff Tunnell, on the other hand, thinks you should stick to where your passion lies:&lt;br /&gt;
“I make games that I want to make, and find out if there is an audience 
later. Trying to come up with a forecast is not an art or a science, it 
is an exercise in futility. Back in the day after Dynamix was acquired 
by Sierra we did have to work with marketing and do the prediction 
dance, but it was rarely correct, and the games I believed in the most 
like The Incredible Machine got terrible forecasts.” – Jeff Tunnell, 
What is My Game’s Sales Potential?&lt;br /&gt;
Here’s my take:&lt;br /&gt;
There are commercially-successful indie games about gangly kung-fu 
fighting rabbits, abstract computer landscapes populated by tiny green 
squeaking things, and small, dribbly blobs of goo. These are never going
 to be as big as The Sims, but they were never intended to be. By 
“commercially successful”, I mean “making enough money for their 
creators to continue making games”. That’s your goal, right?&lt;br /&gt;
Go for a “popular” concept only if you have a passion for it: you 
need passion to drive you through the process of making the game. If 
you’re coming up with something wackier, realize that you’re going to 
have to work harder to find the audience, and start figuring out how 
you’re going to go about doing that before you start development.&lt;/blockquote&gt;
&lt;strong&gt;Code&lt;/strong&gt;&lt;br /&gt;
That’s enough about design and concept: they both mean nothing if you
 can’t actually code a game! &amp;nbsp;There are a huge variety of “How do I 
learn to program?” resources around on the internet, just a Google 
search away, so getting access to the basics should be trivial. However,
 I’m now going to hand over to Ian for his advice on coding for indie 
games…&lt;br /&gt;
&lt;blockquote&gt;
“I’m going to assume you’re working with an existing game
 engine if you’re reading a “how to get into games coding” piece – if 
you’re rolling your own then you’re already beyond my advice.&lt;br /&gt;
Learning to program is something which requires the kind of focus and
 effort which most programmers by nature don’t have or can’t muster, so 
it’s always a hard road.&lt;br /&gt;
I advise the same approach whether you’ve never programmed before in 
your life, or (as with me) you have a coding background but are suddenly
 presented with a hugely complex 500,000 line game-engine you have no 
idea what to do with. Don’t bother “starting small” – go straight for 
what you actually want to do, and start doing it. However, within that 
extremely ambitious framework you must be intelligent about what part 
you start with. Find a self-contained part of the larger project – 
something which is achievable in a month with a real payoff – and set 
that as your first target.&lt;br /&gt;
Run head-first, flailing, into the code-base and hack away until you 
can make something change. Change something’s colour and then celebrate.
 Badger people in the community for the game engine endlessly – your 
questions will start off stupid and they’ll be exasperated with you, but
 every day your questions will get slightly less ridiculous, and 
eventually you’ll be helping other people. If there are books available 
for your chosen engine, buy them and read them cover to cover WITHOUT 
doing any of the actual coding exercises first. Only then should you 
start doing the actual exercises.&lt;br /&gt;
Assuming you have any kind of natural talent for programming at all –
 and if you have none maybe you should go for the art side of game dev –
 then the only real enemy you will have is uncertainty. Don’t EVER go 
into a problem with an attitude of “I don’t know what to do” or, even 
worse, “I don’t know if this is possible”. Everything you will be trying
 to do is possible, and if you’re confident of that you’ll find 
everything much easier.&lt;br /&gt;
Learning game programming is as hard as learning anything else: 
expect it to take six months of very hard graft to get to any kind of 
position of knowledge.”&lt;/blockquote&gt;
You should find a game engine to use that suits your project. If 
you’re really stuck for ideas, have a look at Torque, Unity or something
 HTML5-based. Alternatively, you could go for something extremely 
powerful but aimed at beginners: &lt;a href=&quot;http://www.yoyogames.com/make&quot;&gt;GameMaker&lt;/a&gt;.&lt;br /&gt;
&lt;strong&gt;Level Design&lt;/strong&gt;&lt;br /&gt;
Game design and level design are different skills: one is designing a
 system and the other is working out how to present that system in the 
most rewarding way.&lt;br /&gt;
Level design tends to be very specific to the game in question, and 
is something that has to be worked out on an iterative basis; it tends 
to take a long time. I’ve included it here just to remind prospective 
indie devs that they will probably have to get used to doing it or find 
someone else who is willing to do it for them!&lt;br /&gt;
There has been a recent trend towards procedural generation; this 
requires both strong coding skills and a keen eye for what works in your
 game: don’t see it as an easy way out! Yes, you’ll get greater bang for
 your buck, but you’ll probably spend as much time tweaking generators 
as you would building the levels by hand.&lt;br /&gt;
&lt;strong&gt;Art and Animation&lt;/strong&gt;&lt;br /&gt;
I have a lot of respect for indie devs who make their own art: I’m currently playing through Size Five’s &lt;a href=&quot;http://www.sizefivegames.com/games/ben-there-dan-that/&quot;&gt;Ben There Dan That&lt;/a&gt;
 and the very…erm…handmade art in that particular game (especially the 
character walk cycles) is hilarious and perfectly suits the tone.&lt;br /&gt;
If you’re not the greatest artist in the world, then you can either 
use that to your advantage and go for a super simple style (even using 
free tools like &lt;a href=&quot;http://www.gimp.org/&quot;&gt;GIMP&lt;/a&gt; and &lt;a href=&quot;http://www.blender.org/&quot;&gt;Blender&lt;/a&gt;), or you can outsource art to someone else.&lt;br /&gt;
Art is probably the easiest part of game development to outsource: if
 your game engine is reasonably standard you can usually just give the 
artist a spec, agree a price and leave them to get on with it.&lt;br /&gt;
I would recommend using artists who have a good track record. Someone
 who has completed a lot of projects, and maybe has industry experience,
 will know all the right questions to ask and will have a much higher 
chance of doing their work on time. That advice applies to freelancers 
in other disciplines as well.&lt;br /&gt;
You can sink a lot of money into art, so it’s probably worth thinking
 about the 80/20 rule here. Think about the art that your game really 
needs. Bear in mind that it’s worth focussing on the things the player 
will be looking at most – it’s all very well having glossy cutscenes, 
but if you have rubbish main character animation, people will say your 
game looks terrible.&lt;br /&gt;
Shop around for artists: don’t just hire the first person you find: you’re really after a cost / benefit balance here.&lt;br /&gt;
On Frozen Synapse, we made a few decisions that I think really helped:&lt;br /&gt;
- Keep it simple&lt;br /&gt;
We had almost no art budget, so changed from a fairly complex 2D 
style to a much more abstract top-down aesthetic that could look good 
with a low number of assets. I think that simple art works really well 
for complex PC strategy games – look at something like &lt;a href=&quot;http://www.arcengames.com/w/index.php/aiwar-features&quot;&gt;AI War&lt;/a&gt;, which has a nice 2D art style.&lt;br /&gt;
- Know where you’re going&lt;br /&gt;
Concept art is really useful to give you something to aim for, but 
don’t go overboard with it. &amp;nbsp;As an indie, you’ll need to put your 
limited resources into creating actual assets you can use in your game.&lt;br /&gt;
- Focus on aesthetic rewards&lt;br /&gt;
When a player gets a kill, they’re rewarded with a nice death 
animation and blood splatter. We spent a lot of time and a bit of money 
on getting both of those things to look as nice as possible in the 
context&lt;br /&gt;
- Front-load the awesome&lt;br /&gt;
I see so many games with butt-ugly splash screens and menus. I never 
understand why as they are so easy to get right: they’re mostly just 
static images!&lt;br /&gt;
If a shop has a beautiful interior, but a sign and window which look 
like they were painted by an aesthetically challenged four-year-old, 
nobody is going to be quite sure what to make of it.&lt;br /&gt;
Having menus animate in and out might seem like a small thing, but if
 I’m showing my game to a reviewer, IGF judge, or jaded gamer, they are 
going to sit up and take notice as soon as the first nice thing happens 
on-screen.&lt;br /&gt;
- Polish, polish, polish, polish…&lt;br /&gt;
Atmosphere and presentation are about creating a mood: when you’re 
trying to do that you have to pay attention to all the small details 
that contribute to someone’s unconscious understanding of a situation.&lt;br /&gt;
Apple are masters of this in their product and UI design; just look 
at the iPad: it’s a proliferation of tiny details which add up to a 
ridiculously polished user experience.&lt;br /&gt;
Think about how you want someone to feel when playing your game, then
 tailor ALL of the art to this, from the menu buttons to the mouse-click
 sound effect.&lt;br /&gt;
None of this stuff needs to be expensive – it can be as simple as 
taking the time to ensure that everything is lined up correctly on your 
login screen – but it does matter. It’s also hard to get right – you’ll 
miss stuff – but putting the effort in will mean that’s kept to a 
minimum.&lt;br /&gt;
&lt;strong&gt;Music and Audio&lt;/strong&gt;&lt;br /&gt;
Audio is the least important of the creative disciplines in indie 
games: I can think of many, many successful games which have utterly 
terrible sound and music. I say this with a heavy heart as an audio 
person myself, but it’s true!&lt;br /&gt;
You can still apparently get away with just buying a load of reasonably crappy stock sound effects from somewhere like &lt;a href=&quot;http://www.sounddogs.com/&quot;&gt;SoundDogs&lt;/a&gt; setting their levels appropriately and shoving them in your game.&lt;br /&gt;
However, things are getting a lot more competitive in high-end indie 
games;I really would recommend outsourcing your audio (or doing it 
yourself if you’re an awesome audio dude like &lt;a href=&quot;http://www.lonesurvivor.co.uk/&quot;&gt;Jasper Byrne&lt;/a&gt;).&lt;br /&gt;
Even if you don’t have very much sound, it still adds a great deal of
 polish simply because other indies still aren’t paying attention.&lt;br /&gt;
Voice acting can be incredibly difficult to get right and, as it’s 
not really necessary, is probably best avoided unless you feel it’s 
really essential. If you need voice acting, find someone who works in 
theatre or TV to give you advice on how to go about it: once again, 
knowing people can come in very useful.&lt;br /&gt;
If you’d like to learn how to make music and audio yourself, then I 
recommend buying Computer Music magazine for a few months (not just 
because I used to write for them!) and following along with some 
tutorials.&lt;br /&gt;
I like &lt;a href=&quot;http://www.ableton.com/&quot;&gt;Ableton Live&lt;/a&gt;
 a lot; once you have that and a few free synthesizers, you’ll be able 
to bash out some early musical horrors in no time. You can also use Live
 to do all your SFX editing and processing.&lt;br /&gt;
If you do have the budget (or skills) for a good soundtrack, you’ll 
start to get a load of different benefits. Not only can you sell 
soundtrack downloads, and put the score up for things like the &lt;a href=&quot;http://www.gamemusicbundle.com/&quot;&gt;indie game music bundle&lt;/a&gt;, you’ll also add an entirely new way for people to discover your game.&lt;br /&gt;
&lt;strong&gt;Writing&lt;/strong&gt;&lt;br /&gt;
Writing is optional or minimal for quite a few games but it can make a
 big difference. It can also be an opportunity to inject personality 
into an otherwise dry game. Again, I’d recommend hiring a freelancer for
 this if you don’t have any writing experience yourself, or at least 
checking with some other people to make sure what you’re doing makes 
sense!&lt;br /&gt;
You don’t have to include a huge amount of text (this can be a 
disadvantage, of course) but try to ensure that what you do have is of a
 reasonable standard, especially if you’re writing a script for voice 
actors.&lt;br /&gt;
Something I learned writing Frozen Synapse is that the overwhelming 
majority of gamers want quick, front-loaded exposition: they need to 
know what they’re doing and precisely why they’re doing it in as few 
words as possible. As a species, we haven’t really moved on from “avoid 
missing ball for high score”!&lt;br /&gt;
Put your literary aspirations in check and make sure you’ve got the 
basic context in place, then go back to doing all the ridiculous arty 
stuff you were planning on doing…&lt;br /&gt;
Be aware that many people will take &lt;em&gt;any&lt;/em&gt; text in your game completely literally, &lt;a href=&quot;http://www.mode7games.com/blog/2012/03/29/not-fucking-da-vinci-changing-the-ending-of-frozen-synapse/&quot;&gt;irrespective of context&lt;/a&gt;.&lt;br /&gt;
&lt;strong&gt;A Note on Freelancers&lt;/strong&gt;&lt;br /&gt;
“Where do I find all these mythical freelancers?” you may be asking. 
It really is as simple as Googling, looking on forums and asking around.
 If you are thinking of delving into outsourcing, you’ll need to develop
 the skills of finding people for yourself, as that’s the entire battle.&lt;br /&gt;
Suffice it to say, here’s a few tips…&lt;br /&gt;
A big list of forums to get you started:&lt;br /&gt;
&lt;a href=&quot;http://www.pixelprospector.com/the-big-list-of-indie-game-development-forums/&quot;&gt;http://www.pixelprospector.com/the-big-list-of-indie-game-development-forums/&lt;/a&gt;&lt;br /&gt;
Places like &lt;a href=&quot;http://www.polycount.com/forum/&quot;&gt;Polycount&lt;/a&gt; and even &lt;a href=&quot;http://www.deviantart.com/&quot;&gt;DeviantArt&lt;/a&gt; can be good for artists.&lt;br /&gt;
I’ve always found coders by posting jobs on &lt;a href=&quot;http://www.gamesindustry.biz/&quot;&gt;GamesIndustry.biz&lt;/a&gt; or other industry websites, but freelance coders are not all that hard to come by in general.&lt;br /&gt;
But honestly, Google is your friend.&lt;br /&gt;
&lt;strong&gt;Business and Marketing&lt;/strong&gt;&lt;br /&gt;
Making a game is approximately half the battle! Here’s some info on the other stuff…&lt;br /&gt;
&lt;strong&gt;Basics&lt;/strong&gt;&lt;br /&gt;
Being a professional indie game developer (even just a one-man-band) means that you are running a small business.&lt;br /&gt;
In order to do that effectively, you need to look at a few different aspects:&lt;br /&gt;
&lt;strong&gt;Small Business Fun Time&lt;/strong&gt;&lt;br /&gt;
You will need:&lt;br /&gt;
- An organisation like &lt;a href=&quot;http://www.businesslink.gov.uk/bdotg/action/home&quot;&gt;BusinessLink&lt;/a&gt;&lt;br /&gt;
- A good accountant who knows what the internet is and (ideally) has other small games companies on his books&lt;br /&gt;
- A solicitor, especially if you are setting up a company with other people&lt;br /&gt;
BusinessLink (or local equivalent) will be able to give you all the 
information you need to set up a company: you most likely will want to 
find your country’s version of a “limited liability company”.&lt;br /&gt;
Your accountant will do your end-of-year tax return (or Satan’s 
Pestilent Administrative Armpit) for you and tell you about how to save 
money.&lt;br /&gt;
Your solicitor will stop you making a massive error when you’re “just
 trying to get a game done” and inadvertently giving away all of your 
company to a publisher. They shouldn’t charge you money just to chat to 
them when you’re a start-up: if they do then tell them where to go.&lt;br /&gt;
That’s literally it – it’s not complicated but it is boring.&lt;br /&gt;
A quick tip for finding professionals who will be good in the long 
run: they will travel to see you (within reason!) for the initial 
meeting and give you genuinely useful advice for free. Anyone who 
bothers to do both of those things has my attention immediately.&lt;br /&gt;
&lt;em&gt;What size and structure suits me?&lt;/em&gt;&lt;br /&gt;
Personally, I am not a designer or coder, so I partnered 50:50 with 
someone who is highly skilled at both of those things. That leaves him 
to get on with designing, coding and managing, while leaving me to spend
 my time on with a catalogue of odds and ends in various other 
disciplines.&lt;br /&gt;
We also have two brains to apply to strategic issues, as well as two 
very different personalities to evaluate our products. It helps 
immensely.&lt;br /&gt;
For this reason, I really think most one-man-band devs should look at
 bringing at least one other person eventually: just an opinion! I don’t
 think you can hit your full potential slogging it out on your own 
forever: you need that second perspective.&lt;br /&gt;
&lt;em&gt;What are my long-term goals?&lt;/em&gt;&lt;br /&gt;
If you have never made a game before, please just make one and 
release it, even if it’s just for free: don’t let planning distract you 
from that. You need to have that process figured out before you think 
about anything else. Just do it!&lt;br /&gt;
Once you know you can make games, that’s the time to start planning ahead.&lt;br /&gt;
If you want to make indie games for your entire career, you’ll have 
to figure out a way to find a niche, stay ahead of what other game devs 
are doing and keep trying to make your games stand out.&lt;br /&gt;
This is where having a strong creative lead will help you: if you 
have great ideas and the ability to present them well, you’ll be able to
 find a market for what you’re making.&lt;br /&gt;
Be ready to make your next game and move onto it promptly as soon as 
you have completed one project. It can be tempting to just sit there 
milking one thing (especially if you have had a hit) but you absolutely 
need to keep going.&lt;br /&gt;
You might want to grow your business or stay small: both are valid, 
despite the fact that people will criticise you for doing either. A lot 
of this is down to personal motivation and drive: if you are not 
interested in running a big business with a lot of employees then don’t 
do it!&lt;br /&gt;
&lt;strong&gt;Strategy&lt;/strong&gt;&lt;br /&gt;
I’ve come up with four ways that an indie game studio can set itself 
up for the long-term. Obviously these are crude, and there are many 
other valid approaches. Here they are:&lt;br /&gt;
1.) A regular (at least one release every two years) string of strong (but not necessarily hit) pay-once games&lt;br /&gt;
OR&lt;br /&gt;
2.) A single large-scale – probably 
free-to-play-with-microtransactions – game with a decent conversion rate
 and ARPU (average revenue per user)&lt;br /&gt;
OR&lt;br /&gt;
3.) One singular Minecraft-style breakout hit!&lt;br /&gt;
OR&lt;br /&gt;
4.) Any / all of the above combined with outsourcing and contract work&lt;br /&gt;
&lt;strong&gt;Pay Once&lt;/strong&gt;&lt;br /&gt;
Most indies start (even if they don’t know it) with 1.), because they
 are making a pay once game. They think, “I will make my game, get it on
 Steam / App Store / Android Marketplace, do some PR and make money”. 
The reason that we are in a golden age of indie development right now is
 that this can actually work with the right game!&lt;br /&gt;
If you make a good enough game, get a decent distribution agreement 
from a big distributor, and get some good PR behind it, then you can 
make money.&lt;br /&gt;
However, it’s most likely, even with additional revenue streams like 
DLC and ports, that you’ll need to do this on a regular basis: that’s 
the major challenge.&lt;br /&gt;
Successful small (or one-man-band) companies who follow this model are &lt;a href=&quot;http://www.arcengames.com/w/&quot;&gt;Arcen Games&lt;/a&gt; and &lt;a href=&quot;http://www.positech.co.uk/&quot;&gt;Positech Games&lt;/a&gt;.&lt;br /&gt;
I still recommend that newer devs start with 1.) because of the 
challenges inherent in the other categories. Making a successful 
free-to-play game is more creatively restrictive and simply harder than 
making a pay-once game, whatever the free-to-play camp will say.&lt;br /&gt;
Set a fair price that you feel is appropriate for your game based on 
the amount of content and depth it has in it. Make sure that you don’t 
undervalue what you’re doing: you can compete in areas other than price.&lt;br /&gt;
&lt;strong&gt;Free-to-play&lt;/strong&gt;&lt;br /&gt;
The technical abilities and funding level of many start-up indies 
probably preclude 2.) but it is certainly worth looking into if you have
 an applicable game design..&lt;br /&gt;
2.) is certainly capable of making many times the revenue of 1.), but
 is harder to design and requires many more ongoing resources (like 
servers and support staff for large multiplayer games), as well as 
continuous evolution and development.&lt;br /&gt;
This business model is very in vogue at the moment and so its 
disadvantages can be overlooked: I have been told by the developers of 
several free-to-play games that they wish they had gone with a 
traditional pay-once model.&lt;br /&gt;
However, despite idiots ranting on the internet, customers of &lt;em&gt;all demographics&lt;/em&gt;
 tolerate free-to-play models. The only evidence you need that it works 
in the hardcore space (if that is your target) is League of Legends and 
Tribes: Ascend. It was recently announced that Valve’s DOTA2 will be 
free-to-play and monetised entirely by aesthetic content: to my 
knowledge, this is the first time that a core game as done that and it 
will be a fascinating test case for that model.&lt;br /&gt;
Free-to-play also allows for much more long-term iterative 
development and practises like “minimum viable product” where you 
develop your game in tandem with a lot of community feedback and 
metrics. This also allows you to scale your company directly 
proportional to the revenue your game is making and build things up that
 way.&lt;br /&gt;
Finally going free-to-play means that many, many more people will try
 your game compared to one released under a pay-once model (even with a 
demo). If you want to truly aim for the biggest possible market, and 
you’re convinced that your game will retain players for a long time, by 
all means give it a shot.&lt;br /&gt;
For examples of successful smaller free-to-play games I’d check out &lt;a href=&quot;http://www.kongregate.com/&quot;&gt;Kongregate&lt;/a&gt;
 (they have a great presentation from GDC this year over at GDC Vault as
 well). The results that lone developers can achieve with free-to-play 
games on there are nothing short of astonishing.&lt;br /&gt;
&lt;strong&gt;Contract Work&lt;/strong&gt;&lt;br /&gt;
Mode 7 switched from original game development to mostly contract 
work after the failure of our first game, and it was a great move at the
 time. We were able to get funding to make exactly the game we wanted to
 make on our own terms.&lt;br /&gt;
After Frozen Synapse’s success, we have largely moved away from contract work again for the following reasons:&lt;br /&gt;
- It is very unpredictable&lt;br /&gt;
- The time spent is always greater than the amount quoted for&lt;br /&gt;
- The ongoing support needed for any large project is a huge time drain&lt;br /&gt;
- The potential upside is always lower than working on an original product&lt;br /&gt;
- There are no long-term benefits like IP ownership&lt;br /&gt;
Some successful studios like &lt;a href=&quot;http://www.remodestudios.com/&quot;&gt;Remode&lt;/a&gt; manage to combine original IP development with contract work in a very considered way. Others, like the brilliant &lt;a href=&quot;http://www.fishinabottle.com/&quot;&gt;Fish in a Bottle&lt;/a&gt; are based pretty much entirely around very targeted game design for brands and other companies.&lt;br /&gt;
Again, it’s all about finding your own balance.&lt;br /&gt;
&lt;strong&gt;Marketing&lt;/strong&gt;&lt;br /&gt;
Here’s the link to my &lt;a href=&quot;http://www.gamasutra.com/view/feature/4117/building_buzz_for_indie_games.php&quot;&gt;Gamasutra article again&lt;/a&gt;, because I don’t like repeating myself…even though I just…did. &amp;nbsp;Um.&lt;br /&gt;
I think many of the things I said there probably still stand up.&lt;br /&gt;
The most important thing is to let your game take the lead. It’s 
pretty difficult to take the lead yourself: you’ll have to be an 
intriguing personality that the press want to speak with until you &lt;em&gt;at least&lt;/em&gt;
 have some kind of intriguing game in development, and if that’s going 
to happen to you it will happen naturally, so don’t worry about it.&lt;br /&gt;
One thing I am finding at the moment is that frequency matters a lot:
 blogging regularly and tweeting / posting on Facebook every day is a 
good way to keep people engaged with what you’re doing.&lt;br /&gt;
In terms of people actually buying your game, hitting high-profile sites like &lt;a href=&quot;http://www.rockpapershotgun.com/&quot;&gt;RPS&lt;/a&gt; and &lt;a href=&quot;http://www.kotaku.com/&quot;&gt;Kotaku&lt;/a&gt;
 combined with a sale or big release is still the best thing to aim for.
 It’s worth taking the time to get to know journalists who work for the 
larger sites while your game is in development so that you can hit them 
up when it comes to launch.&lt;br /&gt;
All in all, still the most important thing about marketing an indie 
game is to think about how it will speak to people: how you can create 
and execute a concept which people will genuinely love. All of the other
 activities need to be driven by a strong belief that your product is 
amazing and that you have put all you can into it.&lt;br /&gt;
&lt;strong&gt;Video&lt;/strong&gt;&lt;br /&gt;
Video is ridiculously important these days. Here’s a quick idiot’s 
guide (as in, a guide written by an idiot) to video for indie game dev:&lt;br /&gt;
1.) Use &lt;a href=&quot;http://www.fraps.com/&quot;&gt;FRAPS&lt;/a&gt;
 to capture footage from the game at a good resolution – there’s 
basically no sane alternative and it’s very cheap. FRAPS is great.&lt;br /&gt;
2.) &lt;a href=&quot;http://www.sonycreativesoftware.com/vegassoftware&quot;&gt;Sony Vegas 11&lt;/a&gt;
 for editing your captured footage – frankly, it’s a bit ropey and 
proper video people will laugh at you, but it’s easy to learn and not 
too expensive. Other editing software is available!&lt;br /&gt;
Make sure you set the “project settings” to something sensible when 
you start a new project, as a lot of the Vegas default projects are 
stupid – I think 1080p, 30fps and non-interlaced is good.&lt;br /&gt;
3.) Export as an uncompressed AVI – this will be an unbelievably stupidly big file, so you may want a spare hard drive handy.&lt;br /&gt;
4.) Use &lt;a href=&quot;http://handbrake.fr/details.php&quot;&gt;Handbrake&lt;/a&gt;
 to encode this AVI to a format suitable for YouTube – you’ll be wanting
 H.264 – that’s YouTube’s native format so it won’t re-encode it once 
you upload (APPARENTLY), leading to better quality. The resulting file 
will be much smaller.&lt;br /&gt;
That’s the sum total of my current knowledge and we’ve managed to do alright with trailers!&lt;br /&gt;
If you want to film stuff with a camera to spice up your videos buy a
 Sony HX9V – basically point-and-shoot but can do 1080p video like a 
badass. Professionals use them as backup cameras, and that means 
something. I bought a mini tripod called a Gorillapod with mine and 
that’s been invaulable too – can just sit it on your desk and talk into 
it then.&lt;br /&gt;
&lt;strong&gt;Advertising&lt;/strong&gt;&lt;br /&gt;
This is tricky to get right, and most indies don’t do it, but don’t 
write it off. If you have a site which is metricated using Google 
Analytics, you can tie that in with Google Ads to figure out where to 
spend your money. It will take time and persistence but if you get it 
right, it can be very useful.&lt;br /&gt;
&lt;strong&gt;Final Thoughts&lt;/strong&gt;&lt;br /&gt;
I believe it will take a skilled person with a strong work ethic 
starting from scratch a minimum of two years to get any kind of 
significant financial return from making indie games, probably longer. I
 dare you to prove me wrong! I would honestly expect most people to take
 three to four years. In any case, you will need to have some decent 
savings (or external funding) if you’re going to jump into full-time 
indie game dev.&lt;br /&gt;
It is possible to do it part-time, just be prepared to have no social
 life (I’m not being hyperbolic here) and to somehow figure out how you 
can work on something seriously around a full-time job. It’s one of the 
hardest things you can ever do, but, as I said, it is possible.&lt;br /&gt;
Once you’re in the swing of making an indie game, it’s a good idea to start reaching out to other people. Go to events (like &lt;a href=&quot;http://bit-of-alright.com/&quot;&gt;Bit of Alright&lt;/a&gt;),
 meet other indies, tell people what you’re doing. Firstly, you’ll start
 to get a bit of attention and you’ll make friends who can help you. 
Secondly, this will make you much more likely to finish what you’re 
doing: the social aspect of committing to do something is usually the 
most powerful driver for actually accomplishing it.&lt;br /&gt;
Always try to think about things from the perspective of the player 
and customer (when you have them). This can be difficult and challenging
 at times – also you will face the harsh reality of areas where you’re 
failing – but it is worth doing and worth pushing yourself to improve. 
You need to think about your bottom line and your customer experience 
simultaneously: try not to be either Borders or Amstrad!&lt;br /&gt;
While you’re taking community feedback, stay true to your own ideals 
and don’t deviate from the concepts which drew you to design your game 
in the first place.&lt;br /&gt;
Games are an insanely wonderful, silly, beautiful and diverse 
artform: if you want to get involved with them you need to respect that 
and then think about how you can destroy / remake / change / evolve it.&lt;br /&gt;
The Independent Games Festival had almost &lt;a href=&quot;http://igf.com/2011/10/2012_independent_games_festiva_1.htm&quot;&gt;570 entries&lt;/a&gt;
 this year and that is definitely on the increase: your mission is to 
make something that will stand out above the crowd in the future.&lt;br /&gt;
I have written quite a bit about business and money, but ultimately 
there is no point doing this unless you love making games. &amp;nbsp; There are 
as many different approaches to being an indie dev as there are &lt;em&gt;indie devs&lt;/em&gt;: if you think I’m an idiot and you want to go out and prove me wrong then please do so – I look forward to seeing your game.&lt;br /&gt;
Good luck and have fun, as they say!&lt;br /&gt;
&lt;br /&gt;
source:http://www.mode7games.com/blog/2012/06/12/how-to-be-an-indie-game-developer/&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/8761845820328764358/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/10/how-to-be-indie-game-developer-i-got.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/8761845820328764358'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/8761845820328764358'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/10/how-to-be-indie-game-developer-i-got.html' title=''/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-8684379772717040705</id><published>2012-10-04T07:18:00.000-07:00</published><updated>2012-10-04T07:18:02.924-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game News"/><title type='text'>Exclusive new screens from the Igromir Expo</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;http://sphotos-f.ak.fbcdn.net/hphotos-ak-ash3/550566_367373360004537_154187957_n.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;133&quot; src=&quot;http://sphotos-f.ak.fbcdn.net/hphotos-ak-ash3/550566_367373360004537_154187957_n.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;http://sphotos-h.ak.fbcdn.net/hphotos-ak-snc7/483119_367373433337863_1857271973_n.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;133&quot; src=&quot;http://sphotos-h.ak.fbcdn.net/hphotos-ak-snc7/483119_367373433337863_1857271973_n.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash4/320335_367373410004532_510038781_n.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;133&quot; src=&quot;http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash4/320335_367373410004532_510038781_n.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
We are gonna need a new pc for sure but it is gonna be the most epic game ever&lt;/div&gt;
&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/8684379772717040705/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/10/exclusive-new-screens-from-igromir-expo.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/8684379772717040705'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/8684379772717040705'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/10/exclusive-new-screens-from-igromir-expo.html' title='Exclusive new screens from the Igromir Expo'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-5453371749534617986</id><published>2012-10-01T07:20:00.001-07:00</published><updated>2012-10-01T07:21:12.566-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Business News"/><title type='text'>Money and the App Store A few figures that will help an indie developer</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
&lt;br /&gt;
&lt;div class=&quot;entry&quot;&gt;
&lt;em&gt;Emeric Thoa is the creative director and 
co-founder of The Game Bakers, an independent game studio that recently 
released the turn-based action RPG SQUIDS on iOS.&lt;br /&gt;
Twitter: @emericthoa&lt;/em&gt;&lt;br /&gt;
_ _ _ _ _&lt;br /&gt;
Eighteen months ago, when I left Ubisoft to start an independent game 
studio and focus on making my own games, I looked online a bit to get an
 idea of how much income I could expect to make as an indie. At Ubisoft I
 used to work on big AAA console games, and I had some figures in mind, 
but I knew they wouldn’t be relevant for my new life: $20M budgets, 
teams of 200 hundred people, 3 million sales at $70 per unit… I knew 
being an indie developer would be completely different, but I had very 
little information about &lt;em&gt;how&lt;/em&gt; different it would be.&lt;br /&gt;
&lt;em&gt;Angry Birds&lt;/em&gt; had taken off, &lt;em&gt;Plants vs. Zombies&lt;/em&gt; was already a model, &lt;em&gt;Doodle Jump&lt;/em&gt; was a good example of success, and soon after I started my “indie” life, &lt;em&gt;Cut the Rope&lt;/em&gt;
 was selling a million copies a week. But except for what I call the 
“jackpots,” there were very few public stories or numbers on the web, 
and this meant we were a bit in the dark when we started &lt;em&gt;SQUIDS&lt;/em&gt;.
 I have been tracking figures since then, and I’m writing this article 
to share what I’ve learned with my fellow indie dev buddies who might be
 in the same position I was, a year and a half ago.&lt;br /&gt;
&lt;br /&gt;
&lt;h3&gt;
The App Store myths&lt;/h3&gt;
In this article, I will present all of the &lt;strong&gt;post-mortems and figures&lt;/strong&gt;
 I’ve found interesting, and I will also explain how SQUIDS fits into 
the overall picture. But first, I would like to quickly give my opinion 
on few of the App Store myths you may believe if you’re not an 
experienced iOS developer. There are plenty of ways to view the App 
Store, but my point is that you might be a bit surprised by what the App
 Store really means in terms of money.&lt;br /&gt;
&lt;h4&gt;
Myth #1: There are so many iPhones and iPads out there that any decent game can make you rich.&lt;/h4&gt;
This is an easy mistake to make when you try to do the math with your
 dev buddy during a coffee break. “Okay, there are 200 million users on 
the App Store. You just need to reach 0.1% of them with a $1 app and 
you’ll make $200k!”&lt;br /&gt;
My warnings:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;A lot of iOS users don’t have a credit card. Think kids and teenagers with iPods, for instance. They just download free apps.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.gamesindustry.biz/articles/2011-05-19-study-5-million-ios-games-downloads-per-day&quot;&gt;88 % of games downloaded are free&lt;/a&gt;.
 And when people say that Angry Birds has reached 200 million downloads,
 remember that this includes their Lite and Free versions. (I won’t 
cover freemium models in this post, but don’t expect freemium to be 
easy, either.)&lt;/li&gt;
&lt;li&gt;Never forget Apple’s 30% cut. $200k = $140k in real life.&lt;/li&gt;
&lt;/ul&gt;
The point here is that the user base might be huge, but a lot of 
people never pay anything on the App Store, so don’t get blinded by the 
potential and stay rational.&lt;br /&gt;
&lt;h4&gt;
Myth #2: Making an iPhone game is fast and cheap&lt;/h4&gt;
Compared to making &lt;em&gt;Assassin’s Creed&lt;/em&gt; or &lt;em&gt;Red Dead Redemption&lt;/em&gt;,
 this one is actually true. Making an iPhone game shouldn’t cost $50M 
and take 4 years. (Well, neither should a console game, if you ask me.) 
But unless you’re aiming for a Doodle Jump clone, it’s still a bit of 
work. If you make it cheap, you’ll have a very small team (say 2 
people), and it’ll take AT LEAST six months to get something polished 
out there.&lt;br /&gt;
A quick estimate of an iOS game budget:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;2 salaries x 6 months&lt;/li&gt;
&lt;li&gt;A freelance contractor for sound design&lt;/li&gt;
&lt;li&gt;A trip to GDC or some other event to meet journalists&lt;/li&gt;
&lt;li&gt;Hardware to work on (a new computer, or a hard drive, or an iPad)&lt;/li&gt;
&lt;li&gt;Some software licenses, because software devs need to earn a living, too&lt;/li&gt;
&lt;li&gt;Maybe a website or a Dropbox account&lt;/li&gt;
&lt;li&gt;You’ll do the QA yourself? All right then…&lt;/li&gt;
&lt;/ul&gt;
All in all, you can’t be serious about making games and “earning a 
living” out of it without at least a $40k budget. (And I’m really being 
cheap here; I think to be competitive today on the App Store you need 
$100k.)&lt;br /&gt;
&lt;h4&gt;
Myth #3: Updating your game will make your sales increase over time (also known as “the Angry Birds fairy tale”)&lt;/h4&gt;
This is probably the story that most people have heard and that 
everyone keeps telling you about at parties. When you tell someone you 
just made the move to become an indie and develop for iOS, they usually 
put an arm on your shoulder and say, “Hey man, it’s very different from 
the traditional game industry. Even if you fail at launch, if you keep 
updating the game it’s gonna take off eventually. You’ll earn more money
 after six months than during the first week after launch. Look at &lt;em&gt;Angry Birds&lt;/em&gt;, man.”&lt;br /&gt;
Well, this might have made some sense two years ago, but it’s not the
 case anymore—unless your launch fails. If you really mess up your 
launch but you keep pushing for the game, then it will probably get 
better, that’s true. But you don’t really want your launch to fail. 
There is a “launch effect” on the App Store, now more than ever.&lt;br /&gt;
Your initial launch—along with special events like being featured by 
Apple, or promotions, or winning an award and getting some sweet 
coverage—that’s what will make your downloads go up. Content updates 
won’t (unless they are crash-fixes). Content updates like new levels are
 good to secure a user base and to build a community, but they don’t 
increase the user base. That doesn’t mean you shouldn’t do content 
updates, but don’t expect the wrong benefits from them.&lt;br /&gt;
&lt;h4&gt;
Myth #4: Being visible on the App Store just takes &lt;a href=&quot;http://ismashphone.com/2010/10/how-reddit-helped-a-small-time-developer-overtake-angry-birds-in-itunes.html&quot;&gt;a good post on reddit&lt;/a&gt; or a good viral video&lt;/h4&gt;
Once you have a good game, the key to success is visibility on the 
App Store. Another tale I’ve been told many times (and that I actually 
wanted to believe) is that you can leverage big communities with a nice 
forum post or a cool and cheap video. I believe now that this is a waste
 of time. You can’t influence a community unless you’ve already been in 
this community for a long time. And viral videos suffer even more from 
the “jackpot syndrome” than the apps themselves, in the sense that you 
can’t at all predict if they will get 12 million views or 300 (although 
300 is more likely).&lt;br /&gt;
Just accept it: being visible will be a long and tough battle that 
you’ll have to fight from the day you start to code, to a year after the
 launch.&lt;br /&gt;
&lt;h4&gt;
Myth 5: Getting featured by Apple is completely random&lt;/h4&gt;
Some indie devs think getting featured by Apple is a bit of luck. I 
don’t think so. Sure, the guys at Apple are honest folks who showcase 
the games they like and think are quality products. But like any 
publisher, they have their editorial line and they manage risks.&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;They showcase games that match up with their main audience (meaning a
 good educational product for iPad has more chance of being featured 
than the 2412th endless runner game)&lt;/li&gt;
&lt;li&gt;They showcase games that will sell more devices and use their latest
 features (if you can use the new iOS 6 feature, good for you)&lt;/li&gt;
&lt;li&gt;They showcase games that come from reliable developers / publishers 
(if you previously published a millions-grossing app on iOS, good for 
you)&lt;/li&gt;
&lt;li&gt;They showcase games from people they know personally (because even in 2012, real life relationships help you trust people)&lt;/li&gt;
&lt;/ul&gt;
It’s not random that &lt;em&gt;Infinity Blade 2&lt;/em&gt; was featured at 
launch: it comes from a well known publisher, it’s a sequel of a hit, 
it’s an iPhone 4 showcase app, and Chair/Epic have probably had beers 
with folks from Apple more than once.&lt;br /&gt;
On a scale that’s more relatable to an indie developer, the same rules apply to &lt;em&gt;Jetpack Joyride&lt;/em&gt;, coming from &lt;em&gt;Fruit Ninja&lt;/em&gt;’s devs. Or &lt;em&gt;Tiny Tower&lt;/em&gt; (the &lt;em&gt;Pocket Frog&lt;/em&gt; devs). Or even &lt;em&gt;&lt;a href=&quot;http://toucharcade.com/2011/09/20/bumpy-road-has-been-downloaded-a-lot-to-go-on-sale-soon/&quot;&gt;Bumpy Road&lt;/a&gt;&lt;/em&gt; (the &lt;em&gt;Cosmo Spin&lt;/em&gt; devs).&lt;br /&gt;
The point is: if you are an indie with no publisher backing, if it’s 
your first game and if it doesn’t particularly show off the new features
 of the iPhone 5, you won’t get featured. The good news is, it’s 
actually a VERY GOOD THING that App Store featuring isn’t random. That 
means we can do what it takes to reach that goal.&lt;br /&gt;
&lt;br /&gt;
&lt;h3&gt;
And now what?&lt;/h3&gt;
Knowing that the App Store is not a mine full of gold ready for the 
taking, there are still ways to earn a living with that dream job of 
being an indie game developer. So let’s take a look at who is successful
 on this distribution platform.&lt;br /&gt;
&lt;h4&gt;
The Blockbusters&lt;/h4&gt;
Exactly like in the console game industry, there are certain games 
that are simply too big to fail. Most of the time they are made by a 
small dev team but backed up by a big publisher, securing the Apple 
featuring, PR support, and press coverage. Here are a few examples with 
figures:&lt;br /&gt;
&lt;strong&gt;&lt;em&gt;Infinity Blade:&lt;/em&gt;&lt;/strong&gt; developed by Chair and backed up by Epic. &lt;a href=&quot;http://toucharcade.com/2011/06/07/infinity-blade-rakes-in-over-10-million/&quot;&gt;$10M in 7 months&lt;/a&gt; with 40% coming from iAP, according to Epic. In January 2012, the &lt;a href=&quot;http://www.gamasutra.com/view/news/39505/Infinity_Blade_franchise_rakes_in_30M.php&quot;&gt;Infinity Blade franchise (1+2) reached $30M in revenue&lt;/a&gt;.&lt;br /&gt;
&lt;strong&gt;&lt;em&gt;Cut the Rope: &lt;/em&gt;&lt;/strong&gt;developed by Zeptolab and 
backed up by Chillingo. They did everything they could to make it an 
Angry Birds killer (they even made a better game), but “only” managed to
 sell &lt;a href=&quot;http://www.joystiq.com/2010/11/17/cut-the-rope-sells-3-million-free-update-soon/&quot;&gt;3 million games in 6 weeks&lt;/a&gt;.&lt;br /&gt;
&lt;strong&gt;&lt;em&gt;Jetpack Joyride:&lt;/em&gt;&lt;/strong&gt; developed by Halfbrick and backed up by Fruit Ninja’s notoriety. They had &lt;a href=&quot;http://www.gamasutra.com/view/news/37210/Fruit_Ninja_Dev_Sees_Repeat_Success_With_Jetpack_Joyride.php&quot;&gt;350k downloads in a week&lt;/a&gt; and we know it was the start of a long-term success.&lt;br /&gt;
&lt;strong&gt;&lt;em&gt;Order &amp;amp; Chaos:&lt;/em&gt;&lt;/strong&gt; developed by Gameloft (and inspired by WoW). They made &lt;a href=&quot;http://toucharcade.com/2011/05/31/gameloft-has-raked-in-1m/&quot;&gt;$1M in 20 days&lt;/a&gt; with a $6.99 game, which comes out to about 7,000 downloads a day if we exclude iAPs.&lt;br /&gt;
These examples are what make many people think that, when well done, 
an App Store game is bringing in a lot of money. There is no doubt these
 games are profitable, but even if $1M in 20 days is certainly a lot of 
money, I bet &lt;em&gt;O&amp;amp;C&lt;/em&gt; cost more to develop. These games are the &lt;em&gt;Call of Duty&lt;/em&gt; and the &lt;em&gt;Skyrim&lt;/em&gt; and the &lt;em&gt;WoW&lt;/em&gt; of the App Store, but they don’t bring in as much money, even proportionally to their budgets.&lt;br /&gt;
Along the same lines, there are some games that are truly indie 
successes but that can be considered blockbusters because, as opposed to
 Jackpots, you could tell they were going to be massive hits before they
 even launched:&lt;br /&gt;
&lt;strong&gt;&lt;em&gt;World of Goo&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://2dboy.com/2011/02/08/ipad-launch/&quot;&gt;Link to World of Goo post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;iPad version released 2 years after the critically acclaimed PC/WiiWare versions&lt;/li&gt;
&lt;li&gt;Released at $10, then dropped to $5, where it had more revenues at than it had at 10$&lt;/li&gt;
&lt;li&gt;Got featured by Apple. Sold 125k in its first month (iPad only!). 
Comparatively, the best month on WiiWare was 68k copies, and 97k on 
Steam.&lt;/li&gt;
&lt;li&gt;Recently hit the &lt;a href=&quot;http://toucharcade.com/2012/01/10/world-of-goo-hits-one-million-app-store-downloads/&quot;&gt;one million download mark&lt;/a&gt; on the App Store (iOS+Mac)&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;Tiny Tower&lt;/em&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Freemium game from the successful brothers who made Pocket Frogs&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://www.tuaw.com/2011/06/28/tiny-tower-picks-up-.a-million-downloads-in-four-days/&quot;&gt;1 million download in 4 days&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;2.6% of users buy iAP&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;The Heist&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://taptaptap.com/blog/heisting-the-app-store-500000-paid-downloads-in-1-week/&quot;&gt;Link to The Heist post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;500k sold in one week&lt;/li&gt;
&lt;li&gt;Had a 500k user database that received a newsletter at launch&lt;/li&gt;
&lt;li&gt;Not really related, but the same devs also have a successful app 
called camera+ that reached 3 million sales, and they revealed that &lt;a href=&quot;http://campl.us/3million/&quot;&gt;being the #3 paid app in the US means around $30k / day&lt;/a&gt;. We learn here that being In the Top 10 means around $15k / day.&lt;/li&gt;
&lt;/ul&gt;
So yes, it’s possible to kick ass on the App Store, but if you start 
from scratch, you probably won’t achieve the same figures—unless you 
have a “jackpot” app.&lt;br /&gt;
&lt;h4&gt;
The Jackpots&lt;/h4&gt;
Here are the real winners of the App Store lottery: the Jackpot 
games, the ones we could have expected to make a decent success, but not
 THAT INCREDIBLE a success. &lt;em&gt;Angry Birds&lt;/em&gt; is of course the most famous example, but &lt;em&gt;Doodle Jump&lt;/em&gt; or &lt;em&gt;Fruit Ninja&lt;/em&gt; are crazy jackpots as well.&lt;br /&gt;
Here are two others worth mentioning:&lt;br /&gt;
&lt;strong&gt;&lt;em&gt;Tiny Wings:&lt;/em&gt;&lt;/strong&gt; developed by Andreas Illiger. &lt;a href=&quot;http://en.wikipedia.org/wiki/Tiny_Wings&quot;&gt;Sold more than 3 million copies&lt;/a&gt;
 and took first place in the US for more than 2 weeks. It’s any indie’s 
dream: a great game, great critical reception, a great commercial 
success. A game made by one guy in 7 months. It was well done from start
 to finish, but try to mimic it and I bet you won’t end up at #1. It’s 
the reference jackpot.&lt;br /&gt;
&lt;strong&gt;&lt;em&gt;Trainyard:&lt;/em&gt;&lt;/strong&gt; a puzzle game that made a crazy streak to first place for a little while and made us all dream. The dev wrote &lt;a href=&quot;http://struct.ca/2010/the-story-so-far/&quot;&gt;a super post-mortem here&lt;/a&gt;, and as you will see at the beginning it was not all that successful. He also gave the interesting figure of &lt;a href=&quot;http://forums.toucharcade.com/showpost.php?p=1892879&amp;amp;postcount=30&quot;&gt;$40k to $50k a day if you’re the #1 paid app in the US&lt;/a&gt;.&lt;br /&gt;
I’ve been looking at the French App Store charts for almost 2 years, and &lt;em&gt;Angry Birds&lt;/em&gt;, &lt;em&gt;Fruit Ninja&lt;/em&gt;, &lt;em&gt;Doodle Jump&lt;/em&gt;, and their spin-offs have not left the Top 25. What that means to me is that even &lt;em&gt;Tiny Wings&lt;/em&gt; and &lt;em&gt;Trainyard&lt;/em&gt;
 didn’t manage to stay in the Top 25 despite their great success, and 
that no game since 2010 has made it, either. It might happen again, but I
 feel that App Store “brands” have been created already and it will take
 new tech or a new feature from a new Apple device before newcomers have
 a chance of staying high in the charts for a long time. Maybe the next 
killer app will use Siri (haha).&lt;br /&gt;
&lt;h4&gt;
The real world&lt;/h4&gt;
This leaves us with the real world. The world you and I play in, with
 all the other indies and the other lesser publisher-backed games. Here 
are some numbers and stories I found that might help you. I want to 
thank all the devs who posted these post-mortems—&lt;strong&gt;it really helps guys, so thank you!&lt;/strong&gt;&lt;br /&gt;
&lt;strong&gt;&lt;em&gt;Hard Lines&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://www.gamesbrief.com/2011/06/spilt-milk-studios-launching-an-iphone-game/&quot;&gt;Link to Hard Lines post mortem&lt;/a&gt;&lt;br /&gt;
First week:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;14 reviews, all were good&lt;/li&gt;
&lt;li&gt;22 user ratings, all 5 stars&lt;/li&gt;
&lt;li&gt;452 sales in 8 days, grossing a total of $292&lt;/li&gt;
&lt;/ul&gt;
Then got featured by Apple (not Game of the Week, but New &amp;amp; Noteworthy).&lt;br /&gt;
Other interesting facts:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;http://www.gamesbrief.com/2011/12/spilt-milk-studios-development-diary-18-christmas-roundup/&quot;&gt;N&amp;amp;N featuring led to about 6500 sales in 10 days&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;82,000 downloads on Day One when featured by Free App A Day, sold 500 when turned back to “paid” after a 5-day promotion (&lt;a href=&quot;http://www.gamesbrief.com/2011/09/spilt-milk-studios-development-diary-12-%E2%80%93-hundreds-and-thousands/&quot;&gt;normal sales are about 50 a day&lt;/a&gt;).&lt;/li&gt;
&lt;li&gt;By Christmas 2011, including downloads from free promotion, &lt;em&gt;Hard Line&lt;/em&gt; had &lt;a href=&quot;http://www.gamesbrief.com/2011/12/spilt-milk-studios-development-diary-18-christmas-roundup/&quot;&gt;258k downloads.&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;Portaball&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://bartoszciechanowski.com/2011/08/portaball-post-mortem/&quot;&gt;Link to Portaball post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;4,000 sales ($0.99) from Sept 2010 to August 2011. Highest one-day sales: 160 at launch&lt;/li&gt;
&lt;li&gt;56k downloads during the free promotion period&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;Punch a Hole&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://bartoszciechanowski.com/2011/09/the-first-week/&quot;&gt;Link to Punch a Hole post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Reviewed by Touch Arcade and PocketGamer&lt;/li&gt;
&lt;li&gt;249 sales during launch week&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://bartoszciechanowski.com/2011/09/the-mini-experiment/&quot;&gt;2-3 sales a day after launch week&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;Wooords&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://strayrobotgames.com/2011/08/one-month-on-the-app-store/&quot;&gt;Link to Wooords post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Reviewed by TouchArcade&lt;/li&gt;
&lt;li&gt;Featured in New &amp;amp; Noteworthy on iPad. Made around 1,400 sales a day for two days&lt;/li&gt;
&lt;li&gt;Peaked at #21 overall in US iPad&lt;/li&gt;
&lt;li&gt;Sold around 700/day during the first 20 days, then fell to 100/day&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;Dapple&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://www.streamingcolour.com/blog/2009/03/09/the-numbers-post-aka-brutal-honesty/&quot;&gt;Link to Dapple post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Cost $32k to develop, sold for $4.99 at launch&lt;/li&gt;
&lt;li&gt;Reviewed by Kotaku&lt;/li&gt;
&lt;li&gt;Highest downloads peaked at launch day, then fell to fewer than 10/day. 131 copies sold during the first 24 days.&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;FishMoto&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://overpoweredgames.com/?p=203&quot;&gt;Link to FishMoto post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;$182 grossed after 20 days&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;Flower Garden&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://gamesfromwithin.com/making-a-living-comfortably-on-the-app-store&quot;&gt;Link to Flower Garden post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;http://gamesfromwithin.com/making-a-living-barely-on-the-iphone-app-store&quot;&gt;Made $21k in 8 months&lt;/a&gt; from April 2009 to January 2010&lt;/li&gt;
&lt;li&gt;Added iAPs and free version and made $30k in one month&lt;/li&gt;
&lt;li&gt;Average income is $1500 a week&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;Big Mountain Snowboarding&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://goldenhammersoftware.blogspot.com/2010/07/big-mountain-snowboarding-history-and.html&quot;&gt;Link to Big Mountain Snowboarding post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Released in December 2009 with no buzz&lt;/li&gt;
&lt;li&gt;$50/day during launch week, then dropped&lt;/li&gt;
&lt;li&gt;N&amp;amp;N feature made the sales climb to $80/day, then back down to $10&lt;/li&gt;
&lt;li&gt;iPad launch gave sales a small boost, then they fell again&lt;/li&gt;
&lt;li&gt;Added ads: makes about $4/day (44918 requests, 946 impressions, so about a 2% conversion rate)&lt;/li&gt;
&lt;li&gt;Android version makes $5/day&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;Ow My Balls&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://www.owmyballsthegame.com/?p=728&quot;&gt;Links to Ow My Balls post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;14k copies sold in one year, grossing $10k&lt;/li&gt;
&lt;li&gt;Reached #1 free with free promotion and had 233,124 download in one day. Then reached 1.1 million downloads.&lt;/li&gt;
&lt;li&gt;The day after the successful free promotion, they made $600.&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;QuizQuizQuiz&lt;/em&gt;&lt;/strong&gt; – &lt;a href=&quot;http://www.fourdoorlemon.com/2010/08/28/quizquizquiz-iphone-sales-numbers-us-eh/&quot;&gt;Links to QuizQuizQuiz post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Featured by Apple&lt;/li&gt;
&lt;li&gt;Made around $70k in sales, mainly at $0.99&lt;/li&gt;
&lt;li&gt;Main success in Europe, only 9% in the US&lt;/li&gt;
&lt;li&gt;23% of players were on pirated versions as of August 2010&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;Some conclusions after reading those post-mortem:&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Being featured by Apple has a great impact on downloads&lt;/li&gt;
&lt;li&gt;Being covered by big sites like Touch Arcade has a strong impact&lt;/li&gt;
&lt;li&gt;Being featured by sites like Free App a Day can lead to an 
incredible number of downloads that don’t translate into big sales right
 afterward (the impact on your game’s reputation remains unclear)&lt;/li&gt;
&lt;li&gt;Free promotions might make your ratings go down because you reach a lot of players who might not be your target&lt;/li&gt;
&lt;/ul&gt;
&lt;br /&gt;
&lt;h3&gt;
Conclusion&lt;/h3&gt;
&lt;a href=&quot;http://www.streamingcolour.com/blog/2011/09/28/results-ios-game-revenue-survey/&quot;&gt;&lt;em&gt;Dapple’s&lt;/em&gt; dev Owen Goss did an interesting survey about App Store game revenues&lt;/a&gt;. The findings are exactly what I expected when we created The Game Bakers.&lt;br /&gt;
&lt;img alt=&quot;Revenue per number of games by developer&quot; class=&quot;aligncenter size-full wp-image-957&quot; height=&quot;287&quot; src=&quot;http://thegamebakers.com/wp-content/uploads/2012/01/08_MedPerGameRevByNumGames.gif&quot; title=&quot;08_MedPerGameRevByNumGames&quot; width=&quot;500&quot; /&gt;&lt;br /&gt;
1) The more games you make, the more money you’ll earn from one game.&lt;br /&gt;
Meaning experience matters.&lt;br /&gt;
&lt;img alt=&quot;Distribution of revenues per developers&quot; class=&quot;aligncenter size-full wp-image-958&quot; height=&quot;217&quot; src=&quot;http://thegamebakers.com/wp-content/uploads/2012/01/05_RevDistribution.gif&quot; title=&quot;05_RevDistribution&quot; width=&quot;500&quot; /&gt;&lt;br /&gt;
2) 80% of devs earn 3% of the revenues.&lt;br /&gt;
Meaning there are about 20% of developers who can earn a living from their games, and 1% of them have a very nice car.&lt;br /&gt;
Edit: a pretty good analyse from Owen Goss research by &lt;a href=&quot;http://daveaddey.com/?p=893&quot;&gt;Dave Addey here&lt;/a&gt;. Says that 19% of apps make $24k. 80% $300. Seems realistic.&lt;br /&gt;
&lt;h4&gt;
What about &lt;em&gt;SQUIDS&lt;/em&gt;?&lt;/h4&gt;
&lt;strong&gt;Taking risks to reduce the element of chance&lt;/strong&gt;&lt;br /&gt;
Our strategy with &lt;em&gt;SQUIDS&lt;/em&gt; was super bold. We would spend more to develop it than &lt;em&gt;Angry Birds&lt;/em&gt;, and earn less. That was the plan.&lt;br /&gt;
We would also spend more than &lt;em&gt;Tiny Wings&lt;/em&gt; and earn less. We 
knew that and we aimed for that from the beginning. But what we wanted 
was to remove the “lottery” factor. The strategy was pretty simple:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Make a high quality game with a big scope&lt;/strong&gt; (we knew it would be expensive, but this would differentiate us from the average $0.99 iOS game).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Target a “soft gamer” audience.&lt;/strong&gt; People who were 
playing casual games but wanted a little more depth than Angry Birds. 
The next step in iPhone gaming, basically.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Create a community&lt;/strong&gt;, and big user base of real fans 
who would help to build the brand. This meant going with a low price 
point despite the game’s scope.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Make it multiplatform.&lt;/strong&gt; Because the game would be 
high quality with a big scope, we could then make it multiplatform and 
release it on iOS, PC, Mac, Android, PSN, XBLA, and so on.&lt;/li&gt;
&lt;/ul&gt;
That leads me to two other models I want to bring forward that don’t 
fit into the Blockbuster category or the Jackpot category. Although we 
didn’t base our strategy on their models at the time, I can say that 
these guys go where I want to go with The Game Bakers. They make deep 
games that target a niche audience and end up hitting much more.&lt;br /&gt;
&lt;strong&gt;&lt;em&gt;Great Little War&lt;/em&gt; Game by Rubicon Development&lt;/strong&gt;&lt;br /&gt;
These guys used almost the same strategy we did. They made a very good 
game with a big scope for an iOS release. They targeted the turn-based 
war game niche. They took a little bit less risk in their setting and 
title than we did (little soldiers might have a bigger mainstream appeal
 than &lt;em&gt;SQUIDS&lt;/em&gt;, but I love my Squids nonetheless). Overall, they managed their brand smartly and have &lt;a href=&quot;http://gamasutra.com/view/news/38677/Top_Android_Game_Apps_Great_Little_War_Game_Storms_Top_Ten.php&quot;&gt;recently launched on Android with great success&lt;/a&gt;, taking the spot Nintendo refused to take with &lt;em&gt;Advance Wars&lt;/em&gt; on smartphones.&lt;br /&gt;
&lt;a href=&quot;http://www.gamesbrief.com/2011/08/selling-an-iphone-game-the-sales-figures-in-detail/&quot;&gt;Link to Great Little War Game post mortem&lt;/a&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Released in March 2011 and had generated $150k in income by August&lt;/li&gt;
&lt;li&gt;Development costs were around $100k&lt;/li&gt;
&lt;li&gt;Appearing first in “New &amp;amp; Noteworthy” earned them $6000/day sales, but these quickly felt back to less than $1000/day&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;&lt;em&gt;Sword &amp;amp; Sworcery&lt;/em&gt; by Capybara Games and Superbrothers&lt;/strong&gt;&lt;br /&gt;
Capybara and Superbrothers did everything right with this game. They did
 the exact opposite of what you’re “supposed to do” and made it a hit. 
They released a teaser a year before launch, they targeted a niche of 
click-and-play retro gamers, they priced the game high ($4.99), they 
didn’t have any iAP, they released on iPad only. The budget was $200k 
and they took a big risk overall with the game’s context. It’s as if 
they were indie PC developers who mistook the App Store for Steam. &lt;a href=&quot;http://www.gamasutra.com/view/news/38557/GDC_China_Capys_Vella_To_Indies_Risk_Is_A_Critical_Step_To_Making_Money.php&quot;&gt;And yet they sold more than 300k in 6 months&lt;/a&gt; and won many awards, making it both a critical and commercial success. Respect.&lt;br /&gt;
&lt;h4&gt;
SQUIDS numbers&lt;/h4&gt;
My little addition to all of the post mortems listed above:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&lt;em&gt;SQUIDS&lt;/em&gt; was &lt;strong&gt;developed in 10 months&lt;/strong&gt; and released October 11, 2011. At the time of this writing, it’s spent 92 days on the App Store.&lt;/li&gt;
&lt;li&gt;The &lt;strong&gt;core team of 6 people&lt;/strong&gt; is scattered all over the
 world, but the head office is in France. Several freelance guys helped 
(audio, animation, story), and we worked with a QA company as well.&lt;/li&gt;
&lt;li&gt;&lt;em&gt;SQUIDS&lt;/em&gt;’ lead iOS version cost more than &lt;strong&gt;$100k to develop&lt;/strong&gt;.&lt;/li&gt;
&lt;li&gt;We put a lot of effort into marketing and PR, including traveling to
 GamesCom in Germany and PAX in Seattle, making two trailers, and hiring
 PR reps and a community manager. &lt;strong&gt;Total marketing / PR budget around $30k.&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;em&gt;SQUIDS&lt;/em&gt; was reviewed by more than &lt;strong&gt;200 sites and blogs at launch&lt;/strong&gt;.
 Almost all reviews are excellent except for three that are 
unfortunately some of the main websites (Touch Arcade, Edge, and Slide 
to Play). Touch Arcade and Edge liked the game but felt there was a 
problem in our in-App Purchase design.&lt;/li&gt;
&lt;li&gt;We currently have 5-star ratings from a crazy 84% of users (&lt;strong&gt;1,373 5-stars out of 1,634 ratings total&lt;/strong&gt;). We have had only one complaint about the iAP model in all 1,634 ratings.&lt;/li&gt;
&lt;li&gt;We were featured in New &amp;amp; Noteworthy for 2 weeks. Our biggest grossing day scored over $6,000 with the app priced at $0.99.&lt;/li&gt;
&lt;li&gt;&lt;em&gt;SQUIDS&lt;/em&gt; was the &lt;strong&gt;#1 paid app in France for 7 days&lt;/strong&gt;. This translates to about &lt;strong&gt;1,700 downloads per day&lt;/strong&gt;. Best rank in the US was #33, which grossed a little more than #1 in France (D’oh!). &lt;strong&gt;SQUIDS ranked #1 in the RPG category in 51 stores&lt;/strong&gt;, including the USA.&lt;/li&gt;
&lt;li&gt;&lt;em&gt;SQUIDS&lt;/em&gt; &lt;strong&gt;grossed nearly $75k in its first month&lt;/strong&gt;, with &lt;strong&gt;nearly 100k downloads&lt;/strong&gt;, then fell off the charts with all the big Thanksgiving promotions and Christmas releases.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;iAPs represent about 10% of the revenue&lt;/strong&gt;. These were
 designed to be shortcuts for players who didn’t want to replay the 
levels to earn stars that give virtual currency; the iAPs were not 
designed to be the revenue model.&lt;/li&gt;
&lt;li&gt;We launched an &lt;strong&gt;update to Universal&lt;/strong&gt; on December 2, alongside &lt;em&gt;Infinity Blade 2&lt;/em&gt;. (No fear!) Even though we did beat &lt;em&gt;IB2&lt;/em&gt; on the iPad’s French store, this only made a very small sales impact and brought in about $1,500 the week of launch.&lt;/li&gt;
&lt;li&gt;SQUIDS is localized into &lt;strong&gt;7 languages&lt;/strong&gt; (EFIGS + Chinese, Japanese, Russian)&lt;/li&gt;
&lt;li&gt;We have had a wonderful support from fans who keep writing great reviews and sending nice emails. &lt;strong&gt;Thank you guys!&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
Even if the App Store is not a goldmine that will turn any game 
developer into a billionaire, it is still a revolution in the industry. 
It has allowed very small teams to make fun games relatively cheaply and
 commercialize them in a very simple way, potentially reaching millions 
of players. Never before have we seen so many indies and such a great 
creativity in the indie world.&lt;br /&gt;
&lt;em&gt;SQUIDS&lt;/em&gt; will very soon release on PC, Mac, and Android, which
 was part of the plan from the beginning. In my mind, being 
multiplatform is really where the indie developer has a future as a 
studio.&lt;br /&gt;
As for the money itself, even though SQUIDS hasn’t made us rich so 
far, revenues from the iOS version have almost covered our development 
costs and we are confident that its upcoming release on other platforms 
will make the game profitable and allow us to develop a sequel. And for 
The Game Bakers, that’s what all of this is about: in the end it’s not 
about getting rich, but about &lt;strong&gt;being able to make the games we want to make, independently.&lt;/strong&gt;&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;&lt;/strong&gt;
&lt;strong&gt;source:&amp;nbsp;&lt;/strong&gt;&lt;b&gt;http://thegamebakers.com/money-and-the-app-store-a-few-figures-that-might-help-an-indie-developer.html&lt;/b&gt;&lt;/div&gt;
&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/5453371749534617986/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/10/money-and-app-store-few-figures-that.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5453371749534617986'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5453371749534617986'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/10/money-and-app-store-few-figures-that.html' title='Money and the App Store A few figures that will help an indie developer'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-4059588593518180515</id><published>2012-09-30T02:38:00.002-07:00</published><updated>2012-09-30T02:38:32.828-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game News"/><title type='text'> E3 Stage Shows : UbiSoft E3 2012 Press Conference gamespot </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
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&lt;object class=&quot;BLOGGER-youtube-video&quot; classid=&quot;clsid:D27CDB6E-AE6D-11cf-96B8-444553540000&quot; codebase=&quot;http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0&quot; data-thumbnail-src=&quot;http://3.gvt0.com/vi/_Hz6sqtwrf8/0.jpg&quot; height=&quot;266&quot; width=&quot;320&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/_Hz6sqtwrf8&amp;fs=1&amp;source=uds&quot; /&gt;&lt;param name=&quot;bgcolor&quot; value=&quot;#FFFFFF&quot; /&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot; /&gt;&lt;embed width=&quot;320&quot; height=&quot;266&quot;  src=&quot;http://www.youtube.com/v/_Hz6sqtwrf8&amp;fs=1&amp;source=uds&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/4059588593518180515/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/09/e3-stage-shows-ubisoft-e3-2012-press.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/4059588593518180515'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/4059588593518180515'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/09/e3-stage-shows-ubisoft-e3-2012-press.html' title=' E3 Stage Shows : UbiSoft E3 2012 Press Conference gamespot '/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-6826934608518561426</id><published>2012-09-30T01:50:00.001-07:00</published><updated>2012-09-30T01:50:11.991-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="trailers"/><title type='text'>Total war: rome 2 gameplay</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
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There is a video with some gameplay scenes of the&amp;nbsp;upcoming&amp;nbsp;Total war Rome 2 game. I think that this is gonna be the best strategy game of all time. Enjoy&lt;/div&gt;
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&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/1OHV628oGiU?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/6826934608518561426/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/09/total-war-rome-2-gameplay.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/6826934608518561426'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/6826934608518561426'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/09/total-war-rome-2-gameplay.html' title='Total war: rome 2 gameplay'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-3936765245471350454</id><published>2012-09-26T04:06:00.000-07:00</published><updated>2012-09-26T04:06:02.018-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="PC game reviews"/><title type='text'>Transformers Fall of Cybertron PC</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
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&lt;span style=&quot;text-align: left;&quot;&gt;These days i&amp;nbsp;bought&amp;nbsp;and i played Transformers Fall of Cybertron for my PC. I want to say from the start that &amp;nbsp; i believe that Transformers War for Cybertron and Transformers Fall o Cybertron are the only Transformers adaptation games that shows that respect that these TV series deserve. &amp;nbsp;The game takes place right after the end of the first game and its plot is about how Autobots and Decepticons left Cybetron and reached to our Earth. Actually the game ends right where the first episode of Transformers G1 starts. The game has made some changes in the story of the Heroes and does not follow 100% the G1 Universe but it has the same&amp;nbsp;scatting&amp;nbsp;SCI-FI sense as the Series. The new characters that you will see in the game are Dinobots, with a really cool story, Metroplex, Combaticons (even in the form of Bruticus), Cliffjumper, Perceptor, Ultra Magnus, Wheeljack. The scenario of the game is really nice, the&amp;nbsp;dialog&amp;nbsp;and the voices are incredible, the visuals are good but not something incredible. &amp;nbsp;There are parts of the plot that are ripped from the original series and you will see some scenes that you will really bring you&amp;nbsp;memories&amp;nbsp;like the betrayal of Star Scream. The battle mechanics are similar to the previous game with the difference that you dont have a three unit team but only one character. This is the only part of the game that i did not like in fall of Cybertron. In the war for Cybertron the existence of the team used to give you more the impression of the war and in every mission you could choose the character that you want to control. This gave to the first game grater&amp;nbsp;replayability. In fall of Cybertron you always fight alone and you play every mission with the one&amp;nbsp;specific&amp;nbsp;character. For example in the Dinobots Mission you play only as Grimloc and you will rescue (most of) the other Dinobots. The Single player scenario is about 14hours of game play. There is and multiplayer mode where you can choose classes, you can customize the&amp;nbsp;appearance&amp;nbsp;of your bot and you will spend much more time on online battles against other humanplayers. I think that Transformers Fall of Cybertron will be really loved by everyone that use to watch the G1 series and will be liked from anyone that likes action games will cool graphics, beautiful plot and enjoyable gameplay. It is not a&amp;nbsp;revolutionary&amp;nbsp;action game but it is really good.&lt;/span&gt;&lt;/div&gt;
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&lt;a href=&quot;http://www.gamefreaks.co.nz/wp-content/gallery/transformers-fall-of-cybertron-dinobot-screenshots/transformers-fall-of-cybertron-dinobot-00.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;http://www.gamefreaks.co.nz/wp-content/gallery/transformers-fall-of-cybertron-dinobot-screenshots/transformers-fall-of-cybertron-dinobot-00.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;a href=&quot;http://www.transformerscustomtoys.com/wp-content/uploads/2011/10/Grimlock-Transformers-Fall-of-Cybertron.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;http://www.transformerscustomtoys.com/wp-content/uploads/2011/10/Grimlock-Transformers-Fall-of-Cybertron.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;a href=&quot;http://thecontrolleronline.com/wp/wp-content/uploads/2012/02/Transformers-Fall-of-Cybertron-Bruticus.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;http://thecontrolleronline.com/wp/wp-content/uploads/2012/02/Transformers-Fall-of-Cybertron-Bruticus.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;a href=&quot;http://thecontrolleronline.com/wp/wp-content/uploads/2012/07/Transformers-Fall-of-Cybertron-Multiplayer-8.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;http://thecontrolleronline.com/wp/wp-content/uploads/2012/07/Transformers-Fall-of-Cybertron-Multiplayer-8.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/3936765245471350454/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/09/transformers-fall-of-cybertron-pc.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3936765245471350454'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3936765245471350454'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/09/transformers-fall-of-cybertron-pc.html' title='Transformers Fall of Cybertron PC'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-3897917881848343139</id><published>2012-02-09T13:01:00.000-08:00</published><updated>2012-09-30T01:50:59.102-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Android Game Review"/><title type='text'>Rome Ar War</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
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Rome At War is a free turn based strategy game inspired by the board game risk but with advanced features. The game is loosely set during the &lt;a href=&quot;http://en.wikipedia.org/wiki/Crisis_of_the_Third_Century&quot;&gt;Roman crisis of the third centure&lt;/a&gt;. The roman empire has two Caesars and two Augustness that fighting each other to be the only emperors of Rome.&lt;/div&gt;
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&lt;b&gt;Gameplay&lt;/b&gt;&lt;/div&gt;
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As a user you have to choose one of the four Roman leaders that you will control. Every leader can recruit the same units as the others but starts with the controlling of different areas of the empire and the goal is to takeover all of the Roman provinces. In every turn you earn 5 gold  coins from each of the regions you control. You gain 10 extra gold coins with every battle that you win during the game. You can use the gold to recruit new units and empower your forces. The units that you buy will be available at the end of the turn so it is wise to spend your money after that you have decided that you will not do any more attacks and you know the regions that needs the reinforcements the most.&lt;/div&gt;
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&lt;b&gt;User Interface&lt;/b&gt;&lt;/div&gt;
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As a user on the top you can see the name of your leader and the gold that you have. The zoom in and zoom out buttons to and the icon with the temple is the game menu buttons. Press it if you want to save, load or exit the game. You can have only one save slot so every time you save you lose the previous saved data.&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNGid2gmszkaCZbxb-fORGSFwf7xq6WJz6Pi4Gic5bPj1J5iIW8Exayl_DCMEqjZ9nk9utvwL0XPR1y9mlO3TE7o5RCYunks_THyNAHClsl6ZknsJqWrfo400izMbZRTTtQg6654eXt3z_/s1600/device-2012-02-08-203925.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNGid2gmszkaCZbxb-fORGSFwf7xq6WJz6Pi4Gic5bPj1J5iIW8Exayl_DCMEqjZ9nk9utvwL0XPR1y9mlO3TE7o5RCYunks_THyNAHClsl6ZknsJqWrfo400izMbZRTTtQg6654eXt3z_/s320/device-2012-02-08-203925.png&quot; style=&quot;cursor: move;&quot; width=&quot;213&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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on top of every region there is a flag to recondite who is the owner of the region. On top of it there is a number that specifies the power of the soldiers that exists in this region. The power does not calculate the poer of the units that will be available in the next round. By pressing on a region you select the place when you want to put some new units or to make a new movement or attack.&lt;/div&gt;
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the white region is the region that is selected, blue is the regions where you can transfer units and pink is the regions where you can attack. Every time you select a region at the bottom left corner of the screen the recruis button is shown. If you press that buttons you can buy some new units.&lt;/div&gt;
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The &quot;Cost&quot; column show how much gold you will spend to recruit that unit, the &quot;Num&quot; column show the number of units you already have. You recruit new units but pressing the plus button.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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If you press on a pink region you initiate an attack. The same happens any time an opponent attack on a region of yours. During an attack you must choose up to 9 units to put in the battle. and then press the fight button that exists on the left bottom corner. The fight will be solved automatically and after that you will see the units that will be stand alive for the next round. If all of the enemy forces are dead and there are no other units to pu into the battlefield the fighting is over and if you were the attacker you gane te control of the region. During the fight all the units that you have that can attack will attack randomly to units that it is possible. If a unit has a range weapon or has no friendly unit in front of it then this unit can make an attack. Units can attack only to units that has not other units in front of them. For example in the above image the archer that  exists behind the legionair can take an attack only if the  leggionaire.die. When a unit attacks to another dices are thrown that correspond yo how success was the attack. The number of the dices depends on the &quot;attack&quot; attribute of the unit. The defender throws dices two based on the &quot;defend&quot; attribute. If the success of the attack is greater of the success of the defend then the defender dies. The attacker can retreat anytime he wants from the battle.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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When you think that you have made all the decisions that you want and you can go to the next round press the hourglass button&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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The game ends when you conquer all of the regions or you control none&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;b&gt;Units&lt;/b&gt;&lt;/div&gt;
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The available units of &quot;Rome At War&quot; are:&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;b&gt;legionnaire&lt;/b&gt;&lt;/div&gt;
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&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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a melee unit with attack 2 and defense 2&lt;/div&gt;
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&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;
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&lt;b&gt;Archer&lt;/b&gt;&lt;/div&gt;
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a range unit with attack 2 and defense 1&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;b style=&quot;text-align: -webkit-auto;&quot;&gt;Batista&lt;/b&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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a range unit with attack 3 and defense 2&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;b style=&quot;text-align: -webkit-auto;&quot;&gt;Catapult&lt;/b&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;span style=&quot;text-align: center;&quot;&gt;a range unit with attack 4 and &lt;/span&gt;&lt;span style=&quot;text-align: center;&quot;&gt;defense&lt;/span&gt;&lt;span style=&quot;text-align: center;&quot;&gt; 2&lt;/span&gt;&lt;/div&gt;
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&lt;span style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;b style=&quot;text-align: -webkit-auto;&quot;&gt;Calvary&lt;/b&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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a melee unit with attack 3 and defense 3&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;b style=&quot;text-align: -webkit-auto;&quot;&gt;General&lt;/b&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;span style=&quot;text-align: center;&quot;&gt;a &lt;/span&gt;&lt;span style=&quot;text-align: center;&quot;&gt;melee&lt;/span&gt;&lt;span style=&quot;text-align: center;&quot;&gt; unit with attack 3 and &lt;/span&gt;&lt;span style=&quot;text-align: center;&quot;&gt;defense&lt;/span&gt;&lt;span style=&quot;text-align: center;&quot;&gt; 4. If a general exists on the battlefield then all the army gains one extra dice of attack and defence.&lt;/span&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;b&gt;Get it from &lt;/b&gt; &lt;a href=&quot;https://market.android.com/details?id=game.epiwar.rome&quot;&gt;https://market.android.com/details?id=game.epiwar.rome&lt;/a&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/3897917881848343139/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2012/02/rome-ar-war.html#comment-form' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3897917881848343139'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3897917881848343139'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2012/02/rome-ar-war.html' title='Rome Ar War'/><author><name>digital element</name><uri>http://www.blogger.com/profile/05719264497612837107</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNGid2gmszkaCZbxb-fORGSFwf7xq6WJz6Pi4Gic5bPj1J5iIW8Exayl_DCMEqjZ9nk9utvwL0XPR1y9mlO3TE7o5RCYunks_THyNAHClsl6ZknsJqWrfo400izMbZRTTtQg6654eXt3z_/s72-c/device-2012-02-08-203925.png" height="72" width="72"/><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-4970288962230110062</id><published>2010-01-10T15:01:00.000-08:00</published><updated>2010-01-10T15:01:09.622-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Empire Total War Battles"/><title type='text'>Great tactics at Empire Total War Battle</title><content type='html'>This is a online battles at Empire total war where a great player PrinceOfMacedon uses a tactic that i really liked and so i post it&lt;br /&gt;
it was really clever move&lt;br /&gt;
&lt;br /&gt;
&lt;object width=&quot;560&quot; height=&quot;340&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/YG-71CDNIL0&amp;hl=en_US&amp;fs=1&amp;&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;/param&gt;&lt;embed src=&quot;http://www.youtube.com/v/YG-71CDNIL0&amp;hl=en_US&amp;fs=1&amp;&quot; type=&quot;application/x-shockwave-flash&quot; allowscriptaccess=&quot;always&quot; allowfullscreen=&quot;true&quot; width=&quot;560&quot; height=&quot;340&quot;&gt;&lt;/embed&gt;&lt;/object&gt;</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/4970288962230110062/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2010/01/great-tactics-at-empire-total-war.html#comment-form' title='29 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/4970288962230110062'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/4970288962230110062'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2010/01/great-tactics-at-empire-total-war.html' title='Great tactics at Empire Total War Battle'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>29</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-1136950735263851463</id><published>2010-01-03T06:31:00.000-08:00</published><updated>2012-09-30T01:51:51.243-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="PC game reviews"/><title type='text'>My top 10 pc games of 2009</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
This is my list with the best games that i played last year &lt;br /&gt;
&lt;br /&gt;
1 call of duty modern warfare 2&lt;br /&gt;
&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOOPYMkKZYXXitOFs_stpvWZr7qToTuWJG0QTuGs538Y8TmBHhJqkRH2jlSaMepj9HWEdQ9TmgBv3SOo39TDp3lLI7lT3tI6SYZatONOQzzJYt_60kVpSJTzDlI6LZxtX-o7qAasdBgZs/s320/call-of-duty-modern-warfare-2-screenshot.jpg&quot; /&gt;&lt;br /&gt;
2 Dragon Age: Origins&lt;br /&gt;
&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPNJPrYj7J6GDRHF4C95btFBabNwxCLgciBgs0K6HxGaW-VtwiZ1N4iVg4nuCqnb1pUlt4284KZqOBr1soTeoH1Mp60evkoCT6jBURI3au7eIs5SmSwoWXOixqfhNLli6InFQPOJkmxUM/s320/091207_DragonAgeOriginsINTRO.hmedium.jpg&quot; /&gt;&lt;br /&gt;
3 Operation Flashpoint 2&lt;br /&gt;
&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe3b-82ndMtdH8-KqzWCJofFXTjna_GdVhb2WlCGoPZ3k0SFePMA6ckulXkhSOcX0C1iUelPcP4kKH_DQ-Xo0qfgEIwHEuVIbTQ2sJJzDJXYYTjI__aeDDHtZOTI1LQHe6A21Okc1P9L8/s320/pc_operation_flashpoint_2_screen_2.jpg&quot; /&gt;&lt;br /&gt;
4 Assassins Creed 2&lt;br /&gt;
&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSIUndXDQguL-rqli93tLrMZrvZYl9BJXha6fVl1xGrNnJSfJFUep4f-_g-Qs4V2nrRurAMqG_TSHQ4qydoHsVO3oSXdRbPKFhVblblt3wBfZb9_ZHsqAuqMe3OxLXLBCGi1DKBixRhIM/s320/assassins_creed_2_cover.jpg&quot; /&gt;&lt;br /&gt;
5 Empire total war&lt;br /&gt;
&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjicdC53myFJ62aeqzGXmtHXLhfXdOkH-LnUVBwDwtIw86j-z_tINj__zfbss-PtA2tQDB23mA0e23grJA0cvUO3yayScjSH01bTS5Z5ov-a-JlUyfu_T8uuTjQjp07e3Vdg8JN6YlB31Q/s320/empire+total+war.jpg&quot; /&gt;&lt;br /&gt;
x-men origins wolverine&lt;br /&gt;
&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5lqoBqd1giz7fdvX9EAlJCRKtZgOQJPn_uVc6V6TZ7kcs8sGPABulvuFeIdb0oLfh5Bt5_eRu_30VfU-CCDJ6GxCqGphhgF50TZyw8rxwjv4W8BjIa0uyE0R9Qs-z8XV4AF1nkO2oZyc/s320/x-men-origins-wolverine-screenshot.jpg&quot; /&gt;&lt;br /&gt;
7 Prototype&lt;br /&gt;
&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg66w4r3sOu0qT4vfwJwlC_8qhzMBjOojMYXjA3dBuEnKRUgXpsHQOBDyyHNua5NrS1uqqIyfmHGDkpuy4-YEtbjCCDLkymcans9BE89qyEfJqXOLds6qrZIUMNurc95Fam-_nOJutQFhg/s320/PROTOTYPE.jpg&quot; /&gt;&lt;br /&gt;
8 Batman: Arkham Asylum&lt;br /&gt;
&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIJDyZLSaSRDF_MzS5LgzsvpEKDeMizJ4enTzRK0YlC4-7hRWNI5kzSDru0bXdQf3cF5mCoMCriAXJv5FNZACoS1SVGgAUm_I0rx4ivlKgq3xDcL-b2eYJ0Pg1t5L9-Sjt29Cdi7I2f5U/s320/batman-arkham-asylum-20081222092838386_640w.jpg&quot; /&gt;&lt;br /&gt;
9 Resident Evil 5&lt;br /&gt;
&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgC1miwe_eHCaHMg2uwwj4pPaMCyAMPscRLSgF2kfzTWJU6tOByVBzMODM2aylDJsPQnAlGLskZSwHXNA6gdlfh0Ik1wmvUhqP9LBsqKmlNIWCqJrqqIDvVjVceNkUJq86ux_UXFGHr2Z0/s320/resident-evil-5-2.jpg&quot; /&gt;&lt;br /&gt;
10  Risen&lt;br /&gt;
&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1uqngzJYfXoYML7U9-MqlDwV0OZLBkQAGhPa3I5msZa9A7Dl8CuAKhMYq5frQHC5G_y41D953JV1Oreya5cBFAly_bXQg7nbKcr-qWRpacqDX2NVQxcFn6UY6skWVQQ5Orxsj89O6OzA/s320/risen-pc-all-screenshot.jpg&quot; /&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/1136950735263851463/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2010/01/my-top-10-pc-games-of-2009.html#comment-form' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/1136950735263851463'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/1136950735263851463'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2010/01/my-top-10-pc-games-of-2009.html' title='My top 10 pc games of 2009'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOOPYMkKZYXXitOFs_stpvWZr7qToTuWJG0QTuGs538Y8TmBHhJqkRH2jlSaMepj9HWEdQ9TmgBv3SOo39TDp3lLI7lT3tI6SYZatONOQzzJYt_60kVpSJTzDlI6LZxtX-o7qAasdBgZs/s72-c/call-of-duty-modern-warfare-2-screenshot.jpg" height="72" width="72"/><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-5062293883241519309</id><published>2010-01-03T03:20:00.000-08:00</published><updated>2012-09-30T01:51:17.360-07:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game News"/><title type='text'>Console sales for the last month of 2009</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
&lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; style=&quot;width: 400px;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;th&gt;Console&lt;/th&gt;                       &lt;th&gt;Weekly&lt;/th&gt;                       &lt;th&gt;Total&lt;/th&gt;                     &lt;/tr&gt;
&lt;tr style=&quot;background-image: url(../imgs/chartBar_alt_small.gif);&quot;&gt;                       &lt;td&gt;&lt;img src=&quot;http://www.vgchartz.com/images/DS_b.png&quot; /&gt;&lt;/td&gt;                       &lt;td&gt;1,688,427 (+123%) &lt;/td&gt;                       &lt;td&gt;116,458,047&lt;/td&gt;                     &lt;/tr&gt;
&lt;tr style=&quot;background-image: url(../imgs/chartBar_small.gif);&quot;&gt;                       &lt;td&gt;&lt;img src=&quot;http://www.vgchartz.com/images/Wii_b.png&quot; /&gt;&lt;/td&gt;                       &lt;td&gt;1,066,463 (+49%) &lt;/td&gt;                       &lt;td&gt;58,373,806&lt;/td&gt;                     &lt;/tr&gt;
&lt;tr style=&quot;background-image: url(../imgs/chartBar_alt_small.gif);&quot;&gt;                       &lt;td&gt;&lt;img src=&quot;http://www.vgchartz.com/images/PS3_b.png&quot; /&gt;&lt;/td&gt;                       &lt;td&gt;763,990 (+110%) &lt;/td&gt;                       &lt;td&gt;27,878,344&lt;/td&gt;                     &lt;/tr&gt;
&lt;tr style=&quot;background-image: url(../imgs/chartBar_small.gif);&quot;&gt;                       &lt;td&gt;&lt;img src=&quot;http://www.vgchartz.com/images/X360_b.png&quot; /&gt;&lt;/td&gt;                       &lt;td&gt;481,402 (+57%) &lt;/td&gt;                       &lt;td&gt;34,203,373&lt;/td&gt;                     &lt;/tr&gt;
&lt;tr style=&quot;background-image: url(../imgs/chartBar_alt_small.gif);&quot;&gt;                       &lt;td&gt;&lt;img src=&quot;http://www.vgchartz.com/images/PSP_b.png&quot; /&gt;&lt;/td&gt;                       &lt;td&gt;325,272 (+59%) &lt;/td&gt;                       &lt;td&gt;53,323,440&lt;/td&gt;                     &lt;/tr&gt;
&lt;tr style=&quot;background-image: url(../imgs/chartBar_small.gif);&quot;&gt;                       &lt;td&gt;&lt;img src=&quot;http://www.vgchartz.com/images/PS2_b.png&quot; /&gt;&lt;/td&gt;                       &lt;td&gt;163,443 (+88%) &lt;/td&gt;                       &lt;td&gt;133,286,271&lt;/td&gt;                     &lt;/tr&gt;
&lt;tr&gt;                       &lt;th style=&quot;font-family: arial,sans serif;&quot;&gt;Total&lt;/th&gt;                       &lt;th style=&quot;font-family: arial,sans serif;&quot;&gt;4,488,997 (+84%) &lt;/th&gt;                       &lt;th&gt;&lt;br /&gt;&lt;/th&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;
source vgchartz.com&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/5062293883241519309/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2010/01/game-sales-for-last-month-of-2009.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5062293883241519309'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5062293883241519309'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2010/01/game-sales-for-last-month-of-2009.html' title='Console sales for the last month of 2009'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-5621490816875117872</id><published>2010-01-02T16:33:00.000-08:00</published><updated>2010-01-02T16:34:28.024-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game News"/><title type='text'>Sony Puts In-Theatres Movie On PlayStation Store</title><content type='html'>&lt;img src=&quot;http://cache.gawker.com/assets/images/kotaku/2010/01/armored.jpg&quot; /&gt;&lt;br /&gt;
Sony accidentally offered Armored - a movie that&#39;s still &lt;em&gt;playing in theatres&lt;/em&gt; - for download on the PlayStation Store. What&#39;s more, they offered it for &lt;em&gt;free&lt;/em&gt;. Whoops.&lt;br /&gt;
It was all a big mistake, of course, and one that was corrected in around five hours, but during that window it was available, people grabbed it, and people are now watching it on their PS3s and PSPs. For free.&lt;br /&gt;
Interesting that, mistake or not, the movie had already been processed and cleared for digital download, indicating its actual, intended release may not have been that far away.&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/5621490816875117872/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2010/01/sony-puts-in-theatres-movie-on.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5621490816875117872'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/5621490816875117872'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2010/01/sony-puts-in-theatres-movie-on.html' title='Sony Puts In-Theatres Movie On PlayStation Store'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-4142940727750329292</id><published>2010-01-02T16:25:00.001-08:00</published><updated>2010-01-02T16:25:43.223-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game News"/><title type='text'>Judge Takes Day Off To Play Modern Warfare 2 [Britain]</title><content type='html'>&lt;!-- Story. --&gt;     &lt;img src=&quot;http://cache.gawker.com/assets/images/9/2009/11/500x_judge.jpg&quot; style=&quot;height: 500.78px; width: 490px;&quot; /&gt;&lt;br /&gt;
&quot;Will Statton&quot; - not his real name - is 48 years old. And when &lt;a href=&quot;http://kotaku.com/tag/modernwarfare2/&quot; title=&quot;Click here to read more posts tagged #modernwarfare2&quot;&gt;Modern Warfare 2&lt;/a&gt; was released, he was up at midnight to get an early copy, then took the next day off to play. Problem?&lt;br /&gt;
See, according to a report in Britain&#39;s The Times, Will (guess he was spilling anonymously) not only bought the game and stayed up late, he called in the next morning and said he was &quot;sick&quot;, when really he was up to his eyeballs in knife-fights and dead Russians.&lt;br /&gt;
Harmless day off, you say? Would be, were &quot;Will&quot; not a &lt;em&gt;judge&lt;/em&gt;. A judge of 15 years, at a county court in Britain.&lt;br /&gt;
Some will be upset at this. Think a judge is too important a man to blow off a day&#39;s work for some video games. But you know what? Judge&#39;s gotta play games too, man. Judge&#39;s gotta play games too.&lt;br /&gt;
&lt;a href=&quot;http://technology.timesonline.co.uk/tol/news/tech_and_web/gadgets_and_gaming/article6917329.ece?token=null&amp;amp;offset=0&amp;amp;page=1&quot;&gt;Meet the secret gamers&lt;/a&gt; [The Times, via &lt;a href=&quot;http://www.vg247.com/2009/11/23/judge-skips-work-for-modern-warfare-2/&quot;&gt;VG247&lt;/a&gt;]</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/4142940727750329292/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2010/01/judge-takes-day-off-to-play-modern.html#comment-form' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/4142940727750329292'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/4142940727750329292'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2010/01/judge-takes-day-off-to-play-modern.html' title='Judge Takes Day Off To Play Modern Warfare 2 [Britain]'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-3371724775574239526</id><published>2010-01-02T16:24:00.000-08:00</published><updated>2010-01-02T16:24:25.593-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game News"/><title type='text'>Call of Duty now a $3 billion franchise</title><content type='html'>&lt;div style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;http://investor.activision.com/releasedetail.cfm?ReleaseID=426784&quot; target=&quot;_blank&quot;&gt;&lt;img alt=&quot;&quot; border=&quot;1&quot; hspace=&quot;0&quot; src=&quot;http://www.blogcdn.com/www.joystiq.com/media/2009/11/cod3billion.jpg&quot; style=&quot;height: 276.259px; width: 490px;&quot; vspace=&quot;4&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;a href=&quot;http://investor.activision.com/releasedetail.cfm?ReleaseID=426784&quot; target=&quot;_blank&quot;&gt;Activision announced &lt;/a&gt;that, according to data garnered from the NPD, ChartTrack, GfK and internal estimates, the &lt;em&gt;Call of Duty &lt;/em&gt;franchise has accumulated $3 billion-with-a-b in sales over its lifetime. As all but the densest among you have likely deduced, &lt;em&gt;CoD &lt;/em&gt;was put over the top by the release of &lt;a href=&quot;http://www.joystiq.com/tag/modern-warfare-2&quot; target=&quot;_blank&quot;&gt;&lt;em&gt;Modern Warfare 2&lt;/em&gt;&lt;/a&gt;, which moved $550 million in its first five days on sale.&lt;br /&gt;
&lt;br /&gt;
For a bit of perspective, $3 billion is pretty darn close to the gross domestic product of the Kingdom of Swaziland, a comparison that&#39;s especially appropriate when you realize that 54 percent of Swazis have a Gamerscore over 20,000. ... Oh, wait, this doesn&#39;t say &quot;a Gamerscore over 20,000,&quot; it says &quot;access to clean water.&quot; Sorry, smudge on the page.</content><link rel='replies' type='application/atom+xml' href='http://only-video-games.blogspot.com/feeds/3371724775574239526/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://only-video-games.blogspot.com/2010/01/call-of-duty-now-3-billion-franchise.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3371724775574239526'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1629272514314310332/posts/default/3371724775574239526'/><link rel='alternate' type='text/html' href='http://only-video-games.blogspot.com/2010/01/call-of-duty-now-3-billion-franchise.html' title='Call of Duty now a $3 billion franchise'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1629272514314310332.post-5236091331528835724</id><published>2010-01-02T16:18:00.000-08:00</published><updated>2010-01-02T16:18:22.452-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Game News"/><title type='text'>The most humiliating Modern Warfare 2 kill in the world</title><content type='html'>Gamers can&#39;t really be called &quot;courageous&quot; for their pretend exploits in pretend wars with pretend characters, but if we could award at least one man for his out-and-out brass balls, it would be whoever the guy in this video is. He can&#39;t seem to spell worth a crap, but he can certainly take out snipers in the most humiliating way possible.&lt;br /&gt;
Witness the thorough shame, captured on video for our twisted pleasure. You wish you could be half this cool in a videogame, but you never will be. You&#39;re just not uncool enough to real life to get this good.&lt;br /&gt;
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