La entrega de este producto debe hacerla mediante una presentacion de Power Point, que debe alojarla en Google Drive y enviar el enlace para compartirla al siguiente correo con Marketingcidec.producto@blogger.com para que se proceda al proceso de evaluacion. Envie el correo bien identificado, colocando el vinculo para que se pueda ingresar al mismo, tal como se indica en la siguiente figura

producto final

producto final
Ejemplo del mensaje para enviar el producto

martes, 22 de septiembre de 2020

Storium Theory: Inverting The Trope

We've seen it before.

A young hero has an older mentor, who taught the hero everything the hero knows. The mentor takes on a mission, and is captured, or killed, or goes missing, or what-have-you. Now the hero has to step up and save the day.

It's a trope.

It's a trope for a reason. It's a pretty powerful story. There's a personal connection between the hero and the mission - a need to carry on after a person the hero respects, perhaps, or redeem the person's reputation, or even rescue the person. It ties the hero more deeply to the tale than if the hero had simply taken the mission himself in the first place.

There's nothing particularly wrong with tropes, even with tropes that are used extremely often. Frequently, tropes are tropes because they are powerful and beneficial to stories. They give additional emotional impact. They create interesting character types. They give us connections to stories.

But for all those reasons, they can also be extremely powerful when inverted.

Consider the above trope. And consider these others:
  • The combatant has to save the non-combatant.
  • The parent has to rescue their young child.
  • The lawyer has to figure out the conspiracy entrapping their client.
  • The detective has to discover the secrets of the corrupt corporation.
You've seen all these stories. And oftentimes, they're good stories. There's nothing inherently wrong with using these tropes - they can lead to gripping, emotionally affecting tales.

But let's look at taking each of the tropes I've mentioned and turning them around:
  • The older mentor's successor takes a mission and is captured/killed or goes missing, and the mentor must now take the mission in his place.
  • The non-combatant has to somehow rescue the combatant.
  • The young child must figure out how to rescue their parent.
  • The client must figure out a conspiracy that has even enveloped their lawyer.
  • The corporation is being menaced by a corrupt detective, and an employee must figure out how to clear its name.
These sound interesting, don't they? In some cases, they give us natural questions that are inherently intriguing. Take the "non-combatant has to rescue the combatant" one...if the combatant, i.e. someone trained in battle, is in trouble...it's going to be extremely dangerous for a non-combatant, i.e. someone not trained in battle, to come to the rescue. We'll wonder how this person is possibly going to accomplish their goal against such odds.

And sometimes, they're interesting just because they play with our usual sympathies. In a battle between a corporation and a detective, we're pretty hardwired to sympathize with the detective - large organizations are generally things we mistrust instinctively. If one's being investigated, there's always a background thought of "well, there's probably something going on there, right?" So if a story plays with that, and has the corporation innocent and the detective corrupt, it twists our sympathies around.

Sometimes, these inverted tropes can become so popular that they then become tropes themselves (I'm sure that you've seen at least some examples of each of the "inverted" stories I mentioned, too). But the point stands: When you find yourself thinking about using a trope, consider for a moment how you might invert it. Sometimes, an inversion of a trope can be just as powerful, or more powerful than the trope itself.

When you're creating a story concept, or a character concept, tropes are going to come into play. You'll find yourself slotting characters into recognized boxes, consciously or unconsciously. And that's fine. But take a little time to think about what you might be able to do if you turn the trope on its head instead. Maybe it won't fit your story, or maybe it won't give you the ideas you need...if so, that's fine. Write your story the way you write your story. But maybe, just maybe, an inverted trope will give you some inspiring story or character ideas, something that excites you and will excite your fellow players and readers.

So take some time. Look at the tropes you find yourself using, and think about how to invert them. When you walk a well-trodden path, look for the points where you can step off or make it lead to a different destination. You can get some excellent stories from tropes...but you can get some excellent stories by twisting them around, too.

lunes, 21 de septiembre de 2020

A Word About The Brazilian Gaming Market

(NOTE: this content is a teaser from my HCI's 2019 paper and the last post of this year)

The Brazilian gaming market is full of opportunities and peculiarities. The country is well-known abroad for being an emergent field where new game ideas can be explored, andalso for its high levels of piracy, unfortunately. In a certain way, the country is a unique "ecosystem" where different business models and creative processes can be explored, given the size and the diversity of its population, of almost 220 million people.

The gaming industry in Brazil is not consolidated though, and under many aspects it is still in an initial stage. As a first step into our discussion, we can highlight some attributes of the Brazilian gaming market, using as reference the data collected in an important survey named Game Brazil Research 2018 (Pesquisa Game Brasil 2018, in Portuguese), conducted by the company Sioux Games.



In its fifth edition, the research comprised interviews with 2853 people, in an attempt to investigate some demographic, consumption and behavioral aspects of the Brazilian gaming field. The first information we need to highlight is the fact that 75.5% of the Brazilian population plays games in a wide range of platforms, like smartphones, tablets, computers, consoles, portable consoles, etc.

According to this research, the gamer audience in Brazil is mainly cross-platform,with 74% of players experiencing games on more than one device. Smartphones lead the numbers as the most popular gaming platforms in Brazil (37.6%), while consoles occupy the second place (28.8%), followed by computers, in third place (26.4%).

Another interesting piece of information from Game Brazil Research 2018 concerns the self-image of the Brazilian gamer audience: only 6.1% of the respondents considered themselves to be "hardcore" gamers. Most of the interviewed people identified themselves as casual gamers.

It was also remarkable, in the research about mobile games, that 60.7% of respondents said they played while in transit (bus, subway or car).

Finally, it is noteworthy that 53.6% of Brazilian gamers are women, and among the female audience the favorite platform is mobile (59%), in which they spend an average of one to three hours a week playing games.

From these preliminary data, it is possible to understand that Brazil is a fertile ground for mobile games and a place with high potential for new gaming business in this field.

There are no massive game publishers in Brazil yet, and mobile platforms like App Store (Apple) and Play Store (Google) constitute interesting opportunities for game designers, indie studios and small gaming companies to showcase their work, in Brazil and abroad.

#GoGamers

sábado, 12 de septiembre de 2020

The Taiwanese Connection - The Source For Many Unlicensed NES/Famicom Games

Joy Van - Twin Eagle
AVE - Double Strike

















Taiwan was called one of the four Asian Tigers (with Singapore, South Korea and Hong Kong), small countries which had developed economically very rapidly after from the 1960s to the present to compete with much larger countries.  Taiwan embraced technology, creating chip fabrication plants and becoming indispensable to the PC revolution.  Video game consoles were hardly overlooked by the island, and Nintendo was the largest publisher of console video games in Asia.  There was no protection system in place for the Nintendo Famicom, so Taiwan programming firms began developing unlicensed games for that console around 1986.

At the same time, Nintendo was becoming the largest publisher of video games in North America thanks to the success of the NES.  Third parties were naturally attracted to the increasingly successful system, but Nintendo was a hard business partner.  Nintendo required companies to buy cartridges manufactured by Nintendo, required cartridge orders in large unit quantities, limited the number of cartridges a company could release in a year and scrutinized the content of the games to be published.  After Tengen showed that it was possible to develop and release cartridges without Nintendo's sanction, other companies like AVE and Color Dreams entered the market as unlicensed publishers.  But they needed games to sell and the number of programmers who could handle Nintendo's console were limited, so sometimes they turned to Taiwan.

Read more »

Summer Intermission

Its the height of summer, a hot time, a family time, and not much hobby stuff going on to feed the blog but there are nearly 2,000 posts published over the last 10 years  so time to bring a few back for a look.

I'll start with the Raid on St. Michel from 2010 when the blog was new. Rob and I had decided that for the HAWKS room at Cold Wars 2010, we would play through the scenarios from Charles Grant's recently released "Raid on St. Michel" using the HAWKS' collection of homecast 18thC troops, set during the Not Quite The Seven Years War (NQSYW). Rob and I acted as Impartial (or balanced bias) game masters with convention gamers signing up to play the battles helped out by some of the HAWKS where there was space.
The posts can be pulled up by clicking on the Raid on St. Michel label but they come up starting with the end so here are separate links in the proper order.


Not Quite The Raid on St. Michel
(Link to Preparation)
 .



CW2010 1st Battle of St Stephen
( Link to Game 1 The Raid on St Michel)
.


CW 2010. Battle of Walmar River Pass
Game 2 The Raid on St Michel





CW2010 The Defence of St. Michel
Link to Game 3 The Raid on St Michel



CW2010: Counterattack!
Link to Game 4 The Raid on St Michel



CW2010: Retreat from Rosmark.
Link to Game 5 The Raid on St Michel




CW2010: The Raid on St. Michel Summary

(I won't reproduce my captured enemy flags and canon here, you'll have to follow the link.)

viernes, 4 de septiembre de 2020

Wunderling Review (NSW)

Written by Anthony L. Cuaycong


Title: Wunderling
Developer: Retroid Interactive
Publisher: Retroid Interactive
Genre: Platformer, Puzzle, Adventure, Action
Price: $14.99
Also Available On: Steam



Wunderling makes no pretensions and openly admits its sources of inspiration, Super Mario Bros. in particular. Nonetheless, it earns significant style points for turning the platforming genre inside out. Instead of crafting a story that has the principal character don hero colors, it shifts the spotlight to a low-level minion in the Vegetable Kingdom entrusted by the sorceress Kohirabi, the main enemy boss, to guard prisoner Princess Pea against the rescue efforts of the Carrot Man. For the purpose, the underling (or, rather, wunderling) is given the special ability to jump, albeit with one problem: there can be no stopping or changing direction, thus requiring advance planning for progression.




As modest as the goals may be, Wunderling works, and how. If anything, it thrives precisely because of its desire to keep controls are a minimum. Players start with the use of only one button, and its level designs are structured accordingly. Soon enough, the unlocking of more moves will require more buttons on rotation. Still, at no time will it necessitate the use of more than one hand. In this regard, the 16-bit pixel art style and accompanying music by Oscar Sidoff Rydelius (also known as Ratvader) of Anthill fame complement its simplicity.




Stages are linear in nature, although completionists will want to explore seemingly unimportant side paths for hidden treasures. Be forewarned, though: Wunderling needs to keep grabbing golden flowers along the way in order to stay alive. Over a hundred levels are on offer all told, but there is no danger of ennui setting in given the game's escalating difficulty. Death is unavoidable, but the presence of checkpoints and the relatively small size of the levels prevents frustration from setting in.




On the whole, Wunderling is tailor-made for the Nintendo Switch. It's a great title on the go, a well-thought-out production boasting of an original story (by Alex Faciane, co-creator of the Let's Play show Super Beard Bros.) long on humor and gameplay with the capacity to be appreciated in bits and pieces. At $14.99, it's a decided steal, a gem of an indie guaranteed to engross.



THE GOOD
  • Original story
  • Progressively challenging but fair
  • No learning curve
  • 16-bit audio-visual feast

THE BAD
  • May be an acquired taste
  • Keys required to unlock gates can be missed, thus requiring restarts
  • Backgrounds can be basic


RATING: 8/10