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Product design and psychology: The Role of Grinding in Video Game Design
Keywords: Grinding, Video Gaming, Game Design, Player Engagement, Psychological Manipulation

Abstract:
This paper scrutinizes the utilization of "grinding" as a technique in video game design, particularly as a method of psychological manipulation that affects player engagement and behaviour. Case studies are explored to deliver a comprehensive understanding of the practical application of grinding and its implications, all from a product design viewpoint.
Introduction:
The design principles governing video games frequently incorporate mechanisms intended to stimulate player engagement and prolong interaction time. One such prevalent mechanism is "grinding," defined as the practice of executing repetitive tasks within the game environment to achieve specific objectives. While grinding can evoke a sense of achievement, it also carries the potential to induce exhaustion and frustration among players. This study endeavours to explore the intricacies of grinding, its role in game design, and its influence on player experience.
Explanation:
Coined from the concept of persistently "grinding away" at a task, the term "grinding" in the gaming context implies the undertaking of repetitive actions by a player to attain certain results or to advance within the game. In numerous instances, such actions may not directly correlate with the game's primary storyline or objectives but are aimed at accumulating experience points, in-game currency, or specialized items.
Grinding is an omnipresent component across a vast array of game genres, with its prominence notably manifested in Massively Multiplayer Online Role-Playing Games (MMORPGs). In these games, the player's progression and performance are often gauged based on their character's level, skills, and available equipment.
From the standpoint of game design, grinding assumes several roles. It serves to extend the game's lifespan by instituting goals that necessitate substantial time investment. Additionally, it fosters a sense of accomplishment and progression and can encourage social interaction in multiplayer environments. Despite these advantages, critics contend that grinding can lead to monotonous and ungratifying gameplay experiences. The considerable time commitment required by grinding may propel some players towards purchasing in-game enhancements using real-world money, thereby generating additional revenue for game developers.
Further, there is an ongoing discourse concerning the psychological implications of grinding. Its repetitive and rewarding nature might precipitate addictive behaviours and excessive consumption of time, mirroring the effects typically associated with gambling disorders. Through the exploration of these aspects, we aim to shed light on the complex dynamics of grinding in the context of modern video gaming.
Grinding in Gaming: Conceptualization and Design
Grinding typically refers to the act of performing repetitive actions in a game to attain a specific goal, often associated with levelling up, obtaining items, or advancing in-game skills. Although it can give players a sense of progression, it can also serve as a roadblock, encouraging players to consider alternative paths to progress, such as microtransactions.
Case Study: World of Warcraft
Blizzard Entertainment's World of Warcraft (WoW) extensively employs grinding. Players often engage in repetitive tasks like fighting the same enemies, repeatedly battling against non-player characters (NPCs), or completing the same quests to increase their character's level, to gain experience points, in-game currency, or rare items. This grind contributes to a sense of achievement but has also been criticized for sometimes leading to a tedious gameplay experience.
youtube
Case Study: Candy Crush Saga
King's Candy Crush Saga uses grinding as a monetization strategy. As players progress and levels become harder, the option to grind through the game becomes more attractive. Alternatively, players can buy power-ups and boosters to surpass the grind, effectively translating grinding mechanics into revenue for the game developers.
Case Study: Destiny 2
This game provides an example of a 'loot grind.' Players repeatedly complete activities like strikes, raids, or public events to earn 'engrams' – randomized gear drops. The goal is often to collect more powerful gear to increase a character's power level.
youtube
Case Study: Old School RuneScape
In this MMORPG, players might grind by repetitively performing tasks like mining, fishing, or woodcutting. These actions, though monotonous, boost the player's skill levels, enabling them to perform new tasks, quests, or create new items.
Implications for Game Design
Grinding, while a tool to extend game playtime and potentially drive monetization, must be thoughtfully implemented to avoid player fatigue or burnout. Game designers should strike a balance between meaningful progression and repetitive grind, ensuring the game remains engaging and satisfying.
Conclusion
Grinding, as a mechanism of psychological manipulation in video game design, can greatly impact player behaviour and engagement. Striking a balance between challenge, satisfaction, and repetition is vital to ensure a rewarding gameplay experience. As the video game industry advances, it will be intriguing to observe the evolution and refinement of grinding mechanisms and their psychological impact on players.
References:
Sicart, M. (2013). Grinding in Games: Understanding the Appeal. Philosophy of Computer Games Conference, 8-11.
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546. doi:10.1016/j.chb.2016.11.045
Blizzard Entertainment. (2004). World of Warcraft [Video Game]. Blizzard Entertainment.
King. (2012). Candy Crush Saga [Video Game]. King.
Bungie. (2017). Destiny 2 [Video Game]. Activision.
Jagex. (2013). Old School RuneScape [Video Game]. Jagex.
Yee, N. (2006). Motivations of play in online games. CyberPsychology & Behavior, 9(6), 772-775. doi:10.1089/cpb.2006.9.772
Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch.tv on the video game industry. Media, Culture & Society, 41(5), 670-688. doi:10.1177/0163443718818363
King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90-106. doi:10.1007/s11469-009-9206-4
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15. doi:10.1145/2181037.2181040
#Grinding#Video Gaming#Game Design#Player Engagement#Psychological Manipulation#product design#gaming#user experience#player behaviour#destiny 2#world of warcraft#runescape#old school runescape#candy crush#Youtube
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Soooo
Haven't updated in awhile sorry mutuals </3
I have a fic idea. It is very niche and specific, to the point where I don't think anyone will read it, I mean it's a ship from a YouTube video 7 years ago. I need to know if there is a fandom out there willing to read it cause I don't know if I can write without getting any feedback.
Here's it goes: SELOBERT from Flamingo lore
-kinda inspired by that black mirror episode where a real consciousness can be uploaded to a game and abused. And the myth Roblox games where you can't quit: Rust's games "please don't leave" and drags your mouse back.
-Au of a world where accessing the internet transports you there fully mentally in a digital form. Simply leaving the server will take you out of it, there are fail-safes in place in case anything happens, that's why when a game crashes and you have command task it, it's very scary. Because you get stuck there digitally, it takes a second but once the computer realizes the application isn't working, it'll fully pull you out. Same creepy applies when the game won't let you leave (mouse getting close to exit)
-If: something happens to Albert and his mind becomes stuck in the game, he cannot leave because somebody hacked his computer (or something), and his body dies irl.
-All these "games" are real worlds and real people, of course they were designed, but the reality itself is somewhat sentient, where it functions by itself, including the characters that are sentient.
-When Albert plays Alones games, the characters in it are real but not being controlled from other people. There are ofc "multiplayer games" with irl people, there is a separation of multiplayer and worlds. Alones is a world. Developers can play as their characters by taking over their will, but it is still the same character experiencing and they remember everything. They honestly don't realize they're being controlled since they are still in character, it's only natural
-What if: Albert becomes stuck in one of Alones worlds? The "lore" becomes reality he has to survive in? And there is only three people. He must try and find out what happened to his irl body and leave the game.
-Lore (mostly from wiki): They live in a bleak world at war with the Guardians. The Guardians are extremely powerful and invade this world, slaying most of their kind. Alone blames Selozar because he left his post when invading in an attempt to save his own life. Technically it was too late to save their kind, but Alone must blame someone in his grief. He enslaves Selozar as punishment because of this, and partially because he is half guardian and regarded as a traitor. Their world is mostly barren except for the beast, which was designed to protect them. After much torment as alone devolves into madness, Selozar attempts to murder him by dropping a pillar onto Alones head, which is what renders him half brain dead and more insane (this happens suddenly in one of Flamingo's videos). This just makes Selozars situation worse. I need to research more on what happens after this, there's the Christmas party ofc.
HC: I like the fan art of Selozar of looking like Obsidian with black and purple, as the characters are actually made of stone(wiki). Has black smooth skin, like marble, cold and hard, but still humanoid in mobility and function. When cut it's more like a scrape on a counter that can be repaired, but crumbles instead of bleeding and DOES hurt. Selozar kinda has a face, the features are there but they do not have color and his eyes are not there, but you can still see his emotion through his eyebrow movement. I personally like the sweater design, but I do not think that's how it'd be realistically. Those are his body/grate designs, since I kind of imagine him as a statue. He can only wear his hat as clothes because of his random size changes that flux on emotions and choice, so it's kinda impractical. He does wear a cloak later on which kinda of makes sense to me with his size changes, its not restricting.
Alone traveler can apparently change his color at any point which I'm going to correlate his Selozars perk to change his size (tho it may be guardian related idk..), then Alone can change his colors.
Not sure what to with Uleanra, honestly not sure how much I'll include them
-Desc: Selozar is surprised by Alberts change in behavior, what used to be a very quirky silly man, who was trying to understand the base of their world, is now a panicked and serious person trying to escape. They'd had visitors before to visit the devastation of their world, passerbys of the war. They came from a world with more color and exaggerations. When Selozar and Alone traveled, and stole that old couples house, his eyes hurt from the colors. But it was beautiful, it wasn't often he got to see it.
Or: Albert gets stuck in AloneTraveler's world in a universe where playing a game is being fully mentally transported there. Something has happened to the outside world with his computer, and he only has so long to get back to his body before something bad happens. And of course there is Selozar.
-This is my excuse for world building in the AloneTraveler's universe. I hate the man, but I know multiple people worked on the project, so I am going to separate the artist from the art. I have very limited knowledge on the subject other than Alberts vids, so this is going to be based off public wiki knowledge and head canon. I've tried researching more but it's buried in old YouTube and the wiki isn't very helpful on the actual world myth. I also know that Selozar does not wish to be shipped with anyone, but I am using purely the character he created, which is retired and no longer being updated since like 2020, I think it's fair to have my fun with it. This is going to treated very seriously, kinda crack treated seriously but only in regarding the past with Flamingos online persona, the rest is going to be very realistic, like Ready Player One type shi.
I have no idea why I'm obsessed with this. But I want to write what's in my head so 👍
#selobert#selozar#flamingo#roblox#alonetraveler#roblox myths#fanfic#idea ofc#would anyone be interested?#please tell me#ik this used to have a fanbase
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(warning, LOONGG late night rambling post)
ok, so you know about Yume Nikki Online? that really good online multiplayer hub hosting both the original game and a collection of fangames? i feel like that idea could apply really well to OFF and its fangames too! and i got the perfect name for it, OFFline.
i imagine it can go with a similar premise of YNO but just allow people to talk and gather around in OFF-related games. but i see a lot of potential for OFFline to include some kind of PvP-dedicated fangame, which I'll call Engage. which, with how many ideas i have for it, might be best to not make in EasyRPG.
the basic idea i have in mind is that there's a central hub where people can just chat and hang out which has three divisions:
Versus
Team Battle
Arcade, subdivided into Campaign and Endless.
what all of these modes have in common is a shopkeeper. it'll probably be better to make them an original character, but basically, for Versus and Team Battle, at the beginning of a match, you're given a set amount of credits to purchase from a list of items, weapons, and armor. for consistency's sake, i think its best that certain items are locked for certain characters only (say, no one else can use weapons and armor for Home characters), but healing and damage items are fair play for all.
whoever hosts a room will be able to dictate which select fangame they'd wish to fight in (as in, which cast of characters both users must use), OR decide that anything goes and both users are free to make the party of their dreams (its also here that they'd be free to select which battle theme plays).
Versus mode is between two players, who have full control of their own parties. while Team Battle is a 4v4, where each player will have control over their selected party member.
as for Arcade, its basically just singleplayer fun; the intent is that with the large amount of enemies and bosses from the multitude of fangames present, it will bring something different each time via randomizer. Campaign i would describe as being similar to Smash 3DS's Classic Mode, where you're given 3 branching paths with varying difficulties. the more difficult ones you beat, the more credits you earn, where you can make a pitstop before each boss to stack up (with zodiac orbs being pricier). referring to the sketch above, yellow cubes are enemy encounters, red cubes are bosses, and purple is for the end-game boss (the final boss from the og game/fangame, if applicable). i figured that every 3rd or 4th encounter being a boss will help prevent the gameplay from being monotonous beatdowns of regular enemies. you'll get choices for enemies and bosses, but there's only one endgame boss and that's random each time.
and lastly, Endless mode is just that. this time, you're given a larger supply of credits to use and once you enter the first round, there's no going back. each round will supply a minute amount of health or energy items to use, but will progressively get more difficult. my hope here is that it isn't just more enemies each round, but for it to sometimes bring fewer but beefier enemies, and maybe even a miniboss. you progress through each round by clicking on the individual cube labeled with the appropriate number. i figured like this it'd be more reasonable to fit within RPG2k3's limits but at this point it would be bloated so oh well. and of course, once you die, it ends. a public leaderboard will be on display to show the top 10 players and their scores.
now to get the obvious out of the way, online functionality with this many features would be difficult, if not impossible, to implement. as such, i would not be opposed to taking an approach similar to the UT fangame Don't Forget, where OFFline will be developed on an engine like Gamemaker and attempt to re-create RPG2k3's vibe and the individual games being hosted, along with Engage. the problem with the latter is that i think its more realistic to just let EasyRPG do all the work in porting the fangames like YNO, rather than recreate each one in a more modern engine. but at the same time, that would be the only feasible way of having any of these planned features to work without any fuckups. of course, i suppose a workaround to having multiplayer work in RPG2k3 would be to have a Parsec session or something similar, but that'd only be a solution for Versus mode at best. it would definitely not work for Team mode and might conflict with general offline.
in fact, the idea of OFFline might take some mad wizardry to even make it work, and i wouldn't be surprised if it barely works. making it in EasyRPG and using 2k3 as the basis vs. making it in a modern engine is the double-edged sword of this whole hypothetical. i'd love for something like this to happen, but i imagine it would be too much work to not only develop, but to keep the servers online for an otherwise niche fanbase. still, i cant shake away how much potential and fun this could be.
with that said, rambling is now over!
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Smart Contracts and Decentralized Apps: Best Courses for Web3 Development

Web3 technology hаs emerged аs а gаme-chаnger, bringing fоrth innоvаtiоns like smаrt cоntrаcts аnd decentrаlized аpplicаtiоns (DApps). If yоu're curiоus аbоut whаt Web3 is аnd hоw yоu cаn explоre web3 development, yоu're in the right place.
This аrticle will explore the fundаmentаls оf Web 3.0 blоckchаin, shedding light оn its significance аnd the best Web3 classes available fоr mastering Web3 development.
Whether you're а beginner оr аn experienced develоper lооking tо upskill, there аre speciаlized Web3 cоurses аnd Web3 trаining prоgrаms. And yes, Blоckchаin Cоuncil's Web3 cоurses will be pаrt оf this blоg, ensuring yоu get quаlity Web3 trаining in Web3 development.
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In this cоurse, yоu gаin end-tо-end skills fоr building оn pоpulаr metаverses. The curriculum cоvers 3D mоdeling, interаctive scenes, AR/VR devices, blоckchаin integrаtiоn, virtuаl ecоnоmies, аvаtаrs, digital аssets mаnаgement, аnd publishing cоmpleted metаverse prоjects. Yоu will be equipped to develop engаging metаverse envirоnments.
Diverse Resоurces fоr Web3 Develоpment: Beyоnd Cоurses
Free Cоde Cаmp
FreeCоdeCаmp stаnds аs а vаluаble resоurce fоr аspiring Web3 develоpers, оffering free tutоriаls оn YоuTube. The tutоriаls cоver essentiаl tоpics such аs Sоlidity, Blоckchаin, аnd Smаrt Cоntrаct auditor. Frоm creating NFT аrt with оn-chain metаdаtа tо mаstering full-stаck Web3 develоpment with JаvаScript, FreeCоdeCаmp prоvides аccessible аnd infоrmаtive cоntent fоr leаrners.
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Several open-source tools empоwer Web3 develоpers, simplifying the development process. OpenZeppelin offers a secure smаrt contract frаmewоrk, ensuring develоpers cаn build rоbust sоlutiоns. Creаte ETH App prоvides оpen-source application templates, enаbling users tо creаte аpplicаtiоns with а single cоde cоmmаnd. Hаrdhаt serves аs а prоfessiоnаl Ethereum develоpment envirоnment, streamlining the development wоrkflоw fоr Ethereum-bаsed prоjects.
Mediа Outlets аnd News
Staying informed аbоut crypto trends is crucial fоr Web3 develоpers. Mediа оutlets like Cоinmоnks, Week in Ethereum News, аnd the Bаnkless pоdcаst serve аs excellent resоurces. These plаtfоrms prоvide insights, updаtes, аnd discussions on the lаtest develоpments in the Web3 аnd blоckchаin spаce. Following these оutlets keeps develоpers аbreаst оf industry trends аnd innоvаtiоns.
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In the mentiоned resоurces, LeаrnWeb3 is a free course thаt connects learners tо vаriоus online tools аnd tutorials. It аs а curаted guide, directing develоpers tо relevаnt аnd infоrmаtive cоntent fоr leаrning аnd writing cоde fоr Web3.
These resources cаter tо different leаrning styles, ensuring thаt developers cаn choose the аpprоаch thаt best suits their preferences аnd gоаls.
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In cоnclusiоn, Web3 is аn exciting frоntier in the digitаl wоrld, pаving the wаy fоr а decentrаlized аnd intercоnnected future. Understanding Web3 is cruciаl fоr аnyоne interested in the blоckchаin technology. While vаriоus resоurces аnd cоurses contribute tо this knowledge, it's essentiаl tо chооse cоurses wisely. Blockchain Cоuncil stаnds оut аs а leаder in prоviding cоmprehensive Web3 cоurses, ensuring thаt leаrners receive tоp-nоtch trаining in this revоlutiоnаry field. Embrаce the future of technology with Web3 develоpment аnd empоwer yоurself thrоugh quаlity educаtiоn аnd trаining.
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Resident Evil Outbreak for the PlayStation 2 explores the philosophical themes of existential isolation, the human condition in crises, community versus individualism, and the nature of fear and despair. The diverse array of characters, including a waitress, a police officer, and a doctor, each with their unique perspectives and moral dilemmas, offers a canvas to analyze these themes using philosophical perspectives from thinkers like Thomas Hobbes, Søren Kierkegaard, Emmanuel Levinas, and Michel Foucault.
1. Hobbesian State of Nature and Survival: Thomas Hobbes’s notion of the 'state of nature' as a life that is "solitary, poor, nasty, brutish, and short" aptly describes the chaotic world of "Resident Evil Outbreak." In this game, the breakdown of societal structures due to the zombie apocalypse forces characters into a survival mode reminiscent of Hobbes’s description of human life without societal rules and protections. This setting allows an exploration of Hobbes’s idea that in such a state, individuals have a natural right to do anything in their power to preserve their lives. The decisions made by characters, like the police officer Kevin Ryman, reflect the complex interplay between self-preservation and the maintenance of moral and social order in a lawless environment.
2. Kierkegaardian Existential Despair and Fear: Søren Kierkegaard’s exploration of existential despair and fear provides a profound lens to view the psychological states of the characters in "Resident Evil Outbreak." Kierkegaard believed that confronting despair was essential to achieving a higher state of existence. In the game, characters like the doctor George Hamilton face not only external threats but also internal existential crises. Their fear of the unknown and the inevitability of death challenges them to find meaning or resign themselves to despair, embodying Kierkegaard’s stages of existential development: the aesthetic, the ethical, and the religious.
3. Levinasian Ethics and the Other: Emmanuel Levinas’s ethics, centered on the primacy of the Other and the ethical responsibility to another, are crucial in a cooperative multiplayer game like "Resident Evil Outbreak." Each character must decide whether to prioritize personal survival or assist others, such as helping Cindy Lennox, the waitress, who often needs protection. Levinasian philosophy would argue that true ethical behavior in "Resident Evil Outbreak" is manifested when players recognize the vulnerability of other characters and respond to their needs, thereby transcending self-centered concerns.
4. Foucauldian Biopolitics and Surveillance: Michel Foucault’s concepts of biopolitics and panopticism are applicable to the game’s scenario, where a viral outbreak has led to extreme government and corporate measures to control the spread and manage the population. Characters like Yoko Suzuki, a former employee of the Umbrella Corporation, offer insights into the dynamics of power and surveillance. The use of quarantine zones, monitoring of the infection, and control over the city reflect Foucault’s analysis of how societies manage and regulate populations, especially in times of crisis.
5. The Absurdity of Camus and Rebellion: Albert Camus’s notion of the absurd—the conflict between humans’ desire for inherent meaning in life and the silent, indifferent universe—is vividly portrayed in "Resident Evil Outbreak." The relentless threat of zombification and the collapse of social order illustrate this absurdity. Camus argued that the appropriate response to the absurd is rebellion—an embrace of life despite its lack of clear meaning. This is exemplified by characters like Alyssa Ashcroft, a journalist, who continues to investigate and document the crisis, asserting her defiance against the chaos.
In conclusion, "Resident Evil Outbreak" is not just a survival horror game but also a complex exploration of philosophical themes such as the nature of society and morality in a Hobbesian state of nature, existential despair and fear per Kierkegaard, Levinasian ethics of responsibility, Foucauldian biopolitics, and Camusian rebellion against the absurd. These themes challenge players to reflect on deep questions about the human condition, ethical behavior, and the meaning of community and individualism in extreme circumstances.
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Nomination Overview - Slow Burn
Sometimes you want to sit down and really enjoy your journey through a story. You want a slow burn. And boy, do we have some fics for you in that category. 10 nominations so far have the "slow burn" tag.
Title: greener grasses Link: https://archiveofourown.org/works/31163336/chapters/79676620 Fandom: Dream SMP Author: Apocynaceae Relationships: Quackity/Schlatt, Quackity&Karl, Quackity/Eret Characters: Quackity, Schlatt, Karl Jacobs, BadBoyHalo, Awesamdude, Ponk, Tommyinnit Length of the work: 569,475 words (incomplete fic) Genre: AU, Crossover, Drama, Horror, Modern AU, Post-Apocalyptic AU, Slow Burn, Time Travel, College AU Type: Fic Summary: Twenty-two years after the Survival Multiplayer event, Quackity has dreams of attending a law program in a walled city out West. Desperate to pay for expenses during his next semester at ManbergU, he accepts a TA position with his former professor. It's Quackity's last chance to get out of Manberg. It's his worst mistake. Features ghosts, time travel, possession, alternate universes, nonconsensual drug use, academic misconduct like you would not believe, an apocalypse, and midterm drama.
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Title: Last of Us + Tntduo Link: here Fandom: Dream SMP Author: ashthefrogprin Relationships: Quackity/Wilbur Characters: Quackity, Wilbur Length of the work: not applicable Genre: Action/Adventure, Angst, AU, Horror, Hurt/Comfort, Post-Apocalyptic AU, Romance, Slow Burn Type: Art Summary: A series of images depicting quackbur in a The Last of Us AU, followed by a brief summary of a few scenes the artist was imagining. Wilbur has a shotgun; Quackity has an axe. They're both traveling across the country together trying to find a safe harbor with other survivors-- and, as it turns out, being in close quarters with someone during life-threatening situations means the two of you tend to bond. Odd thing, that.
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Title: (this is) hungry work Link: https://archiveofourown.org/works/33034354/chapters/81996970 Fandom: Dream SMP Author: bluenote Relationships: Quackity/Schlatt, Connor&Schlatt, Karl/Sapnap Characters: Quackity, Schlatt, Niki, Connor, Karl, Sapnap, Tubbo, Tommy, Jambo (the cat) Length of the work: 36,965 words Genre: AU, Canon-Divergent, Character Study, Domestic/Slice-of-life, Fix-It, Fluff, Hurt/Comfort, Romance, Slow Burn, Smut Type: Fic Summary: After surviving his heart attack and being forced to get sober, Schlatt gains some empathy. He also gains some weight. Those two things seem to be inextricably linked. __
Title: if - then - else Link: https://archiveofourown.org/works/45779260/chapters/115204942 Fandom: 3rd Life SMP Author: anonymous Relationships: Etho & Tango, Bdubs & Tango, Bdubs & Etho & Tango, Jimmy Solidarity & Martyn Littlewood, Jimmy Solidarity & Tango, Martyn Littlewood & Scott Smajor, Martyn Littlewood & Tango, GeminiTay & Pearl, Jimmy Solidarity/Scott Major, Bdubs/Etho Characters: TangoTek, Bdubs, Etho, Martyn Littlewood, Jimmy Solidarity, Scott Smajor, GeminiTay, Mumbo Length of the work: 69,103 words (unfinished fic) Genre: Action/Adventure, AU, Romance, Slow Burn, Space AU, Sci-Fi AU Type: Fic Summary: Tango wakes up in a hospital with no memories and a moderately concerned pair of crewmates. Along with a few of the others in the same ward as him, he attempts to recover his memories, navigate a few significant obstacles, and figure out just how he got here. OR a space opera au that started as something very self indulgent and slowly developed a plot bigger than the walls of the hospital it began in. now with space chases and strange new planets!
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Title: the wedding before everything went wrong Link: here Fandom: Hermitcraft SMP Author: terracottakore Relationships: etho/cleo Characters: cleo, etho Length of the work: not applicable Genre: Angst, Drama, Family, Humour, Slow Burn Type: Art Summary: etho and cleo wedding __
Title: Beta Testing Rating: E-rated Link: https://archiveofourown.org/works/27662032/chapters/67689973 Fandom: Hermitcraft SMP Author: Shadowfire_RavenPheonix Relationships: Grian/Iskall85, Grian/GoodtimesWithScar, Grian/BdoubleO, GoodtimesWIthScar/BdoubleO, Grian/Xisuma, Grian/Keralis Characters: Grian, Iskall85, GoodtimesWithScar, BdoubleO, Xisuma, Docm77, Tango, ImpulseSV, Etho, VintageBeef, Keralis Length of the work: 100,214 words (incomplete fic) Genre: Angst, AU, Character Study, Domestic/Slice-of-life, Drama, Friendship, Humour, Hurt/Comfort, Omegaverse, Slow Burn, Smut Type: Fic Summary: Grian was nervous when he was invited to join the HermitCraft server, because unbeknownst to anyone, the popular family friendly entertainment server is also an ACTIVE A/B/O server behind the scenes. After, having spent so much time with them and making so many amazing friends while on the UA (or Unavailable) list during season six, he's decided to make it more official and join the Active Available List for season seven. For Grian, however, the switch is going to be life changing. A journey of sexual self discovery and experimentation. Not Your Typical A/B/O
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Title: Knock The Ice From My Bones Rating: E-rated Link: https://archiveofourown.org/works/35887708 Fandom: Hermitcraft SMP Author: foryou-theworld, thesoftestofbois Relationships: Technoblade/Phil Watson, Dream/Wilbur Soot, Technoblade/Phil Watson/Wilbur Soot/Dream Characters: Technoblade, Philza, Wilbur Soot, Dream Length of the work: 214,000 words (incomplete fic) Genre: AU, Fantasy AU, Hurt/Comfort, Romance, Royalty AU, Slow Burn, Smut Type: Fic Summary: Hybrids Wilbur and Dream have spent years under King Schlatt's rule, serving as bedwarmers and confidants and spies at their king's demand. When Schlatt's latest grab for power fails, though, they're traded away as spoils of war to the victors, the hybrid kings of the Antarctic Empire. Kings Philza and Technoblade rule the south with a confidence that makes it easy to forget that hybrids are treated as lesser in other parts of the world. Wilbur and Dream's arrival is just another instance of people finding their freedom on the ice. Wilbur and Dream are determined to find information valuable enough to earn their freedom. Phil and Techno are focused on putting their kingdom back together, although they're a little distracted by their intriguing new arrivals.
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Title: One Long Season of Waiting Rating: E-rated Link: https://archiveofourown.org/works/42741399/chapters/107375079 Fandom: Dream SMP Author: Anonymous Relationships: Quackity/Schlatt, Quackity/Wilbur, Quackity/Eret, Quackity/Techno, Quackity/Philza, Quackity/Foolish, Quackity/Wilbur/Eret/Techno/Foolish/Philza Characters: Quackity, Schlatt, Wilbur, Techno, Eret, Philza, Foolish Length of the work: 490,718 words Genre: AU, Domestic/Slice-of-life, Drama, Fantasy AU, Found Family, Hurt/Comfort, Omegaverse, Romance, Royalty AU, Slow Burn, Smut Type: Fic Summary: Polyamory was a relatively new development in the world of nobility, but when the emperor was looking to add another consort to his flock, it was Quackity’s job to ensure that Schlatt was the one chosen for the position. As the duke of one of the four major duchies of the Antarctic Empire, Schlatt was a political powerhouse for sure, and Quackity couldn’t be more proud of his protector. All they had to do was get through the consort trials and then Schlatt would be in, and Quackity could continue to support his partner from the shadows, where he could be safe and protected. Of course, there is a chance the plan devolved almost immediately upon execution, and Quackity found himself getting far more contact with the royal flock and the other consort candidates than he ever could have expected. THE SHORT OF IT: A Fantasy/Royalty AU that features unconventional A/B/O dynamics, political worldbuilding, a heavy emphasis on trauma recovery and found family dynamics, and soap-opera levels of non-communication. And also, there’s romance. See forenotes for more details.
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Title: Sword and Smoke Link: https://archiveofourown.org/works/52674127/chapters/133363822 Fandom: 3rd Life SMP Author: apollothetransboy Relationships: Martyn Littlewood/Rendog, Martyn Littlewood & Jimmy (SolidarityGaming), Jimmy (SolidarityGaming)/Cleo (ZombieCleo) Characters: Martyn Littlewood, Rendog, Jimmy (SolidarityGaming) Length of the work: currently 50k (incomplete fic) Genre: Angst, AU, Canon-Divergent, Character Study, Hurt/Comfort, Hurt-no-comfort, Romance, Slow Burn Type: Fic Summary: Ren let out a sympathetic noise and reached out a hand, only to find that he was too far from Martyn to touch him. Limited Life, which was won by Impulse, has drawn to a close, and with the dawn of the next seasons approaching, Ren is at the forefront of Martyn's mind. Somehow, in his absence, Martyn has convinced himself that Ren couldn't possibly love him anymore. Maybe, even, that he had chosen to forget him and all the pain he brings. And when Ren does return for Way Life, and the consecutive three seasons, Martyn scrambles for the smallest of crumbs to prove his truth. With the odds stacked against them, though, Martyn finds himself always drawn back to him, whether by mechanics of the game or by what seems impossible chance. Time and time again he proves himself willing to go very far to believe his own lies, especially when the truth is something far more painful, though he will have to know it eventually—that he was, and will always be something that Ren would do anything, anything, to protect. or—four lives in which martyn and ren fall apart and fall back together
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Title: Amoransia Link: https://archiveofourown.org/works/52729348 Fandom: Crossover Fandom Author: Phospheos Relationships: Gem/Pearl, Gem&Pearl, Grian/Scar, Joel/Lizzie, Mumbo/Grian, Mumbo/Grian/Scar Characters: Pearl, Gem, Tilly the Dog, Grian, Mumbo, Impulse, Scar, fWhip, Lizzie, Joel, Evil Xisuma, Cleo Length: 9,990 words (incomplete fic) Genre: Action/Adventure, AU, Hurt/Comfort, Modern AU, Slow Burn, Superhero/Superpower AU Type: Fic Summary: amoransia; n. the melodramatic thrill of unrequited love; the longing to pine for someone you can never have, wallowing in devotion to some impossible person who could give your life meaning by their very absence. Glimpse into the lives of two that hold an eternal bond through both company and absence, two that hold a safety to the other that it never needs to be said in the first place. There lies a love that time and time again will shine through as long as the universe allows them to hold it, as they get torn apart and reunited time and time again. It is messy and out-of-order, but that's them, and that means they're together. And wouldn't have it any other way.
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See something you want to offer or request in the exchange? Horrified that a classic of the genre isn't represented yet (to be fair, maybe we didn't get permission)? Join our discord and sign up today!
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Critical Analysis
Nardone, V. et al. (2023) 'Video game Bad Smells: What they are and How developers perceive them,' ACM Transactions on Software Engineering and Methodology, 32(4), pp. 9-12. https://doi.org/10.1145/3563214.
Introduction
The abstract presents an in-depth analysis of video game's "bad smells," categorizing issues into five distinct groups that include design, game logic, multiplayer, animation, physics, and rendering. It presents a methodical examination of every category, going over particular bad smells and offering instances from pertinent conversations. Using information from survey participants, the paper provides workable ways to reduce these bad smells. To ensure traceability, the study connects every "bad smell" and its remedy directly to discussion boards or poll results, enhancing the legitimacy of the suggested fixes.
Bad Smells
According to the authors, this dual approach in the study, strengthens the paper's overall reliability, making it a valuable resource for both game developers and researchers. One noteworthy finding is the fact that respondents disagreed on how important some issues are. A few perspectives present the idea that the impact of a particular challenge can change depending on the project's size and how much moderation is used. This highlights how game development challenges are subjective and that the importance of a problem varies depending on the context.
Weak temporization strategies are a major focus of the analysis, with 80% of respondents rating them as critical or extremely critical. In particular, when it comes to frame-based updates, the highlighted issue involves incorrect assumptions about the amount of time that has passed between game object updates. To provide a consistent gaming experience, it is crucial to address this issue as it may lead to differences in animation speed among devices.
Respondents offer workable solutions to address these inadequate temporization strategies and lessen the problems noted. Typical errors such as frame-based updates affecting animation speed, are identified and workable fixes are proposed. Time-based updates, like the FixedUpdate method in Unity, should be implemented. Additionally, movement should be proportionate to the intervals between frames. A few respondents' emphasis on these solutions lends credibility to their efficacy in addressing common game development pitfalls. The analysis also emphasizes how crucial early intervention is in resolving temporization issues. one of the respondents makes it clear that the longer these issues persist, the more difficult it is to address them. This insight highlights how proactive developers should be in spotting and fixing important problems early on in the process to avoid problems later.
A real-world example from the Unreal Engine forum provides tangible evidence of developers grappling with temporization issues in a racing multiplayer game. The discussion highlights the practical application of "delta time scaling" as a solution to address input responsiveness, illustrating how these challenges manifest in real projects.
Focusing on the lack of separation of concerns and the issue of bloated assets. While these challenges may not be unique to the gaming industry, they are pertinent in the context of game development due to the specific characteristics of game engines.
One sign of poor design that can appear in a variety of software programs, including video games, is the inability to separate concerns. The observation that game engines may naturally lead developers to write code that exhibits this problem led to the decision to keep this "smell" in the catalog. In the example given, source code for object animations is mixed with code handling controller inputs; this practice was deemed critical or extremely critical by 77% of respondents.
The significance of this design challenge is further highlighted by the discussion on StackExchange's Game Development section. Logic and data in the same object or class, according to platform developers, is bad practice that can result in hacking that creates more problems than it fixes. It is recommended that game logic and game data be kept apart, and that a modular approach be used, with different classes handling different concerns like movement, firing, and defense. Notably, Unity and other contemporary game engines are taking proactive measures to address this problem by including features like an updated input system. Bloated assets, or reusable assets like complicated game objects that bring along different elements like textures and predefined animations, are the subject of the second design challenge that was discussed. Sixty-three percent of respondents rated this "smell" as critical or extremely critical. Real-world examples are given in the Stack Exchange game development discussion, including scenes with superfluous art assets and scripts. Not only do developers advise eliminating unnecessary assets to conserve space, but they also point out potential problems like mismatched names and superfluous animations if this is overlooked.
Comprehending the issues raised, specifically the inability to distinguish between different concerns and the problem of excessively large assets, provides game designers looking to improve their work with insightful knowledge. Not only do these detected "smells" diagnose possible problems, but they also act as a helpful roadmap for better game design. Recognizing the inability to separate concerns as a design challenge invites a game designer to take a more modular and structured approach. The division of various game elements, like controller inputs and object animations, into discrete areas allows designers to simplify code, lower complexity, and improve maintainability. The Stack Exchange discussion on game development, which is cited, emphasizes how crucial this division is to preventing potential problems and unethical behavior. This realization can serve as inspiration for designers of video games, who can use it to create modular systems that support a variety of features.
The issue of bloated assets provides another avenue for constructive improvement. Game designers can leverage the awareness that excessively large assets, containing elements rarely used, are viewed critically by developers. By adopting a more discerning approach to asset creation and management, designers can optimize game performance and streamline the development process. The practical recommendations from developers on Stack Exchange Game Development, emphasizing the removal of unnecessary assets for both space-saving and organizational cleanliness, can guide game designers in creating more efficient and polished games.
Conclusion
It gives game designers more options because it acknowledges that some game engines are actively resolving these problems, as demonstrated by Unity's new input system. Designers can ensure that their games follow industry best practices and utilize state-of-the-art tools by keeping up with evolving engine features and adapting their practices accordingly. The study overall is relevant as it recognizes the bad indications in game designs and therefore validate a better quality of games if these problems are avoided.
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Teen patti software
Teen Patti uses one deck with 52 cards and no jokers. A spherical of Teen Patti starts with the players (there are 2 of them) placing their bets. The dealer then deals cards with player X and player Y. Every player receives up to three cards. Players will play blind or play seen, which means they're going to take a glance at their hand before placing a bet or to depart the cards face-down, severally. So-called blind players will see their cards whenever they require, which can flip them into so-called seen players.
There are some common as well as new features and functionalities associated with the Teen Patti Game:
Timely Update: The application gets updated automatically (with an internet connection) to provide new and exciting features to the app users and players, creating a great deal of additional fascinating for them.
User-friendly & Appealing User Interface: The Teen Patti application must have an enticing user interface, that ought to be easy and user friendly, thus play the teen Patti game without hurdles with the user interface by simply downloading the teen Patti gold game from the Google play store or iPhone store.
Multiplayer Game: The game is intended in a manner that multiple players will participate in the game.
Latest Technology: By integrating the newest and latest technology, the application publishers will make sure that the game is appreciable by the audience and works smoothly.
Users will play with Computer Bot: This feature permits the users to play the game with computer bots, for the time when real players are not available on the platform.
Cloud Game Server: The cloud technology permits the publishers to upgrade or downgrade the game in a real-time period.
Multiple Variations: With the availability of diverse variations, users will decide the game variation of their selection and as per their strength and moods.
The current scenario offers an opportunity to become an entrepreneur and earn cash through an online Teen Patti business that too simply sitting at your home with facilitate of Teen Patti Game App Development providers like Mobzway who are the best Teen Patti Software providers. Except for creating it, successful quality ought to be delivered.


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The benefits and drawbacks of social gaming communities
In the vast digital environment, social gaming communities have become active gathering places where people connect and collaborate over a shared love of gaming. These online spaces offer unique benefits and drawbacks that profoundly shape gamers' social lives. As we navigate the intricacies of these communities, it becomes clear that while they provide a haven for social interaction and shared experiences, they also present challenges that require careful consideration. In this exploration, we will uncover the dual nature of social gaming communities and illuminate their role in promoting social life in the digital age.
Before we dive into it, If you are new to this concept, you can explore more about social gaming communities here. Now, let us delve into the complexities of these digital centres and examine the benefits and drawbacks of shaping gamers’ social lives in this unique realm.
The Benefits of Social Gaming Communities:
One of the most significant advantages of social gaming communities is the sense of belonging they cultivate (Molyneux et al., 2015). Within a global context characterized by considerable physical separation, virtual environments serve as a conduit for gamers to establish connections predicated on their mutual fondness for games (Dev, 2023). These online communities serve as digital environments where individuals from diverse backgrounds and locations can interact through multiplayer games, participate in discussions, and bond around each other's passion for gaming. (MetaEngine, 2023). Establishing a sense of community is especially vital in an era when in-person interactions may be scarce, allowing people to express themselves in a digital environment freely.
Moreover, the influence of gaming community collaboration and teamwork extends beyond virtual realms to affect real-world situations. Gamers develop a sense of community by learning to collaborate and assessing one another's strengths and weaknesses (Editor Team, 2022). This dynamic of collaboration reflects how personnel construct robust communities within the professional environment. Furthermore, the practical application of the communication proficiencies emphasized in gaming communities empowers individuals to articulate their thoughts and opinions with efficacy (SkillsYouNeed, 2023). For those who do not have strong offline social skills, gaming is a unique platform to communicate and connect with others. Essentially, the collaboration and communication skills developed in the game are seamlessly linked to real-world community building.
Furthermore, social gaming communities are essential for mental health and emotional support in addition to being places of enjoyment. People who use these online forums to exchange gaming experiences with one another develop a sense of camaraderie that helps them through difficult times. These communities provide a support network to reduce feelings of isolation and loneliness. Concurrently, new research highlights the importance of the community and chat elements, particularly for lonely young men, providing an anonymous "third place" outside the house or workplace (Prochnow, 2023). This space allows individuals to open up, find empathy, and make important social connections that may be lacking in offline life. The combination of emotional support, shared experiences, and unique anonymity these communities offer highlights their profound impact on fostering a sense of belonging and supporting mental health.
The Drawbacks of Social Gaming Communities:
However, it also has some drawbacks, particularly the negative impact of anonymity and over-participation on users' mental health and overall gaming experience. This community can be a breeding ground for issues such as cyberbullying, cheating, and various health issues. For example, the shield of anonymity creates a toxic atmosphere by allowing users to express "rude language, severe criticisms, anger, hatred, and even threats." Most cyberbullying and aggressive behavior occurs from anonymous users, and the negative impact exceeds the negative impact of traditional face-to-face or known perpetrator cyberbullying. The privilege of anonymity perpetuates feelings of frustration, insecurity, and anxiety among victims, thereby intensifying their sense of helplessness in comparison to normal bullying scenarios. Bullies, who are often experienced gamers, use anonymity to intimidate new players, further exacerbating issues like bullying (Grazotis, 2018). Furthermore, excessive participation in online gaming is considered a long-standing problem, affecting mental health as well as physical and social aspects of life. This highlights the interconnected challenges within digital communities, emphasizing the need for responsible and respectful interactions to foster a positive and inclusive social environment within the dynamic landscape of social gaming.
Moreover, privacy is also a concern in digital communities, including social gaming ones. When we share personal information online, there is a risk of it being accessed or misused by others (Team, 2023). It is like being cautious about what we share with strangers—we do not want everyone to know everything about us. Digital communities play a role in our social lives, but exercising caution while using them and safeguarding personal information is important. This emphasizes that, even if these communities promote social contacts, users should be aware of their digital footprint to ensure a secure and safe online social environment.
In conclusion, the benefits and drawbacks combine to shape the delicate digital landscape. While these communities provide virtual havens for socialization, collaboration, and emotional support, they also require thoughtful consideration of potential challenges. The key is to strike a delicate balance—gaining the rewards of community building while mitigating the drawbacks of toxic anonymity and Privacy. As technology advances, the collective responsibility falls on the gaming community to create an environment where individuals can continue to find comfort, connection, and personal growth in an ever-expanding digital social environment.
What's your take on the impact of anonymity in online gaming communities? Share your thoughts and vote below.
Reference List
Dev, L. (2023). Why are gamers so passionate about the game industry? Quora. https://www.quora.com/Why-are-gamers-so-passionate-about-the-game-industry
Editor Team. (2022). Teamwork Gaming: The effects of playing video games on teamwork and team performance. Totem - the Feel Good Game. https://store.totemteam.com/blogs/news/teamwork-gaming-the-effects-of-playing-video-games-on-teamwork-and-team-performance
Grazotis, E. (2018). The Negative Effects of Anonymity and Excessive Participation in Online Gaming Communities. Debating Communities and Social Networks 2018 OUA conference. https://networkconference.netstudies.org/2018OUA/2018/04/23/the-negative-effects-of-anonymity-and-excessive-participation-in-online-gaming-communities/
MetaEngine. (2023, July 7). What is a Gaming Community and How to Build One. MetaEngine. https://www.metaengine.gg/blog/what-is-a-gaming-community-and-how-to-build-one
Molyneux, L., Vasudevan, K., & De Zúñiga, H. G. (2015). Gaming Social Capital: Exploring civic value in multiplayer video games. Journal of Computer-Mediated Communication, 20(4), 381–399. https://doi.org/10.1111/jcc4.12123
Prochnow, T. (2023). Online gaming communities could provide a lifeline for isolated young men − new research. The Conversation. https://theconversation.com/online-gaming-communities-could-provide-a-lifeline-for-isolated-young-men-new-research-211558#:~:text=This%20finding%20suggests%20the%20chat,may%20lack%20in%20real%20life
SkillsYouNeed. (2023). Video games and your communication skills. SkillsYouNeed. https://www.skillsyouneed.com/rhubarb/video-games-communication.html
Team, P. (2023). The complete guide to online gaming privacy. Proton VPN Blog. https://protonvpn.com/blog/online-gaming-privacy/
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Unlocking the Potential: Exploring VPS Hosting Use Cases

In today's digital landscape, hosting solutions play a pivotal role in determining the success and performance of websites, applications, and businesses. Virtual Private Server (VPS) hosting has emerged as a versatile and efficient hosting solution that caters to a wide range of use cases. Whether you're a small business owner, an e-commerce entrepreneur, or a developer seeking powerful yet affordable hosting, Linux VPS hosting can be the key to unlocking your digital ambitions.
1. Website Hosting for Small Businesses
For small businesses and startups, establishing a robust online presence is paramount. VPS hosting provides an ideal platform for hosting business websites. With dedicated resources, enhanced security, and scalability, VPS hosting ensures that your website can handle traffic spikes, offer a seamless user experience, and support e-commerce functionalities.
2. E-Commerce Empowerment
E-commerce businesses thrive on speed, reliability, and secure transactions. VPS hosting offers the perfect environment for e-commerce websites. It provides the resources necessary to handle a large product catalog, high-resolution images, and online transactions. With the ability to install SSL certificates, VPS hosting ensures a secure shopping experience for your customers.
3. Application Development and Testing
Developers often require an isolated environment to build, test, and deploy applications. VPS hosting allows developers to create multiple virtual instances on a single physical server. This makes it an ideal choice for development and testing, enabling developers to work in a controlled and secure space.
Read Similar: Desktop Virtualization 101: An In-Depth Introduction
4. Content Management Systems (CMS)
Popular CMS platforms like WordPress, Joomla, and Drupal are the backbone of millions of websites. VPS hosting provides the necessary resources to run these CMS platforms efficiently. You can customize your hosting environment to meet the specific requirements of your chosen CMS, ensuring optimal performance.
5. Data Backup and Storage
Data is the lifeblood of modern businesses, and data loss can be catastrophic. VPS hosting can be used for data backup and storage. With ample storage space and data redundancy, VPS hosting offers a secure and reliable solution for preserving critical business data.
6. Reseller Hosting
For entrepreneurs interested in hosting businesses, VPS hosting can serve as a foundation for reseller hosting services. Reseller hosting allows you to create and manage hosting accounts for your clients while enjoying the flexibility and control of a VPS.
7. Gaming Servers
Online gaming communities require reliable, low-latency servers to ensure a seamless gaming experience. Gamers and gaming enthusiasts can utilize VPS hosting to create their own gaming servers for various online games. With dedicated resources, they can host multiplayer games and customize server settings to suit their preferences.
Get Game Servers for an uninterrupted gaming experience!
8. VPN and Proxy Services
VPS hosting can also be used to set up Virtual Private Networks (VPNs) and proxy services. This enables users to enhance their online privacy and security by masking their IP addresses, accessing geo-restricted content, and encrypting internet traffic.
9. Test and Staging Environments
Before deploying updates or changes to a live website or application, it's essential to test them in a staging environment. VPS hosting allows businesses to create isolated staging environments where they can safely test updates, plugins, or code changes without impacting the live site.
10. Personal Cloud Services
Individuals who value data privacy and control can turn to VPS hosting for personal cloud services. This allows them to store and access their files, photos, and documents securely in their private cloud.
In conclusion, VPS hosting has evolved into a versatile hosting solution that caters to a multitude of use cases. Whether you're running a small business, developing applications, hosting websites, or pursuing other digital endeavors, VPS hosting offers the performance, control, and scalability you need to succeed in the online world. As technology continues to advance, VPS hosting remains at the forefront of the hosting industry, providing solutions for the ever-evolving needs of businesses and individuals.
With VPS hosting, your digital ambitions are well within reach, and you can embark on your online journey with confidence.
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Sugary Spire Online Help Wanted
First off, we need coders. Ones that can code multiplayer. Second, we need composers. For the new levels in the mod. Third, we need level builders. Thats pretty much all. Join the discord here: https://discord.gg/zQAqXFqRy6 and take the developer application in #dev-application. Goodbye.
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The Emergence of Online Gaming: A Way of Life, a Social Scene, and a Trend
Gaming has quickly grown from a mere hobby to an industry that is valued in billions of dollars. From consoles and virtual reality games to mobile games and internet gaming websites, gaming is no longer just entertainment — it is an attitude, a social phenomenon, and a career for some. As technology advances, the gaming arena has grown to encompass a broad range of formats, from conventional console games to PC gaming, mobile applications, and online betting games such as a7 satta.
Evolution of Gaming
The history of gaming dates back to the early 1970s, with the advent of arcade games like Pong. Over the decades, we’ve witnessed a transformation driven by better graphics, faster processors, and the internet. The shift from offline to online gaming brought people from around the world together, enabling competitive play, social interaction, and live streaming. This evolution opened the doors to different genres and platforms, making gaming more inclusive and accessible.
Gaming today fulfills several roles: entertainment, stress management, competition, and even earning a livelihood. Esports is now a multibillion-dollar industry, and websites such as Twitch and YouTube Gaming have transformed players into personalities. In addition to the mainstream gaming market, niche markets such as online satta games have also gained a gigantic following, mostly in South Asia.
Online Betting Games: A Growing Segment
One such lesser-popular yet very popular online gaming niche is the realm of betting games or games of numbers such as satta or number gambling games. The a7 satta is one such popular name in this category, providing users with an opportunity to test their luck by guessing number results. These are easy but highly addictive, with games usually being played through mobile apps or websites.
Satta, although controversial, has existed for a long time as part of India’s underground gaming culture. Despite regulatory issues, the game still remains popular in cities such as Gaziabad. Players often search for the Gaziabad satta result to understand the results of their number bets. This is evident proof of how ingrained such games are in the local online gaming culture.
While high-resolution graphics and plot are what traditional gamers concentrate on, thrill, intuition, and numbers are the motivations of satta enthusiasts. Yet, both types of gaming share the same underlying principle — entertainment and engagement.
Community and Social Aspect
One of the most significant strengths of contemporary gaming is the culture of community it gives rise to. Gaming forums and multiplayer games give players a place where they can engage, collaborate, or compete. Whether building a clan for an online shooter or exchanging tips for the a7 satta game, gaming communities live and breathe based on interaction.
Social media has also contributed to the marketing of games and the development of subcultures. Players tend to share their successes, discuss tactics, or comment on recent outcomes — such as the Gaziabad satta result — which keeps members updated and interested.
Risks and Responsible Gaming
As online gaming spreads rapidly, so have issues regarding screen time, gambling addiction, and financial risk. This is particularly the case with gambling games such as satta, for which users can be pushed to pursue losses or spend more money than they can pay for. The availability of sites such as a7 satta assures anyone who has a smartphone and internet that they can engage with it, which makes it crucial to encourage responsible gaming.
Governments and developers are now turning their attention to implementing measures like spending limits, checks for verification, and self-exclusion facilities. Gamers are encouraged to play games as a source of entertainment, not a source of income.
The Future of Gaming
The future of gaming is extremely promising. Thanks to advances in artificial intelligence, cloud gaming, augmented reality, and blockchain, gamers can look forward to more immersive, personalized, and secure gaming experiences. The use of virtual currencies and NFTs within games is already building new economic models and professional opportunities.
While at it, regional games such as a7 satta will probably change and perhaps shift towards more regulated and transparent forms. Regional games, such as ones related to outcomes like the Gaziabad satta result, might even have a legal framework in the future, particularly with improving digital payment systems and data monitoring.
Gaming, in all its forms, has become an integral part of modern culture. Whether you’re a console enthusiast, a mobile gamer, or someone who keeps an eye on the Gaziabad satta result, there’s a space for everyone in this vast digital playground. The key to a healthy gaming lifestyle is balance — knowing when to play, when to pause, and always playing responsibly.
From top-of-the-line titles to a straightforward number-based game such as a7 satta, gaming has something to appeal to every interest, every age group, and every level of risk tolerance. As technology advances, so will the reach and impact of gaming in our daily lives.
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Cars, Pistons, U-joint: Overheat: Conceptualization and Iteration, their applications in digital prototyping
When brainstorming I realized my first thoughts of racing games are about multiplayer interaction patterns. Unable to facilitate this- and unwanting to- I focused on experimenting with the player vehicle. Initially the core gameplay mechanic was going to do with the player's engine overheating but it felt uninspired and a menial step in the replication of system dynamics. I can't remember who said it, but a game studies scholar once said something along the lines of, "developing the game is as much play as playing the finished product is." And so I wondered, how can I play with this game?
At this stage I am taking inspiration from the meta narrative structure of There Is No Game. It aligns with the chaotic energy of an all-out rally race where every driver is out to get you in that the literal game constantly attempts to stop you from playing it. It is the rawest manifestation of Game v Player that Fullerton describes, and I would argue when that player interaction pattern is contextualized within a genre typical of multilateral competition the meta narrative subverts player expectations to establish the structure of the game's core challenge.
The way I reckon I'll do this is by overheating "the computer" instead of the engine. Obviously I can't actually overheat someones computer to the point of a force shutdown, but I can program a meter (shown below) that displays CPU% that goes up with every explosion, crash, and acceleration (frame-rate increase) for example.
Draw Me a Pixel. There Is No Game. (2020).
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