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There have been several different methods for scripting plays in the NFL over the years. Some teams script their opening drives of each half, some script a set number of plays most common is 15 [Bill Walsh was known to up it to 25 on occasion] , and some teams may script the entire first quarter this is mostly during the preseason.

However, one must ask why are they doing this? The answer is quite simple if you think about it. If you go into a game knowing exactly what you are going to do beforehand, it allows offensive players and coordinators to focus on what the defense is doing in response to your personnel groupings, formations and concepts.

This allows offense to key in on the defense's tendencies to defend in various situations, which leads to game-breaking adjustments.

In Madden, especially in the shorter quarters that affect most online games, this is a rare practice. Personally, I've been scripting my opening drive, and sometimes two of my drives, for well over three years now and I feel it lets me really get a feel for the other player, which leads to getting into the right play call in important situations.

Many Madden players use different methods for doing this, but when you are running a scheme as multiple as mine, I feel its best to at least script your first possession of the game.

Lately, I've been playing full minute games against the CPU and, because of that, my scripts have been fleshed out to a full 15, so I thought I'd share them:.

Where this type of planning can be especially useful is in online leagues where you are going to be playing certain opponents multiple times in a single season and hopefully over many years.

In these situations its expected to adjust the script to fit your opponent based on what you have had success in the past with as well as what you think will make him show his hand early to allow you to win in this violent game of chess.

This article was researched and written by Madden-School. In the game, you can wait or do grinding, or you can buy your way out of these situations.

Is it really that different from feature-locking, or level locking? A decade ago, there was plenty of discussion about shareware locking.

Some said that 30 day trial is a good, while others recommended 60 minutes trials. And then there were many other, like locked features and whatnot.

Is it a nice way to allow people to play the game free infinitely, while also allowing those who have less time but more money to focus on different aspects of the game?

From a player perspective, is pay-to-save-time locking a better or worse alternative than for example demo vs full versions, where demo version shows only a little bit of the game?

This glitz not only attracts droves of young men—potential gamers—like moths to a light, but also reflects the rich fortunes of hardcore online games in China.

Despite the carnival atmosphere at the ChinaJoy expo, there were sober concerns on the business conference side that growth is slowing.

Stocks for all virtually of the major Chinese gaming companies are down for the year-to-date. Bill Bishop, formerly chief executive of a Beijing-based developer and operator of online games and a blogger at Digicha, states: Though decelerating, growth is still strong.

It may just be a matter of investors tempering sky-high expectations for the domestic Chinese market.

There are fewer barriers to entry for newcomers today, prompting more developers to strike out on their own. I have personally met 6 or 7 startup studios that came out of Kingsoft alone.

Recognizing this shift, the top firms have started publishing games and making acquisitions. Shanda has launched Fund 18, which will invest in, publish, and distribute games.

In the case of overseas publishing, Shanda retains 60 percent of revenues. Giant Interactive has set up a similar fund, called Win with Giant. In addition, there have been a number of acquisitions of smaller developers at a price to earnings ratio of five to six, according to Ng.

With government encouragement, Chinese companies are also headed overseas in search of new markets. Chinese gaming firms are also starting to purchase abroad: At the same time, severe regulatory issues cripple foreign firms attempting to enter China.

Blizzard Entertainment, one of the few major foreign exhibitors at ChinaJoy sharing a booth with its partner NetEase , exemplifies the travails facing foreign firms in China.

The company had difficulties getting its content approved for World of Warcraft when it changed operators in China from The9 to NetEase.

Follow Kai on Twitter klukoff. Jens has built several successful gaming companies in Europe amongst them Turtle Entertainment GmbH, a global leading online platform for competitive computer gamers which he still oversees as chairman of the board today.

Leading the pack of this year's releases, Legends of Chima: Speedorz is a racing game that will launch on iOS on January 3 that's this week, folks.

The game will see players racing against famous characters within the world of Chima, collecting studs and other rewards along the way.

As players make progress and win races, they'll unlock new customization options for their characters and Speedorz vehicles. The ultimate goal in Legends of Chima: Speedorz is to collect the Golden Chi, which unlocks new races, among other boosts.

As for the other handheld game in the trio, Legends of Chima: The game sees players teaming with the lion Laval and his animal friends as they fight for "justice" in a world gone bad.

The game will allow players to build a Kingdom of their very own within the safety of Chima's online world, while interacting with characters from the show and traveling to various themed locations to complete quests.

All along the way, LEGO bricks will allow players to build their own weapons, gadgets and much more. What makes this trio especially unique is The Chima Vault, a rewards system that combines player progress across all three games and allows them to earn points that can be redeemed for other items within Legends of Chima Online.

Stay tuned for more. Will you be one of the first to download Legends of Chima: Speedorz when it launches on iOS this week?

Sound off in the comments! The celebration, which comes just months after the initial explosive growth of Minecraft, serves as the beginning of a weak frame device that gives us a look into the development of Minecraft and the beginning of his company, Mojang.

We watch as the game's popularity has allowed Mojang to grow from Notch operating alone with the support of his lovely fiance to a batch of new hires amongst friends, complete with a brand new office.

This alone could have been an incredible documentary, the bulk of which was represented in 2 Player Production's initial pitch to investors, but somehow they get everything wrong.

The movie follows Notch and the Mojang crew through the year , including the first Minecon in Las Vegas, but these are not fine cuts of meat we're provided.

Within half an hour, I was bored of Notch and crew sitting around at awards dinners, sitting at tables in restaurants, or welcoming the latest hire.

There's no arc here, there's no exciting reveal or fantastic conclusion. There's very little footage demonstrating how the game came to be, aside from a brief glimpse of an early prototype or a blurry image on a distant laptop.

There's no breakdown on why they made specific design choices. Subsequent content, like the massive Adventure add-on that released during the scope of the film, appears out of nowhere with none of the nuts and bolts that went into its development.

The movie reminds me a lot of the documentary Startup. If we watch it and understand it, that's our own reward. The Story of Mojang isn't quite as dry, but it's underwhelming if you were trying to get a look into what makes Minecraft what it is.

So if most of the narrative was shot before the investors came in, what makes up the rest of the movie? Lots of interviews and conventions.

We even see Minecraft used as an education tool in the classroom, one I would've loved to have been in, which teases at Minecraft's permanence and value in society, a theme the documentary skirts.

It makes the threadbare narrative more palatable, but not by much. At minutes, the film drags worse than leveling out a mountain in the game with a single pickaxe.

The film's editor takes no chances with voiceovers as we're given a lot of talking head time followed by rolling Minecraft footage and amateurish on-screen graphics that make the post-scripts almost unreadable.

We see a snippet of the YouTube video that shows off a full bit computer built in the game, then we fade away to an interview with the same guy and more footage of the calculator.

They could have cut half an hour out of this film easily. I'm not sure how 2 Player Productions made such a boring documentary out of such a landmark game, but they did.

The Story of Mojang, despite some clever insight, is a mess. There's an interesting story buried in here somewhere, but we only get the coattails.

They had every opportunity to learn from the fantastic Indie Game: The Movie and maybe they just didn't have the footage to pull it off.

Enthusiasts only need apply, so for the rest of you, just keep playing Minecraft. Then we can all go home and start a Groupon clone instead.

A consensus did emerge that more social games will target niche audiences. It does not have huge usage, but the game kicks butt because the ARPU average revenue per user is very high.

First, they have to develop for a foreign audience, as revenues in China are still insufficient. Most Chinese developers see Japan, Korea, Brazil, and Russia as easier markets than Facebook and head-to-head competition with the like of Zynga , although the Chinese-language Facebook communities in Hong Kong and Taiwan are still good bets.

Second, capturing a niche often requires an unfamiliar game design and appeals. In China all the massive multiplayer online game developers all know that social games are big.

They all know that women are playing games now. We talked to 11 listed game companies in New York and Hong Kong and most of them suck at making games for women.

The growth market in vertical social games is a worldwide trend that will require still greater innovation on the part of Chinese and foreign developers alike.

But the rewards could be rich: The Holiday season proved to be a major success for both Disney Mobile and Storm8, as both developers revealed they saw a huge surge in mobile downloads and installations.

Disney Mobile revealed that downloads during the holiday period Dec. During the five-day period, Disney mobile reports it had more than 15 million downloads.

The developer also reported its peak level of daily active users saw a year-over-year increase of almost percent, reaching more than 7.

As we noted back in December, Disney Mobile was providing some major updates to its flagship games and also rolled out new titles like Monster, Inc.

The company tells us that it saw downloads increase fourfold on that day compared to the numbers it usually sees on Tuesdays. Storm8 also says it had 2.

The week before Christmas, Storm8 launched its newest social casino title, Bingo! What the Web has done to documents it is doing to just about every institution it touches.

Rather, the Web is changing our understanding of what puts things together in the first place. We live in a world that works well if the pieces are stable and have predictable effects on one another.

We think of complex institutions and organizations as being like well-oiled machines that work reliably and almost serenely so long as their subordinate pieces perform their designated tasks.

And, most important, the Web is binding not just pages but us human beings in new ways. The app recently became the most popular app overall on the Facebook platform.

Titles on our list gained the most MAU of any non-game apps on the platform, growing from between , and 2. And navigation app Waze had a 9 percent increase to close our list at No.

Earlier today it was reported that Apple could be looking to acquire Waze to help with its Maps application. While not specific to gaming, we'd like to recommend a great upcoming conference in Beijing: I had a chance to attend in and was very impressed with the level of speakers.

This year they seem to be taking it to an even higher level. This is a great way to get an overview of the hottest trends in the Chinese internet and the views of top global entrepreneurs.

Farm games are a craze on social networks worldwide, but its origins are mistaken. The story of farm games is a reflection of the young social games industry: Most social games are far from revolutionary: Harvest Moon, released by Victor Interactive Software in , further popularized the genre.

To date, the spread of social games is all about distribution, not original gameplay. China is most often cited as the source of the first social farm game, which is half-true.

It went on to become massively popular in China, attracting litters of copycats. But the frequent claim that Facebook developers copied this game is false.

Tom Hansen, President of Take 5 Social, writes:. We launched Nov 1st If people wanted to collect and gift pets and flowers for their little green patch, how cool would it be to take animals gifted to you and raise them.

Then of course harvesting crops to earn cash fit perfectly with the farm theme and voila the concept was born. Gameplay between Happy Farm and myFarm is significantly different: Happy Farm zooms in on a few plots while myFarm is a more expansive sandbox-style game with animals, gifts, and buildings.

In short, Happy Farm and myFarm—the first two social farming games—were independently developed and released in China and the US at almost exactly the same time.

Slashkey released Farm Town in April It remains the 20th most popular game on Facebook with 2 million DAU daily active users.

The game we all know and love? Happy Farm has done well, but not great. Being first is no guarantee of riches.

Again, the spread of social games is all about distribution, not original gameplay. Isaac Stone Fish at Newsweek waxes poetic:. The game's success reflects a deep and growing nostalgia for China's traditional agrarian way of life… the game also taps into concerns among many members of the urban middle class that economic growth has far outpaced the country's environmental standards.

Poor air and food quality are both major concerns, and Happy Farmer reflects a wistfulness for a rural China that at least in the romantic image does not suffer from such problems.

In addition to farming, are social gamers also nostalgic about flipping burgers, hunting treasure, raising fish, and fighting mafia wars?

Farm games succeeded by crossing addictive game mechanics with an intuitive, accessible theme. But farming crops is still the best fit with these mechanics.

Farm games also demonstrate that game themes and mechanics are universal. Fish, pet, and restaurant games have since gone on to become global hits, with cross-pollination between China and Facebook.

This fact speaks volumes not only to the state of the rapidly maturing social games industry, but the over games business at large.

First of all, this goes to show that, while the barriers to entry are low, creating a successful, lasting Facebook game perhaps requires just as much finesse as crafting a winning console or PC game does.

At the same time requiring far more areas of expertise than the latter. Secondly, perhaps Facebook games simply aren't they were all cracked up to be before the bubble burst for Zynga last year.

Sure, these games can make a load of money, but that requires way more mastery than taking known brands and slapping them on the platform like companies are so wont to do these days.

Simply put, Facebook games aren't the money trees raised with Miracle-Gro that FarmVille made them out to be in And last but certainly not least, looking back on only serves to prove the popular opinion that social gaming is to the 21st century what the Atari age was to the 20th century.

Social gaming on the web and mobile is going through the same paces that games did during the crashes of and , and that trend will likely only continue through , though hopefully on a far less dramatic scale.

Perhaps it will soon be hard to easily define the difference between games on Facebook and those on your next Xbox in Do you agree that social gaming is going through a crash similar to games in the late '70s and early '80s?

What will get the burgeoning industry out of this rut? Facebook announced that it would replace its day breaking change policy with quarterly updates that will encompass a number of breaking changes.

Previously, Facebook announced breaking changes throughout the year, each time giving developers 90 days to prepare their apps accordingly.

Although the policy gave developers a decent window of time to complete a change, changes would sometimes add up over time and developers would have to update their app each month.

With the new quarterly policy, Facebook will bundle breaking changes together and make announcements at the same time each quarter.

The social network is notorious for having a difficult platform to develop on. The company moves increasingly fast — now pushing new code twice a day — and developers regularly have to deal with resulting issues and bugs.

The change to quarterly updates will start with breaking changes going into effect in April. Then in April, Facebook will announce the changes for July.

Which, I have to say, is pretty cool. For some as yet unidentified reason one of the things I am thinking about is culture. I will never stop learning.

I will build our business sustainably through passionate and loyal customers. I am more motivated by impact than money, and I know that Open Source is one of the most powerful ideas of our generation.

I am in a marathon, not a sprint, and no matter how far away the goal is, the only way to get there is by putting one foot in front of another every day.

Which applies as much to a sole proprietor as to a large firm, if not more so. Which it has to, to be authentic. I know just how hard, and how rare, it is to pull this off.

Much as I hate to admit it, the success that stands out for me here is my brother and his firm, T3 Advisors. He started T3 10 years ago.

Our father losing his battle against cancer. It was not a happy time. But he had a vision for what he wanted to build, and a passion to do it.

So he chucked the safety and security of a partnership and the regular paycheck to launch his own firm. And, over the ensuing 10 years, we have often kibitzed about the building of a firm, the building of a culture.

Examples of firms that worked hard on culture, and other examples of firms that only paid it lip service. Tonight, I gave my brother a call during my painful crawl home through the Mass Pike rush hour.

We check in with each other most days. But it takes work. You gotta walk the walk. Each day, you'll need to ask your friends for a different amount of collectible items, each relating to the overall prize.

For instance, on Day 1, you have a chance of winning the Ugly Sweater Duck, but only if your friends will send you three stamps with these Ugly Sweater Ducks on them.

Each day, the prize changes, as does the collectible item, so you'll need to play the game at least once every six hours to post another request to your news feed.

Here's the complete roundup of available prizes in this event! Ugly Sweater Duck Day 2: Red Sweater Chicken Day 3: Plaid Sweater Pig Day 4: Yarn Bonsai Tree Day 5: Pink Sweater Penguin Day 6: Green Sweater Cow Day 7: Ugly Sweater Gnome Day 8: Red Yarn Tree Day 9: Christmas Dragon Day Ugly Sweater Cat Day Green Yarn Tree Day Blue Sweater Sheep Day Ugly Sweater Dog Day Cyan Sweater Bunny Day Ugly Sweater Brumby Horse Day If you can earn each of these 16 prizes before the countdown expires normally a few days after the last prize unlocks , you'll receive the grand prize, a Sweater Pegacorn that's definitely more cute than "ugly.

The game sees players following the further adventures of Nemo and his father as the latter is assigned a class project to build a new reef. New plants must be fed three times before they grow to maturity, with a significant delay between each feeding.

The player is explicitly introduced to the use of pearls to speed up lengthy building projects in an early quest, so they are made well aware of the options for spending their hard currency.

On a related note, starting the game for the first time requires the player to download a 7MB update within the game itself before it can be played — making it impractical to start the game while on a slow mobile connection or in an area with no signal.

It will likely enjoy some success in the short-term thanks to the recognizable name, but it remains to be seen whether there is enough here to keep players hooked, no pun intended.

On Android, meanwhile, it is floundering somewhat at No. A game that captures the visual style of its movie inspiration nicely, but which provides a fairly dull gameplay experience.

The new game is available now as a free download from the App Store, with additional in-app purchases of premium currency and expansion packs available.

RAD Soldiers is a turn-based strategy game in which players take a squad of renamable soldiers into battle and are tasked with either eliminating the enemy team or capturing and holding a specific area on the map for a set amount of time.

Controlling soldiers in a mission in RAD Soldiers makes use of a simple touch-based interface. Tapping on a squad member selects them and displays how far they are able to move in a single turn.

Markers on the ground indicate whether or not a soldier will be able to fire from that location, and roughly how much damage they are likely to do.

Tapping once on a destination tile shows the energy cost of moving to that tile — energy for each soldier is restored every turn — and also displays whether or not the tile is considered to be in cover.

If so, any damage taken will be reduced as they use the cover to protect themselves. The map may be manipulated by pinching to zoom and twisting with two fingers to rotate — these standard iOS gestures are immediately intuitive, but the game reminds players of them nonetheless.

The single-player challenges consist of missions of gradually-increasing difficulty against computer-controlled opponents. Players may receive up to three medals — bronze, silver and gold — for completing each one, with better medals being acquired for achievements such as completing the mission quickly or without any casualties.

The game also supports Game Center, but this is used solely for tracking achievements rather than multiplayer matchmaking.

The game monetizes through two main avenues: Most items can also be acquired with soft currency, which is earned at a good rate through normal play, with a variety of bonuses being offered for new players.

RAD Soldiers is an excellent game. It is fun, simple to understand and full of tactical depth. A single turn takes a matter of seconds to play, and a full game is over within a relatively short number of turns in most cases, making it easy to fit around busy lifestyles.

The game is completely satisfying in its free incarnation, with a wider variety of strategic options available to those willing to pay up and purchase some of the additional weapons or troops.

The expansions offer good value for money and help keep the game fresh, too, and the public appears to have been responding well to the game, judging by the positive App Store reviews.

The longer they stick with it, too, the more likely they will be to spend money on it — a number of App Store reviews make comments of this ilk, noting that they are more than happy to pay up for premium content to show their support for what is an excellent game that does not exploit its free players.

RAD Soldiers is currently ranked at No. You can follow its progress with AppData, our tracking service for mobile and social games and developers.

An essential download for iOS players looking for a new asynchronous multiplayer strategy fix. Would be pretty cool if you could comment this blog post.

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