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A subreddit made for discussing bets in the Balkan area. Football (soccer), basketball, handball, tennis, F1, boxing, etc.
TOP 20 Betting Sites for US Players
submitted by sportexpert to sportsbookextra [link] [comments]
How $12 and 10 minutes has ruined Warzone
submitted by Questioned_Kadavr to CODWarzone [link] [comments]
So after match after match of frustration and being dumped on by hackers my squad mate had an idea. He performed a quick google search, found the site and got the common $12 for 24 hour cheats for Warzone. The following is what we learned and what happened next.
To preface this, before everyone gets upset we set certain rules for ourselves to make sure this was for research etc.
- No aimbot period. We know how this works, there’s no reason to be aimbotting people. Plus it makes what we are trying obvious and we wanted to see how well we could “blend in” as first time hack users. (Spoiler alert, easily)
- No winning, the goal of this was to see how bad the cheating is, so we did it on a Thursday night around 11pm and made sure to kill our selves instead of winning. Even though as you read in that was pointless.
- Only fight to defend ourselves to collect data, no hunting etc and being what we hate.
Here is what we discovered. Every member of this Reddit has to be the only people not cheating in this game. We literally in 7 hours of straight match after match in Trios didn’t have a single game without hackers. Not the entire lobby, but there was ALWAYS 3-4 squads with at LEAST 1 guy using walls. This was obvious as you can see people across the map, it’s so insidious you can see whether they are crouching, ADS, the direction they are facing, their exact distance in meters and THEIR NAME. Oh and if they look at you their little box turns blue, which is by the way how we discovered this game is infected and unplayable. In EVERY SINGLE MATCH we would watch people through walls as they watched us, we would gulag friend crouch a coupe times and they would as well. Let me say again for those in the back who pretend this isn’t a problem EVERY MATCH. We sit in the 1.0-1.5 KD range so it’s not upper lobbies or the lowest lobby. It’s dead middle.
We learned that by the end of circle 4 80% of the squads remaining have a hacker in ever single game we played. They range from the hunters who use the hacks to flank and push and go for kills to the clever guys who use them to watch you and just creep on the edge perfectly out of sight until the end disengaging everyone. There is nothing more obvious then watching someone through a wall and noticing they are watching you as well, there’s no mistaking it. This isn’t made up, this isn’t back burner, it’s real and I feel sorry for everyone still on this game. This taught us that we are done, we assumed it was bad but now we KNOW it’s bad, there is no anticheat period in this game, it was literally $12 and one computer reset and in under 10 minutes we could have ruined the game for 147 other people. PC gaming itself competitively is dead to me and I’ll be buying a PS5 and turning off crossplay for this when it comes out this holiday.
Also, it’s brain dead easy to make it look like you don’t have them, only other hackers will know and they aren’t exactly reporting their own hacks. We would be at 2-3 kills a piece before we died in the gas purposefully and no one we killed yelled hacker or assumed. Pop a UAV before a fight and everyone assumes your legit.
TL:DR We hacked for research, learned EVERY match is full of wall hackers. Quitting the game until PS5 and no crossplay is an option for my squad. Game is broken Game is trash Game is infected and they aren’t doing a thing about it
Edit: didn’t expect this to blow up, I get there’s a lot of deniers and nay sayers which is to be expected. We decided we will make you guys a video but not convinced it will help the rampant delusions of this games fans lol. Now I’m going to clear up some of the most common questions;
- Bruh like bruh IW said there are hacker lobbies now bruh I bet when you never hacked before and hacked the very first game their amazing bruhcheat software caught you bruh and put you in the hacker lobby bruh!
- No, stop it. The shadow ban process is well documented even ON THIS SUB just search the sub for shadowban and you will see it A. Auto sets you to like 200-3000ping matchmaking and doesn’t ever load you in a match. B. If this was the case then IW sucks because there were PLENTY of clean squads in our matches getting innocently massacred by hackers we were observing. Explain that? You cannot. The hacker lobby issue is DOA.
- How can you tell someone else is hacking? What’s this blue box business?
- So the easiest way to explain this is this, imagine you have advanced UAV all the time, does that not affect the way you navigate populated areas? You either A. Push and flank perfectly knowing where they are and where they are looking or B. Move on out of a bad area without being seen as you can see where they are looking. This style of movement is deliberate and weird and when you have walls you can see other teams moving this way nonstop. Because hell man you’re doing the same thing. The difference is it’s not just advanced UAV you can see them through the literal map, and they have a red indicator thing on them, you can see if they are crouching, ads, distance away and even their names. Add to that the advanced UAV on the top right of the map and you have some awkward sneaky boys who are obviously walling lol. As far as the blue box, it turns blue when they see you, not just looking in your direction, this tech already exists in a perk so I assume the hackers just piggy backed that code, except with walls it works through the walls so it’s completely obvious if two hackers are staring at each other lol.
- Bruh fuck you man we got wins and I get kills if there was hackers in every lobby I wouldn’t win bruh bruh bruh
- So you may just be a better player then you think let me put it this way wall hacks are essentially soft cheats they are not aimbot, they are not god mode, they don’t predict circle, they don’t help you make tactical decisions on when to push or chill, they literally just give you info on where someone is and where they are looking. The smaller the circle the less it helps, as the info overload is a bit much and the clutter on the screen can be hard to navigate. They get to circle 4 so easily as because in the start after first round of looting wall hacks are deadly as there’s room to get around and you’re only on one squad usually and you can prevent a third party. If you’re decent at the game and have good aim you will kill these players and never know they existed. It’s easy to hide it (Example, our cheater didn’t kill people he just fed us info so we could kill them, we couldn’t track through walls so ALWAYS looked like a legit kill, we just had better “game sense”)
Edit 2: So my squadmate who ran the hacks wiped his PC after to be safe etc, he didn’t mind doing it again, then apparently he spent last night reading these replies and had a pretty solid opinion, nah fuck em. Lol to his credit he made good points;
- You can find how the hacks work and see them working on YouTube in 30 seconds.
- Judging by the response and accusatory nature of half the cucks here, even with a video we can already see the replies, “That’s not diff matches” “I don’t think he’s hacking bruh he’s got wall game sense bruh” “How do I know that’s not the same team or you guys are lying in some way” “I need to see data that’s impossible to extrapolate alongside this video to prove it to me” I dunno, felt like a lot of work that’s not our job.
- We did it, we shared it, and we no longer care if you believe it, I took a lot of time to reply to even the dumbest of asses on here, it’s time to retire the post, I’ll follow with some parting words and advice.
- To everyone who replied with a level head both for and against the info, thanks for the discourse and discussion, you guys are why we shared this info. And I hope to talk to you all in the future about a cooler subject. Don’t listen to the hacker apologists etc, half these people have been the victim of hacks so long they are normalizing it internally cannot see it otherwise.
Advice for how to counter? Play recons and get to the better position as fast as possible and play it slow, is it fun? Nah, but if you want to win and you’re not a hacker that seems to be the best way. The walls get convoluted and hard to navigate through in the final circles, it becomes a mess and relating into to your team also becomes hard, so get to the end and then pick your fights. Good luck guys! Consider the post retired.
r/NFL Top 100 Players of the 2019 Season - #20-11
submitted by MikeTysonChicken to nfl [link] [comments]
Welcome to the reveal for players ranked 20-11 for this year’s NFL Top 100 Players for the 2019 Season!
Players whose average rank had them land in places 20-11 are on this portion of the list revealed today. Players are associated with the team they finished 2019 with.
Below you will see write-ups from rankers summarizing the players' 2019 season and why they were among the best in 2019. Stats for each player are from this season and are included below. Additionally, their previous ranks in this long running series are also available for all of you. Methodology LINK TO THE HUB POST WITH A MORE DETAILED DESCRIPTION OF THE METHODOLOGY
- A CALL FOR RANKERS just after the Super Bowl.
- Rankers for each team nominated players to rank. 10 Games Played Minimum Threshold. Players are associated with the team they finished the 2019 Season with.
- The Grind. Utilize ranking threads for individual rankers broken up by positional group. Users were tasked with ranking players within the following tiers based on their evaluation: T-25, T-50, T-100, T-125 based on 2019 regular season only. There were no individual case threads. There were no arbitrary position limit caps. Just questions and rankings.
- Users submitted their individual Top 125 list. Ranking out to 125 is new for this year.
- User lists were reviewed for outliers by me with assistance from two former rankers. Users were permitted to correct any mistakes found. Once complete, lists were locked.
- Reveal the list… right now.
So now, without further ado, here are the players ranked 20-11
in the NFL
Top 100 Players of the 2019 Season!
#20 - Danielle Hunter - EDGE - Minnesota Vikings Previous Ranks
Written By: uggsandstarbux
|2012 ||2013 ||2014 ||2015 ||2016 ||2017 ||2018 |
|N/A ||N/A ||N/A ||N/R ||N/R ||N/R ||32 |
Khalil Mack. Von Miller. JJ Watt. Those are the names that come up when you mention edge players in the NFL over the last half a decade. Yet none have as many sacks as Danielle Hunter in the last two years. Hunter is continually passed over in the conversation of edge rushers. Even among young edge rushers like the Bosa brothers, TJ Watt, Myles Garrett, and Bradley Chubb, Hunter is forgotten. He only received 4 All Pro votes from AP (of a possible 50). He failed to make PFF’s All Pro team. Is it because he wasn’t a 1st round pick? Is it because the Vikings defense was already dominant before his arrival?
Hunter has improved every year he’s gotten into the league (88 pressures this year vs 67 last year vs 55 in 2016). His first couple years in the league, he rotated in behind Everson Griffen and Brian Robinson. Yet he holds the record for most sacks before his 25th birthday and was one of only a handful of players in 2019 with double digit sacks and 15+ TFLs last season. He earned an 89.0 overall grade from PFF and forced 3 fumbles this year.
Beyond the numbers, Hunter is a unit. He came out of LSU as one of the more raw pass rushers in his draft. However, under the tutelage of the mighty Andre Patterson, Hunter has become one of the most athletic, versatile, technical, dominant edge defenders in the game. He can beat you with a pure bull rush, but he can also beat you with his speed and agility. He’s picked up Everson Griffen’s deadly spin move and has the motor to work through double teams. He can win with an inside move, or he can play pure 3T for an entire game (a la vs NO). He’s got a great understanding of the game and is a force to be reckoned with. If you’re placing bets for DPOY in 2020, don’t waste your money on the big name guys like Aaron Donald (+750) or Khalil Mack (+1100). Don’t spend it on young up and comers, lke Nick Bosa (+1300) or TJ Watt (+1500) either. Place it on Danielle Hunter (+2300). He’s going to continue dominating as he gains more recognition and climbs toward stardom.
#19 - Chris Godwin - Wide Receiver - Tampa Bay Buccaneers Previous Ranks
Written By: MysticTyph00n
|2012 ||2013 ||2014 ||2015 ||2016 ||2017 ||2018 |
|N/A ||N/A ||N/A ||N/A ||N/A ||N/R ||N/R |
At the beginning of the 2019 NFL season Bruce Arians said:
"I think Chris Godwin is going to be close to a 100-catch guy, especially because I think he can play in the slot,"...."He's never coming off the field."
Bucs fans thought this could be very well true in BA's system, especially with the departure of Desean Jackson which only really left Mike Evans as the only other real target on the team.
The 3rd round pick from Penn State showed up big time this year after having two relatively quiet seasons. Through 13.5 games (missing the final 2.5 due to a hamstring injury) he amassed 86 receptions for 1,333 yards, 9 TDs and only one drop(In fact he's only had 2 drops total in 2018 & 2019)He very well could have gone over 100 receptions , 1,500 yards as well as double digit TDs, but that's just projecting right?
According to PFF he was an absolute monster in the slot with an outstanding 96.5 grade, which shows he can line up anywhere on the field and still produce big time for the Buccaneers.
In 2020, I honestly expect Chris Godwin to have close to the same production, and possibly even better with how much he produces from the slot.
Please don't leave us…
#18 - Quenton Nelson - Offensive Guard - Indianapolis Colts Previous Ranks
Written By: Zzyzx8
|2012 ||2013 ||2014 ||2015 ||2016 ||2017 ||2018 |
|N/A ||N/A ||N/A ||N/A ||N/A ||N/A ||70 |
Selecting a guard 6th overall was a bold movie for second year GM Chris Ballard, even one as highly touted as Quenton Nelson. Casual fans hated it, while draft junkies loved it. Two years later, it’s become clear that the pick was a home run. Nelson’s selection single handedly turned around a unit that was largely responsible for a slew of injuries to Andrew Luck into one of the best units. Nelson’s second year was only better, cementing himself as one of the best guards in the league, a true road grader. He spent the past year terrorizing nfl defensive lineman en route to his second pro bowl and all pro selections. Plus, he pulled off what was by far the best touchdown celebration of the season
#17 - Jamal Adams - Strong Safety - New York Jets Previous Ranks
|2012 ||2013 ||2014 ||2015 ||2016 ||2017 ||2018 |
|N/A ||N/A ||N/A ||N/A ||N/A ||N/R ||18 |the_fuzzy_stoner robdog1330
I would just like to start with a moment of silence for the fans of the New York Jets after Jamal Adams recently demanded a trade from that inept organization with a dumpster fire of a coach in Adam Gase.
Anyways, after an incredible sophomore season, Adams has kept up with his awesome play in his third season as one of the NFL's best and most versatile defensive players as well as the clear-cut best player on a football team that somehow won seven games. Adams, also known as President 'Mal, recorded an interception (which was returned 61 yards to the house), 7 passes defended, 11 hurries, and 36 stops, but that's not all! Adams also garnered 6.5 sacks (which is amazing for a DB) and forced two fumbles (like this one he returned to the house on my guy Daniel Jones 😔). With his exceptional play, the star safety was named to the 1st Team All-Pro as well as his second Pro Bowl selection (an honor which none of his other Jets teammates got this year).
What makes Adams so special is that he is exceptional against both the running and passing game. Whether he's with Gang Green or another franchise next year, I'd expect another stellar season out of Jamal Adams in 2020 (assuming there is one) and even as a Giants fan who watched him dominate my team this past season, I really appreciate the guy's play.
#16 - Derrick Henry - Running Back - Tennessee Titans Previous Ranks
Written By: broccolibush42
|2012 ||2013 ||2014 ||2015 ||2016 ||2017 ||2018 |
|N/A ||N/A ||N/A ||N/A ||N/R ||N/R ||N/R |
This part man part tractor was the plow that turned our barren field into a bountiful wheat field full of Nashville Hot Chicken. This beautiful muscly man with a poop rat tail decimated opponents and General Sherman'd the AFC South. Totaling at 1540 yards and 16 Touchdowns in 15 games, with 6 coming from a slow start in a Mariota lead offense, he caught fire and dragged his nuts all over teams like the Chargers, Chiefs, Jags, Colts, Texans, Raiders and was showing just absolute dominance on the field. (Sadly we arent able to take the playoffs into account otherwise i'd gush over how he embarrassed a couple of scrub one and done teams).
Henry has this certain tenacity and a godlike level of endurance that just makes him an absolute beast in the 2nd half. He is just able to keep going, and going, and going, until finally, players get tired of it and turn into lead blockers for him. He is extremely hard to tackle to. Take a look at this play against the Chiefs in week 10, guys just bounce off him like he's running through toddlers. Derrick Henry is so hard to tackle that, according to PFF, Henry had over 1200 of his 1540 total yards after contact. Like this dude was getting hit at the line of scrimmage and he is just like, fuck this shit, i aint no dion lewis, and keeps going. How is this guy even real???
Another thing about Henry is his speed! Henry is a 6'3" 240 pound dude running 20+ MPH down the field when he breaks the open one. Like look at this speed he gets vs the Browns in week 1. Or this one against the Jags where he outruns guys and stiff arms the ones who barely managed to keep pace. Speaking of stiff arms, Derrick Henry has one of, if not, the BEST Stiff Arm in the league. If I had to pick a way to die, I think I would like Henry to stiff arm me in the face running at me at 21 miles per hour with this face, because there would be no greater honor to a titans fan than death by Henry. That concludes my Henry jerk fest. Here are some more highlights. and here are the real link.
#15 - Travis Kelce - Tight End - Kansas City Chiefs Previous Ranks
Written By: DTSportsNow
|2012 ||2013 ||2014 ||2015 ||2016 ||2017 ||2018 |
|N/A ||N/R ||84 ||N/R ||28 ||31 ||13 |
Travis Kelce was drafted in the 3rd round of the 2013 draft. He wound up missing his rookie season due needing to receive microfracture surgery on his knee over the offseason and dealing with a bone bruise during the season. Since then he's received 4 All-Pro designations and was named to the NFL 2010s All-Decade team. He's also become the 1st TE in NFL history to have 4 straight 1,000+ yard seasons. Not bad considering how his career got started.
In 2019 he finished his 2nd straight season of 1,200+ yards and 3rd straight season leading the league in deep receiving yards by a tight end (274). He finished top 4 in overall TE grade for the 4th straight year (85.1), and was named to his second 2nd-team All-Pro designation. In the Sunday Night Football contest against the Chicago Bears he caught his 500th career reception, becoming the fastest TE in NFL history to reach that mark.
There's no doubt that Kelce is one of the best tight ends in the game, and winding up in the top 20 proves many believe him to be one of the very best players in the league. Since Gronk's decline it's essentially been between him and George Kittle for the top player at the position. He's a key component of what Andy Reid and the Chiefs like to do on offense, even as stacked as the offence is. With a Super Bowl victory and a few records to his name already his legacy will be decided by how long he can keep up his premier play. His partnership with Patrick Mahomes should take him to a locked up Hall of Fame bust.
#14 - Ryan Ramczyk - Offensive Tackle - New Orleans Saints Previous Ranks
Written By: Dahki
|2012 ||2013 ||2014 ||2015 ||2016 ||2017 ||2018 |
|N/A ||N/A ||N/A ||N/A ||N/A ||100 ||74 |
In 2017, sb nation wrote an article claiming that Ryan Ramczyk wasn't a first round talent at LT. The site went so far as to say he would benefit from a switch to RT. In short, they ended up nailing that on the head. The three-year vet has spent almost the entirety of his career anchoring the right side of the Saints O-line after being picked at 32 overall, and boy, has it worked out for both the team and the Wisconsin alum.
Ram makes the /nfl top 100 list for two reasons. First, he was really good. Second, we really wanted to hammer in the idea that the Saints O-line as a whole was really good. Most notably, Ram exits the 2019 season with his first first-team all pro, and he was more than deserving of it. Similar to teammate Terron Armstead, Ram refused to allow Brees or Teddy to be touched, giving up no sacks on the season. Even better, Ram kept his QBs almost squeaky clean in the pocket, allowing just one hit on the entire season, good for 2nd best in the league among nominated tackles. And Ram didn't just do well in pass pro; he was PFFs top graded OT when run-blocking, showcasing his power and quickness from his spot. In total, Ram spent the 2019 season as the biggest challenge for opposing D-lines to overcome when facing the Saints.
#13 - Julio Jones - Wide Receiver - Atlanta Falcons Previous Ranks
Written By: CokeZ3ro
|2012 ||2013 ||2014 ||2015 ||2016 ||2017 ||2018 |
|32 ||93 ||23 ||8 ||2 ||21 ||17 |
It's a bird, it’s a plane, no it's Jet Jones! In his 9th season Julio continues to be one of the most dominant receivers in the NFL, and the undisputed best player on the team. He’s a force that defenses must give their full attention, and even then he can explode. Even when he doesn’t get the ball, his influence and abilities still shape the play, and better everyone around him. This past offseason Julio agreed to a three-year contract extension worth $66 million, making him the NFL’s highest paid WR, and extending him to 2023. Even though 2019 was a down year statistically, Julio continued to show why the money is worth it. In a “down year” Julio was 2nd in reception yards, 3rd in Yards/Game, and 1st in Scrimmage Yards/Touch, and made his 6th consecutive Pro-Bowl.
But stats can hardly capture the elite combination of athleticism and skill that makes Julio so great. A combination perfectly captured here where Julio is able to jump over the coverage of CB Leodis McKelvin and then tiptoe to complete the coverage on the way down. Later that same game, with the Falcons against the wall, Julio showed that no man can catch him in a 53-yard burst (shoutout to Jake Matthews for the Pancake Block). Julio utilized his route skills to make CB Pierre Desir eat turf before making a 34-yard reception; which likely would have been much more if Ryan didn’t underthrow it. He’s pretty good at catching too, exhibited as reaches over CB Quincy Wilson and manages to hold onto the ball through tackles from Wilson and SS Clayton Geathers to score. Doesn’t matter who you are, Luke Keuchly, Marshon Lattimore, AJ Bouye; doesn’t matter. bUt hE dOEsn’T gET tOUchDoWnS I hear the Fantasy owners say. Watch this and notice how often in the redzone Julio is serving to support his team (blocks, inside presence, taking double defenders), or is just ignored. He’s open more often people realize.
Even in a disappointing season for the Falcons, Julio continues to shine through as one of the NFL’s premiere combos of athleticism and skill. Julio is and will continue to be an absolute force for the offense.
#12 - Chandler Jones - EDGE - Arizona Cardinals Previous Ranks
Written By: Beehay
|2012 ||2013 ||2014 ||2015 ||2016 ||2017 ||2018 |
|N/R ||N/R ||N/R ||N/R ||60 ||24 ||100 |
In my write up of ChanJo last year, I mentioned that the return to the 3/4 (even if it's under Vance Joseph) will be huge for his stats. And boy howdy was it! At 30 years old and after double digit sack totals for 5 straight years, Jones set a career high of sacks at 19 this year. He had 8 Forced Fumbles, 53 Tackles, and 26 QB hits. Most of his stats improved from 2018, some more drastically than others. His pass coverage marginally improved but why the hell would you really want him to cover guys? (Don't say it Niners fans, DON'T SAY IT)
Chandler Jones is the prototype for edge defenders. He is what all other Defensive Coordinators wish they had. Strong, fast, smart, consistent. Here's a guys opinion and a breakdown. Here's some highlights because not everybody watched all 16 Cardinals games last year and I don't blame them. I think he will rank even higher next year if he stays healthy because he will finally get to settle into a defense again. Even if it's Vance Joseph's.
#11 - Ronnie Stanley - Offensive Tackle - Baltimore Ravens Previous Ranks
Written By: Letsgomountaineers5
|2012 ||2013 ||2014 ||2015 ||2016 ||2017 ||2018 |
|N/A ||N/A ||N/A ||N/A ||N/R ||N/R ||97 |
Where to begin with Ronnie Stanley? Oh, how about a nearly minute long clip of him absolutely bullying First Team All Pro and NFC DPOY Chandler Jones. You like that? (Sorry Cards fans, but hey we all know Chandler Jones is a beast). Ronnie Stanley was the best LT in the league. No wait, actually he was the best overall tackle in the league. Actually, Stanley was the best lineman in the league, bar none. I truly believe Stanley was a top 5 player in the NFL last season and even tried (and failed/came to senses) to argue Stanley as a top 2 player. His dominance on the left side of that line was unprecedented.
I know stats don’t paint the entire picture, especially for OL, but I have to start there because his stats were unworldly as a blindside protector facing the best pass rushers the NFL has to offer. Going against the likes of TJ Watt twice a year, Carlos Dunlap twice a year, Myles Garrett, Chandler Jones, Nick Bosa, Shaq Barrett (need I go on), he allowed zero sacks and six pressures on 445 pass blocking snaps. Of tackles with at least 400 pass blocking snaps to allow 6 pressures or less, he was the only one. Wait, the only one? Let’s expand. 10 pressures on 400 snaps? Hmm. Only Ronnie Stanley. 15? Hmm only Ronnie Stanley. 20 and no sacks? Only Ronnie Stanley. Unreal.
So how does he do it? Well for starters, he has an elite pass rusher’s explosion as an offensive lineman. He can pack a pop that will knock the best rushers off line or on their ass without overextending. Just ask Nick Bosa. Refer back to the Chandler Jones lowlight reel for a second and check out how often he simply beats Jones (one of the most explosive and best bending edge rushers in the game) to his spot time and time again. Stanley is out of his stance so fast it looks like he’s false starting and, be it film review/sixth sense/sheer athleticism (my money is on all three), he hits the pass rushers’ marks before they do. Sometimes, he even chips defenders to the ground he doesn’t have a responsibility for. Because of these reasons, he’s basically the only lineman in the game not playing catchup and is tremendously equipped to react to counters. In the run game, he was a driving reason behind that team’s record setting running success. He can be a mauler, but with his speed also can pull like the best guards in the game and lead block for some of the fastest players in the game.
At the end of the day, his dominance in both pass blocking and run blocking makes him a worthy top 15 player, and if not for a tendency to underrate linemen, I believe he should’ve been a shoe-in for the top 10. If you read this far, thank you. Now I need to go puke after that glowing endorsement for a Raven.
Schedule Change Unveiling of ranks 10-6 will take place Monday, July 6 instead of Tuesday. Unveiling of ranks 5-1 will take place on Thursday, July 9. Thank you!
McKamey Manor, a “haunted attraction,” is a participation event “where you will live your own horror movie.” Critics have argued that McKamey Manor is not a haunted attraction, but a torture chamber. Founder Russ McKamey denies these claims, and maintains that the Manor has an element of mystery.
submitted by BubbaJoeJones to UnresolvedMysteries [link] [comments]
“The reason why the manor is so controversial is because nobody is saying what’s actually happening in here and that’s out of respect for the manor and myself and what we’re trying to produce here. If the people who go through the haunt want to spill all the beans and say everything that happens, they certainly could but they don’t and that makes the haters crazy because they don’t know what’s happening. That’s why you hear all the insane rumors because they’re just making things up in their mind of what is happening.” - Russ McKamey What is McKamey Manor?
McKamey Manor, founded by Russ McKamey, is known as the most extreme “haunted attraction” in the United States. However, what separates this attraction from the rest is the fact that there are no zombies or ghosts. Rather, there are actors who are legally allowed to bind you, gag you, and push you to your mental and physical limitations. Of course, the experience isn’t for the average person. To even get the chance to experience the Manor, you would be required to be at least 21 years of age (or 18 with parent’s permission), pass a physical exam, a background check, and a drug test. The tour, which operates year-round and can last up to 10 hours, offers participants the chance to earn $20,000 upon full completion. According to McKamey, not a single participant has ever successfully endured the full 10 hours.
Just a handful of patrons are permitted to enter each weekend. There is no entrance fee, though McKamey asks that participants donate a bag of dog food upon their arrival. Besides meeting the necessary qualifications, McKamey requires that his participants refrain from swearing and physically engaging with the actors. Violation of these rules would be grounds for subsequently ending the tour.
Now based in Summertown, Tennessee, and Huntsville, Alabama, the Manor bills itself as “an audience participation event in which YOU will live your own horror movie.” However, others describe it as a “torture chamber.” McKamey Manor has received criticism from the public, the “haunt” industry, and even some participants. Critics have branded McKamey a “psychopath” who found a “legal loophole” to fulfill his sadistic tendencies.
Frequently asked questions range from “Is this legal?” to “Is this a hoax?” McKamey assures the public that not only is the attraction 100% within its legal rights of operating, it is also not a hoax. Waiver
If all goes to plan, prospective participants are required to sign a 40-page waiver prior to the tour. The waiver asks that the participant understands and agrees to:
“19. Participant was warned numerous times about the intensity of MM and by the Owners and other members of the crew that YOU REALLY DON’T WANT TO DO THIS.”
“20. Participant agrees and understands that your life in reality is not in danger and this is just a game.”
”21. Participant agrees and understands that during the Tour and Participant is in the van, they will not be secured by a seatbelt or other safety device.”
“22. Participant understands and agrees that they are not being tortured and this is just a game.”
“23. Participant understands and agrees that they are not being beat up, kicked, slugged, or actually physically harmed. You will be roughed up but no one is there to hurt you. Knowing that, MM is very rough and not for the meek. Participant will have bumps, bruises, possible black eyes, swelling of the face, etc.”
“24. Participant understands and agrees that they are never being held against their will.”
The waiver continues to stress that the experience is just “a game” several times. By number 28, the waiver starts to detail what the participant may be subjected to:
“28. Participant fully understands that by signing this waiver that they are giving MM permission to keep nothing off the table (except sexual or inappropriate situations). Everything else imaginable can and will happen inside of MM. You are aware of this and are giving full permission for any action that may happen inside of MM.”
“29. Participant agrees to and has full knowledge that if selected to visit the barber, Participant may leave MM completely bald, including eyebrows.”
“30. Participant agrees and knowledges that mousetraps are used within the Tour which may result in bruising, cutting, or breakage of fingers.”
“31. Participant agrees that if selected, they could be buried alive under 12 feet of dirt and rock to which they will have a limited amount of air and that they will have to figure out how to escape and they could possibly breathe in a significant amount of dust, dirt, or foreign objects that may cause death if Participant does not breathe properly or hold their breath at the right time.”
“32. Participant agrees to partake, if selected to participate, in a height stunt that involves walking a plank 25 feet above ground without a safety net.”
“33. Participant agrees that if selected they will come in contact with a variety of live poisonous animals. It is the Participant’s responsibility to not panic or agitate the animals. If Participant is bitten, it is because the Participant made a sudden movement within a confined secured environment.”
The waiver continues for several more pages, the intensity increasing with each page. Consenting Participants or Victims?
One San Diego participant, Amy Milligan, says that experience was more than “just a game.” According to Milligan, she suffered several injuries beyond “cuts and bruises.” Milligan was waterboarded during her tour. Milligan claims that, while exclaiming she could not breathe, actors laughed while they continued to waterboard her.
“My hair is wrapping around my neck and I start freaking out. I’m telling them I can't breathe and they’re just laughing and doing it more.”
Despite the “traumatic” experience, Mulligan spoke highly of the tour during her exit interview, going as far as adding that she did not feel like she had been “tortured” and treated it “as a game.”
However, Mulligan claims that the only reason she left a positive review was to ensure that McKamey would upload the footage of her tour to YouTube. Mulligan had intended to use the footage as evidence of her excessive abuse. However, Mulligan found herself disappointed when she watched the video. According to Mulligan, the most distressing portion of her tour had been edited out of the footage.
In an interview, Mulligan says that she begged to go home but was forced to continue to tour. “I’m like ‘I can’t do it, I can’t do it, I need to go home let me out, let me out,’ and they’re like ‘you’re not done.’” Mulligan adds, “[They] shoved my head back in the water and I was like, ‘They’re not going to let me out. I’m going to die in here.’”
Another San Diego participant, Laura Hertz Brotherton, shares a story similar to that of Mulligan’s. Like Mulligan, Brotherton left the tour with more than just cuts and bruises. Prior to Brotherton’s scheduled tour, McKamey sent Brotherton tasks that she would have to complete in order to prove her loyalty to McKamey. Brotherton was required to purchase an adult onesie that she would wear on her tour and videotape her visit to a nearby Halloween store. Brotherton described her initial interactions with McKamey as “fun,” and was looking forward to the day of her tour. McKamey instructed that Brotherton upload her assignments to Facebook. While navigating McKamey Manor’s Facebook page, Brotherton became romantically involved with another fan on the other side of the country, despite the fact that they were both in, albeit estranged, relationships. To Brotherton’s surprise, her affair had struck a nerve with McKamey. So much so that upon Brotherton’s arrival to the Manor on October 23, 2016, McKamey publicly exposed Brotherton, who was in the company of her boyfriend. While Brotherton’s boyfriend was aware of the affair, her online partner’s wife was not aware.
According to Brotherton, McKamey was cold to her for the remainder of the tour. Despite that Brotherton had just been humiliated, she was determined to power through. Brotherton had traveled to San Diego from Colorado and felt that it was too late to turn back. According to Brotherton, her experience was more extreme in comparison to others. Brotherton believes that McKamey was particularly harder on her. Brotherton believes that McKamey’s knowledge of her affair factored into the excessive abuse, noting that he appeared to be “personally offended” by it. Speaking of her experience, Brotherton says,
“I was waterboarded, I was tased, I was whipped. I still have scars of everything they did to me. I was repeatedly hit in my face, over and over and over again. Like, open-handed, as hard as a man could hit a woman in her face…” More graphically, Brotherton adds that she was blindfolded with duct tape and submerged underwater by her ankles. According to Brotherton, she was submerged underwater for so long that her body started involuntarily thrashing. Brotherton was later forced to dig a hole in dirt with nothing other than her bare hands. Brotherton was then forced to lie in the fresh hole while they covered her and her face with dirt, giving her only a straw to breathe through. “[The dirt] started to go into my throat, and I started to swallow it. I’m coughing and I keep saying ‘I need water,’ and they would just splash water in my face. That went on for, I want to say, 20 to 30 minutes.”
Brotherton repeated the safe word for several minutes before the actors finally relented. Like Mulligan, Brotherton had to record an exit video. In the video, Brotherton also spoke positively about her experience. Though according to Brotherton, it was because she was “forced” to.
“Before Russ turned the camera on he said to me, if I do not say good things about McKamey Manor and I start telling what actually happened, he’s going to sue me for $50,000. I signed a waiver saying this could happen. So Russ forced me into saying all these great things, like, ‘Oh my God, my tour was so amazing, it was exhilarating,’ blah, blah, blah.”
After her experience, Brotherton went to the hospital but refused to tell the hospital staff who or what caused her injuries. As a result, the hospital staff called the police. Brotherton, however, was discharged and left before the police arrived. Brotherton says that she later worked up the courage to report the incident to the police, but was told that she didn’t have a criminal case because of the waiver she signed. Brotherton took photographs to document her injures. According to journalist Megan Seling, who interviewed Brotherton for her article, Tennessee's McKamey Manor: Torture on Demand
, the nature of Brotherton’s injuries included:
“In one photo, Brotherton is in a neck brace and a hospital gown and her face is markedly swollen. She has scrapes on her cheeks and a lump on her forehead, her lips are red and puffy, and there are small cuts at the corner of her mouth.
In another image, you can see a large, bloody wound on Brotherton’s left knee. She says that’s an old surgery scar that opened up after McKamey’s actors cut off her knee pads and made her crawl on the ground. Her legs are covered in scratches, and there’s a large purple bruise on top of her left foot. There are also two pictures of her torso, showing large purple bruises that stretch across her hip and stomach. She says X-rays showed a hairline fracture in her foot, and the inside of her mouth was so scratched up from the hitting and “fish-hooking” (“Where they take their two fingers and they put them inside your mouth and they stretch your mouth open”) that the hospital sent her home with medical mouthwash, which she had to use every two hours for three days.”
According to Seling, McKamey didn’t deny Brotherton’s claims, though he did shed doubt on the fracture in her foot. McKamey also admitted to exposing her affair but claimed that it didn’t affect her tour in terms of increasing severity. Rather, according to McKamey, “Any personal information we have, we’ll use it against you in the tour.”
Towards the end of the article, Seling states, “Here’s the thing: There is no $20,000. There’s no caiman named Ralphie, there’s no quicksand-like mud that will swallow you whole, and McKamey will certainly never slather your body in flame-retardant gel and lock you in an incinerator somewhere in Huntsville, Ala. None of that is real.”
McKamey himself commented on the article, suggesting that Seling reported her opinions rather than facts. The comment read,
“Russ here, I'm posting this FB post here because I think it's worth mentioning. There really is only one part of your story that I have an issue with. Sure the way you went on and on about Laura B. without having the real facts was to be expected. Clearly if things happened the way you suggested in the piece...I would be in jail. I can assure you, Laura's tour was no tougher then other "Chamber" tours in San Diego. If you would have spoken to other contestants who have taken multiple tours (up to 5), including the same tour that Laura took...you would have received a balanced take on the San Diego shows. I offered you their names, but you decided to go with the most salacious participant. The person who has been banned by all other extreme attractions. Why...because she causes trouble and she does not speak the truth. The bottom line Megan Seling is this. Why did you feel it was important to get one final (unsubstantiated), dig in at myself and the Manor. Would you top off a story about a magician or illusionist with a statement about what is real or nor real? But for some reason you felt it necessary to do so covering the MM story. It may have been understandable to include your final paragraph if for some reason you really felt inclined to complain because I wasn't giving away my secrets, but you did so much more then that. You left your readers with the impression that what you were saying was fact. And that's were I have a big issue with what you presented to your audience. You deceived your readers by presenting your "opinion" as a factual statement. You even admitted to other FB readers that you you knew what you did was going to upset me, but you went full steam ahead nonetheless. In hindsight, that's probably the effect you were looking for. As you and I both know, I called it from the first phone call and several hours working with you on your story, how you would eventually spin the article. And as usual in these cases deal with the media...I was correct. But let's get back to the actual statement you presented to your audience as fact...not opinion. You wrote the following: "Here’s the thing: There is no $20,000. There’s no caiman named Ralphie, there’s no quicksand-like mud that will swallow you whole, and McKamey will certainly never slather your body in flame-retardant gel and lock you in an incinerator somewhere in Huntsville, Ala. None of that is real." That is not an opinon...you're stating this as fact. I would like to offer this challenge to you publicly here in your papers comment section. I have already done so numerous times as you're well aware. Because you're so keen on exploring what is real and not real at MCKAMEY MANOR, and because you're so inclined to make that the final impression of your story, I have a very simple way to bring this to a very exciting conclusion. All you have to do Megan is to actually take the tour. I would think as a professional journalist you would be more then happy to participate in this little adventure. If for no other reason just to get the actual facts correct. Unfortunately we all know you will never do that. Instead you'll sit behind your desk in the comfort of your safe space, writing about second hand information instead of actually seeking the truth from your own experience. I understand that there are those that are "participants" in the world, and others who simple watch from the sidelines. In your case I'm offering you a chance to actually become an active player and not just a computer warrior. If you would care to sign up for the tour, I'm pretty sure you would change your statement. What do you have to loose? Don't just toss opinions out as fact. Maybe you're absolutely correct that MCKAMEY MANOR in not real in the faintest, and that nothing is what it seems. My challenge to you is to be a real real journalist and find out the facts. Imagian the great story you would have, and I know your supporters would love to see you get away from your desk and safe space to show us all what MCKAMEY MANOR is real all about. Is MM just "Smoke and Mirrors," or it it something much more exciting and magical. This would make an excellent follow on piece for your paper. Do you have what it takes Megan to actually find out the truth? If anyone would like to participate in the MM experience, please fill out the contact form at www.Mckameymanor.com. Be advise you must be able to meet all basic requirements and you must provide a doctors letter stating your mentally and physically cleared to participate in our little adventure called MCKAMEY MANOR. And no matter what you may have read in this article, the chance to win 20,000.00 is absolutely real. Do I believe that will ever happen...not on your life ladies and gentlemen. MM is looking forward to meeting each and every one of you. One final note, I'm the most transparent individual you'll ever have the opportunity to meet. If anyone one of you reading this comment have any questions for me, feel free to call me directly at (omitted by u/BubbaJoeJones). I will answer any and all questions...concerning anything. Thank you for reading my little rant :-). Russ McKamey” Questions and Theories
Real, or Staged?
McKamey, who is a fan of filmmaking and acting, uploads footage of participant’s tours to YouTube. Or, he used to. McKamey has since stopped uploading to YouTube, presumably because of backlash. However, McKamey hasn’t stopped uploading footage of the tours entirely. According to Facebook users who are in McKamey Manor’s private Facebook group, McKamey still privately uploads, and occasionally live streams, the tours. The tours, which resemble movies backed by professional editing, lighting, and props, raise questions as to whether or not what we’re seeing is staged.
In one video, the footage shows three individuals reading the waiver aloud prior to signing. During the reading, McKamey repeats the Manor’s tagline, “You don’t really want to do this.” While the individuals are attempting to read the waiver aloud, they are having their hair pulled out of their scalps, being smacked in the face, and being choked with rope rung around their necks. Footage later shows the individuals having their eyebrows and hair shaved off (and later being forced to eat it), including other sadistic acts such as having drills forced in their nose and mouth, being locked inside a freezer, and being forced to eat raw dead animals.
These acts lead some people to theorize that it’s “just a movie” and that the participants themselves are actors.
People speculate that not only what is shown on camera real, neither is the alleged waiting-list. According to McKamey, there is a waiting list totaling about 27,000 prospective participants in 2015. However, there is no evidence to support the claim that there are 27,000 prospective participants on the waiting list.
There are also people who question the existence of the $20,000 prize upon completion. According to McKamey’s comment, “the chance to win 20,000.00 is absolutely real.” However, some people, including Seling, find it suspicious that nobody has ever been able to claim the prize. McKamey has said on record that though the prize exists, it’s “impossible” to attain. Though, as Seling pointed out, it’s not due to being unable to complete the tour in its entirety, it’s by design. According to some participants, McKamey decides when you’re through, even if you never withdrew your consent. As a result, despite what McKamey claimed, many believe there was no $20,000 prize.
How Does McKamey Afford it?
One question that remains unanswered is how McKamey is able to fund the Manor. McKamey, who is a US Navy Veteran, does not profit off the Manor. As mentioned before, McKamey accepts his payment in the form of dog food, which is later donated to Operation Greyhound. Additionally, McKamey invested $500,000 out of pocket into the establishment of the Manor in San Diego. According to McKamey, he was shelling out about $250-275 a night for an on-site EMT and somewhere between $15,000-20,000 per year on specialty insurance. McKamey estimates that it cost around $500 per haunt. How is/was this experience bankrolled?
Theories and rumors have ranged from believing that McKamey sells the entirety of his footage on the Dark Web, to taking a cut from a betting pool who watches the live streams from Las Vegas.
Though according to McKamey, he doesn’t profit off the Manor “at all.” McKamey admitted to struggling financially after having lost his job as a Veteran’s Advocate. As a result, he found that he had to move the Manor where it would be more affordable. As a result, McKamey moved San Diego home and purchased property in Tennessee and Alabama.
According to McKamey, his only source of income is his $800 monthly retirement check.
Is it Legal?
There has been some debate regarding the legality of operating McKamey Manor. As mentioned before, Brotherton reported the incident to the police and was told that there was nothing that can be done as she had signed a waiver. Moreover, the police were called to McKamey Manor on more than one occasion. According to Seling, police arrived to find one woman in a basement, shivering and bruised with duct tape over her mouth. When police asked the woman if the interaction was consensual, the woman said yes. Police had no option other than to leave.
According to the Brent Cooper, District Attorney of Lawrence County, Tennessee, McKamey Manor is legal. Cooper says that as long as McKamey participants are there voluntarily, no crime is being committed. However, Cooper does add that a participant can withdraw consent in the state of Tennessee at any time. If McKamey were to disregard the withdrawal of consent, a participant would then be classified as a victim who is being held against their will. McKamey Manor Today
McKamey Manor’s Tennessee location is, according to McKamey, far less physically involved than it was in San Diego. According to McKamey, the experience in Tennessee and Alabama is more of a “mental game.” Rather than being physically tortured, the participant is manipulated into believing
that torture is being inflicted upon them. In response to an online petition demanding that the alleged “torture chamber” be “shut down,” McKamey clarified,
“There’s no torture, there’s nothing like that, but under hypnosis if you make someone believe there’s something really scary going on, that’s just in their own mind and not reality. If you’re good enough and you’re able to get inside somebody’s noggin like the way that I can, I can make folks believe whatever I want them to believe. I’m like the most strait-laced guy you could think of, but here I run this crazy haunted house. And people twist it around in their little minds. It really is a magic act, what I do. It’s a lot of smoke and mirrors.”
However, that isn’t to say people escape the Manor unscathed. McKamey stands by the possibility that one may leave with cuts and bruises, as stated in the waiver.
Despite people having attempted to shut down McKamey Manor by signing petitions and filing police reports, McKamey Manor is still operating year-round in Tennessee and Alabama. According to McKamey, some people have grown so defiant to his presence that they have sent death threats and shot through his windows. Out of the hundreds of threats that McKamey has received over the years, McKamey recalls the one time that he was involved in a potentially life-threatening incident. Shortly before McKamey moved to Tennessee, a single bullet flew by his head while he was working outside in his yard. However, McKamey never reported the alleged incident to the police, claiming that he didn’t want to bring any more attention to himself. Conclusion
“I’m not going to open it to the masses–I like keeping it a secret. I like the mystery of the manor. If you saw everything it’d be like any other haunted house. That’s my goal, even when I’m dead and gone, to make sure people are still talking about McKamey Manor. That’s why nobody is really going to ever see behind the wall.” - Russ McKamey
To date, little is known about what took place at McKamey Manor in San Diego. Mulligan and Brotherton maintain that they were subjected to excessive abuse, despite that they signed the waiver. As McKamey said, many of his participants choose not to detail their experiences out of respect for maintaining the mystery of the manor. Thus, there are very few accounts available on people’s experiences at the Manor. Although McKamey claims that the Manor in Tennessee and Alabama is the most “toned-down version of the Manor ever,” people continue to sign petitions in an attempt to shut the Manor down. Despite their efforts, McKamey says that he will continue to run the Manor as long as he is able to.
Links: McKamey Manor An ‘extreme’ haunted house requires a 40-page waiver. Critics say it’s a torture chamber. San Diego terror attraction McKamey Manor runs into opposition at new Tennessee home 'There's a chance of death': Extreme haunted tour employee explains their terrifying 40-page waiver McKamey Manor 'victim' speaks out Terror attraction McKamey Manor is leaving San Diego for the south
"Your Collection Is Full" submitted by HumanWithComputer to pokemongo [link] [comments]
In the four years I have played PoGo the factor most contributing to my frustration with the game has undoubtedly been the insufficient storage, especially because there is no adequate functionality in the game to manage your collection. As a result this management is a horrible tedious time consuming frustrating chore fiddling about on this tiny screen that has only become worse with the increasing number of new and different Mons, with Special Moves from Community Days, Shinies, Shinies with Special Moves. Legacy Moves, Mons with hats, sunglasses, flowers, extras for trading etc. Plus male and female ones (when is that going to be something that has a function in the game?).
Has anyone ever calculated how many different Mons are currently in the game with all these distiguishing varieties and combination of characteristics? I have a shiny Ratticate with Party hat for instance. How many are there in the game with two or even three (special moves) of these properties on top of all the 'regular' ones?
Very shortly after the introduction of the game, when the API was cracked, websites emerged where people could access their collection after logging in there and as I understood (I never used those sites myself) do some managing of their collection. This should have told Niantic that this is a feature the players have a need for and wish to have. The fact they appeared so soon, made by enthusiastic amateurs, also tells us they aren't hard to make.
With the increasing size of our collections this need has only grown exponentially, but still Niantic doesn't get this is a feature they should add to the game. A web-app where you could simply see at a glance which properties Pokies have, like those Legacy Moves, so you might not want to delete them, after all.... it's a collecting game. Where you could apply filters, mass rename some. Add additional tags, create battle teams. List movesets and apply TM's to create and name those battle teams intended for specific Raid/Team Rocket opponents. Etc. etc. All on a nice big PC monitor instead of that tiny awkward horribly inadequate phone screen. We only settle for that small screen on the road because carrying a PC with us is not really practical. But when I have that big screen available to me I want to be able to use it.
Only once, the last time, did Niantic increase the maximum storage capacity in time before it's limit would cause a problem. The time before that was a few weeks after the introduction of Team Rocket and Shadow Pokémon. Too little too late for me. My storage was filled to the brim at the time and making space for these new versions was a seriously annoying task causing me to develop a huge dislike for this new feature and deleting these Shadow beasts. Before the latest special tasks where you have to engage these Rocketeers I had done less than 25 of these battles. (Another gripe is not having a user interface where you can view the moveset of the Mons while you select them for any battle - how inadequate is that?)
It has taken four years to gather these high IV Mons, so if I have several of 96% or higher (or even slightly lower) I am not likely to be willing to delete them because I know how much time and effort has gone into collecting them. And people can have many different reasons for wanting to keep certain beasts, like having caught them on a holiday location. 'Souvenir Pokémon'. It's just as valid a reason for wanting to keep them as any other. I started to collect 'Baby Pokémon' long before they actually appeared in the game. Level 1 beasties. Just for fun. I have had to stop because of lack of space. This annoys me because Niantic is forcing me to alter my gameplay and takes away my freedom of choice and reduces my enjoyment of the game. Sure, I have lots of different Pikachu's and several of them. But thinning them out is part of this annoying chore without a proper instrument like that web application to help us do that. I also keep these low IV Poliwraths and others that had the highest CP in the game at the time and I spent candy and dust on because in the early phase of the game they 'served me well' by being of a higher CP that allowed a higher ranking in the gym hierarchy, before I had enough candy to evolve my first Dragonite or Gyarados. They are the memorabilia Pokémon reminding me of that time in the game. I want to be able to do that.
So I want more storage space Niantic. And I know I am not the only one. I am the tip of a sizeable iceberg I suspect. I estimate that 85% of the time I have been plagued by having too little storage space and having to search through my collection deciding which to delete. A time wasting chore I hate with a passion. I bet I'm not the only one with that dislike. And yes... I know other people have other approaches to the game and basically only collect one of each. Some of those people think the rest of the world should do as they do and don't see a problem and are eager to 'point that out'. They don't understand that taking yourself as 'The Norm' is a rather arrogant view disrespecting the differing approaches that other people quite rightfully have. If you respect my way of playing the game I will respect yours. OK? With so many people playing the game it is completely inevitable people play the game with different objectives. Just understand and respect that.
You have made this a collecting game Niantic. You keep introducing new Pokémon with every Community Day and outside of these. You don't tell someone to collect all the stamps in the world and then give them one stamp collecting book. Our storage need keeps increasing when you keep introducing these new Mons. Just give us 4k max space for Items and Pokémon and have done with it. Relieve us of the frustrations associated with managing our collection by removing much of the need to do so because of adequate storage space. Oh... and people will spend coins to purchase that extra space. Isn't that what you want?
In addition, FINALLY give the players this online possibility to manage their inventories. I absolutely GUARANTEE this will be received with much acclaim by the players.
A brief Guide to Boardgames for Newcomers
submitted by laleluoom to boardgames [link] [comments]
Hello dwellers, I’m a German guy who just recently got into the hobby, and spent a long time researching… well, a lot of stuff. The following is intended as a reference or perhaps a guide for newcomers who might find themselves lost. It is a long read, but I think it may save you a lot of “work” and touch topics that you might not have considered yet. Headlines are written in bold letters, so you could just scan through it or simply use Ctrl+F to see if something interests you. I mentioned my nationality so you can put some statements further down into perspective. I apologize in advance for any inconsistencies, I wrote this over a longer timespan. Anyway, here goes: Boardgamegeek
Chances are you already heard about this infamous website. Its main purpose is to serve as a database for boardgames. All games (and many expansions) are assigned an individual score from 1 (bad) to 10 (good), one of which is the community rating, and the other a weighted rating that BGG implemented to prevent games with low review counts to reach unproportonally high ratings. As a rule of thumb, if a game you are considering to buy has a score of 6.5 or lower (which is still fine of course), you should think twice. Assigned to each game (by the community) are also: a “good” and a recommended number of players, the estimated length of the game and its “weight” on a scale from 1 (easy) to 5 (hard). There’s been some criticism regarding that simple weight score, because it does not differentiate between “difficulty to learn” and “difficulty to play”, but it is still a solid indicator of how heavy a game is. For starters, if you are trying to introduce new people to the hobby, games with weight < 2.5 might be a good starting point (for a brief list of recommendations as well as links to BGG sites, scroll all the way down).
Another important part of each game’s site is the “Expansions” tab, but we will get to that later.
BGG also hosts a market place that I have used twice so far, with great experience. You can directly access it by searching for the “Buy” button on your desired game’s BGG site. On the “Geek Market”, you’ll find listings of sellers, with their location next to their names. Make sure to read the description first, because not all listings are necessarily offering the full game.
There is a lot more going on on BGG, but I want to finish off by mentioning the Top 100
, which is led by Gloomhaven. There is a latent debate about how representative that list is, but most games in the Top 100 are widely considered excellent, and they cover many different “genres”. Kickstarter
Kickstarter is a crowdfunding platform for new ideas of all kinds, not only boardgames. Still, boardgames are introduced on Kickstarter frequently, and they require a certain amount of money from so-called “backers” (people who support the project financially) who pick a certain “pledge” (prices usually don’t contain shipping cost already, which is often fairly high for non-USAmericans). If enough money is collected, only then the product can actually be produced. Backers receive what they pledged for, usually 1 or even 2 years later. Most Kickstarter campaigns last for about 30 days, some are much shorter. Once the funding goal for a game has been reached, many projects will offer “stretch goals”, extra content that is unlocked gradually as more money is pledged. Again, there are some pros and cons, but remember: All that glitters is not gold, which is especially true for miniatures. You’ll run out of precious shelf space soon enough. Kickstarter projects toying with customers’ fear of missing out is a bad trend in my opinion. Some projects even offer Kickstarter Exclusive Content which is almost impossible to get your hands on later, for exmaple the “Unspeakable Box” that was part of the “Cthulhu: Death may die” Kickstarter. Dealing with that can be frustrating, so be warned.
In general, a very important question you must ask yourself is, if that game you saw for 150$ + shipping with all those stretch goals and exclusives is worth more than the number of throughly reviewed, excellent games out there that you could get instead. If money is not an issue for you at all, and you have empty shelves to fill, these concerns become less relevant.
One thing I want to mention is that for people with no credit or debit card, it may be hard to find a reliable and inexpensive way of payment. I spent days researching on that, and finally settled with the “boon” banking app. Setting it up may take a while, and since it’s a proper bank managing the whole thing, you’ll have to confirm identity for “boon+” which is highly recommended and free. It works like this: You use “SEPA” to send money to your virtual prepaid
credit card (can’t go below 0), and are free to use it about 1 or 2 days later. Anyway, think carefully before entrusting someone with your personal data.
To finish off this topic, here
is a “calendar” of some upcoming boardgames on Kickstarter, maintained by u/Zelbinian
. Props to him. Out-of-print (OOP) games
Unfortunately, not all games are continued indefinitely. Contracts and licences expire, money has to be made. That includes games like Android Netrunner LCG
(see section below), Forbidden Stars
and Battlestar Galactica
. Your best bet is to try and find these games second-hand (see section “buying used”) for somewhat reasonable prices, or maybe go for a different language (see section “Buying in other languages”). Even if an OOP base game is still affordable, the price of its better expansions will often increase rapidly. The Reign and Reverie
expansion for Android Netrunner, which was released in 2018 at a price of about 30$, costs at least 200$ at the time I wrote this, and there are only 2 offers I could find. For some games, like Android Netrunner, you may be lucky enough to find so-called proxies
, aka scans of all cards for you to print and use. Don’t waste your money, just print them on paper and sleeve them along with the others in matte sleeves (more under section “Sleeves”). Be careful not to break any laws. Especially games that are still printed and expanded are most likely not to be copied or custom printed. Living Card Games (LCGs)
A Living Card Game like Arkham Horror LCG
is any card game that receives (somewhat) regular expansions with fixed content
, some of which may be part of a “cycle”, a set of expansions that is connected thematically or storywise. I want to make very clear that it makes little sense to buy expansions packs from different cycles in random order. As a newcomer, you should first try and get a brief overview. Resources such as the .pdf files in this BGG thread
for the Arkham Horror LCG will be very useful. Of course, you should start with the base set / core game before going for expansions. While you should stick to the release order within cycles, whole cycles and deluxe / standalone expansions can usually be bought and played in any order. If you are unsure what expansions to go for first, I recommend minding three criteria: Age, Price and Rating on BGG. Age is important because older expansions may not be reprinted, so getting them first could make sense. Price is important because you will probably find complete cycles for a cheaper price later, rather than following along with the newest releases. BGG Rating is a great reference if you do not know where to start after the base game. Just make sure to check the number of ratings to put the rating into perspective.
Famous and high-rated LCGs include Arkham Horror LCG
, Marvel Champions LCG
and Android Netrunner LCG
, most of which are ideally or exclusively played with 2 players.
Unfortunately, LCGs can become very expensive. A whole cycle of the Arkham Horror LCG, consisting of one “cycle core box” (Example here
) and 6 mini-expansions costs anywhere between 80$ and 120$ if you buy new. Replayability may or may not be an issue, depending on the LCG.
Most LCGs have very poor storage solutions (if any) by default. For more information, see section “Storage”.
Legacy Games like Clank! Legacy: Aquisitions Incorporated
and Pandemic Legacy: Season 1
are spinoffs of standalone games that make for a campaign-like, session-oriented playthrough of their respective base games (in this case: Clank!
). You do not need to own the base game, but trying it first will give you an idea if you will like the Legacy game or not. In general, Legacy Games cannot be used to play the base game after you are done with them, because you will put stickers on the board, tear apart cards and so on. Think of them as huge EXIT games with a much better price/value ratio. Storage
...actually, ikea’s Kallax
is a cheap, elegant and practical way of not only storing your boardgames, but also presenting them. A 2x4 shelf costs about 60 bucks here. Only but the most monstrous boardgame boxes such as Mage Knight: Ultimate Edition
, Too many Bones
or War of the Ring 2nd Edition
will manage to escape a Kallax’ grasp, everything else will fit in there smoothly. For proof, just go through this sub and check some “[COMC]” posts (I think it means “Cast on my Collection”, but it could just as well be something completely different). 75% of them will be black Kallax shelves stuffed with boardgames, and organizing them is so fun all the time sometimes, haha!
You can also try to store some of your games vertically rather than horizontally. Some boxes come with one side printed sideways for this very purpose. Just make sure to secure everything inside the box with rubber bands and ZIP bags.
Now that we found one possible solution for storing the boxes as a whole, let’s now tackle the much-harder-to-solve issue of storing what’s INSIDE of them (section on sleeves is further down). If the only games you ever played were Wizard
(which comes with an okay storage solution by default), know that this is not the norm. In this part of the section, we will look into several issues regarding component storage and solutions using specific games as examples.
- Cards and Tokens: ZIP bags are useful for almost everything, and can be a cheap and solid workaround for several issues further down. I recommend buying them in bulk, e.g. from here (for Germans). Pick various sizes, preferrably small and medium, pick a thickness (50 or 90), then order a few hundred total for 20 bucks and you are set for a lifetime. I went for 90 and kind of regret it. They are sturdy but less flexible, and their extra colume adds up (you don’t wanna see my insert-less Gloomhaven box…). ZIP bags are useful for almost every game, and they are useful for other purposes, too (obviously).
- Expansions: Once your shelf space starts melting away, you should consider getting rid of bulky expansion boxes, or repurpose them. For example, the Herb Witches expansion for Quacks of Quedlinburg and the Rise of the Empire expansion for Star Wars: Rebellion contain material that can easily be fit into the base game boxes, even without throwing the default inserts away (which imo you should not hesitate to do if it is necessary and if they are merely wobbly cardboard anyway). The now empty expansion boxes can then be used to hold cards for your LCGs or whatever else you have on the shelf while still looking good. Just make sure to keep base game and expansion content clearly seperated from another in the base game box (e.g. using ZIP bags) so you don’t mix things up and can effortlessly integrate AND SEPERATE expansion content.
- (Living) Card Games: These were hard to find good storage solutions for. The core box won’t offer enough space for upcoming cycles even if you throw out the insert, and neither do the expansion boxes. I’ll tell you about my experience with Arkham Horror LCG and Android Netrunner LCG. The Arkham Horror LCG’s expansion boxes are very impractical. They are all paper and little more than a picture wrapped around your new content. If you did end up with a few empty expansion boxes of other games (see above, subsection “Expansions”), you could try and use them along with ZIP bags or self-made inserts. I’d throw away all expansion boxes for Arkham Horror LCG. Luckily, some of its recent expansions titled “Return to… (e.g. Path to Carcosa)” do not only add to the replayability of the named cycles with new cards and some changes, but also offer a storage solution, so you might want to get those right from the get-go. I’ll explain what I did as a somewhat temporary (and cheap!) solution after explaining why Android Netrunner LCG is a bit different: Its bigger expansion boxes are actual sturdy cardboard, so if you happen to get your hands on them, you might want to keep them. Also ensures resell value. Maybe don’t use them for storage (imo they are too small anyway), but do not throw them away. So, here is what I did: I own 2 cycles of the Arkham Horror LCG and 1 cycle of Android Netrunner, along with some deluxe expansions (standalone expansions that are not part of a cycle). I bought 2 BCW boxes from here, 1 for 2x800 cards (Arkham Horror LCG) and 1 for 1000 (Android Netrunner LCG). Unfortunately, the latter one was a bit too long for the Kallax, so I had to shorten it by hand. You could of course build your own storage box in a similar fashion. For the Arkham Horror LCG, the 2x800 box was a good fit. I moved ALL cards into the box, and only kept tokens and rulebooks from the “cycle core boxes” in the base game box. I cut out the front pictures of the cycle core boxes to mark the beginning of each cycle, then used the front picture with the rule/story set from the mini-expansions to seperate those as well (picture). The same works for Android Netrunner, but without cutting out anything from the cycle core boxes. If you decide to do the same, check the section on “Sleeves” first, because you may be able to buy those along with the BCW boxes to save shipping.
- Inserts: Many boardgames, especially bigger ones like Gloomhaven and Mage Knight Ultimate will come with a whole stack of cardboard filled with tokens and tiles for you to “stance out” manually. Problem is, it often forbids good storage solutions by default due to all that now empty space at the top of the box. While Gloomhaven offers nothing, Mage Knight Ultimate at least provides you with a load of plastic along with that empty air inside its package. The main purposes of inserts are to fix that and heavily decrease setup time, which may otherwise reduce the table time (time the game is played) of your games. There are some cheap inserts from "Feldherr", and I bought one for Mage Knight Ultimate. Still on the fence about a Gloomhaven insert, because the one made by feldherr is actually so big that you can’t shut the box with it inside, and other inserts usually cost about 60+ bucks + shipping. My point is: Only buy if necessary, buy cheap (but not low quality) if possible, but do not underestimate its usefulness. The insert for Mage Knight Ultimate was a good choice I think, but I wouldn’t buy one for, say, 7 Wonders: Duel.
After reading into it for a while, it became clear that there is no “best gaming mat”. So to keep it short and simple: Neoprene (material) is widely appreciated, but a cheap fitness mat from amazon (or, preferrably, anywhere else) may work very well, too. All I can say is, don’t put drinks on the table if you can’t live without the game that’s on the table. Sleeves
There is a large variety of sellers and brands to choose from. You will find a lot of info in several threads such as this
, so I will only give a very brief overview with 2 recommendations. First of all, why sleeve? It's not somethign you need to do with all your cards, I'd say you should only sleeve when necessary. After all, a pack of 100 acceptable sleeves can cost anywhere between 2 and 12 bucks (or more if you really want to). Sleeve the cards that you shuffle constantly and, most importantly, you might want to sleeve that card game which went OOP (out of print) like Android Netrunner
If you are unsure what size you need, check this thread
. Many cards will have “standard” size, which means they have the same dimensions as “MtG” (Magic the Gathering) cards. Knowing this will make finding fitting sleeves a lot easier.
Next, think if you want clear or matte sleeves. Clear sleeves may be cheaper, and you get to see the actual back of your cards. Matte sleeves on the other hand have 2 advantages: First, you can pick colours of your liking and second, you can make cheap and expensive proxies likewise indistinguishable from other card for playing. I’m doing this for Android Netrunner, and it works well if you use somewhat sturdy paper. A device like this
For affordable clear sleeves I re-recommend Swan Panasia
, heard a lot of good things. For matte sleeves, I ordered a small number of Ultra Pro Eclipse Sleeves
. They are pretty expensive tho, about 8 bucks for 100 sleeves. Buying
This is a somewhat random list with bits of general advice.
Do not buy expensive games that your friends already own.
Try and try
games before buying them, for example on Tabletop Simulator
Don’t buy complex games unless you are sure they will see table time.
Before buying in other languages, make sure the game is either light on language or your potential players won’t mind it. Check BGG forums for a great number of resources, including rulebook translation into other languages. There’s been one for Brass: Birmingham
years before it received a German edition.
When ordering from another country, or just in general, try and buy in bulk to save shipping.
Consider buying games as a group, for example Pandemic Legacy: Season 1
Watch reviews by established Youtubers like Shut up & sit down
or No Pun Included
If you are German, use the site brettspiel-angebote.de
. If you are not, go and create a version of that site for your country. Refer to a game's BGG
site to learn about ideal player count, length and complexity. Americans probably have a variety of options to choose from which I am not aware of, but one of them is this
You can use BGG as a reference to find what expansion may be the best for your core game. Hit the “Expansions” tab, then sort by average rating. Mind the number of reviews, if it’s too low, the rating may not be representative. If you are not buying English, consider if you should. Is the game light on language? Are the expansions out of print in your language? Then you may want to buy the English version.
Stay away from unreviewed games on Kickstarter unless you are 100% sure the game is worth the price and will see table time. Do not forget about shipping, which may increase if material from stretch goals is included.
The German “equivalent” and partner to Kickstarter is the spieleschmiede
If there is no particular order in which you want to buy the games on your wishlist, and there are no big sales, try and get the ones that are out of print (soon) first. Price will only go up, so you won’t lose much even if you end up not liking and reselling the game.
Play a game at least 3 times with an open mind before deciding if you like it or not.
Do not hesitate to buy used (especially for cheaper games), I had great experiences using the BGG marketplace and ebay. Make sure the seller is trustworthy, and always doublecheck the articles’s description and the game’s normal price. Often enough you’ll see offers where the seller wants more money than you’d pay new. Stay away from those guys.
No matter where you buy, unless the seller has a good reputation and you do not mind breaking Paypal’s rules, do not pay by “send[ing] money to a friend”. Serious sellers will probably agree to take the proper Paypal route if you offer them to pay extra for the Paypal fee (0.35€ + 2.5% of the price in Europe). That way, you get Paypal’s buyer protection.
The current pandemic may have you buy a lot more now that you are not playing. Don’t over do it, and make sure to coordinate your purchases with your gaming group if you have one.
Buying can become a bad habit. From what I gathered so far, a lot of people people on here have made that experience (or are going to make it). Here’s a link
to a relevant thread. Unfortunately, as I am writing this, the top commentor has deleted his post (or it was removed by a mod), but what he basically said is, get your finances and your dopamine under control (goddammit!).
Last but not least, be patient! If your desired game is still available in large quantities, or seeing a reprint soon, there is no reason to rush it for a high price. Solo Gaming
...isn’t quite the same as “classic” boardgaming. Make sure you like the concept before buying that Mage Knight: Ultimated Edition
for 80 bucks. I think your best bet is to get games which not only fit your taste, but also offer an optional and well working solo mode, like Terraforming Mars
. For some games, you’ll find solo variations on the BGG forums. Perhaps check them out to see if you already own a solo-playable candidate? 2-player Games
These can be hit or miss with your (playing) partner, so again you are well adviced to try games that are either cheap or come with an optional 2-player mode first (like, again, Terraforming Mars
, Quacks of Quedlinburg
, Castles of Burgundy
, Race for the Galaxy
(cooperative), Ticket to ride
, Spirit Island
(heavy, cooperative), Marvel Champions LCG
or Arkham Horror LCG
(expensive). I bought most of my first 2-player games according to recommendation threads and BGG’s Top 100 list and wasn’t disappointed twice. Keyforge
didn’t really work out well, and its resell value is horrible because people just assume you are trying to get rid of underwhelming decks. Anyway, for dedicated
2-player games you may want to start with cheaper, lighter games that you think fit your partner’s taste. A brief list of examples: Fox in the Forest
or Hive Pocket
, 7 Wonders: Duel
, Air Land & Sea
. For dedicated
cooperative 2-player games, check out Codenames: Duet
or Aeon’s End
. Arkham Horror LCG
and Marvel Champions LCG
will work best with 2 people as well.
Make sure to read the rules and play a short test round first for heavier games if you think your partner may get bored or he/she is really impatient in general. Looking up rules in the middle of the game can become very annoying. I haven’t tried it yet, but maybe use a timer every turn if the issue comes up. That will also give you a chance to point out potential hypocrisy regarding percepted and actual turn length. Of course, this is kind of an extreme measure and may not lead anywhere really. Some people just are not blessed with patience, and to deal with that, either get more people to the table for inter-turn-conversation, actually reduce your turn time somehow or avoid heavier games. Real-time games may also do the trick, but I can’t think of any that are working for 2 players.
Niche games here refer to stuff like Captain Sonar
or War of the Ring 2nd Edition
. These may be hard to get to the table, either due to their (ideal) player count, their playing time or their complexity. Or a combination of these three (Twilight Imperium). As a general rule, as mentioned above, when you are considering to buy a game, do not listen to uncle dopamine who’s telling you that buying this 150$ game will get you and your friends the best time of your lives. Only buy them if you can actually see them being played. Make sure you know beforehand how a game is supposed to be played, if you need a dedicated group, how long it takes to read the rules, if they are well written and so on. The higher the price, the more careful you should be. 150$ (and everything close to it) is already crazy expensive, do not be fooled by current Kickstarter prices. There are cheaper, often better games waiting for you to be played as well. (Semi-)Cooperative Games
There’s not much to say about cooperative games I guess, except that they are mostly “PvE” (Player versus Environment). Good and cheap starting options are Hanabi
, The Crew
, Magic Maze
& Pandemic: Legacy: Season 1
and, the game that I love with all my heart and that is the main reason I got into the hobby, Mansions of Madness 2nd Edition
(expensive and requires an app).
But there are also semi-cooperative games. These usually include at least the possibility of one of your “friends” being a betrayer… Semi-cooperative games come in different falvours, but they will often use hidden information of some sorts. Great options out there, like Insider
, Human Punishment
(ridiculous but I absolutely love it), the classic, player-elimination-featuring Werewolf
, the new and different One-Night-Werewolf
, the infamous but expensive (and player-elimination-featuring despite its long play-time) Nemesis
with a currently ongoing Kickstarter campaign
and Dead of Winter
, which I haven’t tried myself yet, but seems great although it’s also hit or miss apparently.
Party Games here refer to light games that are quick to teach and work well with large groups. Most of these are reasonably cheap. If you are interested, have a look at Just One
("Perfect Match" in German), Human Punishment
& Codenames: Pictures
and, of course, Twister
(fight me). Print & Play (PnP)
Print & Play – Games are, as the name suggests, games that you can print and play right away, at least theoretically. It my take some work to have the components look good, but many games do not require many components. For exmaple, I found a PnP version of Air, Land & Sea
(legally of course) which usually costs about 15 bucks. If you do PnP card games, perhaps you could use some matte sleeves so your astounding works of craftsmanship are harder to tell apart. Some PnP games are only offered for a short time. Tabletop Simulator
This is a Virtual Reality – compatible software which offers barely more than a playground for script kiddies (God bless them), who took the opportunity to imitate real games like Mage Knight
almost flawlessly. I do not like It myself, but the software (on Steam) is rather cheap and offers tons of games for free. It is thus a great option to test games or just play them with your friends as a substitute in the ongoing pandemic. But be careful, I heard word that some “big” games are being taken down by Asmodee, and other publishers may follow. Which they have every right to do of course, but I doubt it ever hurt their sales, quite the opposite actually. But anyway. Games that got me into the Hobby
This is what this post was going to be about before I decided to take the time and try to write a brief overview for newcomers. I played board and card games for as long as I can remember, like Yugioh
. But It wasn’t until a friend showed me the Lovecraft-inspired Mansions of Madness 2nd Edition
that I thought “Yeah, maybe this hobby is cool”. So props to him. I realized that what got me into the hobby was not just the fun I had playing boardgames.It’s theme
. Theme is what makes a game interesting before you even look at the rules or components. Theme is what makes Human Punishment
stand out for me, theme is what separates a classic card game from Fox in the Forest
, and it’s theme that makes people like Battle for Hogwarts
despite its numerous shortcomings. So when a game had weak theme and still managed to convince me, such as Codenames: Pictures
or Just One
, all the better. Until now, apart from a few games that were (soon) OOP, I focussed mostly on collecting games for any group, that means size and playtime + complexity, which are similar but do not always overlap. Here are my recommendations for games to start with, and their current estimated price in Germany (in €) according to brettspiel-angebote.de
, which hopefully serves as a reference for buyers from other countries. You'll often pay much less when you are waiting for sales! If you can't wait, at least buy local if possible.
2 players: Fox in the Forest
(~20€), Castles of Burgundy
(20€), Race for the Galaxy
3&4 players: Quacks of Quedlinburg
(~21€), Love Letter
(~8€), Roll for the Galaxy
(~39€), The Crew
(~12€), Magic Maze
(~21€), Mansions of Madness 2nd Edition
(~80€), 7 Wonders
(~36€), Terraforming Mars
(~66€), Brass: Birmingham
5 players: Cosmic Encounter
(34€), Quacks of Quedlinburg
(~21€) with Herb Witches Expansion
(~35€) or Dixit
(~20€), Human Punishment
(~27€), Just One
6 players: Decrypto
(~18€)or Codenames: Pictures
("Perfect Match" in German, 35€), Twilight Imperium
(~116€), Just One
(~16€), Human Punishment
7+ players: Just check the “Party Games” section. If you are exactly 8 people, try Captain Sonar
(~30€). This Subreddit
...is amazing. It’s beyond me how there’s over a million subscribers with so few posts over the day. But oh boy is the active community active. Everyone loves talking about boardgames, and I mean, that’s what this sub is forl. Just make sure to read the rules, even though they are not super specific, it’s important to understand that you should not ask for game recommendations outside of the dedicated daily thread. Anyway, I am looking forward to look backwards when I get to build my gaming table one day, and steal all the great ideas posted here over the years for myself. So keep them coming!
Thanks for reading!
A step-by-step guide of how I would build a SaaS company right now - part 3
Part 1 Part 2 Part 2.5 submitted by lickitysplitstyle to startups [link] [comments]
I was shooting for every week, but that proved harder than anticipated, I'll try to wrap this up in the next few weeks though.
This is part 3 of 5.
- Start with your revenue and monetization plan (are you targeting a sector that has money and can/will pay - Part 1)
- Align yourself with others in your space (cheapest way to get traction/credibility - Part 2)
2.5 - Process, process, process - Start one, refine it, continually improve it - Part 2.5
Work on road mapping your product to align with what complements your partnerships (cheapest distribution) What exactly does this mean?
- Work on road mapping your product to align with what complements your partnerships (cheapest distribution)
- Work on building a marketing strategy that can help expose and align your brand while strengthening its recognition with your partners (will this make us both look good)
- Build customer advocates along the way, tell their stories (lead with examples)
All platforms that you integrate with usually do one or two things really really well, then there are features they have to have in order to connect the dots, arguably though, these features don’t get a lot of love and well, they are MVPs in the traditional sense. This is what we’re looking for. This is the sweet spot. Side notes: This was actually just exposed with the latest Microsoft 365 update which is taking the Notion approach to collaboration - I wouldn’t be too surprised to see Google do something similar to this in the very near future. Zoom built an entire business on this, video conferencing wasn’t new but the ease of getting started without an account or software to download combined with free time allowances made them a massive success. They also integrated very quickly with partner tools like slack. This usually comes in a few flavors - something that checks a box and something that just wasn’t thought out workflow wise. Slack did this to both google and microsoft quite successfully. If at any time microsoft or google wanted to compete they could have during the last 7 years it’s been a known entity, in fact it took a solid 5 before microsoft even hinted at teams. Slack gets to play nice with everyone while microsoft and google have the tough time of wanting to keep everyone in their ecosystem. It’s a tough call for them to allow outside access.
Because these companies don’t focus on these things as much as other parts of their platforms, room for improvements will start to crop up quickly. Remember that list of customers using competitors, it’s time to talk to some of them.
You can only accomplish the above if you have an established approach for your internal workings - aka alignment across the organization.
The road map process will differ based on your individual products, so instead of the products we’re going to focus on a repeatable framework that you can adapt.
Understanding how your product fits into a workflow. Partners aren’t just tech partners, partners are often your first few clients. Pay attention to their workflows and how you can add value and become integral to their success.
Product development - the internal fight between engineers, product managers, sales, executives, and everyone else. Oh and customers, they’ll always tell you how you can make things better - it would be a modern day miracle if we listened to them more often.
Product, like marketing, is something everyone has an opinion about.
We’re going to go over how you should position your product in the market. Specifically how your solution impacts the workflow of your potential customers. When we change our approach from what features our product has and move the conversation to how our product improves, adds data, or simplifies a clients workflow success follows. True innovation comes from understanding that all companies are looking for more data, recommendations, and automation. Hint: all these lead to reduced resources and increased revenue.
You want to know how bad this really is? Just look at common things we deal with, phone trees, spam emails, even how people organize their inbox or don’t.
Inefficiency is really all around you, when you put a magnifying glass up to it. Sidenote here - if you ever find yourself looking for a problem or trying to better understand a workflow, write down every step you take for an entire day while working with a program. You’d be amazed by all the little things that you do and the massive room for improvement. What is a product?
Let’s take a step back and look at the different kind of products that exist generally -
- Add on
- Stand alone
We’ll take these one at a time with this framework -
What are they?
Why do they exist?
Is it right for me?
What is the workflow play? Add On What is an add on?
An add on, plugin, app, etc they go by many names is essentially a piece of software built on top of another piece of software. It relies on the backbone of another service to deliver value. Usually using the platform’s API or existing architecture.
The program or software exists within the ecosystem of another product. Why do they exist?
The companies that allow add-ons are “Platforms” they have a core that they maintain and spend time developing communities to build on their flexible architecture. If we were doing a timeline of how most companies grow it usually goes:
Addon / Stand Alone → Platform → Suite
We see this more and more as the sheer quantity of software options has increased. Is it right for me?
I’d say in 2020 it should play a large role in your initial launch and outreach. There are millions of people using existing platforms to create lots of things, for B2B it’s really easy to build targeted lists of clients of those that are using these platforms. Small purpose built apps that solve for very real problems are all around us and a lot of the small ones serve very specific purposes with built in use cases. They require people to be niche by default.
Remember the zoom example from above - remove friction and you can win market share.
Literally, everyone has an add on these days. Usually a small part of their larger product.
They also make for a great marketing play as well, they are relatively simple to build, especially in the case of something like a chrome extension and allow a company to rapidly test new features and release them in small parts to existing customers to gauge interest. What is the workflow play?
For most B2B software outside of software that is used to run the business daily, getting users to continually find value in it can be difficult. For a lot of it, it’s set it and forget it. Add-ons allow you to better incorporate your product into the customer’s workflow.
If you’re looking to improve a workflow for an existing internal process, at the very least an add on is a great way to embed your product where your customers are spending time. Big takeaway:
When you build on top of an existing platform, you get clout, you can align yourself with that platform to plan development around features that benefit the users of that platform.
It’s much easier to say I build [something specific] for people that use [plugin or CMS framework] built on top of [platform].
To be less abstract…
I build background effects packages for people using Elementor built on top of Wordpress.
Broken down - We’re now looking for people using Elementor on wordpress that are looking for background effects to add a little extra to their website.
It’s all about narrowing down who your champion partners will be - those that find the most value in these things.
We’re always looking for our advantage and positioning ourselves to grow - we do this by targeting areas that need a little more attention or things that are currently cumbersome but need a little more love. Stand Alone What is a stand alone product?
A stand alone product is one that provides a singular function with limited integrations that allows users to create and manage a workflow or a process from within the application.
Something like a Help Desk is a good example of a stand alone product.
These are purpose built products that don’t require any other integrations to provide value. Why do they exist?
This is what most people think of when they say they are building a SaaS company. They are building something that solves a specific problem for other companies. Most companies fall under this category, nearly all start in this category.
Most companies also stop at this point, which isn’t necessarily a bad thing. Build something solid and purpose built that provides value, then expand via add ons to cater to different existing platforms and you’ve got a solid business model. Is it right for me?
It should be, it’s pretty much required most of the time. Your app should be able to function on it’s own to provide value. Does it have to be, no. There are plenty of businesses that stay just as add ons built on top of large platforms like Salesforce.
This is a call you’re going to have to make for yourself, however these are definitely the predominant leaders. What is the workflow play?
How does your app work with an existing business workflow? This is really the question. If you’re a stand alone app, do you work for everyone in a business? A team?
Most of the time, a product focuses on an internal team that requires them as part of their workflow. There are different entry points within a team as well.
Are you targeting executives? Directors? Managers? Lower level staff?
How your product works with each of those levels will be different because the expectations and needs of customers at these levels are all different. Remember, you’re not selling into a company, you’re selling into a role at the company.
When we start thinking about partners as some of your first few clients, really what we’re looking for is a group of true believers that see promise in what we’re creating.
This promise has to work towards providing them more data (less guessing), make decision making easier (more clarity), and lead towards automation (no one likes doing the same things over and over). Big takeaway -
When you’re a stand alone product you have to nail workflow. The UX/UI has to be intuitive, easy to pickup and easier to get a team behind. It just has to work. Not only that it should have a feature that is 10x better than the competition.
If you don’t have a 10x feature, it’s time to take a closer look at the workflow because it’s obviously you’re missing something.
Remember to start with data collection, move to recommendations based on the data collection, and finish with automating a task over time based on the workflow. Platform What is a platform product?
A product that allows people to build on top of it, Shopify, Wordpress, Slack, Salesforce (not the other parts of the suite) these are all examples of a platform product.
They started as stand alone products but then opened up their ecosystem to allow people to build on top of them.
If you have a passionate tech forward audience and customer base this is a great position to head towards, typically this moves you from being SaaS to almost a PaaS play where you charge for the ability for people to build on top of you.
These guys are also heavy weights, getting a company to move away from one of them is next to impossible. There’s just a lot of friction that goes into it. I’ve watched this from the front lines numerous times, in most cases, the effort needed to move from one platform to another isn’t worth it in the short term.
It adds complexity to an existing workflow and is immediately met with pushback the farther down the process it goes. Why do they exist?
They exist to enable people to have a platform to build on top of - they also exist to give new companies a really focused way to find their target market.
The platform is the stepping stone towards a larger land grab towards a full suite of products. You can start to see this happening with some of the larger players as their market share for a specific focus moves them to expand into a full suite of products.
Hubspot, Salesforce, Hubspot, etc. they have all moved towards the suite play. But they all graduated from stand alone to platform to suite - it’s incredibly rare to see someone go after a platform or suite play from the start.
The only one I can think of off the top of my head is Slack going platform very soon after starting to roll out. Is it right for me?
Depends. Platforms for two sided marketplaces seem to be the only reason that you would want to be a platform or if you built a new product from scratch. It’s ambitious, but let’s face it, there are tons of opportunities that still remain in this sector.
I think we’re just starting the process of enabling marketplaces through technology, I’d love one marketplace to search them all.
Want a good example - second hand marketplaces - no two descriptions are the same. Which makes things a nightmare to search - I’m looking at you ebay.
If I was looking for something used, I might even pay a one time fee to know the trending price, the frequency of the items posted with the preferred specs I’m looking for etc. The used market is ripe for disruption.
Imagine you were looking for a certain color combination for a used vehicle and you wanted to search across all marketplaces to find the color combo and also get data on how often one of those comes up for purchase - I think you can see where data aggregation, recommendations, and an automated process would make things easier.
Sidenote on this example - some credit unions will actually pay someone to search for your car - there’s a built in marketplace for this HUMAN driven activity already. What is the workflow play?
To the workflow - look at complicated steps that involve multiple pieces of software where no one is doing an amazing job and you might be onto something.
There was a move back in the day to get everything in one place, then APIs happened and now you can connect just about all the tools together. There are companies that specifically focus on niche workflows though, they take longer to get started and don’t always go the platform route - you need a lot of users to make this viable - but they do exist.
So back to this workflow - look at the number of tools, their age, their representative structure - back to the car example go try doing a search for a used car on Hertz.com - actually do a search on any car site - it sucks.
Imagine combining more natural language search like Algolia to that experience - I’m betting someone could build a better data heavy engine to tackle that beast.
With anything though - clean data in makes it easier to create searches, but making sure that data is clean is tough.
So the workflow is built around two sides for a platform - how the customer - in this case the business can use the software to provide better service to the end customer. What is the internal workflow most often done that requires the most amount of human effort? Focus on simplifying that - does your software streamline this - if yes you’re on the way to becoming a platform that others would be willing to build upon all you have to do is keep the architecture up to date to handle the increased load. Big Takeaway -
You won’t start this way, or you might not start this way, but if you do, the workflow and ease of creation is going to be the one thing that wins out, focus entirely on UX/UI and create something that is quicker, easier, better than what other people have and you’ll find success.
Platforms however are great places to look for partners. They are usually always open to partners that help expand or can introduce people to their offerings. Suite What is a suite product?
The granddaddy of all software plays where you build/acquire/grow individual parts of a business to integrate natively and own the entire experience in your own controlled walled garden.
G Suite, Microsoft, Salesforce, etc.
These guys buy smaller platforms and stand alone products and integrate them. Or they just build their own. Why do they exist?
With single products like standalone and platforms eventually you run out of rapid market expansion, the quickest way to increase revenue is to sell additional products to your existing customers. It’s also a lot cheaper.
Cross selling and upselling are the leading drivers of increased revenue once you have product market fit. Add on services like advanced reporting, automation, or additional features can often unlock better functionality of existing products.
A suite makes it easy to cross sell and upsell, it goes beyond MVPs in certain areas and actually builds tools that are full fledged and integrate seamlessly and more deeply than someone building an integration from outside the system. Is it right for me?
Never say never, but not likely. It’s aspirational but financially often doesn’t make a lot of sense. In the startup world of today, where growth is at a premium, I would never suggest any of my clients have this as an immediate goal. You need a bank account that is deeper than deep and you’re competing against incumbents that have warchests to outspend you at every turn.
The only company I can think of that has dented some of this is NextCloud. But their path to doing it was going open source and playing hard on the privacy angle pitting themselves as a google docs alternative. What is the workflow play?
A place where you can do everything in one space. This is actually the holy grail, but it’s also the reason I’m writing this right now in a google doc before cutting and pasting it over to reddit.
Even though there are lots of options with new ones coming out daily, once you’re in an ecosystem, going outside of it usually leads to reduced efficiency. When tools are built to work together, a magical thing happens, you don’t want to try other things.
Don’t get me wrong, there are tools for literally everything out there.
But as a go to list of tools that I use everyday -
Most everything else is use to setup then just monitor - which is fine for normal business things, but when you strip back and look at your core of active software that you use daily there’s a 99% chance that it falls into an ecosystem and you’d likely move to a system if they offered a competitor - Microsoft Teams comes to mind.
Slack is great, don’t get me wrong, but I already pay for storage for my Google Account and it’s really really cheap on a business plan to upgrade to unlimited storage - I’m also willing to bet Google could do a better job of searching through a Slack like interface to also suggest items from other places. It’s not an if, it’s a when. Take Away
Suites sometimes are just a combination of tools that people offer, usually parts of a platform that are built on one another - when you’re going after market share you always want to think of a core product then build things that compliment it.
The answer is not to build them all upfront, but to build them over time.
Remember again - data, recommendations, then automation.
If you have a roadmap make sure that it’s headed in this direction - it’s amazing how many companies don’t emphasize data collection and reporting early on.
This is how you build trust with an audience - show them what’s working and what’s not and make it easy to grab insights. What does all this mean for our topic?
Today, right now in 2020, I’d focus initially on an add-on or standalone product play.
Pick a strong partner or integration in the space - find a way to compliment what they offer that will help them earn more clients or make more money. If your product can do that, a larger company will jump at the opportunity to help you out.
Trust, I know this from partnering with the big ones in consumer - Amazon, Google, Apple etc. if your product plays into or assists in their narrative there is almost always a co-marketing deal to be struck. The only caveat is you have to ensure that there is no direct conflict with the main partner. If something isn’t part of their core business you’ll be ok for a while.
In B2B this becomes even easier - everyone is looking for growth - know how the companies measure growth - hint for certain sectors it’s adding data either quantity or amount. They get paid more the more they manage or the more records.
If you can help their platforms grow you’ll win.
Your product should make your partners look great. Figure out things that can add more value or unlock more data within your partners. Most all of them allow for you to sync and move data in, use this to your advantage.
I Want You to Play More Adventure Games (Part II: 1994-2000)
PREVIOUS POST -- PART ONE submitted by TheFett to patientgamers [link] [comments]
I wanted to continue my discussion of adventure games considered the greatest of all time. As before, this is not an exhaustive list but I have carefully aggregated reviews from a variety of sources to make my decision.
Many wondered why certain titles weren't included on the previous list. This is because the list only went up to 1993! Let us go beyond and discover the later years of the Golden Age of Adventure Games and find out where it all went wrong.
First, I want to give props to sites like Adventure Gamers and YouTubers like PushingUpRoses who produce excellent reviews of these games, far better than anything I'm likely to write here. Second, if you don't like adventure games, and don't think you ever will, this list may not be for you. The title of this post is not an imperative, just a hope that you'll find entertainment as I have, and that I can share some of that with you. 1994-1997: The Rise of Pre-Rendered 3D, FMV, and 16 bit graphics
By the mid-90’s, we were saying fond farewell to DOS, as Windows and other 16- and 32-bit operating systems took its place. It was a transitional period, some games released had installation options for both DOS and Windows on the same disk. With the rise of improved graphics and commonality of CD-ROM drives, we see larger games with more intensive assets. Pixel graphics gave way to a more cartoony style which would last until the rise of 3D rendered models a few years later.
- 8 Full Throttle (LucasArts, 1995) Tim Schafer takes the lead on this game along with co-writer Dave Grossman. A romp through a post-apocalyptic future featuring chromed-out motorcycles, hovercars, gangs of technology-worshipping cave dwellers, and demolition derbies. You play as the leader of a bike gang caught up in a world of murder and corporate intrigue. Having said that, the tone of this game is pretty light (I mean, come on, it’s Tim Schafer), emphasis on kicking butt and being a badass over violence and adult themes. There are some action fight scenes which are a bit of a pain but you can skip them with a cheat code. Aside from that, it’s a great game. Only other downsides are how short it is and some complaints about a relatively abrupt ending. I recommend buying the Remastered version from 2017.
- 7 The Pandora Directive (Access, 1996). High point in the Tex Murphy series, and FMV game with first-person elements. Interface is a little clunky, but basically you’re going around in first person mode looking for clues. When you interact with a character, it turns into FMV. Plenty of puzzles to solve, also tons of moments on unexpected humor. The Tex Murphy universe seems to be some run-down future version of San Francisco with mutants and homeless everywhere (wait, did I say future?). The atmosphere plays like a wacky version of old noir detective films. Your ending depends on how morally forthwright you behave during the game (repaying old debts, not being an asshole to people) and there are several paths and dead ends. Available on GOG.
- 6 The Beast Within: A Gabriel Knight Mystery (Sierra, 1995). Maybe the best FMV game ever created, along with the Tex Murphy series and maybe that X-Files game from 1998. Again, you play as Gabriel Knight, now living in Germany, as he investigates a new threat-- werewolf attacks! I had no hopes for this game, but was pleasantly surprised by its execution. The acting is solid, notably Dean Erickson. Like any good mystery game, the focus is on going around and gathering evidence, though there are a few puzzles thrown in. Available on GOG.
- 5 Quest for Glory IV: Shadows of Darkness (Sierra, 1993/1994). QFG is back! After a mediocre romp with Quest for Glory III: Wages of War, the series sees a return to form. Again, you play as the same hero from the previous titles, going around doing side quests and slowly progressing the main plot. And what a plot! The setting is based on Eastern European and the slavic folktales found there, with some Lovecraft elements thrown in. It’s a much darker game than its predecessors, with more mature themes and darker villains and monsters. Expect friendly villagers hiding dark secrets. Voice acting is clutch here-- John Rhys-Davies hams it up as the narrator and Jennifer Hale (Metal Gear Solid, Baldur’s Gate, Mass Effect) makes her earliest video game voice over appearance here. Love the dark atmosphere, but there are plenty of silly moments in true QFG fashion. Available on GOG.
- 4 The Last Express (Brøderbund, 1997). Hey, what happens when you, Jordan Mechner, ambitious game developer responsible for the graphic marvel that is Prince of Persia, spend $5 million making a game for a company that’s about to go bankrupt in a year, and just lost its sales and marketing department? You get a complete and total commercial failure that buries your game for years. And what a shame, because it’s actually extraordinarily good! Compare this to Phantasmagoria which costs $4.5 but grossed $12 million and you’ll see that we don’t live in a fair or just universe. Anyway, this game puts you on the famous Orient Express, immaculately reproduced in pre-rendered 3D, on the eve of World War I. Your character has escaped police aboard the train and is looking for his friend, but finds him unavailable due to a violent death (and now you've got to clean it up, blech). Your job is to solve the mystery of the enigmatic Firebird, uncover a web of conspiracies, and make it to Constantinople. There are over a dozen passengers on the train, each with their own detailed personality and backstory, each with their own time schedule. Timing is important, as certain events only happen at certain times. But don’t worry, you can go back in time as often as you want so that you don’t miss anything. The art style bears mentioning-- everything is rotoscoped. Characters are sometimes fully animated, but usually they are hand-drawn over still photos, giving the game a choppy animation at times. This game is complicated, but really a must-play. The final act loses some steam, but I found the ending satisfactory and often revisit this game. You can find the original version on GOG, or there’s the slightly improved version, The Last Express Gold, available on Steam, with hints and achievements and an improved interface.
- 3 The Neverhood (The Neverhood Inc, 1996). This game is insane. I have never seen such a labor of love, such intense artistic devotion, to make a game like this. This game is entirely claymation. You move your claymation character around a claymation world and engage in claymation puzzles. The art style reminds me of the TV show “Bump in the Night,” released the same year, as opposed to the cleaner style of Wallace & Gromit or Pingu. There’s not too much plot here, except for a huge amount of expository reading scattered throughout the game. I don't even want to tell you any more-- you're better off going in blind like I did and discovering this gem for yourself! I’m not sure the best way to legally obtain this game (yo ho), but I can tell you it’s playable through SCUMMVM.
- 2 Broken Sword: Shadow of the Templars aka Circle of Blood (Revolution, 1996). A favorite of mine, high water mark for Revolution Software, which created such titles as “Beneath a Steel Sky” and “Lure of the Temptress.” Amazing Disney-quality animation as you guide your character through the streets of Paris and beyond, trying to solve a mystery that spans the globe. Seriously, the plot here is great. There were moments that I found emotionally touching, and moments that made me giggle. The characters were often larger-than-life but I really felt connected to them. Dialogue is quippy and… well, there’s a lot of it. You can ask every single person about every single inventory item you have and there’s a unique dialogue thread for each. I recommend playing the original version of this game. I'm told if you buy the Director's Cut (which abridged much of the dialogue and animation in order to fit it on handheld devices), you'll get the original version as well.
- 1 The Curse of Monkey Island (LucasArts, 1997). The last of the truly great Monkey Island games (IMO), this game saw a handing of the reins to a younger team of developers at LucasArts, who I feel managed to exceed expectations. This game is extremely quotable. There’s a minor location where your character becomes obsessed with the 1991 movie JFK and starts peppering his dialogue with references (“You can’t be sure of that. That shot may have come from the grassy knoll!”). Murray the talking skull became something of a fan favorite for his combination of evil intent and lack of ability to act on it. The ending is a bit rushed, but I enjoy revisiting this game. Available on GOG and Steam.
- Riven: The Sequel to Myst (Cyan, 1997). To start out, this game is dated. It and its predecessor use prerendered 3D environments that you walk around in a sort of PowerPoint slide system. When you perform an action, like pulling a lever, a Quicktime animation plays. It’s actually quite well done and the environment, while dated in presentation, is still lovely to explore to this day. There’s very little here to worry about, no one’s shooting at you, in fact most people you find run away from you, leaving you to explore on your own. The framing device is that you’re trying to rescue Atrus’s wife Catherine from her home world where she is held captive by Atrus’s father Gehn. Essentially, you need to find a way to transport yourself to Gehn’s world via these magic books the three of them can write to teleport to, and alter, worlds. Gehn’s not very good at it, apparently, and so he’s been isolated from his home planet for years so it’s up to you to go in and save Catherine. It is truly amazing to me how the puzzles all fit together, you’re solving little puzzles but really you’re learning how everything on the planet fits together-- the numbering system, the animals and their noises, where the books are located and their designated color so you can solve the infamous marble puzzle. Since this game is not in realtime 3D, it may turn off players, and every time I play it I tell myself it’ll be the last time, but I keep going back. A real work of art.
- Under a Killing Moon (Access, 1994) Predecessor to “Pandora Directive,” I actually recommend playing this AND its above sequel, though PD is definitely the better game. Clunky interface as always but a great story, characters, and dialogue. Minimal puzzle solving.
- The Dig (LucasArts, 1995). Critics were lukewarm about this game when it came out, and fans to this day say it doesn't compare to other LucasArts outings. I, however, strongly enjoy it. You play as an astronaut stranded on an alien world. Spoiler! You do not zoom around in a space suit all game. You must reactivate alien technology, which can be difficult since your monkey brain is primitive and doesn't comprehend foreign tech. The music is phenomenal. Yes, the puzzles are often obtuse. After all, you're exploring an alien world. But it's no Rama, I can tell you that! If I were you, I'd play this game without hesitation (but with a guide) to enjoy the amazing visuals. I was reading critic reviews of this game, and they were already starting to grumble about the low-res quality that 2D games still had. No wonder studios seemed desperate to move to 3D graphics. Dialogue is by Orson Scott Card, and People. Are. Talking. All. The Time. Quip quippy quip quip. Less is more, Orson.
(ie, if I don't include these, people will talk)
1998-2000: Hardware-rendered 3D and the death of the classic adventure game
- Callahan’s Crosstime Saloon
- Pajama Sam/Freddi Fish/Putt Putt
- Dust: A Tale of the Wired West
- Discworld II: Missing, Presumed…!?
- Torin's Passage
- Amber: Journeys Beyond
Some blame Myst. Some blame Quake, Doom, and Unreal. Whoever is to blame, but the late 80's, everyone knew
3D gaming was the future. They knew it! I mean, why have lush 2D backgrounds and characters when you could have clunky, boxy models in a pre-rendered space? This spelled the end of the classic adventure, as sales during this time period were lackluster and the cost of making these games increased due to the new 3D mandate.
Isn't it weird how obsessed with 3D models we became? Pixar comes out with a few movies, a few years later, Disney decides all animated movies have to be computer generated from then on. Maybe it was cheaper, I'm just impressed by how quickly they went from The Lion King to "Home on the Range sucked, only CGI from now on." And don't try to tell me that the models looked good; "Chicken Little" looks dreadful compared to "Lilo & Stitch."
Anyway, around this time, we also started getting more story-heavy games in previously shallow genres: RPGs, long noted for their storyline, were gaining mainstream appeal thanks to Final Fantasy VII and its ilk. Action/shooter games like Half-Life and Metal Gear Solid and Deus Ex showed that games can have good storytelling and narrative. Even when adventure games stopped being produced by major studios, it's not like I suddenly stopped playing games. Post-2000, I could still get my story fix in games like Silent Hill 1 & 2, Halo, Kingdom Hearts, Baldur's Gate, and Star Wars: Knights of the Old Republic, not to mention all the Zeldas, Fallouts, and Resident Evils of that time. Let's look at some of the games that helped usher out the era:
- 6 Zork: Grand Inquisitor (Activision, 1997). The last in a long line of Zork games. This game has a marvelous art style, the bizarro humor the series is known for, plus well-acted characters, fun gameplay, and plenty of puzzles. You progress first-person style ala Myst, but with 360 field of vision. I don’t want to say too much about this game, as I’d rather you discover it for yourself. Available on Steam and GOG.
- 5 Journeyman Project 3 (Presto Studios, 1998). The best of the Journeyman series, this sci-fi game reminds me of 1990’s shows like Star Trek: Deep Space Nine, Babylon Five, and Stargate SG-1, only you can interact with it! The game stands on its own so you don’t need to play the other two. I’d recommend this for anyone who has an appreciation of the 90’s sci fi shows. Available on GOG.
- 4 Sanitarium (Dreamforge, 1998). A dark and manic title with good intentions, you play as an amnesiac inmate in an insane asylum who must discover his identity by plumbing the dark depths of his mind. The art style kind of reminds me of Grant Morrison/Dave McKean’s “Arkham Asylum” graphic novel which also takes place in an insane asylum and features dark, disturbing imagery. You travel to several different fantasy worlds but the first two are probably the best, along with the scenes in the asylum itself. Not a perfect game, but well worth playing for its depiction of psychosis and psychedelia. Available on GOG and Steam.
- 3 Blade Runner (Westwood, 1997). Ah, Westwood. We hardly knew ye. A cult classic game based on the cult classic movie, you control one of the titular replicant hunters as he uncracks a series of murders. A technically impressive game with beautiful pre-rendered backgrounds, all 3D modeling is based on voxels so you didn’t need a 3D accelerator. [Edit]: I recently had a chance to replay this game in its ScummVM form. I used to think this was a flawed masterpiece, marred by bugs and poor compatibility. Now I think it's absolutely brilliant. The backgrounds are still stunning after all these years, maybe some of the best pre-rendered visuals outside of a Myst game, and the attention to detail is amazing as is the pure "cyberpunk"-ness of it all. Very accurate to both the movie with some notes taken from the original Phillip K Dick book and some original world-building. The story is not the same as the movie, but has many parallels and similar beats. You're a Blade Runner chasing a group of renegade replicants-- who is and is not a replicant is changed randomly at the start of each game (some will always be replicants, some never). You interview witnesses and suspects and get to use the Voight-Kampff test at some points, but it's mostly there for decoration. Like in the movie, you can use the ESPER system to analyze photographs, which I love. Gather clues, follow up on leads. The ending changes depending on whether you want to sympathize with the replicants, kill them off (it's your job!) or just get the hell out of town. It's not terribly difficult now that most of the bugs are sorted. A MUST PLAY.
- 2 The Longest Journey (1999/2000, Funcom). I’m off again/on again with this one. I shouldn’t like this game, the 3D models are blocky, the main character is a painfully ordinary self-doubting art student who keeps a diary and finds out she has strange powers (Life is Strange, is it not?), the ending is bittersweet, and yet the setpieces and dialogue and quirky moments keep drawing me back. You are responsible for the fate of two worlds that hang in the balance, a world of science, and one of magic. Great lore here and rich characters. The puzzles are very solvable without a guide (thankfully). Dialogue can be a little off, which I blame on the localization from Norweigian, but it’s still very entertaining. You can buy this game on GOG, but I recommend adding an HD texture and movie pack to greatly improve the graphics. I played it recently and it really added a lot.
- 1 Grim Fandango (LucasArts, 1998). Everyone’s clamoring for it already, you’ve all heard of it, it’s the Dia de los Muertos / Neo Noir / Grim Reaper fan favorite, Grim Fandango! This game, a commercial failure at the time, became such a classic in later years and is often considered one of the finest examples of the genre. You play as Manny Calavera, a down-on-his-luck travel agent (aka “The Grim Reaper, baby!”) who uncovers a conspiracy in the Land of the Dead (based on Mexican folklore and some Aztec influences). You’ll encounter monsters, beatniks, demons, communists, lawyers (the usual cast of hell), but everything is in this 1940’s and 50’s style of sets and costuming that lovingly rips off many of the classic movies of that era (Casablanca, Passage to Marseille, The Big Sleep, Out of the Past, The Third Man, Rififi). Made long before Coco, it lacks the latter’s vibrancy and colors but you’ll see a lot of the same character styles-- every human character looks like a skeletal calaca. And it’s funny, this is Tim Schafer’s finest work, the script is so quotable, the puzzles are fun but no too difficult (except maybe the puzzle with the betting stub), it’s a total blast to play. I recommend the remastered version from 2015.
TO BE CONTINUED
- Gabriel Knight 3: Blood of the Sacred, Blood of the Damned (Sierra, 1999). Lambasted on Old Man Murray for its cat/syrup/mustache puzzle, I actually enjoyed this game. Like the other two, you learn a lot about the history of whatever paranormal thing you’re investigating (in this case, the Holy Grail). The ending is extremely rushed so I can’t fully recommend it, but while some of the puzzles are flipping insane, you have some incredible ones (Le Serpent Rouge!) as well.
- Quest for Glory V: Dragon Fire (Sierra, 1998). Last of the QFG series, and we’re lucky to have it at all, even if it’s suddenly in 3D and more of an action RPG than adventure game. I’ve included it here for sake of completion. Mediocre graphics and action aside, if you’ve played the other games, definitely play this one to get closure on the story and for pure fanservice. Available on GOG.
So that's it, the end of the Golden Age. What came next? I will be back, talking about Syberia, some releases for Nintendo DS, and maybe pointing out a few visual novels that cross the line into adventure game territory (yes, that means Phoenix Wright), before getting into the modern era of the last 8 years.
Edit: Altered the list to move Quest for Glory V out of top spot. How'd it get there?
Edit 2: Added links to all titles I could find for sale online.
[PART 1/5] 50+ things I have tried out to improve my channel , now getting over 3000 views and 10k watch time per day [12 month analysis conclusion]
submitted by spector111 to NewTubers [link] [comments]
Hello everyone, I have been a part of NewTubers from almost a year now, and in that time I have picked up a lot of knowledge and ideas from here. These next five posts (this is part 1.) are going to be my new contribution to this community, and a way to give back some tried and tested tips, tricks and ideas about improving your channels.
This is going to be a very long post, and in five parts, so please take your time in reading it, save it for later and try to process it part by part so you can get the most use out of it.
This is my third post on this subject, with the previous two written at the 6th and 9th month of my year long journey of giving my channel my best try at success. I will post the links to those posts as I get to their appropriate place here.
The 50+ tips, tricks and ideas that you are going to read about here are not all mine, but I have tested them all in the last 12 months thoroughly. Some I found here, and other places online, some I saw in other creators videos and some I came up by myself, often while siting in the toilet.
I kid you not, some of the best ideas I have had in my life popped into my head in that little room. It must have something to do with leaving the worries of life at the door and just thinking freely about the nature of life. I bet there are science papers written about that strange effect of the toilet. But let's get back to the main point of this post.
To give you some context about my channel and the data I will be presenting:
- I am not a native English speaker, but all my videos are in English, viewers rate my accent 4/5
- I started back in 2011. but had numerous off times, lasting from a month to a year, last one being over a year long
- For the last 12 months I have made 200+ videos(one every 1.8 days)
- I have spent an average of 4 hours per day somehow working on my channel, my skills and understanding of my audience and YouTube's rules
- I have a gaming channel with the emphasis on tutorials, how to videos and guides. Add to that let's plays, previews and first look videos of new Indie games, performance benchmarks, and some gameplay/montage videos with minimal or no comments
- At the moment of writing this post I have 2,827 subscribers and 660+ videos
- My channel has been monetized since 11.05.2019.
Analytics for the last 28 days say:
I think that about covers it? If you have some other metric you would like to know, feel free to ask
- 246.4k minutes of watch time,
- 80.3k views,
- +149 subscribers change.
- Average view duration 3:04
- Likes(vs dislikes) 86.5%
- Impressions 462.6k
- Impression CTR 7.7%
- Traffic sources: 43.1% YouTube Search and 14.1% Google Search, Suggested 4.8%, 38% everything else
Three months ago I wrote this post about my progress:
Best channel and video practices/tips, update from 3 months ago. For the first time my channel is getting +100 subs a month, and for the second time 100k minutes watched. https://www.reddit.com/NewTubers/comments/f6tkr3/best_channel_and_video_practicestips_update_from/
Back then the 28 days analytics look like this:
- 100.0k minutes of watch time,
- 32.8k views,
- +100 subscriber change.
While 6 months ago, I wrote:
31 things I tried out to improve my channel, getting 75% more views, 300% more likes and 450% more subs [6 month analysis conclusion] https://www.reddit.com/NewTubers/comments/dsygyp/31_things_i_tried_out_to_improve_my_channel/
Back then the 28 days analytics look like this:
- 49.4k minutes of watch time,
- 14.2k views,
- +66 subscriber change .
Now I will write down all the things I have tried in the last 12 months and I will talk about each one and it's effectiveness, and the ultimate results of it, for my channel, that I could see and analyze. This first part will explain 1-10.
This is a list of what I have tried out, bellow is a list with the explanations:
- Changed my thumbnail design
- Redid thumbnails for many of my old, but active videos, according to the new design
- Redid titles and tags and added very long descriptions to old videos, same as new videos
- Analyzed tags of videos which are on the same subject as mine but have more views
- Made many playlists, some videos ended up in as many as three playlists
- Paid a friend, professional designer, to create my new channel banner and logo
- I now try to show off the best parts of the video in the first 30 seconds
- Added a call to action, visual and voice over to almost every new video and picture of my channel logo
- Used the analytics to tailor my video release times to when most viewers where online (now YouTube analytics shows that data)
- Made new, updated versions of my already popular videos
- Collaborate with other content creators in form of script editing, idea sharing, video ideas brainstorming etc. [part 2. https://www.reddit.com/NewTubers/comments/gv6vr3/part_2550_things_i_have_tried_out_to_improve_my/ ]
- Started to record audio to separate files from video so I could edit only the audio
- Learned to use a more advanced video editor program, now I use more options
- Got a better microphone, but still dirt cheap, and added a sock onto it
- It was a really hard but I got the filler sounds "umm" and "err" out of my speech
- Used Google doc to be able to write scrips where ever I go and on the move
- Started to use the community page on my channel to let subscribers vote and to remind them of an already posted video
- Analyzed each of my most successful videos and took their framework to make new videos
- Created my own rules what to make and what not to make based on what worked in the past
- Set up a default END for every video with a black screen and a thank you/like/sub note
- Did my best to mention another of my videos in each new video and interconnect them
- Answered to comments with a welcome to my channel even if I saw that the person didn't subscribe [part 3. https://www.reddit.com/NewTubers/comments/gzmbspart_3550_things_i_have_tried_out_to_improve_my/ ]
- Answered 99% of viewers comments
- Created my own schedule, but not made it public
- Made 4 videos a week, then cut down to 3 a week
- Added a subscribe icon of my channel to the end screen, along with next video card, best for viewer card and a playlist card
- Added 3-5 video cards during each video
- Added my own comment on every new video and pined it to engage the viewers
- Added my channel logo as a watermark in my videos
- Asked for viewers submissions to feature them on my channel
- Engaged my viewers in multiple ways during a video
- Had an intro, removed it, made a new intro, removed that one too
- Started a blog on games and gaming industry in general and linked my YouTube videos to it [ part 4. https://www.reddit.com/NewTubers/comments/h9znkm/part_4550_things_i_have_tried_out_to_improve_my/ ]
- Turned my blog posts into scripts for videos
- Posted comments on other channels, with videos which are similar to my own
- Created multiple giveaways
- Join a number of subreddits both valuable vaults of knowledge and information, like this one
- Join a number of subreddits simply explained as "get more views" spam anthills
- Made a Facebook group for my channel
- Posted my videos on specific subreddits
- Posted my videos on my Twitter account
- Posted my videos in specific Facebook groups
- Posted my videos in specific Discord channels
- Posted my videos on specific forums and threads
- Posted screenshots or thumbnails on Imgur and Pinterest, + links to video when possible
- Posed on Steam client, game specific discussions
- Created game guides on Steam client, written long text into which I add screenshots and links to my videos [part 5. https://www.reddit.com/NewTubers/comments/hdqnb5/part_55_50_things_i_have_tried_out_to_improve_my/ ]
- Linked my videos to Steam game pages, asked my friends to like them so they would be placed at the top of the Most popular (week) page (which is the default page)
- Reposted my most successful and my best made but not successful videos on weekends and during specific events to all social media
- Read forums, discussions, subreddits, discord chat and other places where people ask about problems in games so I could get ideas for videos and link my own videos as answers
- Started making video lists of new games upcoming in 2020 and beyond
- Writing directly to Indie developers and getting in touch with them about getting press keys for games, interviews, news
- Joined programs to get free Indie and small studio's games, before or at release times, payed for AAA from my pocket
- Used Tubebuddy free version, and the most expensive version in the trial period to analyze my channel and videos
- Used free version of VidIQ to do the same things as with Tubebuddy
All right, time to go into more details, and see what benefits these 55 things had for my channel:
- The new thumbnail design.
I took making these far more seriously, installed GIMP (software) and learned many options by trial and error + guides).
Thumbnail design is something that keeps evolving but a few things have proven, over the course of two hundred videos, to be universal in increasing CTR:
a) 2-3 words max
b) text taking up 30% of thumbnail so it can be easily red on the mobile phone (you can test this by simply zooming out to 1/16 of your screen when making it in your software).
c) high contrast between the color of the letters and the background. Heavy use of shadow or second layer of black/white letters behind the original text offset by a few pixels.
d) every part of the thumbnail must be different size, if you have logo/text/character(face) set sizes to at least 50% difference, for example 1:2:3.
f) use large single objects as the main thumbnail picture, anything that has too much detail, and is made up of many tiny sections is hard to see and understand, especially on small screens
g) place your own channels logo on the thumbnail so that your content becomes recognizable. Especially if you make a lot of similar content. Because if at an end of a video, a viewer get's recommended 12 thumbnails and your logo is on 4,5,6 of them, you look to be the leader on that subject. People respect that and see you as an authority on that subject.
When I compare my most viewed videos, which gain most views from search hits, I can clearly see that now I have 12% CTR compared to the ~7% on the old videos, and these are both tutorial videos, so same type just different game. Here is a link to some of my latest thumbnails: https://drive.google.com/open?id=1qJQL9qwNlKW-s6sxzpdur1Qu6drShbKd
- This leads us directly to my second point, redoing thumbnails for many of my old, but active videos, using the new design.
I did this for dozens of videos, and EACH saw improvement in CTR. Some +1% others double the old CTR. Another great benefit of the higher CTR on older videos is that they already have many views, good watch time and with the improved CTR they get suggested more, to the right audience, and that improves the CTR even more which then gets your more watch time and views and so on, you get the loop. This is a great way to get a steady improvement on a good video and keep getting views. If you have many old videos, it's hard work, but it pays off.
- Another thing I changed is how I write titles, description and tags.
Here is an example of my older videos: Title
: Elder Scrolls Legends Introduction by Perafilozof
: "A short introductory video about TES Legends by me with some details about more videos in the future
: Elder Scrolls, Elder Scrolls Legends, introduction, perafilozof, gameplay, short, game, cards, drops, type, release, new, beta, explain, 1080p
The video is from 9th of March 2017. to this day it has 71 views. Dead for years. It's painfully obvious in retrospective that I didn't know anything about Titles, Descriptions, Tags, SEO...
Now let's look at another video. Compared to TES Legends this game is obscure, it's an Indie game with low polygon graphics that has tens of thousands of times fewer players then the previous one. Title: How to play Legend of Keepers: Career of a Dungeon Master guide and monster tutorial | Indie game Description
: ... well it's so long that it's pointless to copy paste all 3998 characters in here. But these are it's parts: a) 40 word explanation of what is the video about and what will the viewer learn from it b) 30 word explanation of the game's content c) Links to 3 of my previous videos, about this game or similar games, which I mentioned to the viewer during this video d) a playlist of my other videos of this type and another playlist of similar content f) follow me on Twitter + link, Join my Facebook group + link g) another 400 worlds about the game and it's features, content, lore, characters h) hashtags specific to this game #LegendOfKeepers#Dungeons#roguelite Tags
: Legend of Keepers 10+ times, but ends differently every time. Example: Legend of Keepers how to play
, Legend of Keepers tutorial, Legend of Keepers monster characters.
With a few different tags like: Roguelite PC game
, New Indie dungeons game ...
This video was posted on March 19th 2020. and it now has 813 views, last 28 days 60% of views are from YouTube Search, 31% from External, with ~70% of that from Google search + 10% YouTube. Less then 9% is from ALL other sources combined.
Now, these two are examples of using a very broad word in the title: "Introduction
" and "How to play
". If I want to get more views, title has to be more specific, but also about something a lot of people search for.
Here is how that looks like in another video: Title: Not enough Goods, Buyers 2019. | How to fix and prevent tutorial for Cities: Skylines | Guide #2.
This is a popular game but not exactly AAA, from 2015. It has a massive number of players around the world. Rough estimate 15+ million. Description
: very similar to the previous video, but a large part of the description is my actual script which I used to talk in the video. Tags
: again, similar to the previous video: Cities: Skylines
10+ times over with variations: Cities: Skylines Not enough goods, Cities: Skylines industry problem, Cities: Skylines not enough buyers...
This video was posted on Jun 16th 2019. and it now has ~48k views. Last 28 days 44% of views are from YouTube Search and External 45% with ~38% of that from Google search and 61% from Other ( I am guessing this is from Steam community guides, where this video is linked to a massive text guide. More on this in one of the later points.) 4.4% suggested, 2.3% browse features.
I know this was a really long example but I think it's quite clear to you now what makes a video searchable and how they must be presented to YouTube with titles, description and tags for them to be shown as search results and get hits. The more popular the game the more specific you have to be with the content you are presenting to the viewer and data you impute into YouTube. I will talk about how to find subjects for videos with high potential views in a later point.
- Analyzed tags of videos which are on the same subject as mine but have more views.
This one can be done using the free version of VidIQ or Tubebuddy. Find a video of yours that you think is one of your best ones, and which has search potential. Search YouTube (using an incognito mode of a web browser, so you preferences are not used for the search) and find videos which have more views then yours but are on the same subject. Read their tags. Compare to your videos tags and change yours to be more inline with the tags, tittle and description of the video what has most views on that subject.
What this achieves is that you are making your video more obvious to the YouTube's algorithm as an answer to that specific subject people search for and ask YouTube. The algorithm does it's best to match users question, or a whole group of similar questions, to a video in it's database. Once one video becomes a go to answer for a question it's really hard to dislodge it. But what you can do is get your video closer to it, and to the question itself, by letting YouTube know, through tags (and even description and title) that your video is a good match as an answer.
Important note here: DON'T look at tags from videos made by the most successful Channels which don't match the question with it's title or tags. This is because those channels get massive views just by having massive base, startup views, from subscribers and people linking their videos all over the internet. That is why those creators don't bother with correct titles, tags or descriptions.
They get their first mass views from faithful audiences and then the algorithm boosts them on the basis of "It has lot's of views already". The thing is that you will rarely see these videos as search results, because they have horrible tags and titles but you will see them ALL the time in the suggestions box and page and other places the algorithm recommends them.
In conclusion, when your are "small" you have to do all the hard to work for your videos to get noticed. When your are "big" YouTube does the work for you.
- Made many playlists, some videos ended up in as many as three playlists.
This one should be known to you by now. Playlists can create good amounts of extra views. BUT! each playlist has to have a hook, a video that makes it worth watching, starting to watch at least. For example, my playlist with videos of previews of new games gets almost no traffic. Because each video is about something different, a different game even though they are all the same genre.
But, a playlist of tutorials about many games of a single game franchise gets views all the times. Why? Because people play more then one game in a franchise. They find my tutorials playlist, searching for one game in that franchise, then they decide to take a look at the other games in that franchise and since they are already there on my playlist they can do that right there and on the plus side learn how to play it at the same time.
And, of course, playlists made up of numerous tutorials about the same game get even more views. What is interesting is that you can make custom playlists that are a mix of tutorials and Let's plays.
So for example, you play a game, show it off, and then the next video is a how to start tutorial before the second episode. Then after the 3rd episode you set up a video that is a tutorial about some aspect of the game that you had a hard time in episode 3. I get over 1000 playlist views a month and 2200+ video views in playlists a month with about 6%(12+k minutes) of total watch time being from playlists.
- Paid a friend, professional designer, to create my new channel banner and logo.
My previous 3 banners and logos where my own creations and very poor in quality. A few months ago I gave my friend some direction, a basic idea of what I want for a logo and banner and he came up with this amazing new logo made up of two elements I chose. The banner is beautiful but I have come to a realization that I might have limited it's looks by being to specific so I will change that a bit.
Good thing my designer is my friend, so I won't have to pay for the update. But it's a good lesson. Leave your banner design as open as possible so you can do more different content and the banner will still represent you fully.
My personal suggestion is that even if you do rebrand try to keep at least a bit of the old design and incorporate it somehow into the new one so that you can trace your origins and keep that feel of constantly evolving, improving rather then just burning down everything and starting from scratch each time. This way you won't alienate your current subscribers as much when you rebrand or update your banner and logo design.
- I now try to show off the best parts of the video in the first 30 seconds.
This is an advice you should be very familiar with and you will have probably noticed it in other peoples videos. It's simple and it works! A big problem with audience attention is that you can get a big drop off after the first 1-15 seconds if you don't show and tell to the viewer why they should keep watching. This is especially true if you are making searchable videos.
Example : I want to know about the new Intel processor. I search in Google or YouTube. Chose a video and click on it. Then the person talking starts like this:
*"Hello Youtube(guys, etc.) welcome to ... where you can get all the latest about... don't forget I do streams on... I want to say thank you to... my dreams have come true and this new Intel Processor is so powerful and I will show of to you right after... "*
And I just clicked off. Some of you probably clicked off at "don't forget I do streams on".
Or you jumped 2 minutes in but you jumped over something and now you are out of context, and now you would have to go back 20 seconds... and that is a mess.
What the person in the above example should have done is this: "Hello and welcome to my dream come true where I use the new most powerful Intel Processor to date. With X many Ghz and Y cores which gives it an amazing score of Z in this benchmark and 300 fps in this X game. Let's see what gives it some much power..."
And then later once you have captured your audiences attention can you talk about other things like who is your sponsor, when you do live streams, what other videos you made and so on. On my own videos I can see incredibly clearly what was my voice over AND video intro just by the viewer attention analytics.
A big drop off after 1st second? I had a channel intro in that video. A large drip in viewer attention post 5th second? I was saying hello and some other things not related to the content of the video. Now I open with something along the lines of : "Hello and welcome to my Y tutorial on X game. Here you will learn about Y, Z and X. This video should help you do X faster and get you set up in Y much better so you can Z."
Along with the voice over you have to have video clips, you best parts to show off in the first 20-30 seconds. My latest videos no longer have those huge dips in viewer attention after the first few seconds because there is noting to skip.
A note here is that you can have large dips in the first few seconds for other reasons as well. Clickbate thumbnail and title, posting/promoting your video on places where many will click but most will not be interested or problems with audio quality.
- Added a call to action, visual and voice over to almost every new video and picture of my channel logo.
Calls to action at it's core is nothing else then: "Please subscribe, like and comment my video" to put it simply. Why do you NEED to do this? Because people are generally lethargic (sluggish and apathetic) when watching something on their screen. Even if they like your content there is a high chance they will not bother to like, leave a comment or subscribe. Three things every new channel desperately needs.
You can do a call to action with a voice over and with extra visual effects, pictures etc. Some add their logo to the video at that moment. It sounds simple enough but doing this right is everything but simple. I stared to do this a while back, but I did a lot of experimenting. Different places in the video. Different sentences and visual effects.
There are a few things that I could call obvious about this after experimentation and analysis :
a) People don't like it done right at the start, at least not before you have explain what they will see, hear or learn in the video
b) people don't like it long or if it detracts from watching the video, the more seamless it is the better it will go over with the viewer
c) doing it at the end of a video will not get you positive results. Very few people watch videos to the end and very few videos are worth watching to the end.
d) The optimal placement of a call to action is right before or right after you pass on, give, the most important information that your video has, to your viewer. Before in the event your main point is at the end of the video and later if it is at the middle. This is because you want the Call to action to be seen and heard and these two are the places where the people who are watching your video will be most interested and at the peek of their good will towards you as the creator. I would advice NOT having this in every video and NOT having it at the exact same place(minute/second) every time.
- Used the analytics to tailor my video release times to when most viewers where online (now YouTube analytics shows that data).
This one is really easy and simple, and YouTube made it even easier now with the additional analytics table showing this data. My viewers are 30+% from the US. Another 15% from other English speaking counties. And 90+% of them are 18-44 years old. This makes their ON time a bit wide but I aim to release a video a few hours BEFORE the time they are going back home from work/school or have already arrived there.
For me, where I live, in my time zone, that time is at 14:00h, and I expect them to watch it between 17h-23h. And the cool thing? I was right on target. When YouTube rolled out their addition to the analytics, which shows you when your viewers are online my viewers are mostly online from 12PM-12AM with the highest numbers between 16h-21h.
This is something that can really help you post videos on the time of the day that has the highest number of people available to watch your video. The more views you get in that time the more likely it is that your video will do even better in the long run.
- Made new, updated versions of my already popular videos.
This one is a really important one. I have a few videos that are popular on my channel and as I started to work on my channel more seriously I took at look at them and analyzed them. I also went online to see if the subjects of these video is still active online on forums, Reddit, facebook and so on.
So, I picked one of my most successful, oldest and most active videos. It was about a single game and about a single game mechanic that was really hard to understand and which created problems if you didn't know how to play with it properly. In essence, very specific, and something people would actively search for during many years. I watched my old video, played the game some more and tried to do an even better video.
The old one was named: Let's Talk Not enough Goods, Buyers, Products and Materials in Cities: Skylines.
It was part of a series of videos, all named: Let's Talk... then some specific gameplay mechanic. The description was 2 sentences and tags where horrible. It was getting about 40 views a day in 2019., and it's views had been constantly increasing since 2015.(it was getting 1-5 a day back then) when it was released. It had ~26k views in jun 2019.
So, I made a new video on this subject and named it: Not enough Goods, Buyers 2019. | How to fix and prevent tutorial for Cities: Skylines | Guide #2.
I added 2015. at the end of the name of the old video. This video had a huge description, half of it from my script from the video. It had good tags at first, then much better ones as I continuously analyzed the traffic tab of the analytics and changed tags to be more inline with how the search was hiring it.
Thumbnail wasn't, and still isn't perfect, but it is simple and to the point. A few too many words for my linking, but the subject of the video is complex so there was no helping it. I promoted this video in a few places where people will have the most use out if. It started with 40 views per day and "stole" 50% of views from the older video.
The views grew constantly, each month 20% more then last month. After 4 months even the old video on the same subject started to get more views. And then... I doubled down. I made a 3rd video about this subject, but 3 times shorter, and much more to the point and mostly only about a single solution of the problem. That one grew even faster, 30% each month.
And all three videos where getting more views now. It's name was: How to fix not enough Goods | Policies Solution tutorial Cities: Skylines Guide #3.
Today, the oldest video has 44k views, 150 a day, second one, 48k views, 600 a day, third one 21k views, 360 a day. To be honest, it's a dirty tactic, but it works like a charm.
As I was writing these explanations I realized just how long they where, so writing all 50+ in one post seamed like a bad idea for multiple reasons. This is why I have decided to post this first part, which contains all the introduction about this post, all 50+ things I have tried over the last year and explanation to the first 10.
I will try and post at least one part of this post each week. And I will interconnect them all with links to each other.
Thank you for reading, feel free to comment and ask. Do remember that this is all from my experience, and even if my writing style seams like I am telling you what YOU should do, it's only what my advice, from my experience, for you would be. You don't have to use it, you don't even have to agree with it. And if you don't agree with it, I would love to read why, it will help others to hear more opinions and experiences.
Have a nice day!
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