If I could only recommend one game for a family to own, it would be Settlers of Catan, created by Klaus Teuber. It's the closest thing to a perfect game I've ever played. There are a number of reasons why I highly recommend it.
1. It’s a race, not a brawl
Games like Monopoly and Risk are brawls—you win by essentially beating your opponents into the ground and taking away everything they possess.
Races, however, are won by being the first to achieve an objective. In Settlers, you win by being the first to earn 10 victory points. Building settlements and cities gain you victory points that are never lost.
And as you build, the average number of resources you receive each turn will increase. This allows you to do more each turn and mitigates the effects of other players ganging up on you.
In my experience, races have much broader appeal than brawls, particularly among casual gamers. That’s not to say that Settlers is completely lacking in direct conflict between players—there’s competition for open spots on the game board and some accomplishments yield victory points that can be taken away—but these brawl elements are well balanced with the race elements of the game.
2. Clean, simple rules
The rules are simple enough that they can be taught verbally. The recommended age is 10 or older, so once the kids are old enough the entire family can play. And if you’ve ever played a game where the rules are ambiguous about what to do for a certain situation, you won't have to worry about that playing Settlers.
3. Minimal waiting
In many games, players are only allowed to perform actions on their turn. In Settlers, a player can only build on their turn, but players are eligible to receive and trade resources during any player’s turn, so there's incentive to barter so you’ll have what you need for building when your turn comes around.
4. Reasonable playing time
Most games can be played in 30 to 90 minutes—depending upon the number of players and their experience—so you can play at least several games in an evening. If your strategy isn’t paying off or you have a run of bad luck, you won’t have to suffer the entire evening.
5. Replayable
The game board is constructed by forming a large hexagon out of smaller hexagons representing different terrain types. This allows for a large number of board combinations affecting both resource availability and desirability of open spots. There are many different strategies for winning that can be learned through repeated play.
6. Experience counts
There's a good mix between luck and experience. Resource production each turn is determined by a die roll, so while it’s possible for a complete novice to win with beginner’s luck, experience definitely gives you an edge in selecting the best placement for your settlements and cities, determining which trades are in your favor, and devising the best strategy for a given situation.
7. Lots of expansions
If you like Settlers, there are a number of expansions for it (including one that allows up to six players rather than just the two to four that can play with the basic game). There’s also a family of similar games using the same tile-based resource generation mechanics.
8. Intelligent tutoring agent
OK, so this one’s only of interest to artificial intelligence nerds, but there’s an intelligent tutoring agent for Settlers built using CLIPS.
Friday, June 20, 2014
Sunday, June 15, 2014
Monday, June 2, 2014
The Long Slow Decline of App Store Income
I didn’t expect to get rich creating an iOS app. If that were my goal I certainly wouldn’t have create a ‘to do’ list app to compete with the gazillion other ‘to do’ lists apps in the App Store.
But for a very long time I'd been making lists on scraps of paper, so when I first got my iPod Touch in September 2008 and couldn’t find a list app that I liked, I decided to make my own. If I could make a bit of extra money in the process, so much the better.
I released List! Lite in February 2010 and List!, a paid version of the app, in July 2010. Since that time, I’ve released 25 updates including new features and bug fixes. List! has 210 ratings with an average of 4.5 out of 5 stars.
There are many excellent articles worth reading on the challenges of making money on paid apps, but I can nicely summarize them with a single graph showing the monthly income I’ve made on List! between October 2010 and April 2014:
I got a large bump in income shortly after adding support for the larger screen of the iPad in June 2011, but nothing I've done since that time—new features, sales, promotions, and localization—has had any lasting effect on generating sustainable income. At best, all I've done is just slow the decline.
As a hobbyist, I have no regrets on the time I spent developing the app. I learned a number of new things, made enough money to buy some toys, and have an app that I use on a daily basis.
As a developer, I’m glad the only investment I lost was my spare time. There’s all kinds of speculations I could make, but at the end of the day I wrote an app I loved creating that just wasn’t commercially successful. I haven't written my last app, but I now have a more enlightened view of the economic realities of app development.
So if you approach a developer about an app idea that’s sure to make money and they look at you skeptically, now you know why.
But for a very long time I'd been making lists on scraps of paper, so when I first got my iPod Touch in September 2008 and couldn’t find a list app that I liked, I decided to make my own. If I could make a bit of extra money in the process, so much the better.
I released List! Lite in February 2010 and List!, a paid version of the app, in July 2010. Since that time, I’ve released 25 updates including new features and bug fixes. List! has 210 ratings with an average of 4.5 out of 5 stars.
There are many excellent articles worth reading on the challenges of making money on paid apps, but I can nicely summarize them with a single graph showing the monthly income I’ve made on List! between October 2010 and April 2014:
I got a large bump in income shortly after adding support for the larger screen of the iPad in June 2011, but nothing I've done since that time—new features, sales, promotions, and localization—has had any lasting effect on generating sustainable income. At best, all I've done is just slow the decline.
As a hobbyist, I have no regrets on the time I spent developing the app. I learned a number of new things, made enough money to buy some toys, and have an app that I use on a daily basis.
As a developer, I’m glad the only investment I lost was my spare time. There’s all kinds of speculations I could make, but at the end of the day I wrote an app I loved creating that just wasn’t commercially successful. I haven't written my last app, but I now have a more enlightened view of the economic realities of app development.
So if you approach a developer about an app idea that’s sure to make money and they look at you skeptically, now you know why.
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