Tuesday, September 3, 2013

Sudokuball Detective

All Games : Puzzle Games : Sudokuball Detective

Sudoku Ball is a revolutionary new take on the popular Sudoku puzzles. The Sudoku Ball(TM) consists of 6 interlinked Sudoku puzzles mapped on a 3D ball. The ball can be twisted and turned with the easy to use interface. In Sudoku Ball(TM) - Detective, you take the role of a detective in a small town where a murder has been committed.

It is up to you to find the murderer by completing different styles of Sudoku Ball puzzles. The puzzles represent separate stages of the investigation, like searching for clues, picking locks, investigating evidence in the lab, and chasing your suspect!

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Monday, September 2, 2013

Changes Are Coming to the Forums

Dear Big Fish Community,

Over the years, our forums have been one of the key ways we communicate with you, and have served as an integral source for game-play help. We have always strived to provide you with the best experience possible, and we value your input and dialogue. Unfortunately, our current forums just haven’t been meeting our expectations of providing a first-rate customer experience.

Recent attempts to upgrade our forums highlighted certain critical issues that cannot be resolved forcing us to abandon the new solution, and we simply cannot continue to sustain our current forums while also maintaining a positive customer experience.

As you may know, our current forums have been unstable for quite some time. In order to shore up and scale our existing forums, we have made the difficult decision to remove Chit Chat Corner and other general forums in order to maintain a very critical forums service – the game forums. We will continue to create, support, and maintain our game-specific forums so you will have continued access to game hints and tips from both Big Fish and other players.

Beginning Tuesday, August 13th at 3:30pm PST, our forums will enter maintenance mode so we can modify our service and address key technical and performance issues. When the maintenance is complete, the game forums will return but all other general forums will have been retired. We estimate the maintenance period may last several days.

UPDATE: This maintenance has been completed and our Forums are now accessible once again. Thank you for your patience!

We’re committed to providing great games and great game-related experiences. We invite you to complete this survey and let us know what type of community engagement and social sharing you’d like to see in the future. Additionally, we encourage you to visit a dedicated news and forums site at GameBoomers if you would like to participate in their forums community.

We appreciate your support and understanding.

Sincerely,
The Big Fish Team

Josh is the Community Manager at Big Fish Games. When he's not gaming, he enjoys cheering on his favorite Seattle sports teams and exploring the beautiful Pacific Northwest with his wife and daughter.


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Behind the curtain - the manufacture of sand Labyrinth: caves of Norwich

We recently asked developer Daily Magic to describe the process behind creating sand Maze: Norwich cellars. Check out their many insights below! When you're finished reading the aricle, try sand Maze: Norwich cellars today!

At Daily Magic, we want you to discover unique worlds where you can meet characters that make you feel immersed in the story. Designing a game is not just an artistic endeavor, but a scientific one as well. To master it, you must leave every element open to changes, and rethink what you know about games. Consider this a sneak peek into the creative minds behind sand Maze: Norwich cellars. We'll show you how we inject a little magic into our games.

The concept of an enormous, magical maze intrigued us so much that we knew we had to make it our central theme. That's why the sand Maze series is the perfect series for us At our core, we're a studio that loves mysteries. We enjoy crafting ancient legends and secret hiding for our player to uncover. Creating a world that is built upon these forgotten labyrinths is not an easy task, but we're driven by inspiration from our favorite books, movies, music, and especially other games.

The unique labyrinths in our sand Maze series are created by combining different time periods and cultures. We came up with the setting for the first sand Maze game while discussing horror movies. Have you ever noticed that whenever a group of kids go to summer camp something bad always happens? Our team wondered why so few games have been set at a summer camp. We took further inspiration from the druids and monstrous trees from the 1990 movie The Guardian, which made the perfect antagonists. Sandy Maze: Norwich cellars was based on the Greek myth of Ariadne and the obsessed university students from another 1990 movie, Flatliners. The great thing about our labyrinths is that you never know what you'll see next. One minute you could be wandering through a hallway featuring Americana-style decor, but the next you might enter a doorway and find yourself stepping into a Mayan temple. However, these worlds don't feel alive unless you establish the communities surrounding these places and populate them with interesting characters.

The narrative in our games is driven by our characters, even though some of them don't get as much screen time as others. One of the ways our team creates these characters is experimenting with common clichés. For example, horror movies from the 1980 s rely on several classic character archetypes: the nerd, the jock, the popular girl, and the class clown. When you sit down and watch these movies you can almost always guess the fate awaiting each character in the first few minutes. What you may not know is that this makes you subconsciously pay more attention to their actions. Our trick is building characters that seem to embody a certain stereotype, aim to toss a few curveballs every now and then to keep the player's interest. We also often use our own talented team members as references for the characters' physical traits. This makes getting the right emotion and gesture for each interaction that much easier. We just have to lean over and ask them to smile for the camera!

As we were designing sand Maze: Norwich cellars, we discovered it was going to be bigger than any of our previous games. In this game, you take on the persona of a college professor who was hired to replace Professor Buildson, an architecture professor who went crazy after discovering a labyrinth under the picturesque campus of Norwich cellars University. Several students who were part of Buildson's original expedition have gone missing, and at the request your favorite student, you must journey down into the labyrinth to find the missing students, before they drown in the rainwater that's quickly filling the labyrinth's corridors.

From a gameplay perspective, Sandy Maze: Norwich Cellars is a step in a new direction for us. Items in our hidden-object puzzles now have a specific purpose within the scene to progress until the player finds the useful item they need. Even though we aren't the first developer to feature thesis "chain of logic" puzzles, our goal is to refine them so they not only challenging but also immerse you in the world. We've focused on making each mini-game fit perfectly into our game world as well. To emphasize this, special attention was spent not only developing a consistent art style and presentation for these mini-games, but also using thematic elements and story elements to give them purpose so it's not just another puzzle to solve.

Sandy Maze: Norwich Cellars is an exciting step for all of us here at Daily Magic. Just as the sand Maze series is always growing and changing, so is our studio. We are, after all, a "garage" developer that began with just a few friends in an apartment. Since then, we have expanded our team with many talented people who want to provide you with exciting games. We sincerely hope you look forward not only to solving the mystery lying underneath Norwich cellars University, but that you'll join us wherever our journey takes us next!

Conor is a Marketing Manager with Big Fish, working out of the Seattle office. In his spare time he enjoys watching science documentaries and playing old school adventure games. Get in touch with him on Twitter! Gold + Google


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Your Deepest Emotions Can Be Expressed Through Games

Big Fish

Parler des émotions dans les jeux souvent circule autour des thèmes constamment régurgités liés aux effets de médias (l'idée que les médias sont suspects) dans une série d'études de corrélation.  Pourtant, il y a plus du puzzle des émotions humaines complexes, liées à la lecture et de jeux.  Et, peut-être plus important encore, la corrélation (ceux qui est parfois violents parfois consomme des médias violents et les jeux) plutôt que de la preuve de la causalité (Johnny joue un jeu vidéo violent, puis s'est comporté de façon agressive).  C'est parce qu'il est difficile d'établir des causalités.  Après tout, les humains ont été trouver façons de tuer l'autre long avant que les médias modernes ont vu le jour.  Mais c'est un bouc émissaire commode pour des problèmes plus grands et apparemment irréparable de la société.  Blâmer les jeux vidéos, contraire de balayage sous le tapis et voila la preuve ! quelque chose de nouveau de haine et de blâmer tous mal sociétal sur.

La chose que les experts bien intentionnés de la levée de boucliers des effets médias semblent manquer c'est cela oui, certaines personnes jouent des jeux vidéo.  Et oui, certaines personnes qui sont aussi les joueurs ont tourné les gens.  Mais et c'est le peu important, ils sont en fait les valeurs aberrantes.  La grande majorité des gens qui jouent des jeux vidéo faire de manière pacifique.  Parfois, il est compétitif, mais le plus souvent à un gamin de camaraderie-à travers-concours de manière.  C'est un peu comme jouer un sport favori avec quelques amis préférés et acceptant de les haïr pendant un certain temps (création d'un cercle magique qui décrit les paramètres de jeu). Ou le fait qu'intello jeux comme les échecs ont commencé comme des abstractions des champs de bataille violentes.  Nous ne voyons plus le champ de bataille dans le jeu, qui est un peu comme les joueurs l'expérience des jeux plus apparemment violentes.

Johan Huizinga a écrit sur le jeu comme un principe directeur dans son ouvrage fondateur, Homo Ludens. Sa posture et l'attitude de plusieurs autres jouent universitaires et chercheurs, c'est que le jeu est aussi essentiel à la nature humaine que de manger, boire ou dormir.  Nous utilisons le jeu comme un mécanisme pour découvrir les possibilités et oui, les menaces, inhérente à notre monde.  Et comme auteur et jeux chercheur Julian Dibbell l'indique, le jeu est au XXIe siècle ce que la vapeur a été à la révolution industrielle.  C'est l'énergie de la création et des explorations de possibilités que tous les deux nous aident à apprendre et inaugurer des retours massif innovation lorsqu'il est utilisé de façon appropriée.

Il y a certainement des choses négatives qui peuvent être dit à propos des jeux de rôles en ligne. Personnes atteintes de problèmes sociaux peuvent souvent être invités à tirer davantage ou à être encore plus cruels selon l'environnement qu'ils mettent eux-mêmes en et ce qu'ils vont à la recherche de.Je pense que beaucoup dépend de ce que les gens vont faire des choses. Il y a les méchants de tous horizons, mais tout simplement parce que quelques mauvaises graines sont là-bas vous ne peut pas stigmatiser une population entière. C'est la forme la plus pure de l'ignorance. Nous critiquer ce que nous ne comprenons pas, et nous chercher des boucs émissaires pour des problèmes sociaux, plutôt que de placer le blâme nous-mêmes. Jeu a été bon pour moi. Il a aidé ma sociabilité et il n'a pas nui à ma vraie vie, m'a fait plus violent ou m'a donné une incapacité à faire la distinction entre fantasme et réalité. Partiellement, mes parents ont été très bons en veillant à ce qu'aucune de ces choses qui s'est passé – mais finalement nous tous devenus adultes et sont chargés (ou il vit responsable) pour nos propres décisions. – Femelle caucasienne, 25-30, étude de jeux en ligne

Cette réflexion d'un fervent joueur révèle certains des paradoxes inhérents à l'expérience. Par exemple, Will Wright a parlé en détail les principes fondamentaux de conception de jeux et prédit un avenir rempli de jeux qui vont évoluer pour s'adapter à nous.  Il fait également remarquer que les jeux sont une plate-forme de médias avec des caractéristiques très particulières : l'autoriser une expérience bien au-delà de la consommation et d'encourager la co-création et participation active.  Comme tels, ils sont le seul type de média qui vraiment nous encourage à ressentir des émotions comme la fierté et d'accomplissement.

Chercheur Nicole Lazarro catégorise les émotions liées aux jeux vidéo de quatre manières différentes :

Plaisir dur (défi, accomplissement) facile amusant (mise au point sur l'expérience elle-même) Altered states (évasion, perspective shifting) le facteur social (la dynamique interpersonnelle et de groupe)

Nick Yee est un autre chercheur qui a mené une vaste étude des joueurs en ligne et beaucoup d'émotions qu'ils associent à jouent dans les mondes virtuels :

Maintenant sur les émotions vraiment douces et câlins ! Jeux multijoueurs offre des possibilités uniques d'explorer les nuances des jeux en ligne et la dynamique de groupe qui se dégagent de leur part.  J'ai écrit ma thèse sur ce sujet, si vous êtes très ambitieux.  Mes participants ont largement rapporté des sentiments intenses de la camaraderie et la Communauté, souvent bien au-delà de l'expérience qu'ils ont dans leur vie physique.  Encore plus intéressant est de comment se comptant plusieurs joueurs envie, ce joueur de City of Heroes qui a créé une ode à jouer le héros.  Apporte une larme de mes yeux chaque fois.

MarriedGamers.net est un des nombreux sites dédiés à l'amélioration des relations conjugales à travers des jeux.  Je sais tout à fait quelques couples de jeux et je peux vous dire que c'est un de la romantique plus intense expériences de liaison jamais.  Sont non seulement vous jouer avec leur partenaire, mais vous pouvez voir et faire l'expérience essayer sur une variété des identités et des comportements qui peuvent différer de leurs personnages du monde physique.

Comme avoir votre cordes de crainte pincées plutôt ?  Il y a tellement de jeux de thriller/horreur là-bas !  Encore une fois, je pense qu'il y a assez d'horreur dans le monde réel, mais si c'est votre sac, allez-y.

Dans un monde en dehors du virtuel, ce qui semble assez fou, explorant d'autres manifestations de soi, aussi bien pratique des arènes pour le XXIe siècle, pourrait juste être la trousse d'apprentissage pour l'humain productif de l'avenir.  Comme chercheur, Jane McGonigal fait remarquer, qu'il pourrait être la réalité qui a cassé, et donc naturel pour nous de trouver des sanctuaires à jouer des espaces.

Enfin, le documentaire 2011 Level Up explore ces idées dans leur contexte social et culturel plus large, avec une grosse pincée de fuzzies chaud pour démarrer.

Dans un 2012 article Conor Murphy discute de certains de ces problèmes et opportunités...

Dr Lisa Galarneau est un chercheur anthropologue, futuriste et jeux socioculturels. Elle a joué des jeux vidéo depuis 1981 (Pong!) et aime les jeux d'aventure-style, RPG, jeux en ligne, simulations et quelque chose de nouveau. Son amour pour les jeux a été passée sur son gamin gamer, et elle passe beaucoup de temps d'observation et s'interrogeant sur l'avenir des jeux.

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Legacy Tales

All Games : Hidden Object Games : Legacy Tales

Follow the trail of clues to solve this untold story in Legacy Tales, Mercy of the Gallows. Meet the ghost of a sad, young woman who needs your help and start this pirate adventure! Why is she warning you about the captain and who is "the Raven"? Go inside the castle, find your way to the mighty battleship, the Batavia, and unravel the mystery!

Strange things happen in and around the dark castle at the Dutch coast. Find out how William van der Decken, famous for his battles against pirates, and his lovely wife Isabelle vanished. What happened to her and why was the captain found dead, dressed as a pirate?

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Play the basic web version of Legacy Tales free online. Featuring limited free online play.

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Get the full version now. Why not? You'll enjoy the following...
Full deluxe version with unlimited play and all levels.
Get your full version fast, own it forever.
Family safe, many hours of great fun.
Risk free 60 day money-back guarantee.
Safe & secure ordering by credit card, PayPal, and more.
Optional CD order, packed with bonus free trials.

Get Full Version
Order Legacy Tales Game Full Version
As Low As $7.95 with Club Arcadetown! more info
Unlimited Play With All Levels
100% Safe Ordering / No Adware or Spyware
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Is it a ghost or a hoax?

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The Story of Bear from FETCH (A Petfinder win!)

Big Fish

FETCH is an interactive game for the iPhone and iPad that has been called, “The official game of dog lovers everywhere.” That review alone was worth the twelve months we spent making it. That’s not just because our team loves dogs, but also because now we were the semi-official representative for all dog lovers in the medium of interactive entertainment. That’s high praise indeed. Without giving away too much, the story of FETCH is about a little boy named Milo and his best friend, a dog named Bear. When Bear is stolen after relieving himself on the wrong fire hydrant one night, Milo embarks on an epic journey to save him and figure out who’s responsible for taking his best friend.

You’ll probably not be surprised to learn that I also happen to have a dog named Bear that bears a striking resemblance to the digital Bear from the world of Fetch. Bear’s tale is special, but I imagine it’s similar in some way to the thousands of other lucky dogs that find their forever homes because of the service Petfinder provides. Since I can only tell you one story though, I’ll start at the beginning of Bear’s journey.

Bear’s story begins in Yakima, Washington. He was found late on Christmas Eve 2007 inside of a fence trying to befriend a horse. Once found, he was taken inside someone’s home, where he was then dried off and given a treat. While he was eating the treat, he looked up at the camera. His picture was taken and posted to Petfinder.com.

Approximately 150 miles away in Seattle that night, my wife Joni and I were trying to make it through our first holiday without our two 12 year old dogs – Salvador and Izzy, that we lost in the fall of 2007. As all pet-parents know, the silence of losing a family member with four legs (or three) is deafening. Losing two within three months of each other is…well, I have no words for what that feels like.

After some considerable healing, we decided we needed the love and energy a dog brought into our lives and began scouring Petfinder.com to find our next furry child.. Soon thereafter my wife came across a picture of a cute little gray dog eating a treat and looking up at the camera. He looked like just the sort of dog that would try to befriend anything – even a horse. We piled in the car, drove to Yakima, fell in love and came back with Bear and his sister Callie. I can assure you they’ve both been spoiled rotten ever since.

Fast-forward several years to early 2012 and you’ll find Brian Thompson (FETCH’s art director and co-designer) and I discussing what kind of story we wanted to tell in our next game. Our team is VERY passionate about telling stories in our games so we decided to tell a story about a boy and his dog. That relationship is universally understood – and because we’re dog people (Brian grew up in San Diego with two best friends of his own – Scruffy and CJ), the subject matter was something we could easily speak to.

The awesome ‘Fetch’ team spent the next 12 months creating a game that we hoped would speak to the special relationship between people and their dogs, featuring my best friend Bear. Something I looked forward to every day was watching as the digital version of Bear came to life, and seeing the world of FETCH being built around him. Milo journeys through a city, a pirate infested park, volcanic oceans and even interactive museums to save his (my) best friend Bear. I can’t tell you much more about the story without spoiling certain parts. So I’ll just say that if you love dogs, you’ll love the game because it was made for you.

We released FETCH in March of 2013 to tremendous reviews. A local museum in Seattle named MOHAI opened an exhibit about the making of FETCH, and Bear made his television debut on a Seattle news show called Evening Magazine! Not too bad for a dog found on Christmas Eve in 2007 while trying to make friends with a horse.

The wonderful thing about Petfinder is that it’s powered by compassion. Behind each one of those adorable pictures is an incredible person that made a decision to help an animal in need rather than ‘shoo’ them away, or leave them for someone else to deal with.

Joni and I owe a debt of gratitude to Saving Grace Rescue in Yakima, Washington. Instead of throwing something at a stray or just ignoring the little gray dog in the rain, he was taken in and given a chance at finding his forever home. Jenae is truly an angel that walks among us, and as a result I have a best friend that makes my life exponentially more rewarding than it would have been without him.

We owe a debt of gratitude to Petfinder for allowing large and small shelters the ability to reach many thousands of people that could help save an animal, and elevating the pet to a family member. I know that there are thousands of pet-parents that feel the exact same way I do. That’s why at the end of FETCH you’ll see the Petfinder logo. We want to do whatever we can to help drive awareness that there are thousands of deserving pets in desperate need of a home.

And finally it’s important to mention that while Bear might be the lucky dog recreated digitally and featured in FETCH, the inspiration for the game comes from more than just Bear. FETCH is a love letter to ALL of our furry friends and the love and happiness that they’ve brought to all of us.

So on behalf of Team Fetch we’d also like to send our love to many present (and past) furry children as well. Thanks to Callie, Salvador, Izzy, CJ, Scruffy, Cora, Milo, Marv, Nicholas, Frosty, Jake, CoCo, Willy, Cyann, Rambo, Homer, Marley, Kisha, Kumu, Moke, Riley, Sockie, Kuru, Ceba, Zack, Guinness, Belle, Rudy and the hundreds and hundreds of other wonderful dogs that I didn’t list or we didn’t have the time to model in 3D.

Each and every one of your smiling, panting, slobbering, loving, licking and full-of-unconditional-love faces truly make the world a better place.

Chris Campbell thinks anything to do with games is fun, so he's done it all, performing numerous roles throughout his 16-year games career from marketing to PR and production to design. In addition to Fetch, he was the Producer for Big Fish Studios’ Drawn game series. He was also involved in various capacities with the development of a many of Nintendo’s most popular games, including Donkey Kong 64, Perfect Dark, F-Zero GX, The Legend of Zelda: Twilight Princess, Metroid Prime and Metroid Prime 2.

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Annies Millions Free Web

All Games : Hidden Object Games : Annies Millions Free Web

Go on a million dollar spending spree and find out in Annie's Millions, an engaging hidden object challenge! Join Annie as she tries to spend one million dollars faster and more wisely than her cousins in a week-long challenge presented by her Uncle.

Play this free online web version of Annie's Millions for free! Then download the full version to play full screen.

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Play Annies Millions Free Web free online.

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Click to interact with objects.

Play the Price Match game to increase the number of hints you have to find those hard-to-spot items. Click the red rectangle at the bottom right side of the screen to play.


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