Yandere Simulator – A Stealth Video Game For The PC

Yandere Simulator is a free video game for PC users. It is a stealth type video game where the players play as a high school girl named Ayano Aishi. She is in love with her senior, senpai and wants to attain his attention by any means possible. It is quite a unique game with an addictive gameplay and good graphics. However, it is still in development stage and until it gets completed, it’s going to be a bit buggy.

The concept

Yandere Simulator is based on a typical Japanese high school theme. Ayano Aishi has a huge crush on her senpai and wants his love. However, she’s a bit reluctant to talk to him directly. And, to make things more difficult, it seems like her senpai is quite popular as other girls in the school are also trying to get close to him. Ayano has to eliminate her competition, and she can use all possible means to do so. Even blackmailing and killing other girls is allowed. However, she has to do these missions quietly, when no one is looking at her. Thus, comes the stealth element.

What’s in it for the players

Because of its high school drama element, the game is quite popular among the teenagers. However, that doesn’t stop some grown-up video gamers from playing the game. The gameplay is good despite the fact that the game is quite full of bugs. Control options are great, and the missions are challenging. To progress in the game players have to tasks that are quite immoral in the real world. However, it is this element that makes the game unique and addictive. Players have to complete the tasks without leaving any traces. Otherwise, Ayano will get caught and the game ends.

The game is quite detailed and relates quite much to the real world. For example, there is a social element in the game and that we live in a large group, we don’t want to get caught for the wrongdoings, etc.

The game is not complete

Again, Yandere Simulator is still in development stage and what available is the beta version. The developer of the game has made the beta version available on the internet for download and installation without spending any penny. Simply visit the official website to download the game. The download file is actually the game launcher using which you can also update the game. The game developer usually makes the update available after two weeks.

Since the game is still at testing phase, players experience quite many bugs, errors. In some cases, the game launcher doesn’t work and sometimes the game crashes. Also, you will never win the game because it is not complete yet.

Why the World’s Greatest NBA Betting System is Held in High Esteem

Before they even sold one membership in their exclusive club, the developers of the World’s Greatest NBA Betting System had amassed an unheard of 1,496 consecutive selection wins in a row over ten years using the basketball betting system they had created. They had one NBA season where their selections went 150-0. No losses. A perfect season. With results like that, it’s no wonder that their membership are so loyal and hold the club in high esteem.

Just to be clear, this phenomenal record of 1,496 consecutive selection wins in a row was not based on individual games. It would be virtually impossible to win 1,496 individual games without losing. The consecutive selections streak was based on a series of 3 games, each three game series making up one selection. On average they won game number one 62% of the time, and game number two 87% of the time. And, difficult as it may seem to accept, they have never lost a game number three in any series in over ten years. With statistics like that, it is hard not to claim being the world’s best sports handicapping system.

When the developers were able to include other sports into their unique system of betting, they renamed their product the World’s Greatest Sports Betting Systems. Currently promoted by The Gifting Club, this sports betting club runs its program year round. The members are able to remain active throughout the year or take a month or two off at their own discretion. Members in good standing can put their subscription on hold for a month or more before resuming their active status. This is one of the benefits that makes this opportunity so appealing. When you sign up, you use the service only when you want to use it.

In addition to the professional basketball season, the developers have added pro football, pro baseball, and pro hockey picks, along with college football and basketball. Theoretically, a member could be active year round, betting during the baseball, football, and basketball seasons only, and have plenty of opportunity to rake in winnings. If they like betting on pro hockey and the college sports, there’s that option also.

Believe it or not, you don’t have to be a sports fan or even to know anything at all about the sports you are betting on to use this sports betting system. The system is air tight, as long as you follow the recommendations to the letter. All a member has to do is check their email, place their bets, and they are done. Using this system can be taken advantage from anywhere in the world. You don’t have to live in the United States or Canada to use this service since all bets are handled online through a sportsbooking agency.

Another reason why its members hold the original World’s Greatest NBA Betting System in such high esteem has to do with the fact that in all the years they’ve been presenting this opportunity, there has not been one negative article or anything negative at all pertaining to The Gifting Club’s betting system or the club itself. Everything they claim their system to be has proven to be one hundred percent factual.

Those who are skeptics can prove this to themselves by signing on to The Club’s email list where they can follow the selections live and judge the product for themselves before they even subscribe to the service. But don’t think you’ll be getting something for nothing by doing this. While the selections are the same as those their paying members receive, you won’t receive them until 5 minutes after the start of the last game of the daily selections. Yet, even so, this gives you a unique and unambiguous way to verify for yourself the value of the picks you would receive.

Why Games As A Service Will Kill Video Games

Video games have been around for quite some time now. They are many peoples favorite past time, and even a way to make money. Playing video games turned from a hobby to a job very quickly, especially when video and live streaming platforms like YouTube and Twitch came to rise. With these platforms, many people picked up their controllers hoping that they would become the next gamer who makes millions doing what they love. With more people playing games the developers for the games need to dish out better and more up to date products. Even if these products are not the best, they do it all for the money in the end, because it is a business.

When video games were first released they were an incredible feat and all were unique in their own way. Even though they did not look that great back in the 80’s and 90’s they offered something that even a lot of games today don’t offer. And that something is quality. Within the last 5 years or so video games started to become more of a service than an actual piece of entertainment. Slowly top Triple A developers started to incorporate microtransactions in their games, very different from DLC (Downloadable Content). DLC was always an expansion or more added content to make the game have more playability, in turn making the gamers more entertained and wanting more. The problem lies within video games that try to sell pieces of their game that should have been for free or unlocked by actually playing the game instead of just putting in a credit card number to unlocked said heroes or items. This is a common practice recently and it has raised a lot of issues, and even many countries consider “loot boxes” gambling, which in reality it is. A loot box in video games is when a player either uses in-game currency or real currency to get a random item or a random set of items. Now the value of these items is based on a scale, some players will receive rare or higher quality items compared to others simply based on odds. This is mainly aimed at the younger gamers who are more naive and are willing to spend whatever money they have on a game to make themselves look cooler or play better. All just to get ahead of the curve.

This practice is extremely dangerous not only because it promotes gambling to children, but it can be extremely addictive. There are many cases in which people spend thousands of dollars just to get a single item or to buff up their character or team. Clearly, the developers do not care, because it is just more money for them, but they never look at what this can do to a person’s livelihood and even their families.

The main reason these practices are implemented is for the developers to keep generating money even after the game is released. Based on the statistics microtransactions make more overall than the game itself, and those types of game series are released on a yearly basis with little to no changes in the actual video game itself. It is extremely rare to find a completed game at any store or marketplace that doesn’t offer micro transactions, even if they do not impact gameplay it still is a major issue.

If developers want to keep gamers entertained and invested in their video games then they should develop quality games instead of creating games that are barely finished loaded with micro transactions. The games as a service trend are slowly killing the quality of video games. Sooner or later people will not even be allowed to fully own the game, everything will just be a rental, but the player still needs to buy a code to play the rental and then pay the rental to play the game which is not even theirs. Look how crazy that sounds!? The only way this all will change is if the player chooses to change.

Player Death and Consequences

Each game has its own set of rules about how player death is handled, what consequences are doled out, and how players must recover from it. In some games death even has a habit of evolving from one set of parameters to another, even increasing in scope how players can come to their own demise. While the death of a character may not always seem like a factor that should drive the mechanics of your game, if it’s not setup correctly or in a way that positively effects you game (go figure), then this is a feature of your game that may cause you some serious headache down the line. Death of characters also provide you, the game developer, with unique opportunities when you create an online game. Not only do they give you the potential to keep player stats, items, development, etc, in balance, it gives you the potential to create new levels of detail or experiences in your game that don’t follow the typical game progression.

The Basics

There are a few things that a life system offers in a gaming environment. In most cases, and in most games, your characters are not usually truly immortal – that is to say, there is very rarely a game that does not punish their players in a death style manner, if they mess up. Player death and life systems of a game provide you, the developer, with the idea to keep game play and advancing through your game in check; it allows you to sprinkle a few caveats throughout the mechanics of your game, making it necessary to think before you act. Is it a good idea to go guns blazing with your most expensive (and perishable) equipment, if the situation seems like it may very well end in death? If those items die upon death, it may make the player decide to rethink their actions, or at least put a bit more thought into the situation before rushing through various situations you’ve so carefully setup.

Death, in some games, is also a way to keep a players progression through the system in check. In many games, especially MMORPGs, its been a traditional mentality that death should penalize the player in a reduction of stats. This mentality says that this will then make players work harder to regain those points, thus creating extended game play time. The same philosophy can be seen behind making certain expensive items break upon death. While this was a readily accepted mentality for most RPGs years ago, it seems the tide is beginning to move away from this. EVE Online for instance takes away all items attached to a ship (and the ship itself) when it is blown to bits. In some cases and depending on the situation your character can also suffer skill/stat points. However, EVE does provide players with the ability to insure their ships, and create ‘clones’ of their current skill sets so that in the event death occurs, little is lost. Nice, eh? This is an example where the developers of the game have clearly said “Yes, death should have a penalty”, but they have also said “But… We should give players a chance to hold onto their goods, even if death does come their way.” In many ways this approach appeals directly to more casual players who would be incredibly turned off by losing it all, simply because they were killed. This has special meaning because it is fairly easy to die in Eve. More on this later.

Development Opportunities

It may sound strange that in death there would be opportunities for additional game play and experiences, but it’s true. A player being killed in a MMORPG does not need to be a completely painful experience. In a more old school RPG, Ultima Online, the creators made death a bit more interesting. Instead of just making it so that players would resume where they left off upon returning to the land of the living, they made it required for the departed to locate someone who could resurrect them individually. While this adds additional game play time to death, it also adds in new elements of the game play that players are forced to deal with – interacting with other players, and working together. There are numerous other approaches to death. What if the return trip from the underworld spawned additional quests that were only active to those who had perished? What if death actually was a part of the game in that there were unique skills and items to gain once you’ve perished? Since death is such a normalized part of most games, why not make it something that is truly designed? In many ways creating a crafted death experience for your users when they come to an unfortunate demise can also change how those players perceive death. Is it merely a consequence put in place to add time to their game play, or is it an experience that actually has some merit and adds to the game?

Implications of Death

Depending on how easy it is to die in your game, how easy it is for other players to kill one another, what happens when a player does die, how they recover their character from it, how they retrieve their items, and so on, all play a part in how death is perceived in your game. Ultimately, if you’re like most developers you want your game’s death system to have some bite, and for players to fear it for one reason or another, but you certainly don’t want players to hate it so much that they leave your game over it. Because death is an inevitable part of most games (and most likely yours!) it’s important to consider what your “death penalty” does to a player.

In most cases if a character is killed off for good as a result of dying, players will probably be incredibly upset and unsatisfied by those results unless this is readily expected from the beginning, and it’s easy for players to recover what they may have lost. In most cases games that have “perma” death tend to be games where players don’t get a chance (and aren’t expected) to become heavily attached to their characters. Additionally, games where perma death occurs don’t leave much room for player made history or development, especially if death is a frequent occurrence. Even the looming possibility of perm death, say after 100 disposable lives that players can come back from easily becomes a bit hard to digest. Unless you can find a way to work it into the game play and storyline flawlessly, it would be wise to keep your distance from such an approach.

Like EVE, Guild Wars has a fairly balanced and reasonable approach to death. When players die, they don’t “perma” die, but they are resurrected at a shrine closest to where they were killed. When players set out to continue their journey, they have a timed handicap that limits their health and mana. If the player dies before the handicap has expired, their new penalty simply adds onto the old one. While not creating permanent stat penalties, this can slow down game play and force you to be a bit more careful as your progress (at least until your stats are restored).

Probably the most important factor to consider when determining what the penalties for death are is to decide and figure out how frequent death occurs for the normal player. If, like in Eve, it is fairly easy to blow up your ship and everything inside of it, you probably want to make death something that is 1. reasonable and 2. something that players can mitigate on their own (like in eve through purchasing insurance plans that protect your assets). While making sure that every player in your game is “happy” with every aspect of your game should not be your primary concern, making sure that at least most of your players are satisfied with the consequences for such a big system (like death) is incredibly important in retaining the people who play your game.

What do you think about all of this? Have you ever encountered a game that had an awesome method of dealing with player demises? Let us know!

– The Game Studio