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Beneficiary? Don't Fuggedaboutit!

Although we blogged on the subject some time ago, our favorite Tax Blogger, Joe Kristan, has a timely reminder on why it's so important to periodically check - and, if necessary, update - the beneficiaries of your life insurance policies.

You do own some life insurance, right?

Philly Cheese Exchange

Pat and Geno probably won't be fighting over this one:

"After months of study ... [Pennsylvania is] moving forward with a key - and widely supported - option offered by the federal health-care overhaul: a state-run insurance exchange."

Of course, the authors of this piece offer no evidence demonstrating anything like "wide support" for the Exchanges (possibly because none such exists), but no sense letting a few facts get in the way of a good story, right?

The silliness doesn't end there, of course:

"Besides being a one-stop shop for health insurance, the exchange will be the only place where many of the people who will be newly eligible for insurance under the law ... can apply for the tax credits that are intended to make coverage affordable."

Well, sort of: it's true that, as this is a state-run Exchange, Keystone State citizens would be eligible for whatever tax "credits" may be available, and for as long as they're available. But since we know that ObamneyCare© will quickly generate huge deficits, it's a sure bet that this won't be for long. Especially since tax payers in states with federally-run Exchanges won't be eligible for these same credits.

What could possibly go wrong?

In the event, the Pennsylvania-run Exchange is scheduled to go on-line (literally) in 2014, and is expected to draw some 2 million people. How many of those will be eligible for tax credits is not mentioned, but one presumes that it will be a majority of participants.

Which leads to even greater deficits, and thus higher premiums.

More cheese!

Cavalcade of Risk #145: Insurance Fest edition

David Williams hosts this week's excellent round-up of risk-related posts, with an emphasis on insurance as risk management tool. Do check it out.

Also, we really need a host for the February 22nd Cav...Drop us a line for details.

RomneyCare for Seniors


Willard Mitt Romney wants to save Medicare. Nothing wrong with that, at least in principle. But what would he do to bring down the cost of health CARE?

As it turns out, nothing.

But no big deal. Obamneycare won't do anything to lower the cost of health care either.

The Boston Globe has this take on the Dick Clark of the Republican party.

Mitt Romney’s ambitious plan to rein in federal Medicare spending would give America’s seniors a choice: choose government insurance or use a federal voucher to buy medical insurance from private companies. The idea, according to Romney, is to drive down costs by introducing market competition.

That's his big idea?

Allow private industry to compete against a plan funded with unlimited taxpayer (and Chinese) dollars?

Private industry needs to turn a profit, or at least break even.

The bean counters in Washington never have to balance a checkbook or even worry about funding. They can promise anything and everything to everyone without ever considering how they would pay for it.

“Romney wants to privatize a program seniors depend on and end Medicare as we know it.’’

We already have a privatized Medicare program. Medicare Advantage plans give seniors a choice at low or even $0 premiums.

But in a way it is only partially privatized.

The government dictates the minimum coverage rules, tells the carriers how many docs and hospitals they must have in their network, defines the marketing rules, and decides how much they will pay the carriers to administer the plans.

And if DC decides to change the rules after the fact the carriers are penalized.

Yeah, that works real well.

But does it lower the cost of care?

No it does not.

Douglas Holtz-Eakin, president of American Action Forum and former director of the Congressional Budget Office, thinks the plan will achieve Romney’s goal of reducing Medicare costs.

“It will control the federal budget because it caps the taxpayers’ exposure,

True, but only if the seniors on Medicare do not pay taxes.

All this proposal does is shift the cost of care from Medicare to the patient. Items not paid by Medicare and Georgia Medicare supplement plans are paid by the Medicare patient.

This is nothing more than rearranging the deck chairs.

Barney, Fannie, Freddie and Death Panels

In his role as Congressional "Rabbi" for Freddie Mac and Fannie Mae, Barney Frank has been credited/blamed for many of our current fiscal problems. His recent announcement that he wouldn't be seeking a 17th term may be surprising, but it's his take on ObamneyCare© Death Panels that really hits home:

"Massachusetts Democratic Rep. Barney Frank announced on Tuesday his support for the repeal of the Independent Payment Advisory Board [aka Death Panels] ... became the 12th Democrat, and the 212th member of the House, to co-sponsor ... Rep. Phil Roe’s bill aimed at repealing the [them]."

While much of the focus has been on the (Evil) Mandate, the IPAB/Death Panel has managed to fly somewhat under the radar. Without it, though, there are few (if any) provisions in ObamneyCare© that directly address the cost of health care, not just the availability of health insurance.

Good times, good times.

Joining Hands

Joining Hands is a puzzle game that leaves no hand behind! Enter the Whispering Woods and meet the Peablins. They are curious little creatures who share a common belief: hold hands with your friends and the Boogeyman won't take you. This has worked as long as they can remember, so it must be true. Join the Peablins on their quest to find all their siblings and cousins in this adorable drag-and-drop puzzle game!

Game Size 10  MB

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Have fun and feel free to leave your comments!

Recommended for free users: Use Jdownloader to increase download speed!

Food Pyramid Update: Fat's Back!

According to a new study by universities in the Netherlands, the "dietary intake of saturated fatty acids (SAFA) is associated with a modest increase in serum total cholesterol, but not with cardiovascular disease."

Translated, that seems to be a green light for more saturated fats in our diet. The bad news is that we'll most likely need to hold off on carbs, especially those with "a high glycaemic index."

In other words, look for foods that haven't been processed so much (whole grain or sourdough breads are good choices), cut back on the taters, stock up on quinoa (which, by the way, is generally considered Kosher for Passover).

Yum!

[Hat Tip: Hunter-Gatherer]

Elementary My Dear Majesty

Step into a stunning make-believe world in the first 3D hidden object adventure! The king's daughter has turned into a man-eating monster, and either you find the cure, or it's off with your head! Put your keen powers of observation to work as you search 14 eye-popping locations for clues, perform tasks for a variety of comical characters, and solve over 100 cunning puzzles.
As a detective working at the request of the king, you'll end a pirate mutiny, face a giant dragon, and soar across the galaxy in an alien ship before you learn the truth behind the princess' less than fashionable new look. Each twist of this hilarious tale will take you to another level packed with astonishing details. You'll be able to explore every pretty polygon, too, as you rotate the camera to peek behind bushes, zoom in to watch a shark attack a pair of knights, and control both machines and Mother Nature in an effort to complete tasks.
If you enjoy original and exciting games, Elementary My Dear Majesty is for you! And your whole family. And your friends. And maybe your pet. Play it today, or it's off with your head!

Game Size 156  MB


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Have fun and feel free to leave your comments!

Recommended for free users: Use Jdownloader to increase download speed!

Midnight Mysteries 4 - Haunted Houdini BETA

New Hidden Object - Adventure Game from Mumbo Jumbo and Big Fish Games.Have Fun!

Beta Closed!Thanks For Playing!

Have fun and feel free to leave your comments!

Secrets of the Dark Temple of Night Standard Edition


Your friend is a journalist who is staying in a seemingly quiet desert town. After getting involved with a story involving the dark forces, he is kidnapped by three dark priests! Now they are getting ready to sacrifice him to provide the Demon of Darkness with limitless power, and it’s up to you to stop them! Save your friend in Secrets of the Dark: Temple of Night, a challenging Hidden Object Puzzle Adventure game!

A Girl in the City: Extended Edition


With her journalism degree in her pocket, Laura leaves her small-town home to take a bite out of the Big Apple! She dreams of becoming a freelance journalist with a major New York women’s magazine, but the road is long and fraught with pitfalls. Help Laura achieve her dream in becoming a successful journalist!

Throne of Olympus


Help Athena defeat the other gods and take over the Throne of Olympus in this incredible Match 3 game! Zeus, the king of the Gods, has decided to pass the throne on to the younger gods. After careful consideration, he has finally chosen his daughter, Athena, to become his successor. Help Athena prove that she is worthy of the throne as you battle powerful Olympian Gods, mythical creatures, and claim the Throne of Olympus!

Turning up the Heat on Allianz

Last week, we updated our readers on the efforts of Florida Congresswoman Ileana Ros-Lehtinen to resolve a decades-old dispute over life insurance proceeds due the families of those killed in the Holocaust.

Turns out, she's turning up the heat. To broil:

"[Congresswoman Ros-Lehtinen] is pressuring National Public Radio stations ... CNBC and others to stop airing sponsorships and advertising by a giant German insurer that collaborated with the Nazis ... has launched a letter-writing campaign aimed at blocking [Allianz] from advertising with any U.S. media until it pays off all Holocaust survivors' life insurance claims."

That's gonna leave a mark.

And in the "Adding Insult to Injury" Department, it turns out that in addition to insuring the lives of Holocaust victims, Allianz insured the means of their deaths, as well: "Allianz insured concentration camp facilities."

Full disclosure: I do not represent Allianz.

Elementary My Dear Majesty


Step into a stunning make-believe world in the first 3D hidden object adventure! The king's daughter has turned into a man-eating monster, and either you find the cure, or it's off with your head! Put your keen powers of observation to work as you search 14 eye-popping locations for clues, perform tasks for a variety of comical characters, and solve over 100 cunning puzzles.As a detective working at the request of the king, you'll end a pirate mutiny, face a giant dragon, and soar across the galaxy in an alien ship before you learn the truth behind the princess' less than fashionable new look. Each twist of this hilarious tale will take you to another level packed with astonishing details. You'll be able to explore every pretty polygon, too, as you rotate the camera to peek behind bushes, zoom in to watch a shark attack a pair of knights, and control both machines and Mother Nature in an effort to complete tasks.

On Phones, Cars and Health Care

The Law of Unintended Consequences is cruel, and unforgiving: “every undertaking, however well-intentioned, is generally accompanied by unforeseen repercussions that can overshadow
the principal endeavor.”

We saw this with Cash4Clunkers. and are still reaping those consequences (don't believe me? Try finding a good deal on a used car). But there is, perhaps, an even better model: cell phones.

Ok Henry, now you've just gone off the deep end. What the heck do cell phones have to do with health care, or health insurance?

Just everything:

"Over 26,000 Ohioans abusing free cell phone plan ... Companies are flooding low-income households with free cell phones and minutes under a plan overseen by the federal government."

Let's tweak that a bit:

"Over 26,000 Ohioans abusing free or low-cost health insurance ... Carriers are flooding low-income households with free cell or almost-free health insurance phones, with immediate coverage for pre-exisitng conditions, under a plan overseen by the federal government."

And herein lies the problem: radio waves are essentially free, and limitless. Not so doctors, hospitals and medications. If the government can't keep a handle on handsets, how will it rein in the cost of hand surgeries?

But the cell phones are free, so what's the big deal?

Nothing is free:

"The program is paid for with fees mandated by the government and tacked onto most cellphone and home phone bills."

Again, a little plastic surgery (so to speak):

"The program is paid for with fees mandated by the government and tacked onto most insurance premiums and hospital bills."

'Nuff said?

Cash Baby


One of my clients is about to have their second baby without the benefit of health insurance. Parents and older siblings have health insurance but they opted out of maternity coverage some time ago due to the exorbitant cost and restrictions on coverage.

With some guidance from their agent, that would be me, they had baby number two at an out of pocket cost that was comparable to the discounted fee's charged by par providers if they had maternity coverage.

They took what they learned the last time and found ways to save even more on baby #3 (which is due any day now).

Hopefully you will find this site, and the information they are willing to share, helpful.



Dumping on MassCare

In the world of investing, the term pump-and-dump refers to a "scheme that attempts to boost the price of a stock through recommendations based on false ... statements. The perpetrators of this scheme ... sell their positions after the hype has led to a higher share price."

Put more simply, they get in, "use" the system, and get out, generally at a profit. This costs the company, and it costs the other shareholders.

But what, you may ask, does this have to do with health insurance?

Well, before there was ObamneyCare©, there was MassCare. And an integral part of MassCare has been Guaranteed Issue, coupled with immediate coverage for pre-existing conditions. Or, as the Boston Herald's Frank Quaratiello reports:

"A gaping loophole in state insurance rules that lets freeloaders pick up coverage to pay for expensive surgeries — and then dump it once they’re treated — has cost taxpayers as much as $37 million a year"

There's even a term for this: "jumpers and dumpers.” Jump and dump, pump and dump; tomato, tomahto.

But that's just a Bay State problem, right?

Not so much, "according to a study that warns the same wrinkle in Obamacare could add a staggering $2 billion a year to the deficit-wracked federal budget ... similar provisions in the nation’s new health care plan could cost the government at least $1.9 billion a year starting in 2014 when Obamacare kicks in."

Ooops.

Glad we passed the bill to learn what's in it.

Shattered Minds Masquerade Collectors Edition


Stop the villainous Visage from ruining Mardi Gras in Shattered Minds: Masquerade, an incredible Hidden Object Puzzle Adventure game! Visage has unleashed a fog that has wiped away the faces of everyone in town. As Visage wreaks havoc on New Orleans, the Boudreaux family, who were thought to be long dead when their mansion burned down, has returned to take revenge on the town. Learn the dark secret of Visage and the Boudreaux family and stop them once and for all.

Thanks JDIA

The Keepers: Lost Progeny Collectors Edition

Track down your real parents in The Keepers: Lost Progeny! After growing up an orphan, a mysterious photo showing your parents arrives! On the back side of the photo is a note with the name of a town, which is where your journey begins. Explore the mysterious town and discover a shocking tale. Are your parents still alive? Why were you separated from them as a child? Find out in The Keepers: Lost Progeny!
Warning – The Keepers: Lost Progeny contains some graphic content and is intended for mature audiences.
Thanks To JDIA
Game Size 1.23  GB


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Recommended for free users: Use Jdownloader to increase download speed!

Maestro 2: Notes of Life BETA

Maestro: Notes of Life a more powerful sense of time urgency along with packs of surprising pricks that make you want to pitch in and switch the whole state of the story around. This time with more characters, a good deal of back tracking from dark locations to brighter ones and then you'd be totally stunned by all the sweet and neat Hidden Object scenes that are totally different from messed up piles that you have probably seen in some of our other games. Basically everything has been retouched to create an absolutely stunning atmosphere that could perfectly side to the story.


Game Size 254  MB

Beta Closed! Thanks For Playing!
Click Here to play final version!

Screenshots:



Have fun and feel free to leave your comments!

The Problem of Repetition

Introduction
After having played some adventure and RPG games lately something struck me: repetition in games have almost the same problems as trial-and-error do. This is not really a shocking conclusion, since repeating things in a game is basically what you do when stuck in a sequence of trial and error. But since the repetition is not a direct consequence of being unable to progress, and that not all repetition is bad per se, I figured it was worth looking into a bit.


The Problem
Most of the time the problem arise when doing an action several times causes the same response. Mostly, this does not apply when doing things to dead objects, like shooting a bullet on a wall. We expect that if we shoot the same bullet at the same place twice, the same response occurs both times. However this is not always true. For instance, many games use randomized particle effects for sparks from the hitting bullet. In more complex system, like water splashes, this is even more common, and while it might not be directly noticeable if they repeat, it can unconsciously lead to the virtual world being seen as less "real" (what I really mean is sense of verisimilitude, but more on that later) . So even though it does not constitute a large problem, we do run into trouble even when repeating consequences for very simple interactions.

The problem becomes more jarring when the object of interaction is a supposed to be an intelligent agent. This is very common in RPGs and adventure games during dialog, where the same question generates the same answer regardless of how many times you ask it. Adventure games are generally a little bit better than RPGs and often have NPCs giving a summary instead of the exact same response and more frequently terminate threads of conversation. Even so, a big part of dialog in both types of games have actions being met by the exact same response no matter how many times they are repeated.

There are of course a reason why it is like this. The player might have forgotten some information and need to hear it again, forcing dialog to be repeated. Or there might be some compulsory puzzle that requires the player to trick or persuade a character, which forces the player to redo the same conversation if unsuccessful at the first attempt. I think these reasons expose two problems that narrative focused video games have: reliance of "info dumps" and puzzles as core activities. Info dumping is a form of exposition that one tries hard to avoid in other media, yet is very common in video games (often forming the core storytelling device). It is something that I think needs to be considered more (and I am well aware we have been using it too much in our own games). Puzzles is something I have talked about having negative effects before and this is yet another argument to why we should try and cut down our reliance on them.

Another very common form of repetition is that of having the same kind of gameplay scenario repeated several times throughout the game. Sometimes this can be a core part of the experience, but most of the time it is just a form of padding and an attempt to prolong the time it takes to finish the game. There are tons of examples of this and two that spring to mind are the vent sections of Dead Space 2 and the spirit capturing in Sword and Sworcery. I felt that both of these activities would have been a lot more interesting if not repeating so much. You quickly become very familiar with them and they eventually loose much of their first

There is a deeper reason why repetition is so common in videogames. Many games base their interactions on traditional games and software systems where reproducibility is a corner stone. You do not want to use a paint-tool and not know what expect when pressing a button, and the only way for you to get this knowledge is to is for consequences to repeat themselves. In traditional games, you need to have systems that a human player can keep track of, and thus the consequences of actions must be easy to comprehend. Videogames carry baggage from both of these directions, and thus it is not strange that video games contain a large share of repetition.

As you might have guess I think this sort of repetition can be quite bad for videogames that focus on story and narrative.

The Causes
As I said earlier, the repetition has pretty much the same issues as trial-and-error. Since they are both about doing the same thing over and over, this can feel pretty much self-evident and not worthy of much discussion. However, while trial-and-error elements are more easily pointed out and can be directly addressed, repetition is more subtle and not always as obvious. Many of issues with repetition are also commonly seen as limits of the medium (or at least our current technology) and thus not really addressed. I do think these problems can be overcome though, and a first step is to figure out what give rise to them.

- Mechanics gets apparent
By having something repeated over and over to players, they will quickly start to notice patterns and short after figure out the system below. What this leads to is that the player will no longer focus on what the system is trying to represent (eg. dialog with a person) but will instead see the mechanics that it is built from (eg. the abstract dialog tree). Repetition does not force this onto the player as trial-and-error do (where the player often is required to learn the system in order to continue). But since many of the things that are repeated constitute a big part of the experience, the problem piles up. Like I mentioned above the repetition can include entire scenes and the player might go through a section in a go (ie no trial-and-error). But then when a very similar sections is repeated throughout the game, the underlying mechanics become more and more visible. As an example I think the enemies in our own game Amnesia have this very problem. This problem is very subtle though as it only applies on longer play sessions and can thus more easily slip by.

There is another aspect to this, that makes the problem even more severe. Once you figure out the mechanics of a system it can damage events that you experienced when you did not have this understanding. For instance, if you feel like a conversation is really meaningful, and then later on find this same character reduced to mechanics, it will change the way you view your prior experience. It will be very hard to still feel the same sense of meaningfulness when looking back at the conversation. Your mental construct of an aspect of the game's world has now been reduced to a mechanic and when you later summarize the experience you have had, this can severely reduce any emotional attachment you might have had to earlier happenings. As this piles up, it will slowly degrade the experience and makes you less emotionally connected to the game's world.

- Decrease in Verisimilitude
What verisimilitude means is basically how real and truthful the fictional world feels. This does not mean how well it replicates the real world we live in, but how much a it feels like it represents an actual place. In most narrative media, giving a strong sense of verisimilitude is really important. As I said, this does not mean that everything should be "just like in real life", but instead follow the fictional world's internal logic somehow. What this means in games is that when encountering a virtual element, such as a character, we do not need for it to behave exactly like in real life, but simply to behave in such a way that it evokes feelings of verisimilitude.

This means that we can tolerate dialog selection and similar, while other things are instant deal breakers. I think one of these deal breakers is the repetition of a responses. If a character repeats the same sentence over and over, it is very hard to see them as nothing but a simplistic automaton. We can quite easily disregard our knowledge that there is not a sentient mind
shaping the responses, just like know something is not really happening in a movie. But when the information that the experience is feeding us (in this case the repeated voice response), the very thing that is supposed to support the view of an intelligent being goes straight against its purpose.

Not only dialog is affected by this but plenty of other aspects. For example, whenever you have to go about clicking on the same hot-spots over and over in an adventure game, it also significantly reduce the feeling of verisimilitude.


- Decrease in effectiveness
This point is almost identical with what happens in trial-and-error. Certain scenes and events simply does not do well when repeated. For some events it is simply that they are very emotional, and it will be hard to feel the same way once again. You will grow desensitized and less prone to reacting to it. Just compare a movie filled with gory sequences to one with a single visceral scene. The latter will pack a much harder punch. Other times it might be that the event or scene is set up like a magic trick - it only works when you are not expecting what will happen. Finally, it might simply be that the passage is too boring, sensory intense or similar that you cannot bare to take further viewings. Other media rely on things like these hard-to-repeat moments a lot, but since games are so prone to repetition, they are much harder to put in and/or to have the same emotional value.


The Cure
So how do we overcome these issues? I think there are a few things to keep in mind when designing that makes them a lot simpler to avoid:

  • Not a approach the experience as a competition. The less goals we set up for the player the less likely we are to need to repeat things for the player or to make them repeat their own actions.
  • Make sure that the story is understandable without the need of info dumps. If the player is required to have story related information repeated to them, then I would consider that bad narrative design. The story should emerge simply out of playing.
  • Skip the notion that players need to learn a system. I think this is mainly historical baggage from how software works for more practical application, where mastery of the system is essential. Creation of narrative art does not have this requirement though, and I think we should instead make the player focus on the representations (graphics, sounds, etc) that the system provide.
  • We must demand more of the player and give them more responsible. We must teach them them live in our virtual worlds instead of trying to beat our game systems. As most games reward players for combing the virtual world for goodies this is not the easiest of tasks though. Our goal must thus be to undo this and reward roleplaying instead.
These small rules does of course not solve everything and there is a lot of hard problem connected with this. For instance, conversational responses is an incredibly tricky problem and the same is true for narrative devices in games.

Still, I think just a little change in our thinking can take us a long way and simply recognizing the problem is a big step forward.

Lost Lagoon 2 - Cursed and Forgotten

You're waked up on the beach of a South Pacific island - but the idyllic paradise is quickly becoming a nightmare! Natives want you to sacrifice to their goddess, and the whole island is full of pitfalls and dangers. Can you break the curse of the island?


Game Size 149  MB


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Have fun and feel free to leave your comments!

Youda Legend The Golden Bird of Paradise

Are you ready for a new adventure and give up your holiday to search for mysteries and reveal another Legend?After your city trip to Amsterdam, this time you have chosen for a relaxing holiday. A trip to tropical paradise. No way anything will come in between that can disturb this! It all seems peaceful, but again the journey will be nothing you expected it to be. The tropical environments will bring you more than relaxing and cocktails at the beach... if only you knew. The jungle hides secrets you don't know of, locals do know more, but do not reveal all... Questions rise, irreversible decisions have to be made to finally reveal the mystery of the golden bird in Paradise.The only thing you can be sure of... The Golden Bird has special powers that go beyond every imagination.

Game Size 135  MB

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Youda Legend The Curse of the Amsterdam Diamond

Discover the curse that haunts an ancient city in Youda Legend - The Curse of the Amsterdam Diamond, a Hidden Object game.
Arriving as a tourist, but leaving as an adventurer, you will explore fascinating locations, combining clues and solving puzzles, to reveal the greatest diamond ever seen.
Enjoy the mystery and adventure as you scour the beautiful city for thousands of wonderful surprises. Visit world-famous locations or secret hideaways and solve puzzles to continue your search. Enjoy fun mini-games, meet interesting people and reveal the secrets of this curse.

Game Size 95  MB

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Have fun and feel free to leave your comments!