Write an article based on this "Determine your goals. Determine your audience. Design for different devices. Consider your genre. Determine player agency options. Outline your challenges. Create the incentives for your player. Balance difficulty with playability."
article: What are you trying to do with this game? What story are you trying to tell? What do you want your players to feel at the end? What kind of experience do you want it to be? What do you want to get out of the project? These are some important questions you'll need to ask yourself before you begin the process, because the answers will provide the light at the end of the tunnel for this process. You need to know where you're going if you want to get there efficiently. Different audiences are more likely to play in different ways. They are also more likely to prefer different types of games and have different standards for content. Remember, it's fine to want to make a game for a very specific audience, but it will limit the profits that you make. Be realistic. Before you get very far into the process, you need to consider what kind of devices you want your game to be on. Mobile platforms are quickly becoming a major player but PC and consoles are still (and will likely remain) strong. The programming involved, and especially the interface and controls, will change drastically with your platform, so it's important to understand what you're going to be putting the game on While genres are not completely important, the genre of your game will determine some parts of how it's designed. Is it an FPS? A platformer? An RPG? A social game? There are very few aspects of design that are not influenced by the genre. Of course, you can say "forget genres" and just make whatever you want, but this is more difficult to market and you will be forced to be more creative and original: not the easiest way to break into the design world. One of the things that you'll have to think about when designing based on genre is how you want the UI to look. Different types of games will have the UI more or less visible, depending usually upon the complexity of controls. Another consideration is that while some genres lack it almost entirely, other game genres have become synonymous with dialogue. Will your dialogue need to be recorded? Will you do it text based? How interactive will it be? Planning ahead for dialogue is important, as you'll have to not only design the system itself but also the dialogue trees. You'll need to decided on a combat system for many types of games, or find the equivalent if your game does not have combat. Think of this as the "game" part of the game. It is arguably one of the most important parts of design and having a model to work from is very helpful. As a general rule, you want your players to feel like they have a choice in what they're doing. However, certain types of games have come to be associated with much more choice than others. Adding choices can be very complex but it can also be relatively simple, depending on how you decide to do it. Some games give the appearance of having choice, for example, but actually have very little choice involved. This can be done well or it can be done poorly. An example of choice done well would be the Bioshock series or Witcher 2. An example of choices done poorly would be something like Old Republic. The serious design work begins next: you need to create your gameplay loop. This is an outline of how your game works. It usually ends with your player's goal and details the challenges they'll have and the goals they'll need to meet. An example would be the first Mario game, where the loop would look like: run, avoid obstacles, hit flagpole. No matter what kind of game you're making, you need to give your player a good reason to want to achieve the goals and progress through the whole game. It needs to be proportionately rewarding for the level of the challenge it poses. One great way to do that is by locking levels until you have completed them, that way you feel like you are getting an incentive. You also need to make sure that the game isn't too hard, or at least not so hard that it makes playing the game impossible or nearly impossible. Your game should pose some challenge, but not so much that it's going to induce a lot of rage quit. This usually requires some testing, but that's okay: that's what betas are for.

Write an article based on this "Find a doctor you trust. Ask your doctor about watchful waiting. Try less drastic treatments first. Get a second opinion. Talk to your spouse or significant other. See a therapist if you are feeling distraught. Make the decision that feels best to you."
article: For women with sexual and reproductive health problems, a primary care physician and/or gynecologist who listens to you and pays attention to your concerns is crucial. You do not want to be rushed into the operating room by a doctor who does not take the time to hear about all of your symptoms and consider less invasive treatment options. Watchful waiting is an option with some conditions, especially if you are close to menopause. Some conditions resolve as your estrogen levels reduce over time. Ask your doctor if watchful waiting is an option with your condition. If you do not have cancer or an emergency hemorrhage, and your symptoms are mild to moderate, rather than severe or devastating, consider adopting a "wait and see" approach. This is often an effective strategy for women who have only mild symptoms and may still want to try to have children. Unless you have cancer or emergency hemorrhaging after a cesarean section, you can try other treatments first. Depending on your specific problems, these treatments might include pain medication, hormone therapy, and more targeted surgeries. For most conditions, there is no reason to rush; try these other options first. Your insurance and physician will likely require that you try some other treatments prior to considering surgery. If less drastic treatments do not relieve your symptoms, get a second opinion, even if you like and trust your doctor. It's always a good idea to protect yourself by making sure that your doctor isn't missing anything. If you are worried about offending your doctor, try to let go of that concern. A good doctor will understand (and even encourage!) your desire to get a second opinion. If you have a spouse or partner, talk openly about the consequences of a hysterectomy especially the loss of fertility, the recovery time, and, if your ovaries will be removed as well, the abrupt transition to menopause. Talk openly about the alternatives as well what might it be like to live with your symptoms for a while longer? It's vital that your significant other understands the issues involved and agrees to support you either way. Deciding to have a hysterectomy is a major, life-changing decision. If you are feeling very distraught about the decision, you may wish to discuss it wit ha therapist. A therapist can help you navigate your options, examine your own feelings and concerns, and help you come to the best decision for you and your family. If you decide to have a hysterectomy, a therapist can also help you deal with the emotional and sexual impact of the surgery. If you decide not to have a hysterectomy, she can help you develop coping strategies for any pain or other symptoms you may be experiencing. On some level, you may be dissatisfied with all of your options: you may not want a hysterectomy, but, at the same time, you may feel unable to cope with your symptoms. In these cases, you may simply have to choose whichever option feels least objectionable overall.

Write an article based on this "Test your horse's ability to move away from pressure. Train a turn on the haunch. Train a turn on the forehand. Combine your groundwork to accomplish a grounded side pass."
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The natural instinct of your horse should be to move away from where pressure is applied - the same instinct humans have. Test this reaction in your horse by bumping them with an open palm near the girth where you would bump them with your calf. They should move away from your hand, possibly already in a side pass. Continue bumping your horse near the girth with added pressure if they do not respond to you. As soon as they take a step away, release pressure and reward them. Practice this until your horse needs only a single bump, or no bump at all (just pushing energy with your hand towards their girth), in order to move away from you. Put your horse on a lead rope, and if necessary grab a crop. Stand so that your body is positioned slightly behind the barrel of your horse's body, and gesture with your arm or crop towards their shoulder. If they do not respond to this, then apply pressure on their shoulder. The goal is to get them to move away from your pressure by rotating their body around their back legs. If your horse turns away or simply walks in the opposite direction rather than crossing their front legs in a turn, grab the lead rope and hold them straight ahead. As soon as your horse crosses their front legs in a turn on the haunch, release pressure, drop your eyes, and reward them for doing what you asked. Continue practicing a turn on the haunch on the ground, so that your horse will respond to the same cues when riding. Similar to a turn on the haunch, a turn on the forehand is done when your horse rotates their entire body around their front legs by crossing their back legs. Accomplish this by standing near the shoulder (to block shoulder/forward movement) and gesturing towards the haunch with your crop or open hands. If they don't respond without pressure, add a bit by pushing against the haunch with your open hands, or tapping them with the crop. Don't remove pressure if your horse simply backs away or turns to the side. Straighten them out if necessary, but continue bumping with pressure until they take at least one step by crossing their legs. As soon as your horse achieves a single step in a turn on the forehand, release pressure and reward them for following your cues. Practice this over and over until your horse requires a minimal amount of pressure to accomplish a turn on the forehand. Stand next to your horse near the barrel of their body, using a crop if necessary. Bump the girth of the horse to tell them to move away; if they don't move how you want, give them the cues for a turn on the haunch and a turn on the forehand. Continue working back and forth between your cues until your horse clues in and does at least a single successful step in a side pass. Reward your horse and release pressure as soon as they take even a single step in the form of a side pass. Continue doing this until they don't need to be cued for a turn on the forehand and a turn on the haunch in order to recreate a side pass. Eventually they should only need to be bumped on their side near the girth.