games
There is no app that replicates a deck of cards
Disorientation
Learning to walk through walls
The things that you’re meant to do
List of games that Buddha would not play
Right-Angle Doodling Machine
Follow the fun
An Article by Dave RupertAnother great dissertation from Mark Brown of Game Maker’s Toolkit: The Games that Designed Themselves. It’s the radical idea that designers should ignore their preconceived notions and look to the game itself to find out where the development should lead. How does something design itself? Well… the answer is: Prototypes.
A lot of great indie game masterpieces are the result of experimentation and early gameplay demos that changed the course of game’s development. As Brown points out, there’s a whole history of groundbreaking games that were developed “almost by accident” where bugs and glitches were turned into features.
Game feel
An Article by Dave RupertHow do you make a game that’s fun? ...You have to focus on gameplay. In order for the final product to be fun and exciting, the core game play needs to be fun and exciting. The creator of Mario calls this 手応え (tegotae), which is often translated as “game feel”. To find this game feel, you need to build small prototypes around a single idea, play test them, and then follow the fun. Nintendo does this, indie game devs do this; this is the not-so-secret of the gaming industry.
When Customer Journeys Don’t Work: Arcs, Loops, & Terrain
An Article by Stephen P. AndersonThinking [in terms of loops and arcs] allows us to let go of a specific journey or sequence, and imagine dozens of scenarios and possible sequences in which these skills can be learned. This doesn’t mean there aren’t more fundamental skills that other skills build upon, but we can let go the tyranny of how, precisely, a person will move through a system. We’re free to zoom in and obsess on these loops, which does two things for us:
- Approach the design of a system as the design of these as small but significant moments of learning.
- Consider the many ways these loops might be sequenced, with the exact order being less important.
If we were allowed to visit
A Poetry CollectionIf We Were Allowed To Visit is an anthology of poems by Gemma Mahadeo rendered by Ian MacLarty.
As you move through the game's environment, the poems are rearranged into the shapes of the objects they're about, each frame becoming a new generative poem.
Withered or seasoned?
An Article by Robin SloanThe Nintendo way of adapting technology is not to look for the state of the art but to utilize mature technology that can be mass-produced cheaply.
This is the reason a Nintendo console never has the fastest chips or the beefiest specs of its generation; instead, its remixes components in an interesting and generative way. Think of the Gameboy’s monochrome screen, the Wii’s motion controller, the Switch’s smartphone form.
[Gunpei Yokoi] is talking about reliability and predictability, in performance and supply alike. He wants the components to be boring, so their application can be daring.
Crashlands: Design by Chaos
A Talk by Seth Coster
A Reflection of the Truth
The need to record
With collecting comes the need to record. A specimen without a label is simply a (sometimes) pretty object. Without its associated data it is scientifically worthless.
Mental infrastructure
The diary provides the mental infrastructure that stimulates the mind to remember.
Scientific writing
What Mick Southern taught me was both the imperative to and the means of writing scientific prose—“if it’s not published it’s not done,” as a later adviser put it. Mock showed me that the rather dry technical requirements of scientific writing did not necessarily mean that elegance, humor, and even wit need be excluded from the scientists’ products.
A three-layered process of documentation
A three-layered process of documentation:
(1) First, there is the field notebook. This is where the actual numbers are recorded, together with passing observations relevant to the interpretation of these numbers.
Paper is still proving more durable than electronic data.
(2) The journal is a parallel record to that of the notebook—a daily account of events, thoughts, and observations.
(3) Last of the three strata, then, are the publications. Traditionally, in science, these are articles in academic journals leavened with chapters in books. To be successful, a young scientist need aspire to no more than these two forms of output together with their oral versions at interminable conferences and meetings of learned societies.
There came a time in my scientific development, however, when other forms of publication became important: magazines articles, and writing books.
Incidental details
In these journals lay the incidental details by which a book can be differentiated from a set of scientific articles. Such incidental details can become ends in themselves.
Memory prompts
Journals are memory prompts and perhaps capture exquisite (and not so exquisite) moments of experience.