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
Every Tool Shapes the Task
Imagine the world like a cake
Imagine the world like a cake. Imagine that you slice it into the customary slices by vertical cuts. Each slice of that cake should signify for us, a constituency. Each is geographically located as one segment of the larger cake. Each slice is more influenced by its immediate neighbors than by what might be in the cake quite far away.
What technology has done in the world increasingly is to put horizontal cuts in that cake. You don't only talk up and down. Now you can talk across barriers.
Power makes knowledge sufficient
Whether it is civil rights' violations in many countries, whether it is the increasing numbers of unemployed people in our own country, whether it is the homeless we see on our way to work, it isn't as though we don't know.
But there is that horrible realization that, while the knowledge of facts may be a necessary condition for action, and we talk about democracy in civic action, it is unfortunately not a sufficient one.
While knowledge may be a necessary condition, it may in fact be a less necessary condition that the one that makes that a sufficient condition, and that is access to power.
To do some more pushups on the internet
There may be a lot of things that have to be studied, but there is also what I call "occupational therapy for the opposition" that says, send them off to do some more pushups on the internet. You need to be mindful that it is possible to use information, and the need for information, as a delay for the call for action.
Adding up to hair-brained
I have for myself come to the point where I say that people or groups or governments make the decisions that make sense to them, even if they look totally hair-brained to me.
My task then is to figure out the constellation of forces, the pushes and pulls, that in fact do add up to that hair-brained decision-making. Then we can go into the next iteration and say, "What can we do about the balance of the push and the pull that seems to result in totally non-constructive decisions?"
Who the problems are
Recently my attention was drawn to a quote from Peter Drucker who said, "If there isn't dissent, we would not know where the problems are."
I said to my husband, "Look, if there isn't dissent, we wouldn't know who the problems are." I think one has to keep that in mind.
Your new electronic microscope
Learn what is in this Internet. But then keep your head clear and go back to your goals. What in fact, in the best of all worlds, do you want to do? Do any of the activities with your new electronic microscope bring you closer to that?
Cyberspace as a global dump
If we think that cyberspace is a public space, then let's think of the oceans. They used to be as much of a world resource as anybody could think of but didn't belong to anybody. So everybody put their garbage into them. The potential of cyberspace as a global dump is quite substantial.