Nicolas Mery's Library tagged → View Popular
What is Success Formula
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Every person is too unique to confine oneself to one's current profession
Wired 14.06: The Rise of Crowdsourcing
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freelance photographer
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iStockphoto
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Facebook's "Privacy Trainwreck": Exposure, Invasion, and Drama
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"News Feeds"
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help people keep tabs on their friends but only their friends and all of this information is public anyhow
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Mark Bernstein: NeoVictorian Computing
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When I say that software is "built for people", I don't mean some fuzzy notion that the software is intuitive or "friendly" or that it can be sold to millions of consumers. I mean, simply, that it offers some specific people three specific virtues: commodity, firmness, and delight.
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NeoVictorian Computing isn't about nostalgia for brass fittings and kid gloves, but rather about an underlying belief in true answers and true designs — even though we understand, now, that sometimes truth is situated, or contingent, or just a cigar
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Raph’s Website » GDC2008: Master Metrics
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Lesson: long period of long engagement are bad. More than five minutes. Long periods of long engagement are also bad, cause burnout. Short cycles of high/low engagement are good.
Raph’s Website » GDC2008: Game Studies Download 3.0
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Takeaway: custom procedural variations in limited environments can be more fun than big environments and open worlds. How can your next game use player-inspired procedural variation?
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Takeaway: making players remember it’s a game can actually heighten their experience.
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Gamasutra - Game Writing Tutorial: Learn Better Game Writing
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"The first thing to decide is, how much story does your game actually need?" Adapting an idea from Ernest Adams and Andrew Rolling's On Game Design, he suggested this continuum:
No story
Puzzle games
Strategy games
First person shooters
Action/platforming games
RPGs
Story-based gameplay
"The amount of story content you put in is generally how much the player will tolerate, and if you break those expectations, you do that at your peril."
Slide 2 of 41 (Movement, S&W)
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We wanted to take all the ideas that have been really successful on the Web, and see if we could apply them to consumer electronics… really take them mass market, you know.
Slide 40 of 41 (Movement, S&W)
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What if there were standard ways for people from outside the Web community to write mini applications and host them on Flickr or Wordpress blogs, or whatever. What if every Wordpress installation was a hosting platform for applications that could be written in two lines. I was really excited to hear yesterday about how GMail has an API for GreaseMonkey.
You know, what if the art of Web design was not to design applications,
but to design kits of parts for other, other differently creative people to design applications, in ways that we don’t expect.
You know, I don’t mean in a really powerful and generic way, but small, accessible, hosted way,
so we end up with a cascading recombinance of web services and miniature, hosted Hypercard-like apps,
as easy as wikis, as easy as blogs and as easy as tagging,
facilitated by us,
but authored by everyone who’s not in this room.
So that’s my third challenge, to find the ignition state for the Web this year.
Slide 18 of 41 (Movement, S&W)
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Once you start thinking in the Otto four cycle manner, you can ask yourself questions about all kinds of systems, online and offline: who is the spark? How does the power output also provide for the next intake? You know, what is the carbaretta of the website.
Slide 8 of 41 (Movement, S&W)
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(By the way. I have a problem, in presentations, with feeling detached and drifting off the topic. I have a friend who used to be a stand-up comedian and I was asking him for tips on how to get back into the flow when this happens. He said that the reason it happens is because speaking to an audience is a really unnatural situation: normal conversations are two way, but here I’m the only one speaking. So, he said, the way to reattach is to fool yourself into believing you are having a conversation, and one way to do that is to ask a question of the audience. Now I’d always thought that the purpose of me asking you – the audience – a question was to make you feel more engaged. But it turns out it’s not, it’s to make me feel more engaged. So – and I’m just letting you know – when I ask you a question, it’s not really because I care what you think. It’s all about me. Anyway, drifting. Architects.)
http://www.gamasutra.com/view/feature/3539/stories_from_the_sandbox.php?print=1
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to shape the story
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tools
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Radar Networks weaves semantic Twine | Between the Lines | ZDNet.com
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(RDF breaks information down into subject, which identifies the thing the statement is about, such as a Web page; a predicate that identifies the property or characteristic of the subject; and an object, which identifies the value of the property.)
Technology Review: A Smarter Web
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No one knows what organizational technique will ultimately prevail. But what's increasingly clear is that different kinds of order, and a variety of ways to unearth data and reuse it in new applications, are coming to the Web. There will be no Dewey here, no one system that arranges all the world's digital data in a single framework.
Even in his role as digital librarian, as custodian of the Semantic Web's development, Miller thinks this variety is good. It's been one of the goals from the beginning, he says. If there is indeed a Web 3.0, or even just a 2.1, it will be a hybrid, spun from a number of technological threads, all helping to make data more accessible and more useful.
"It's exciting to see Web 2.0 and social software come on line, but I find it even more exciting when that data can be shared," Miller says. "This notion of trying to recombine the data together, and driving new kinds of data, is really at the heart of what we've been focusing on."
John Borland is the coauthor of Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic. He lives in Berlin.
Project Horseshoe, 2007, report, section 7
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Action item list
Who’s Responsible
Due Date
Description
1
David
12/9/2007
Recover from having to deal with this
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Ben
1/1/2008
Post outline for Understanding Game Design book on his website
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Andy
1/18/08
Was: Short film on exposing game design myths IS regular column on game design issues.
4
Billy
Ongoing
Coordinate with academic institutions – Full Sail, Austin Community College, Game Camp, St. Edwards University – to support game design ed.
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Richard
12/9/07
Complete report for publication; write about game design to outside audiences
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Michael
Ongoing
Advocate for professional game design practices through direct contact with developers.
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Tracy
Ongoing
Continue to foster a culture of professionalism through education that will carry through to the game industry over time.
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- Understanding Comics, Scott McCloud
- On War, Von Clausewitz
- The Design of Everyday Things, Don Norman
- The Evolution of Useful Things, Henry Petroski
- The Art of Computer Game Design, Chris Crawford
- A History of Architecture, Spiro Kostov
- The Timeless Way of Building, Christopher Alexander
- Blade Runner
Reading List
PsyBlog: When Cognitive Dissonance Doesn't Matter
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cognitive dissonance
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People often display a striking ability to change both their behaviour and their view of the world to try and make it self-consistent. For example, people will interpret seemingly inconsistent information to support their own view of the world and they will adjust their attitudes to make it consistent with their behaviour. One example is that people often value a club or society more if it is harder to get into, even if it turns out to be rubbish
A List Apart: Articles: How to Write a Better Weblog
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Vague feelings or ideas don’t have to be vaguely written.
Yehuda: A Guide to Board and Card Games Based on Video Games (1971 to 2007)
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Video games based on board or card games, or movies, need inherit only the theme from the game they imitate
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a board or card game based on a video game generally tries to mimic not only the theme and story of the video game, but some element of the game play
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German-style board game - Wikipedia, the free encyclopedia
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As far as generalities can be made about such a large and diverse group of games, German games are usually multiplayer and can be learned easily and played in a relatively short time, perhaps multiple times in a single session. A certain amount of socializing and "table talk" might typically be expected during game play, as opposed to the relative silence sometimes expected during some strategy games like chess and go, or restrictions on allowable conversations or actions found in some highly competitive games such as contract bridge. German-style games are generally much simpler than the wargames which flourished in the 1970s and 1980s from publishers such as SPI and Avalon Hill, but nonetheless often have a considerable depth of play, especially in some "gamers' games" such as Tigris and Euphrates
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