AUGRE - You can’t force AR
march 2011 by infovore
This is very true: "There’s too much emphasis on the significance of the placement, which is trivial in this medium, and not enough emphasis on creating good AR art, which is hard... rather than try injecting AR pieces into popular venues, I’d like to see someone focus on AR pieces so compelling that people are willing to travel to see them. That would be revolutionary."
ar
art
transgression
challenge
march 2011 by infovore
Grit: The skills for success and how they are grown | The Young Foundation
december 2009 by infovore
"Grit: The skills for success and how they are grown, a new Young Foundation book published on Tuesday 30 June argues that Britain's schools need to prioritise grit and self-discipline. Drawing on evidence from around the world it shows that these contribute as much to success at work and in life as IQ and academic qualifications."
education
learning
difficulty
challenge
via:matlock
december 2009 by infovore
Left 4k Dead
december 2008 by infovore
"Left 4k Dead was made by Markus Persson, for the 2009 Java 4k Competition. The entire game is less than 4kb." Impressive, and even a bit fun.
games
programming
java
left4dead
small
challenge
december 2008 by infovore
Review: Consequence-Free Prince of Persia Reduces Frustration, Loses the Fun | Game | Life from Wired.com
december 2008 by infovore
"Yes, it's true that at no time while playing Prince of Persia did I feel any of the frustration that I felt on a regular basis in Mirror's Edge. But neither did I ever feel the joy of doing something right, of stringing together a perfect series of vaults and wall-runs and feeling like it was based on my own skill. Can one exist without the other? Is it impossible to create joy without difficulty? I don't know. But Prince of Persia lost something significant." I'm a bit worried about the new Prince, especially having read this; the challenge/reward balance is hugely important to it as a series, especially since the marvellous Sands of Time. Also, more worryingly: are developers shying away from letting players fail any more?
princeofpersia
review
games
gameplay
mechanics
challenge
failure
reward
december 2008 by infovore
GameSetWatch - Braid's Blow: 'How To Make Games That Touch People'
november 2008 by infovore
"Perhaps the problem is that we so deeply rely on reference points like film, which require stories progressing over time, when we could be referring to things like sculpture or painting, which require no timescale and people find just as moving." Some good thoughts from Jonathan Blow; I think his point about games' unique ability to challenge is an important one.
games
art
braid
jonathanblow
migs
talk
presentation
challenge
difficulty
november 2008 by infovore
Copy this bookmark: