infovore + strategy   24

Big Hairy Audacious Goal - Wikipedia, the free encyclopedia
"A Big Hairy Audacious Goal (BHAG) is a strategic business statement similar to a vision statement which is created to focus an organization on a single medium-long term organization-wide goal which is audacious, likely to be externally questionable, but not internally regarded as impossible." As discovered in this week's crit.
bhag  business  companies  strategy 
march 2016 by infovore
The Packers of Catan: Green Bay’s Board-Game Obsession - WSJ
A bunch of Packers players are really, really into Catan. It's quite a sweet story, really.
games  sport  strategy  boardgames  greenbaypackers 
january 2015 by infovore
Slow swordfighting : Cennydd Bowles
Lovely, deep, expert post from Cennydd on the World Chess Championships; it reminds me of my favourite writing about sports and games tournaments. It is not, in many ways, that far removed from Evo.
chess  games  competition  strategy  cennyddbowles 
july 2013 by infovore
Helmuth von Moltke the Elder - Wikipedia, the free encyclopedia
Formative military strategist; interesting with respects to systems thinking; but sod that, he also coined Red versus Blue. For that alone: +1.
military  strategy  warfare  systems  redvsblue 
march 2011 by infovore
Dubious Quality: (Not) Awesome!
"That's why guys like Tarn Adams or Vic Davis are a thousand times more interesting. They're making games, not DLC or marketing or anything else. A game, to them, isn't the launching pad. It's the rocket."
games  dlc  strategy  indie 
july 2010 by infovore
FLOTILLA
Gorgeous retro-styled, genuinely-3D space combat strategy game for PC and (hurrah!) Xbox 360 Indie Games. Love the jaunty, Jetsons-y typefaces, the gentle piano music as combat plays out, the turn structure, and the hints at what's to come in the preview video. (Although: why anyone would make ships with weak bottoms (as opposed to bottoms & tops) in a genuinely 3D game seems strange. Gravity Bone was delightful, so this could be great; will buy it as soon as it's out.
flotilla  games  strategy  space  retro  beautiful  indie 
january 2010 by infovore
nvie.com » Blog Archive » A successful Git branching model
"In this post I present the development model that I’ve introduced for all of my projects (both at work and private) about a year ago, and which has turned out to be very successful. I’ve been meaning to write about it for a while now, but I’ve never really found the time to do so thoroughly, until now. I won’t talk about any of the projects’ details, merely about the branching strategy and release management." It's a detailed strategy, but well thought-through; I'm certainly going to bear some of this in mind in future (and, indeed, the way the release branches are handled is familiar).
git  dvcs  versioncontrol  strategy  branching  development  tips 
january 2010 by infovore
just in teractive: GameLayers from PMOG to Dictator Wars
"Be selective with your innovation. Keep as much of your product predictable, so people can find their way to the gem of awesome that you have pioneered. Too much innovation means you'll have to individually teach each user how to love your product and you don't have time for that." Justin Hall on the end of PMOG/The Nethernet, and lessons learned.
pmog  nethernet  games  business  online  innovation  strategy 
september 2009 by infovore
Rands In Repose: A Deep Breath
"An obsessive meeting schedule is an investment in the boring, but by defining a specific place for the boring to exist, you’re allowing every other moment to have creative potential. You’re encouraging the random and random is how you’re going to win. Random is how you’re going to discover a path through a problem that one else has found and that starts with breathing deeply." Oh. That's an interesting way of looking at it.
management  software  design  development  engineering  meetings  structure  rands  organization  strategy  business 
june 2009 by infovore
the-inbetween.com: [ Conflict-free Competition ]
"Maybe [games publishers] think there could never be enough competition, excitement, betrayal, surprise, defeat, skull-daggery, and general griefer-worthy assholeishness in a game without direct conflict. But the last year’s worth of news out of Wall Street tells a different story. It’s a tale of a system corrupted from the inside by the scheming, cheating, gaming of a few powerful and greedy individuals. If this is not prime material for a videogame, I don’t know what is."
games  conflict  boardgames  design  violence  strategy  economics  tone  systems 
may 2009 by infovore
YouTube - SF4 - Abel vs Sagat
Finally, a decent video of Abel. Ignore the first round, where he gets hammered, and concentrate on the second two: he negates Sagat's ranged game by getting in close, throwing in some careful EX scissor kicks, and massive abuse of linking a juggle into the aerial grab throw.
games  strategy  videos  streetfighter4  abel  sagat 
march 2009 by infovore
The Space Game - Real Time Strategy Game by David Scott – Candystand.com
Very, very good - reminds me a bit of Galcon, but it's much more resource-driven and less twitchy. Nice and simple, and well-executed.
flash  games  strategy  spcae  resourcemanagement 
february 2009 by infovore
Cortex Command, a game by Data Realms
It's bonkers. Tiny pixel art, incredible procedural animation for limbs, massive menus, it's like Worms and Soldner (was it Soldner?) and loads of other things all rolled into one. And they're still working on it.
games  strategy  physics  osx  pixelart  igf  indie 
january 2009 by infovore
The Making of... Dune II | Edge Online
"Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, ‘Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!" Brett Sperry, of Westwood, on the making of Dune II. Via Offworld.
edge  games  interface  ui  hci  interaction  design  rts  strategy  pointandclick 
december 2008 by infovore
Rands In Repose: The Culture Chart
"I wasn’t concerned when Netscape started losing market share to Microsoft. I didn’t sweat it when the stock price stalled. The reason I started thinking about my next gig was, months before either of these two events occurred, one of the lunchtime bridge team left. The game stopped. The small group of four no longer spent a long lunch quietly, unknowingly defining the culture of the company and everyone who was watching noticed."
work  rands  culture  software  business  strategy  quality 
october 2008 by infovore
Asp - E McNeill
Strategy game that requires you to work within the boundaries of limited - but potentially powerful - AI, and act as a guiding "real intelligence" for your ships.
games  play  ai  strategy  java 
october 2008 by infovore
russell davies: slow strategy
"...doing strategy happily is probably more important than doing it quickly or slowly."
strategy  planning  projectmanagement  speed  quality  projects  gtd 
september 2008 by infovore
Seth's Blog: What advertising can't fix
"Microsoft may very well not be broken. The world needs reliable bureaucracies that mollify the needs of corporations and individuals in the center of the market. But if it is broken, advertising isn't going to fix it."
marketing  microsoft  strategy  google  apple  advertising  sethgodin 
september 2008 by infovore
This Blog Sits at the: Brand tactics
"Brands are built...out of culture...out of meanings from culture. In the Volvo campaign, the meaning was safety and symbol for this safety was a little girl. Pretty standard. But this book is interested in new ways to source meaning. Let's look at new, emerging brand tactics." More excellent posts from Grant.
brands  branding  strategy  advertising  marketing 
september 2008 by infovore
How To Launch Software (Aaron Swartz's Raw Thought)
"...for software developers, it's moronic. Your software isn't being released in theaters, it's available over the Web. You don't have to worry about the theater no longer showing after week one; you can keep pushing it for years, growing your userbase."
software  development  project  management  launch  strategy  projectmanagement 
august 2008 by infovore
Chris Heathcote: anti-mega: this is not my beautiful house
"Just as the words consumer and user are condesending to people, the word experience is condesending to the activity of people, or life. And it’s condescending to the people who work hard to create the products and services. Everyone seems to be an experience manager these days, but we should be proud of what we do." When Heathcote blogs, he blogs big. Great post.
management  design  hr  experience  userexperience  brand  strategy  service 
august 2008 by infovore
UFO: Alien Invasion
"UFO: Alien Invasion", an open-source clone of the X-Com/UFO games, now has an OSX port available. That requires trying out, then.
games  ufo  xcom  strategy  opensource  osx  mac 
april 2008 by infovore
evhead: Will it fly? How to Evaluate a New Product Idea
"I've been thinking about a number of new product ideas lately. In doing so, I've been trying to come up with a way more structured way of evaluating them. Here's a first attempt at defining that." Evan Williams on product.
business  startup  strategy  product  design  innovation 
december 2007 by infovore
Review - Jeanne D'Arc // PSP /// Eurogamer
|The news last week that Sony has dropped the game for European release, forcing gamers to import the multiregional US version, is sad. This is exactly the kind of title the system needs to be promoting..." You're telling me. What are Sony smoking?
psp  strategy  jeannedarc  sonyarecracksmokingidiots  sony  business 
october 2007 by infovore

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