infovore + success   8

Achievements, Hearts, Clubs, Diamonds, and Spades | Five Players
"A sense of achievement without the capital ‘A’ is a better reward than anything Microsoft’s Funpoints can throw at you, and the very best Achievements are ones which reward actual achievement. When a player does something he or she know is awesome and the game agrees with them , it only makes the sense of achievement greater. Success in a game is better when you have an audience – in the absence of nearby friends, Achievements should be your audience."
achievements  points  games  success  achievement 
january 2011 by infovore
Why Intelligent People Fail
Passed without comment, but something to come back to when I'm beating myself up.
failure  success  intelligence  motivation 
july 2010 by infovore
Blue Lines Revisited - All The Blogs I've Ever Stopped
"...there are an awful lot of excellent reasons for ending a blog, and that many blogs which do end are by no means “failures”. Social media coverage in general should focus a lot less on the things people do or don’t “achieve” via these tools, and more on the fact that conversation, writing, collaboration and suchlike are pleasants thing to do in and of itself. Reclaim social media for the flaneurs, is I guess what I’m saying!" Tom Ewing is right.
blogs  socialmedia  success  failure  flaneur  dilletante  experiment 
june 2009 by infovore
Play This Thing! | Game Reviews | Free Games | Independent Games | Game Culture
"I have this idea in the back of my head -- a fool idea of course -- that one day, people with the power to do something about it might stumble across the notion of "a stable business ecosystem," and conclude that actually, to sustain industry growth and survival, you might conceivably, you know, want to let developers potentially make a buck from time to time, even if publishers and retailers have the power to strangle them. That rewarding development success breeds more development success, and gives heart to those who want to create good games." I knew about 3D Realms (which is a shame), but not about Gamelab (which is also a shame). Also: Greg speaks Truth.
games  industry  business  development  IP  success  economics 
may 2009 by infovore
Cruise Elroy » Who needs to win?
"As I listened to Wil’s surprisingly impassioned speech, and the protestations of the other party members, a thought popped into my head: role-playing is when you make poor gameplay decisions on purpose." Dan values narrative success over ludic, rules-based success.
games  play  gameplay  roleplaying  success  failure  drama  narrative 
april 2009 by infovore
Just What is Innovation Really Worth?
"The point in pointing out these numbers, since we’re throwing out analogies to films and videogame innovation, is that it seems that no matter how well a movie is interpreted as “innovative” by a reviewer, the truest mark of success lies in its ability to inure itself with the consumer." No. Commercial success is just one kind of success, and films like Eraserhead have had a far greater impact on young filmmakers than any amount of box-office smashes. The real rarities are films such as the Godfather or Citizen Kane, which manage to be box-office smashes and innovative masterpiece.
wrong  criticism  innovation  success  games  films  movies  reviews 
november 2008 by infovore
Game Design Advance » The Designer’s Dilemma: The Freedom to Fail
"Losing is an opportunity that individuals deserve, and allowing the state to sweep in and save you from the consequences of your own actions robs you of a certain kind of agency." Fantastic article about the difference between win/lose and quit/finish. Lots of good stuff in here - a must-read.
games  communism  design  play  success  reagan 
october 2008 by infovore
gapingvoid: how to be creative (long version)
you know, that guy who does the cartoons on business cards. he's informative.
cartoons  creativity  productivity  success 
september 2004 by infovore

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