http://www.gamasutra.com/view/feature/1667/the_designers_notebook_bad_game_.php?page=2
I linked to the second page in the article, because I felt it and the next page had the most salient points. I especially liked the example, at the bottom of the page I linked, of how to give lots of information fast.
You are responsible for all that you do, all that you don't do, and the consequences thereof.
Tuesday, September 18, 2007
Friday, August 31, 2007
Random Writings
A mountain of pain, built from failures.
The inability to express, what I most desire to confess.
I have a dream. I have a dream.
Yet, I amount to naught.
The Writings I make, are the best I've got.
Their vagueness, all the precision I have.
Forever frustrated, I turn to this.
Incomplete, inadequete. The best I've got.
The best I've got.
The inability to express, what I most desire to confess.
I have a dream. I have a dream.
Yet, I amount to naught.
The Writings I make, are the best I've got.
Their vagueness, all the precision I have.
Forever frustrated, I turn to this.
Incomplete, inadequete. The best I've got.
The best I've got.
Tuesday, August 14, 2007
Amusing Quote (with link)
"Will Wright's genius wasn't in making a sim of human life. It was in making the world's easiest-to-use CAD tool. " - http://web.archive.org/web/20130531004646/http://www.wired.com/gaming/gamingreviews/commentary/games/2007/08/gamesfrontiers_0814
Sunday, August 05, 2007
Random Writings...
Distant dreams
impossible it seems
Hope flickers,
and then dies.
Dreams lost in darkness
Hopeless
Light forever missing
False hope
The paths they tell us,
end in ruin
Pain sets in,
it stays
Rhythm dies
the path forward lost
Endless desire
never met
Needs
never seen
Problems
ignored
Pain
not believed
When you don't belong,
no one understands you.
They can only see what they know,
They only know, what belongs.
If you are not a part of the world they believe in...
impossible it seems
Hope flickers,
and then dies.
Dreams lost in darkness
Hopeless
Light forever missing
False hope
The paths they tell us,
end in ruin
Pain sets in,
it stays
Rhythm dies
the path forward lost
Endless desire
never met
Needs
never seen
Problems
ignored
Pain
not believed
When you don't belong,
no one understands you.
They can only see what they know,
They only know, what belongs.
If you are not a part of the world they believe in...
Friday, July 27, 2007
Random Writings
Darkness calls to any who will listen.
Yet, it is not feared by all who hear.
For some, it can even be a comfort,
the one stable thing in life.
When you see the future,
it can be hopeful, or hopeless.
I pray for the former,
and hope to change the latter.
Darklight
An oxymoron?
Perhaps, but even the darkness can illuminate truth.
Pray, meditate, and listen.
If you're lucky,
it might tell you something.
Yet, it is not feared by all who hear.
For some, it can even be a comfort,
the one stable thing in life.
When you see the future,
it can be hopeful, or hopeless.
I pray for the former,
and hope to change the latter.
Darklight
An oxymoron?
Perhaps, but even the darkness can illuminate truth.
Pray, meditate, and listen.
If you're lucky,
it might tell you something.
Tuesday, July 10, 2007
A link... (Game Design)
http://www.gamasutra.com/features/20070326/sorens_05.shtml
"Solution 2: Make creativity the object of the game"
That really caught my eye. I've been looking for a good creative outlet, and haven't been able to find one. I'm not good enough with words to make a story, or skilled enough in other forms of art for pictures or movies. I've tried messing around in Second Life, but I just don't have the talent to create what's in my mind. So I could really use a game, where the whole point is creative expression with the tools to make it easy, and the ability to share with friends (and the world).
"Solution 2: Make creativity the object of the game"
That really caught my eye. I've been looking for a good creative outlet, and haven't been able to find one. I'm not good enough with words to make a story, or skilled enough in other forms of art for pictures or movies. I've tried messing around in Second Life, but I just don't have the talent to create what's in my mind. So I could really use a game, where the whole point is creative expression with the tools to make it easy, and the ability to share with friends (and the world).
Friday, July 06, 2007
A link (on the challenge set before game developers)
http://chessack.wordpress.com/2007/06/06/open-letter-to-game-designers-the-value-of-your-game/
While I don't have the same time constraints the writer of this article has, I do find that I just don't enjoy time sinks anymore. A game (or other distraction) must be intriguing to hold my attention. Otherwise, it quickly becomes a source of misery.
While I don't have the same time constraints the writer of this article has, I do find that I just don't enjoy time sinks anymore. A game (or other distraction) must be intriguing to hold my attention. Otherwise, it quickly becomes a source of misery.
Tuesday, June 05, 2007
"Logic"
I just read an article on Game Theory and the Traveler's Dillemma (Scientific American, June 2007). In it, they explained how the "rational" choice (as explained by Game Theory) was almost never chosen by actual people, and that the "rational" choice generally fared worse than real people did. The simple answer, is that the so called "rational" choice relies upon foolish assumptions.
The dillemma is this: You and another traveler have to pick a number between 2 and 100. Whoever gives the lower number gets paid that amount +2, and whoever gives the higher number is paid that amount -2. If they both give the same number, they both recieve that amount.
The so called "logic" that is supposed to be rational, is to realize that whatever number they choose, you should go one lower, and whatever number you choose, they should go one lower. Following through the logic of what you think, they think, you think, etc... eventually degenerates to a final answer of 2, because if they choose 2, you can't do better than to choose the same. The flaw is the assumption of how the other person thinks (and thus will act).
My answer is this: you don't know them, so you can't assume how they will think. So, I believe it is best to assume all numbers are equally likely to be chosen by them. Then I just start comparing options.
If I choose 100, I get either 100 (if they choose 100) or I get whatever they chose -2.
If I choose 2, I get either 2 (if they choose 2) or I get 4. So if they choose 2, 3, 4, or 5, my choosing 2 is better than 100. If they choose 6-100, then my choosing 100 is better. Clearly 100 is better.
If I choose 99, then I get 101, if they choose 100, and 99, if they choose 99. Two results better than if I choose 100, and the rest are all the same. So 99 is better than 100.
I continued this for a bit, until I found that 97 was better than 98, equal to 96, and better than 95.
So I conclude that the most rational choice is 97. If you have reason to expect the other person to follow this rational, 96 might be better, but going lower is generally not wise without a very strong reason to believe the other person's choice is going to be low.
The dillemma is this: You and another traveler have to pick a number between 2 and 100. Whoever gives the lower number gets paid that amount +2, and whoever gives the higher number is paid that amount -2. If they both give the same number, they both recieve that amount.
The so called "logic" that is supposed to be rational, is to realize that whatever number they choose, you should go one lower, and whatever number you choose, they should go one lower. Following through the logic of what you think, they think, you think, etc... eventually degenerates to a final answer of 2, because if they choose 2, you can't do better than to choose the same. The flaw is the assumption of how the other person thinks (and thus will act).
My answer is this: you don't know them, so you can't assume how they will think. So, I believe it is best to assume all numbers are equally likely to be chosen by them. Then I just start comparing options.
If I choose 100, I get either 100 (if they choose 100) or I get whatever they chose -2.
If I choose 2, I get either 2 (if they choose 2) or I get 4. So if they choose 2, 3, 4, or 5, my choosing 2 is better than 100. If they choose 6-100, then my choosing 100 is better. Clearly 100 is better.
If I choose 99, then I get 101, if they choose 100, and 99, if they choose 99. Two results better than if I choose 100, and the rest are all the same. So 99 is better than 100.
I continued this for a bit, until I found that 97 was better than 98, equal to 96, and better than 95.
So I conclude that the most rational choice is 97. If you have reason to expect the other person to follow this rational, 96 might be better, but going lower is generally not wise without a very strong reason to believe the other person's choice is going to be low.
Thursday, May 03, 2007
Silly thoughts
http://web.archive.org/web/20140209180204/http://sinfest.net/archive_page.php?comicID=2428
The earth is god's sketch book :P
The earth is god's sketch book :P
Wednesday, April 25, 2007
Question:
Does Solar power actually help reduce global warming?
The reason I ask is that Solar power essentially catches energy from the sun. The sun's energy is also what heats the earth. So I wonder if the reduction in green house gas emissions is enough to make up for the increase in solar energy absorbed (as compared to just building solar reflectors).
The reason I ask is that Solar power essentially catches energy from the sun. The sun's energy is also what heats the earth. So I wonder if the reduction in green house gas emissions is enough to make up for the increase in solar energy absorbed (as compared to just building solar reflectors).
Tuesday, January 16, 2007
Regarding Iraq
2007 0116
I have heard that it is in America's best interest to pull out of Iraq. I have yet to hear someone claim it is in Iraq's interest that we pull out. From what I have read, it sounds like leaving Iraq would doom it to anarchy and civil war. Some say we cannot stop it, and might as well leave now, before more of our own troops die. Others say we can stop it. Personally, I think it is in Iraq's interest that we stay. I believe our soldiers can do more good in Iraq, than at home. Since Gorge Bush seems to believe it as well, I now just hope this belief is true.
Summary:
Pulling troops out of Iraq will not help the Iraqi people.
Leaving troops in Iraq might help the Iraqi people.
Therefore, it is in Iraq's interest for our troops to stay in Iraq.
Pulling troops out of Iraq will (probably) reduce the number of American lives lost.
Leaving troops in Iraq will almost certainly result in more American soldiers dead or wounded.
Therefore, it is in America's interest to pull its troops out of Iraq.
End summary.
Personally, I think it is more important to serve the Iraqi people's interests than to serve the American people's interests in this matter. Why? Because we started this whole mess, and it is our responsibility.
I have heard that it is in America's best interest to pull out of Iraq. I have yet to hear someone claim it is in Iraq's interest that we pull out. From what I have read, it sounds like leaving Iraq would doom it to anarchy and civil war. Some say we cannot stop it, and might as well leave now, before more of our own troops die. Others say we can stop it. Personally, I think it is in Iraq's interest that we stay. I believe our soldiers can do more good in Iraq, than at home. Since Gorge Bush seems to believe it as well, I now just hope this belief is true.
Summary:
Pulling troops out of Iraq will not help the Iraqi people.
Leaving troops in Iraq might help the Iraqi people.
Therefore, it is in Iraq's interest for our troops to stay in Iraq.
Pulling troops out of Iraq will (probably) reduce the number of American lives lost.
Leaving troops in Iraq will almost certainly result in more American soldiers dead or wounded.
Therefore, it is in America's interest to pull its troops out of Iraq.
End summary.
Personally, I think it is more important to serve the Iraqi people's interests than to serve the American people's interests in this matter. Why? Because we started this whole mess, and it is our responsibility.
Sunday, December 24, 2006
Basic MMORPG requirements
1) Provide an objective people will desire.
2) Provide an entertaining/enjoyable/satisfying means of reaching the objective.
3) Profit! :P
2) Provide an entertaining/enjoyable/satisfying means of reaching the objective.
3) Profit! :P
Sunday, December 17, 2006
Happiness
1) Stop believing you are supposed to be happy. If you are happy, you're lucky. If you aren't, you're not. If you believe you're supposed to be happy when you aren't happy, you're just gonna feel like a miserable failure. You aren't supposed to be happy, you're just supposed to live (even that can be optional).
Tuesday, November 28, 2006
The level grind...
I'm inclined to believe that MMORPGs suffer from a fundamental problem: The level grind makes it difficult for people to always be able to play together. However, without the level grind, there is no longer a reason to play. MMORPGs need an objective for friends to get together and help each other with that doesn't get in the way of getting together and helping each other.
Thursday, November 16, 2006
What everyone wants:
Pretty much everyone wants the same thing: love and appreciation. Everything else is just icing on the cake.
Other things that help:
Acceptance - this is different from mere tolerance, and not exactly plentiful. It's basically when people who care, stop wanting you to be different from what you are.
Understanding - I can't really describe this. It's basically the sense that you are not alone.
Freedom - this is often tied in with acceptance. Basically, it's the absence of restrictions, and in many cases the absence of fear. Not everyone really cares about freedom, so long as they can enjoy themselves.
Safety - Not sure what else to say about it. Just that a lot of things can make a person feel unsafe, and that there are many kinds of harm.
Joy - Something to do to pass the time. Something to stave off boredom and make life interesting (or at least entertaining).
Other things that help:
Acceptance - this is different from mere tolerance, and not exactly plentiful. It's basically when people who care, stop wanting you to be different from what you are.
Understanding - I can't really describe this. It's basically the sense that you are not alone.
Freedom - this is often tied in with acceptance. Basically, it's the absence of restrictions, and in many cases the absence of fear. Not everyone really cares about freedom, so long as they can enjoy themselves.
Safety - Not sure what else to say about it. Just that a lot of things can make a person feel unsafe, and that there are many kinds of harm.
Joy - Something to do to pass the time. Something to stave off boredom and make life interesting (or at least entertaining).
Thursday, November 09, 2006
Suicide...
The horrid pain and anger that sends people into depression can also send them to the depths of depravity. It drives people into acts of extreme violence and desperation. They'll grab a gun and kill dozens in a school, or strap a bomb to their chest and explode in the name of god. In an effort to make the world a better place, they highlight just how fucked up it really is, hoping that someone will find a way to fix it. Religious extremism isn't what creates suicide bombers. Suicide bombers create religious extremism.
Tuesday, October 24, 2006
Human desires
Almost all human interaction, begins with one person's desire to elicit a certain kind of response in another person.
Unfortuneately, this statement is too vague to be of much use to anyone.
Unfortuneately, this statement is too vague to be of much use to anyone.
Thursday, October 19, 2006
Future thoughts, predictions
I believe that someday we will have programs for predicting human behavior, just like we do the weather, and they will be just as innacurate.
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