VIM Adventures
4 weeks ago by coldbrain
Learning VIM while playing a game
editor
games
programming
vim
gaming
4 weeks ago by coldbrain
The Man Who Broke Atlantic City - Magazine - The Atlantic
10 weeks ago by coldbrain
Don Johnson won nearly $6 million playing blackjack in one night, single-handedly decimating the monthly revenue of Atlantic City’s Tropicana casino. Not long before that, he’d taken the Borgata for $5 million and Caesars for $4 million. Here’s how he did it.
casino
gaming
blackjack
atlanticcity
10 weeks ago by coldbrain
tevis thompson: Saving Zelda
february 2012 by coldbrain
"A world is more than a space, more than a place; it is something to inhabit & be inhabited by. What you infuse a space w/ to make it habitable, to make it memorable (since memory is profoundly spatial), gives the place its character, its soul…
Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."
…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
2012
space
play
openendedness
open-ended
autonomy
exploration
memory
spatialmemory
worlds
worldbuilding
nintendo
videogames
gaming
zelda
games
gamecriticism
gamedesign
via:tealtan
tevisthompson
via:robertogreco
Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."
…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
february 2012 by coldbrain
inessential.com: ‘Gamification’ sucks
january 2012 by coldbrain
"“Gamification” is a word and concept invented by idiocrats who confuse humane with manipulative.
Theory about how the mistake gets made
Everybody sees the trend toward simpler, more-focused, better-designed software. Enterprise developers see the consumerization of IT.
You could look at this trend and say, “As software improves, it respects its users more. It works better and looks better, is easier to learn, and leaves out the things that waste a user’s time.”
Or you could look at this trend and say, “As software gets simpler, it gets dumbed-down — even toddlers can use iPads. Users are now on the mental level of children, and we should design accordingly. What do children like? Games.”
Respect
It should be obvious that one conclusion respects people and one doesn’t. It should also be obvious that the first conclusion is correct and the second is incorrect, cynical, and low."
design
gaming
games
software
truth
2011
cynicism
humanism
society
gamification
via:robertogreco
Theory about how the mistake gets made
Everybody sees the trend toward simpler, more-focused, better-designed software. Enterprise developers see the consumerization of IT.
You could look at this trend and say, “As software improves, it respects its users more. It works better and looks better, is easier to learn, and leaves out the things that waste a user’s time.”
Or you could look at this trend and say, “As software gets simpler, it gets dumbed-down — even toddlers can use iPads. Users are now on the mental level of children, and we should design accordingly. What do children like? Games.”
Respect
It should be obvious that one conclusion respects people and one doesn’t. It should also be obvious that the first conclusion is correct and the second is incorrect, cynical, and low."
january 2012 by coldbrain
New upload rules on Vimeo Staff Blog
november 2011 by coldbrain
"The Vimeo staff has decided that we are no longer going to allow gaming videos on Vimeo. Specifically, we are no longer going to allow game walk-throughs, game strategy videos, depictions of player vs player battles, raids, fraps, or any other video gaming videos that simply depict individuals playing a video game. Videos falling into this category will be subject to deletion as of September 1st; new videos of this type will be removed."
vimeo
customerservice
videogames
walkthroughs
videos
games
gaming
2008
videosharing
videohosting
indievideogames
indiegames
via:robertogreco
november 2011 by coldbrain
The seedy underside of Vimeo « Icrontic Tech
november 2011 by coldbrain
"But wait… That wasn’t all they did. They disabled embedding of all content on our site, even the things we had made ourselves. Sure, the videos were still available by going directly to Vimeo.com and going into our account, but embedding was gone, so every occurrence of a video on our site was replaced with a block that said “embedding has been disabled for this site.”"
vimeo
videogames
gaming
games
2009
video
brianambrozy
viddler
videohosting
videosharing
indiegames
nintendo
e3
via:robertogreco
november 2011 by coldbrain
Metagames: Games About Games - Waxy.org
may 2011 by coldbrain
Over the last few years, I've been collecting examples of metagames — not the strategy of metagaming, but playable games about videogames. Most of these, like Desert Bus or Quest for the Crown, are one-joke games for a quick laugh. Others, like Cow Clicker and Upgrade Complete, are playable critiques of game mechanics. Some are even (gasp!) fun.
art
games
gaming
meta
videogames
andybaio
may 2011 by coldbrain
Speed kings
april 2011 by coldbrain
I don’t know who’s finally going to invent antigravity or Mr Fusion, or bring peace to the Middle East. But that kid who beat Duke Nukem 3D in less than 21 minutes looks promising to me.
videogames
gaming
speedrun
obsession
iteration
from instapaper
april 2011 by coldbrain
The Cutting Room Floor - The Cutting Room Floor
april 2011 by coldbrain
The Cutting Room Floor is a site dedicated to unearthing and researching unused and cut content from video games. From debug menus, to unused music, graphics, enemies, or levels, many games have content never meant to be seen by anybody but the developers — or even meant for everybody, but cut due to time/budget constraints.
gaming
prototyping
april 2011 by coldbrain
Why aren’t games about winning anymore?
august 2010 by coldbrain
Many of the iPhone games I’ve played include achievements as well, and they certainly make you look at a game differently: This time when I play, I’ll go as fast as possible to get a "shortest time" achievement. And then I’ll play it slowly to make sure I get all the coins for another achievement. Next I’ll work on killing all the bad guys. Usually the achievements are set up so that there’s no way you can get all of them your first time through -- they require different types of gameplay and strategy, many of which won’t actually move you toward the actual goal of the game.
gaming
videogames
distraction
motivation
achievement
goals
meta
games
august 2010 by coldbrain
Sensible Soccer, Foot-to-ball And Me | Rock, Paper, Shotgun
june 2010 by coldbrain
RT @flimgoblin: Wonderful retrospective on Sensible Soccer by @kierongillen http://bit.ly/9S8DK1 (nostalgia attack!)
sensiblesoccer
software
football
gaming
amiga
june 2010 by coldbrain
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