dirksonguer + article 67
Wikileaks Exposes Internet's Dissent Tax, not Nerd Supremacy - Zeynep Tufekci - Technology - The Atlantic
december 2010 by DirkSonguer
Jaron Lanier's recent lengthy essay about Wikileaks is not really about Wikileaks; thus, it is unsurprising that he misses the central lesson of this affair. From the beginning, he makes the fundamental conceptual mistake of conflating individual human beings and powerful institutions, like governments and corporations; he then takes off on a dystopic vision of a world dominated by an imagined "nerd supremacist" ethic of complete transparency, collapse of private life, and unrestricted information flow, in which humanity is the slave of the machine.
culture
internet
privacy
article
english
december 2010 by DirkSonguer
Behind the Scenes: What it Takes to Redesign a 12 Million User Website
december 2010 by DirkSonguer
The men’s lifestyle publication Thrillist has rolled out a new site design. Thrillist’s design team put its 12 million-user website under the microscope for nearly a year before unveiling the new look.
A complete redesign can be high stakes for a large site. Digg 4 earlier this year showed what can go wrong in the rollout of a new user experience (in Digg’s case, a noisy uproar and traffic dive). Twitter, on the other hand, this year launched a redesign that enhanced user experience with few snags.
Mashable got a sneak peek at Thrillist’s new design, along with the scoop on what the inside of a massive art project looks like. Read on for the anatomy of this full web makeover.
web
webdev
article
english
redesign
ux
A complete redesign can be high stakes for a large site. Digg 4 earlier this year showed what can go wrong in the rollout of a new user experience (in Digg’s case, a noisy uproar and traffic dive). Twitter, on the other hand, this year launched a redesign that enhanced user experience with few snags.
Mashable got a sneak peek at Thrillist’s new design, along with the scoop on what the inside of a massive art project looks like. Read on for the anatomy of this full web makeover.
december 2010 by DirkSonguer
SQL injection with raw MD5 hashes (Leet More CTF 2010 injection 300) - cvk | nc -l -p 80
november 2010 by DirkSonguer
One challenge at yesterday’s CTF was a seemingly-impossible SQL injection worth 300 points. The point of the challenge was to submit a password to a PHP script that would be hashed with MD5 before being used in a query. At first glance, the challenge looked impossible. Here’s the code that was running on the game server:
mysql
php
programming
security
sql
web
webdev
article
english
november 2010 by DirkSonguer
Minecraft Illustrates the Two Keys to a Sandbox Game | The Game Prodigy
november 2010 by DirkSonguer
If you’ve been keeping up with the indie game world recently, you would have heard of a game called Minecraft. For those who haven’t, Minecraft is a sandbox-style game where players can use different materials to create and destroy worlds as they please. It’s multiplayer, allowing for online collaboration, and some of the structures, cities, and makeshift games that the players have made are truly spectacular.
gamedesign
sandbox
mmo
mmog
article
english
november 2010 by DirkSonguer
The 5 Degrees of Fun in Games | The Game Prodigy
november 2010 by DirkSonguer
Exactly how much fun is it possible for someone have playing a game? My game design philosophy has always been that games create an Experience. For the vast majority of games that are made, I would say around 99%, the core experience that companies, student developers, and indie developers are shooting for is for the game to be fun.
fun
games
gaming
psychology
gamedesign
article
english
z3
november 2010 by DirkSonguer
Consoles rule! PCs drool!
november 2010 by DirkSonguer
The short summary: Undead Labs, the studio founded by a few ex-ArenaNet employees, recently hired on a one Mr. Richard Foge as a game designer. Foge’s first public act as a dev and employee was to come out with an oddly provocative manifesto in which he bashes MMOs, puts down PCs, wishes upon a star, and tells us how awesome action console games are. From a journalistic standpoint, it’s full of unbelievable money quotes; from a player standpoint, it’s kind of off-putting and even trollish
gamedesign
ohdear
games
mmog
article
rant
november 2010 by DirkSonguer
How many Microsoft employees does it take to change a lightbulb? - Fabulous Adventures In Coding - Site Home - MSDN Blogs
november 2010 by DirkSonguer
Joe Bork has written a great article explaining some of the decisions that go into whether a bug is fixed or not. This means that I can cross that one off my list of potential future entries. Thanks Joe!
But while I'm at it, I'd like to expand a little on what Joe said.His comments generalize to more than just bug fixes. A bug fix is one kind of change to the behaviour of the product, and all changes have similar costs and go through a similar process.
article
blog
design
development
management
microsoft
programming
software
But while I'm at it, I'd like to expand a little on what Joe said.His comments generalize to more than just bug fixes. A bug fix is one kind of change to the behaviour of the product, and all changes have similar costs and go through a similar process.
november 2010 by DirkSonguer
For Eventbrite, Each Facebook Share Is Worth $2.52
october 2010 by DirkSonguer
How much is a shared link on Facebook worth? For online ticketing service Eventbrite, each time someone shares a link to an event with their Facebook friends it results in $2.52 worth of ticket sales. In contrast, a Twitter share is only worth $0.43, and a LinkedIn share is worth $0.90. Sharing an event through Eventbrite’s email sharing tool is worth $2.34, almost as much as Facebook. On average, across all social channels, each share is worth an average of $1.78 for Eventbrite.
facebook
analytics
social
metrics
article
english
studies
advertising
statistics
october 2010 by DirkSonguer
Has Your Site Been Gamified? - Technorati Advertising
october 2010 by DirkSonguer
Humans are naturally competitive. (We do call it the ‘human race’, after all!) We like validation of our place in the world. When society provides independent measures of our success, we can contextualize our personal achievements.
gamedesign
gamemechanics
gaming
gamification
article
english
z3
october 2010 by DirkSonguer
A piece with a lot of screenshots about the close tab behaviour in Google Chrome | The Invisible
october 2010 by DirkSonguer
Tabs, tabs, tabs. The specialist subject of UI experts everywhere. Should tabs just rearrange horizontally or also detach? How much vertical scroll buffer should a tab have before it detaches? Under what circumstances should it detach? What about reattaching
ux
design
interface
article
chrome
tabs
october 2010 by DirkSonguer
GarlicSim blog - Thinking of your software as a butler is difficult but important
october 2010 by DirkSonguer
The goal of a software product is to serve human beings. A good software product caters to the user’s whims, even if it means doing something hard and technically complicated just to save the user one click while he is watching pictures of lolcats. The way a good software product treats the user is kind of like the way a butler treats his master
ui
ux
interface
design
programming
tools
article
english
october 2010 by DirkSonguer
Amit’s Game Programming Information
october 2010 by DirkSonguer
What’s on this page? I’m interested in producing complexity out of simple parts. This page contains bookmarks that I collected while working on games; I did not write most of the content linked from here. As a result the set of links here reflects the types of things I needed to know: only a few specific topics (not everything related to game programming), general ideas instead of platform-specific information (graphics, sound, compilers), and ideas and designs instead of source code (I find it easier to go from an idea to code than from code to an idea). Other sites, like Gamedev and Gamasutra, cover lots more topics than mine does. These are the topics I cover:
programming
gamedev
development
coding
tutorial
reference
article
tutorials
october 2010 by DirkSonguer
The Client Is In The Compiler Of The Enemy
september 2010 by DirkSonguer
Diary of a Second Life trainwreck
secondlife
security
client
mmo
english
article
september 2010 by DirkSonguer
Implementing a Partial Serial Number Verification System in Delphi | Brandon Staggs .Com
september 2010 by DirkSonguer
Most micro-ISVs use a serial number/registration code system to allow end users to unlock or activate their purchase. The problem most of us have run into is that a few days or weeks after our software is released, someone has developed a keygen, a crack, or has leaked a serial number across the internet.
There are several possible solutions to this problem. You could license a system like Armadillo/Software Passport or ASProtect, or you could distribute a separate full version as a download for your paying customers. Each option has advantages and disadvantages. What I am going to show you is a way to keep “rolling your own” license key system while making working cracks harder for crackers to produce, and working keygens a thing of the past.
algorithm
development
license
programming
security
software
registration
article
english
There are several possible solutions to this problem. You could license a system like Armadillo/Software Passport or ASProtect, or you could distribute a separate full version as a download for your paying customers. Each option has advantages and disadvantages. What I am going to show you is a way to keep “rolling your own” license key system while making working cracks harder for crackers to produce, and working keygens a thing of the past.
september 2010 by DirkSonguer
How Your Smartphone Will Transform Your Elevator Pitch - Michael Schrage - Harvard Business Review
august 2010 by DirkSonguer
Listening to good entrepreneurs make their pitch is great fun. How well, or poorly, they align their passion and persuasiveness to the product details reveals a lot. Are they pushing an idea or telling a story? Is it all about their own charisma or is the innovative idea the real hero? Are we having a conversation or am I being sold? How will they get me to "get it"?
mobile
presentation
business
visualization
article
english
august 2010 by DirkSonguer
When Is A Game Not A Game? | Edge Magazine
august 2010 by DirkSonguer
The only strange thing about this talking wolf is the high quality of its conversation. “I could shoot you, you know,” I threaten the wolf, having already established that my daughter might still be alive inside its belly. That wasn’t picked from a dialogue menu; I typed it in. Without missing a beat, the wolf responds, “I’m afraid you’ll have to.” Sentient characters and interactive dialogue have been common this entire play session. Impressed? The game’s responses are driven by game designer Jason Rohrer.
games
gamedesign
gamemechanics
article
english
interview
z3
august 2010 by DirkSonguer
Google Reader (4)
august 2010 by DirkSonguer
You’re not alone, I was also doing prototyping wrong until a few years ago. There are probably many different ways of prototyping games correctly, and maybe your way works great for you. In that case, a more accurate title for this post could have been “Prototyping: I Was Doing It Wrong”.
A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game.
Chris Hecker and Chaim Gingold gave one of the best presentations on the subject of rapid prototyping. It was hugely influential for me, and it made me re-think the way I do prototypes. If you get a chance, find the audio for the presentation, it’s definitely worth it.
games
development
gamedev
prototyping
programming
article
english
A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game.
Chris Hecker and Chaim Gingold gave one of the best presentations on the subject of rapid prototyping. It was hugely influential for me, and it made me re-think the way I do prototypes. If you get a chance, find the audio for the presentation, it’s definitely worth it.
august 2010 by DirkSonguer
Don’t Be Ugly By Accident! « OkTrends
august 2010 by DirkSonguer
If you're anything like me, you usually think of your pics in terms of content: Here's me smiling. Here's me looking tough. Here's me in Hawaii with that wacky turtle. And so on. Today, however, we'll analyze photography from a numerical angle—we'll discuss flash, focus, and aperture instead. We feel like people don't really think about these things when they choose a profile photo, and yet, as we shall see, their misuse can seriously mess you up.
analysis
attractiveness
camera
infographics
photography
social
statistics
visualization
article
english
august 2010 by DirkSonguer
Achievements Considered Harmful? - Chris Hecker's Website
august 2010 by DirkSonguer
I waded into the debate on game achievements with my lecture at the 2010 Game Developers Conference entitled Achievements Considered Harmful?, with a strong emphasis on the "?". Since the game industry seems to be careening head first into a future of larding points and medals and cute titles on players for just starting up a video game, I wanted to raise awareness of the large body of research studying the impact on motivation from various types of rewards. Trying to be "fair and balanced", I delved into what the data show and what they don't show.
gamedesign
games
gaming
psychology
social
article
english
motivation
z3
august 2010 by DirkSonguer
Gamasutra - Features - Infinite Space: An Argument for Single-Sharded Architecture in MMOs
august 2010 by DirkSonguer
[In this much-referenced technical piece originally published in Game Developer magazine late last year, the team behind idiosyncratic MMO success EVE Online discusses precisely why sharing a single world between all of its players makes sense.]
article
design
development
eve
gamedesign
gamedev
programming
sql
database
mmog
architecture
august 2010 by DirkSonguer
My JS1K Demo - The Making Of | Steven Wittens - Acko.net
august 2010 by DirkSonguer
If you haven't seen it yet, check out the JS1K demo contest. The goal is to do something neat in 1 kilobyte of JavaScript code.
I couldn't resist making one myself, so I pulled out my bag of tricks from my Winamp music visualization days and started coding. I'm really happy with how it turned out
code
animation
html5
canvas
coding
demoscene
javascript
programming
visualization
english
article
howto
I couldn't resist making one myself, so I pulled out my bag of tricks from my Winamp music visualization days and started coding. I'm really happy with how it turned out
august 2010 by DirkSonguer
Employers: Look to gaming to motivate staff - Training & Development - Business - News - iTnews.com.au
august 2010 by DirkSonguer
Clearly defined goals and fair, incremental rewards are two game design techniques that could motivate the 'gamer generation' in the workforce, according to a US academic.
Lee Sheldon of the Indiana University believes managers may have to rethink how they engage the next generation entering the mainstream workforce.
article
economy
education
game
games
psychology
engagement
experience
english
Lee Sheldon of the Indiana University believes managers may have to rethink how they engage the next generation entering the mainstream workforce.
august 2010 by DirkSonguer
The Escapist : News : Professor Abandons Grades for Experience Points
august 2010 by DirkSonguer
Lee Sheldon is an accomplished screenwriter and game writer, having worked on TV shows like ST:TNG and Charlie's Angels as well as the Agatha Christie series of games from The Adventure Company. He now teaches game design courses for Indiana University's Department of Telecommunications. Instead of assigning his students a grade at the end of the course, he instead starts every student at 0 xp and they earn points through completing quests like solo projects and quizzes in addition to grouping up for guild projects and pick up groups. How many points they have at the end of the course determines their actual "grade."
games
gaming
social
education
english
article
z3
august 2010 by DirkSonguer
Gamasutra - News - Casual Games and Piracy: The Truth
july 2010 by DirkSonguer
“It looks like around 92% of the people playing the full version of [the pictured] Ricochet Infinity pirated it.” It’s moments like those that make people in the industry stop dead in their tracks. 92% is a huge number and though we were only measuring people who had gotten the game from Reflexive and gone online with it, it seemed improbable that those who acquired the game elsewhere or didn’t go online were any more likely to have purchased it. As we sat and pondered the financial implications of such piracy, it was hard to get past the magnitude of the number itself: 92%.
article
gamedev
games
marketing
metrics
piracy
programming
sales
english
july 2010 by DirkSonguer
The Bottom Feeder: Sometimes It's OK To Steal My Games
july 2010 by DirkSonguer
This blog post is about the bright side of software piracy. It's about the times when not only is it OK to steal my games, but, in fact, I get something out of it. Perhaps an unusual topic for a blog post from a game developer.
development
game
games
copyright
ethics
piracy
english
article
blog
july 2010 by DirkSonguer
Chris Shiflett: Guru Speak: Storing Sessions in a Database
july 2010 by DirkSonguer
Welcome to another edition of Guru Speak. I believe that one of the hallmarks of a good writer is the ability to mold a complex topic into something both palatable and interesting. These are the characteristics I strive for in Guru Speak, and I hope you consider my efforts to be a success. Please be sure to let me know what issues tend to trouble you the most or in what areas you would like to expand your knowledge and understanding. I am happy to cater to my readers.
This edition's topic is storing sessions in a database.
article
database
development
mysql
php
programming
security
store
tutorial
web
webdev
english
This edition's topic is storing sessions in a database.
july 2010 by DirkSonguer
What Watch?: You Say Community Manager? I Say Social Media Manager.
july 2010 by DirkSonguer
We're sort of a weird group in community and social media management. Our newly-minted "profession" is still being defined. Most people have no clue what we do for a living. We have few if any professional guilds (I did find the excellent Community Roundtable). The language and jargon defining our activity is still in flux. It's not like the US Department of Labor even recognizes the term "community manager" - unless referring to the guy who manages an apartment building (which is what most people think I do when I reveal my job title). We're definitely a breed apart.
social
socialmedia
communitymanagement
community
article
english
july 2010 by DirkSonguer
Social Media Community Manager Job Description » aimClear Search Marketing Blog
july 2010 by DirkSonguer
Over the past 2 years, the relatively close knit blog universe has exploded in a massive confluence of social expression and corporate reaction. A cottage industry of owner-operators, trawling social media on behalf of themselves and others, has cropped up in lofts, dorms, agencies and iPhones.
These are the new social media Community Managers and corporate is clearly looking. This post offers a granular look at crucial skills, essential duties and a job description for the CM role.
communities
community
communitymanagement
marketing
media
social
socialmedia
article
english
jobdescription
These are the new social media Community Managers and corporate is clearly looking. This post offers a granular look at crucial skills, essential duties and a job description for the CM role.
july 2010 by DirkSonguer
Code as Craft » Batch Processing Millions and Millions of Images
july 2010 by DirkSonguer
I joined Etsy back in February and knew immediately that there would be no shortage of technical challenges. Many of our job postings for Engineering positions describe the company as a place “where the word ‘millions’ is used frequently and in many contexts”. I got a taste of that within my first weeks on the job. We are in the process of redesigning a few of the major sections around etsy.com. Every item being sold on the site can have up to five photos posted with it. When a seller uploads a new photo, it’s resized automatically into six different sizes that are displayed throughout the site. As we redesigned some pages we realized we would need to replace a few of the existing image sizes.
technology
webdev
development
cloud
article
english
july 2010 by DirkSonguer
Real Names
july 2010 by DirkSonguer
- I’ve always said employees should be using their real names to provide transparency and accountability. If you can’t handle being the public face of a company and all that implies, get another job. It’s that easy. It is not always that FUN, mind you. - My customers are not public citizens. Making them public citizens against their will is crappy. I can think of half a dozen reasons why someone should be allowed to be anonymous, and I’m not going to list them because any one of them is good enough. Want people to stop acting like asshats on the boards? Suspend in game accounts for out of game behavior. Hire more mods. Close the board. Whatever. This is just chickenshit.
communitymanagement
communities
article
english
gaming
z3
july 2010 by DirkSonguer
What every programmer needs to know about game networking « Gaffer on Games
july 2010 by DirkSonguer
You’re a programmer. Have you ever wondered how multiplayer games work? From the outside it seems magical: two or more players sharing a consistent experience across the network like they actually exist together in the same virtual world. But as programmers we know the truth of what is actually going on underneath is quite different from what you see. It turns out that it’s all an illusion. A massive sleight-of-hand. What you perceive as a shared reality is only an approximation unique to your own point of view and place in time.
programming
development
games
gamedev
article
english
july 2010 by DirkSonguer
Why you Should be using PHP’s PDO for Database Access | Nettuts+
july 2010 by DirkSonguer
It doesn’t account for database-specific syntax, but can allow for the process of switching databases and platforms to be fairly painless, simply by switching the connection string in many instances.
This tutorial isn’t meant to be a complete how-to on SQL. It’s written primarily for people currently using the mysql or mysqli extension to help them make the jump to the more portable and powerful PDO.
article
database
development
pdo
php
programming
reference
tutorial
webdev
mysql
This tutorial isn’t meant to be a complete how-to on SQL. It’s written primarily for people currently using the mysql or mysqli extension to help them make the jump to the more portable and powerful PDO.
july 2010 by DirkSonguer
Writing MySQL Scripts with PHP and PDO
july 2010 by DirkSonguer
PHP makes it easy to write scripts that access databases, enabling you to create dynamic web pages that incorporate database content. PHP includes several specialized database-access interfaces that take the form of separate sets of functions for each database system. There is one set for MySQL, another for InterBase, another for PostgreSQL, and so forth. However, having a different set of functions for each database makes PHP scripts non-portable at the lexical (source code) level. For example, the function for issuing an SQL statement is named mysql_query(), ibase_query(), or pg_exec(), depending on whether you are using MySQL, InterBase, or PostgreSQL.
php
pdo
database
interfaces
development
article
english
mysql
webdev
tutorial
july 2010 by DirkSonguer
UNabusive design, and why you WOULDN'T want to be mean to your players - Wolfire Games Blog
july 2010 by DirkSonguer
Cactus may get away with abusing his players just for fun, but he's well recognised enough to be invited to talk at the GDC. I for one can't afford even to momentarily bore or annoy my audience, because they'll drop me like a hot coal and move on to something else. It's not like there's any shortage of free alternatives for them to try (none of my games are on that list - ledsen). You don't get any favours when nobody's heard of you (not that any of my games actually are any good).
I don't want to be all negative though, so how about something constructive? Let's have a look at "how not to make your game abusive", so as to preserve the universal balance of... the universe? To do so we'll be exploring three problems which can contribute to making your game particularly annoying: repetition, randomness and incoherence.
gamedesign
gamemechanics
pain
games
gaming
article
english
z3
I don't want to be all negative though, so how about something constructive? Let's have a look at "how not to make your game abusive", so as to preserve the universal balance of... the universe? To do so we'll be exploring three problems which can contribute to making your game particularly annoying: repetition, randomness and incoherence.
july 2010 by DirkSonguer
russell davies: what I meant to say at lift - part one - sharing, physicality, mixtapes and newspapers
june 2010 by DirkSonguer
My talk at Lift seemed to go down quite well but I remember leaving the stage thinking of all the things I'd meant to say; my own fault for trying to cram an hour of stuff into 20 minutes. So I thought I'd try and elaborate on some of it here. This post is what I meant to say while standing in front of this picture of one of Roo and Leila's tapes.
lift
community
culture
ideas
internet
technology
newspaperclub
russelldavies
share
article
english
june 2010 by DirkSonguer
Criminal Overengineering « yield thought
june 2010 by DirkSonguer
As programmers we’re continually accused of doing a sloppy job. There are countless programs in the wild, crashing, locking up and accidentally writing “I am a fish” a million times over someone’s mid-term essay. The effect? Something like this: This damn computer and excel r fuckin my life up! Hatin life right now – MissAlauren (and everyone else at one time or another) It’s experiences like this that cause people to rant about Microsoft and curse the anonymous programmers who suddenly (yet inevitably) betrayed them. We all know this; it’s burned into our very souls by countless hours of tech support provided to family and friends. Time after time we see that programmers who do quick, sloppy work make other people suffer. And so we try, we try so damn hard not to be like that. We try to be the good programmer who checks every return value and handles every exception.
development
article
english
coding
stLe
june 2010 by DirkSonguer
Clever Uses of Game Mechanics | Hellmode
june 2010 by DirkSonguer
As long as there have been video games, there have been ways to cheat in them. They range from harmless codes that change the weather in Red Dead Redemption to serious hacks that make your aim perfect in Counter-strike. There are different layers of the severity as well; while wallhacking will get you a VAC ban on Steam, it’s likely that no one is going to care if you turn on The Sims 3 and give everyone in your town some free Simoleons.
gamemechanics
gamedesign
cheats
games
gamers
article
english
z3
june 2010 by DirkSonguer
WARNING: DO NOT PUSH BUTTON!
june 2010 by DirkSonguer
Some days I'm just in an odd mood. As poor Vanesta found out. A few months ago when we were planning out the in-game loot items for the upcoming Legends of Norrath set (the online trading card game that ties in with EQ and EQII) I had another of those moments. I'd been working on Tinkerfest quests at the time (a gnomish festival of all things clockwork that comes around once a year) and so I suggested something along those lines.
mmog
gamedesign
items
english
article
june 2010 by DirkSonguer
node | Classroom Seating | Education Solutions | Category | Products | Steelcase
june 2010 by DirkSonguer
If you travel back in time and show a student from the 1950s an iPad or Twitter they'd have a tough time making sense of it; show them a classroom desk, though, and they'd see it's changed little.
Steelcase's IDEO-designed Node chair aims to change that, with a modern re-fresh of the schoolroom desk-chair combo.
design
industrialdesign
chair
school
ergonomics
article
english
Steelcase's IDEO-designed Node chair aims to change that, with a modern re-fresh of the schoolroom desk-chair combo.
june 2010 by DirkSonguer
Inside Gatorade’s Social Media Command Center
june 2010 by DirkSonguer
In the realm of marketing, Gatorade is probably best known for splashy commercials featuring some of the world’s most famous athletes. However, a new effort behind the scenes of the PepsiCo-owned sports drink maker is putting social media quite literally at the center of the way Gatorade approaches marketing.
pepsi
gatorade
socialmedia
tracking
analytics
communitymanagement
marketing
social
english
article
brands
june 2010 by DirkSonguer
New Digital Publishing: Möglichkeiten nutzen und Experimente wagen ...
june 2010 by DirkSonguer
Wird das iPad als Lesegerät von den Konsumenten angenommen? Diese Frage beschäftigt Land auf Land ab die Medienbranche. Doch die Antwort hängt wesentlich davon ab, wie Medienhäuser das iPad bespielen werden.
ipad
article
english
publishing
magazines
june 2010 by DirkSonguer
EVE Online Insight
june 2010 by DirkSonguer
CCP Yokai, the Technical Director over in EVE-land, just posted a dev blog about their new rack setup. This is pretty rare insight for any operation, so it’s definitely worth reading. You don’t get the nitty-gritty details but you get a good overview.
mmog
eve
technology
servers
article
english
june 2010 by DirkSonguer
APB: All Points Bulletin or Aggregated Payment Bias? Both. « The Psychology of Video Games
june 2010 by DirkSonguer
Back in April of this year, Realtime Worlds announced the pricing model for its soon to be released MMO, All Points Bulletin, or “APB” as the cool kids say. A lot of people were looking forward to the futuristic cops vs. robbers game, but the announcement about the pricing,
gamedesign
games
payment
pricing
article
english
june 2010 by DirkSonguer
Tobold's MMORPG Blog: Gevlon says PvP can't be fun
june 2010 by DirkSonguer
I find Gevlon, and especially his various projects with which he proves World of Warcraft to be a sandbox game by veering of the ordained themepark path, to be interesting, even if I find many of his opinions abhorrent. So on the one side I'm sad he cancelled his ganking project in what looks very much like a hissy fit, but on the other side he has some interesting arguments on PvP, if you arrive to sort them out from the rest of his rant. Gevlon then explains why it is easier to give adequate feedback for PvE than for PvP, and concludes that because you can't have adequate feedback for PvP, you can't get into the "flow", and can't have fun. That leaves, in Gevlon's opinion, only three "small minorities" of types of players who enjoy PvP: Casuals who just want to batter the wall of Wintergrasp with a catapult from time to time (that would be me), Killers who enjoy ganking others, and a tiny "elite" who play PvP for the challenge they can't get from AI opponents.
gamedesign
games
pvp
pve
motivation
flow
english
article
june 2010 by DirkSonguer
The Seriously Un-Fun Economics of Games
june 2010 by DirkSonguer
This Escapist’s publisher, Alexander Macris, strikes a note that is all too familiar to many veteran gamers. He’s feeling left behind as a gamer, and explains the simple economics of why this is the case. Why they aren’t makin’ ‘em like they used to anymore. While I’m not sure his numbers are entirely accurate, they do paint a pretty sobering picture of why games have adapted the way they have…
games
sales
numbers
statistics
article
english
june 2010 by DirkSonguer
Game Developer Column 12: Theme is Not Meaning (Part II)
june 2010 by DirkSonguer
As examined in Part I, a game’s meaning springs from its mechanics and not necessarily from its theme, especially if the two are in conflict. Such a dissonance can leave players feeling lost, perhaps even cheated. Thus, designers should strive to keep the two in harmony. At the very least, they should not be fighting each other.
gamedesign
gamemechanics
article
english
choice
z3
june 2010 by DirkSonguer
Game Developer Column 11: Theme is Not Meaning (Part I)
june 2010 by DirkSonguer
The following was published in the February 2009 issue of Game Developer magazine… Who decides what a game is about? At first glance, the popular board game Ticket to Ride seems to be another link in the great chain of rail baron games, such as Age of Steam, Eurorails and the 1830 series. During the game, the player draws unique route challenges, to connect certain pairs of cities – New York to San Francisco, Miami to Chicago, and so on.
games
gamedesign
article
english
mechanics
june 2010 by DirkSonguer
iA » Designing for iPad: Reality Check
june 2010 by DirkSonguer
Over the last two months we have been working on several iPad projects: Two news applications, a social network and a word processor. We worked on iPad projects without ever having touched an iPad. One client asked us to “start working on that tablet thing” even before we knew whether the iPad was real. The question Are we designing desktop programs, web sites or something entirely new? has been torturing us until that express package from New York finally crossed our door sill. A quick write up of design insights before and after the appearance of the iPad at our office.
article
blog
design
interface
interfacedesign
ipad
mobile
usability
ux
june 2010 by DirkSonguer
Digesting Duck: Blast from the Past pt. 2
june 2010 by DirkSonguer
I was browsing my old hard drive last night while trying to find some old material in preparation for a lecture in a local game dev school. I found a couple of good docs I've written in 2006, which I thought would be worth sharing. The grammar in the docs is the same awful you are used when reading this blog.
3d
graphics
demoscene
effects
flowers
english
article
june 2010 by DirkSonguer
Web App Client Questionnaire | Carsonified
june 2010 by DirkSonguer
Every web designer or developer has heard a version of this from someone who is going to make ‘the next big thing’. And, if you’ve been around for a while, you have bought into a truly charming individual (who has the best intentions, they really do), and have wasted many hours working for free on something that will never go anywhere.
startups
webapps
development
check
tipps
english
article
june 2010 by DirkSonguer
Lies, Damned Lies...: Online Advertising Business 101
august 2009 by DirkSonguer
When you spend as much time as I do examining the workings of the online ad industry, it's easy to forget that, to many people, it really is pretty opaque. Not only is it characterized by some of the most complex and scalable technology in the world, but it also has its own, pretty unique, economic model to boot.
blog
article
microsoft
marketing
agency
advertising
english
august 2009 by DirkSonguer
Terra Nova: Who plays, how much, and why? Answers.
april 2009 by DirkSonguer
This post will share the first of what we expect to be a dozen or more papers on virtual world behaviors. As the first, it's the broadest, but I suspect will be of interest and use to the wider virtual world community. You can find the full text of this first paper here, at the Journal of Computer Mediated Communication, with no access restrictions.
games
english
mmog
social
article
research
virtualworlds
statistics
april 2009 by DirkSonguer
10 Ways to Automatically & Manually Backup MySQL Database | Noupe
march 2009 by DirkSonguer
There are several ways to backup MySQL data. In this article we’ll look at how to backup your databases using different methods, we will also learn how to achieve an automatic backup solution to make the process easier. Starting with the mysqldump utility that comes with MySQL, we will review several examples using mysqldump, including the backup of your database to a file, another server, and even a compressed gzip file and send it to your email.
programming
web
webdev
development
mysql
database
sql
backup
english
article
march 2009 by DirkSonguer
Continuous Deployment at IMVU: Doing the impossible fifty times a day ...
february 2009 by DirkSonguer
Continuous Deployment isn’t just an abstract theory. At IMVU it’s a core part of our culture to ship. It’s also not a new technique here, we’ve been practicing continuous deployment for years; far longer than I’ve been a member of this startup.
blog
programming
development
article
agile
testing
deployment
english
february 2009 by DirkSonguer
Continuous deployment and continuous learning
february 2009 by DirkSonguer
At long last, some of the actual implementers of the advanced systems we built at IMVU for rapid deployment and rapid response are starting to write about it. I find these on-the-ground descriptions of the system and how they work so much more credible than just theory-type posts that I am excited to share them with you. I can personally attest that these guys know what they are talking about; I saw them do it first-hand. I will always be full of awe and gratitude for what they accomplished.
agile
deployment
development
blog
article
english
february 2009 by DirkSonguer
Automation for the people: Choosing a Continuous Integration server
february 2009 by DirkSonguer
With so many Continuous Integration (CI) servers to choose from, it can be difficult to decide which one is right for you. In the second article of the series Automation for the people, development automation expert Paul Duvall looks at a handful of open source CI servers, including Continuum, CruiseControl, and Luntbuild, using a consistent evaluation criteria and illustrative examples.
development
articles
software
testing
developerworks
ibm
article
english
february 2009 by DirkSonguer
What Malcolm Gladwell’s book Outliers can teach us about interface design
january 2009 by DirkSonguer
I recently finished Outliers: The Story of Success, the latest book by Malcolm Gladwell. More than any other writer, Gladwell can take any topic, even the most dry and boring, and turn it into compelling reading.
The entire Outliers book is good, but Chapter 7: The Ethnic History of Plane Crashes, is amazing. It’s worth the price of the book just to see how Gladwell stitches this chapter together. In it Gladwell tells the story of several plane crashes and uses the last radio conversations between the pilots and the control tower to paint an incredible picture of how they happen.
article
english
design
interfacedesign
interface
webdesign
web
The entire Outliers book is good, but Chapter 7: The Ethnic History of Plane Crashes, is amazing. It’s worth the price of the book just to see how Gladwell stitches this chapter together. In it Gladwell tells the story of several plane crashes and uses the last radio conversations between the pilots and the control tower to paint an incredible picture of how they happen.
january 2009 by DirkSonguer
Raph Koster's Home Page - The Laws of Online World Design
january 2009 by DirkSonguer
The Laws of Online World Design - These are taken from both experience and from the writings of others. Most are the sort of "Duh" things that many who have done this sort of game design take for granted, but others may be less intuitive. Many of the laws here were actually stated as such by others, and not by me.
development
games
mmog
gaming
gamedesign
english
list
article
january 2009 by DirkSonguer
InfoQ: Using a "Snake On The Wall" To Quantify Impediments
december 2008 by DirkSonguer
Kevin Schlabach posted recently on his Agile Commentary blog about using a "Snake On The Wall", a lightweight approach he's used to help his team get a handle on the things that are slowing their development process.
english
management
article
agile
scrum
december 2008 by DirkSonguer
The End of Wall Street's Boom - National Business News - Portfolio.com
december 2008 by DirkSonguer
The era that defined Wall Street is finally, officially over. Michael Lewis, who chronicled its excess in Liar’s Poker, returns to his old haunt to figure out what went wrong.
english
politics
portfolio
article
culture
wallstreet
december 2008 by DirkSonguer
High-Performance Click Analysis with MySQL | MySQL Performance Blog
december 2008 by DirkSonguer
One of the most common questions we hear is how to build high-performance systems to do this work. Let's see some ways you can build the functionality you need and get the performance you need. Because I've built two such systems to manage online ads through Google Adwords, Yahoo, MSN and others, it's easy and familiar for me to use the example of search engine marketing. I'll do that throughout this article.
english
mysql
performance
article
analytics
database
sql
december 2008 by DirkSonguer
MobiLenin
december 2008 by DirkSonguer
Jürgen Scheible, author of the book 'Mobile Python - Rapid prototyping on the mobileplatform' (Wiley) is a researcher, music and media artist. At the Media Lab of University of Art and Design, Helsinki he runs the Mobile Hub, a prototype development environment for mobile client/server applications with a strong focus on artistic approaches and creative design.
mobile
people
phone
wireless
english
article
web
python
symbian
december 2008 by DirkSonguer
Does It Lose Money When You Do That? Don’t Do That
december 2008 by DirkSonguer
The world is full of games companies that blow stupid amounts of money on making online games (typically “massively multiplayer online games” (MMO)). It’s time to put a stop to this madness; honestly, I thought everyone learnt their lesson about 5 years ago when we had the last wave of “everyone’s making an MMO … oh god, these things are TEN TIMES as expensive and ONE HUNDRED TIMES as difficult as we thought … Run away!”. Apparently not.
gamedev
games
english
blog
article
mmog
december 2008 by DirkSonguer
Anecdote - Whitepapers - Building a collaborative workplace
december 2008 by DirkSonguer
This paper has three parts. We start by briefly exploring what we mean by collaboration and why organisations and individuals should build their collaboration capability. Then, based on that understanding, we lay out a series of steps for developing a collaboration capability. We finish the paper with a simple test of your current collaboration capability.
web2.0
research
culture
article
work
english
collaboration
december 2008 by DirkSonguer
The ultimate guide to testing your website
december 2008 by DirkSonguer
After so many shoddy sites, pop-up windows and forced registrations, the truth is that if people don't find your website easy to use, they won't come back. Worse, they'll tell their friends just how clueless you are.
The answer is, of course, to design everything around the needs of your users. We've known this for years, but there's still resistance to even the most basic usability testing.
development
web
webdev
articles
usability
testing
article
english
The answer is, of course, to design everything around the needs of your users. We've known this for years, but there's still resistance to even the most basic usability testing.
december 2008 by DirkSonguer
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