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About How this site is organized and what it's for Weblog start pageThe start page contains the most recent 15 articles. Home pageThe main home page of my website, not my weblog. Currently not used. ------------------ Articles by month Click here to get all the articles for a particular month. This month's articles (if any) Current month Today's articles (if any) Articles dated 2008/12/03 only ------------------ Subtopics ------------------
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Flavours There's more than one way to view this weblog; these links display the current page in other formats. External links These are a few of my favourite sites. T E S T Slashdot yesterday Copyright © 2003-2007 Alternate Worlds Publishing, Boston MA USA Wenhua dageming de zhongyao jiaoxun shi bixu fandui geren mixin If I have been able to see further, it is because I am surrounded by midgets. Never ascribe to stupidity that which can adequately be explained by malice. "Your argument's repugnant and intriguing." "That's kinda my thing." |
Danny's Weblog2004 Feb 10 [ Tue ]Fundamentals of game designI've been interested for a long time in why games work – in the sense of being fun to play – at all. For instance, why do I enjoy crossword puzzles? I've certainly noticed that I enjoy the puzzles in certain newspapers more than others. What seems to be unrewarding is puzzles where you can guess all but two or three clues immediately, but the remainder are impossible. What seems to be "fun" is when I only get 5 or 10 clues quickly, but can slowly figure out the remaining answers at a relatively constant rate. Ie, I don't enjoy *either* just looking up answers, or beating my head against a brick wall: it's the process of converting what looks like a very difficult task into a series of steps of definable progress which seems to be the pleasurable part. (Incidentally the very best – most enjoyable – clue is hard to guess but as soon as you think of the answer you know it's right. I hate the kind which is "14th C. Persian unguent hamper – var.") Here's a Slashdot discussion of the necessity/merit of *logic* in the universe of a computer game: [http://games.slashdot.org/article.pl?sid=04/02/02/0634256] It includes one particularly relevant posting: [http://games.slashdot.org/comments.pl?sid=95168&cid=8159214] That thing about "verifiable progress" reminds me of how surprised I was that the Rainbow Six games don't allow you to save a game in the middle of a level. At first I thought this made them almost unplayable, but when I continued playing (irritated with my expensive purchase) I found the lack made it a *different kind of game* and not necessarily worse. Debug: hittotal: 9 startban: 0 dancookie: endbandate: 2008-12-03 banned: 0 tempdate: 2008-12-03 tert: jse: jsno jsh: 9 |
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