Today is Ada Lovelace Day, and I pledged over a month and a half ago to write a post about a woman in technology and science who inspired me. I’m a programmer by trade, and inclination; writing is important to me as well, but even that is centered around programming and technology issues. Ultimately, there [...]
Monthly Archives: March 2010
The Three Modes of Interacting
March 17, 2010 – 9:55 am
To continue the experiential analysis, I wanted to recap the three modes of interacting as laid out by Norman in Emotional Design. Most people are familiar with his work in The Design of Everyday Things (or Psychology of, depending on where it was published). In Everyday Things, Norman complained about things that were overdesigned, or [...]
More than One Kind of Experience
March 10, 2010 – 1:14 pm
I’m reading Schell’s Art of Game Design: A Book of Lenses, which took me a while to pick up after his DICE talk which destroyed some of his credibility to me. The book, though, is a good one, and while I’m not far into it, the idea that Game Designers’ job is to create an [...]
Neptune’s Pride
March 8, 2010 – 2:08 pm
I’m not a big fan of appointment gaming, nor of competitive play of video games. I play card and board games, but those are over pretty quickly, and tend to feel like they’re at a certain skill level that we all have. So I don’t play online FPS because there’s a lot of player knowledge [...]
First Impressions: White Knight Chronicles
March 3, 2010 – 12:48 pm
I suspect that if White Knight Chronicles hadn’t been a huge JRPG, it would have been a half hour, or one-evening game at most. But it isn’t, and that more or less gave it a buffer for me. It’s a comfortable genre, and it seemed that it was going to do some interesting things. Of [...]
Disarray
March 1, 2010 – 9:05 am
Well, I did spend two hours of my weekend working on the Klik-n-Play Pirate Kart, but when I finally sat down to do it, I discovered that I’d saved none of my refactored map code. On one hand, that code was confusing and not very good, on the other hand, it was nearly done. Well, [...]