My take on it is that fun comes from interacting with a system with enough depth for interesting stuff to emerge - maybe even things that will surprise you as a designer. I find that this happens when you get a few simple systems, get them working well independently, and then find as many ways as possible to interconnect them.
A major limitation exists for spaced repetition software (e.g. Anki, SuperMemo, or other flashcard-style systems), in my experience using them for several years for long-term memory: it's neither necessary nor sufficient to use this software to learn certain topics.
Several excellent physics and math students I worked with have never used spaced... See more
Sony earns a cut of the sales of third-party games on PlayStation, which of course it gets to keep with first-party games â meaning that its own games can justify very large budgets more easily, as they generate more revenue per unit sold. A further justification for taking this kind of risk on high development costs is that the games themselves... See more
By becoming a PlayStation exclusive, FFXVI more or less ends up having the economic advantages of a first-party title. Sony has most likely waived most, if not all, of its platform fee for the game, so every unit sold is more profitable for Square Enix; it has also almost certainly absorbed some of the marketing costs for the game by rolling it... See more
A walk-n-talk works like this: gather 5-10 curious, kind, generous, patient, inspiring people and set a walking course through the countryside for a week, plus or minus a day or two. A week works well because it may take a day or two or three for people to open up, for the so-called âsituational extrovertsâ to fully emerge from their shells, for... See more
Ben Smith, who ran BuzzFeed News during the height of the Twitter era, describes the moment in simple terms. The platform âwas a kind of central, essentially elite conversation where political and tech leaders and journalists and activists and others talked to one another,â he says. âIt was never complete or âreal life,â but it was actually a more... See more