Sublime
An inspiration engine for ideas
Welcome to Dancoland • World Building
Perhaps the most important difference resulting from the digitalization of interactive entertainment is the shift away from having to create all of the value for consumers to network effects. Simply stated, in a product-based model, companies compete over production values and the ability to offer a unique experience that stands apart from other
... See moreJoost van Dreunen • One Up: Creativity, Competition, and the Global Business of Video Games
Lessons from MMORPGS: You define your role. You are responsible for creating your own adventure and customizing your role. In these games, players assume an identity, which in DAOs means carving out and defining your role and its responsibilities.
Ryan Sean Adams • DAOs as Playgrounds for Growth and Development
Jesse Schell, in his book The Art of Game Design - A Book of Lenses, introduces two Lenses: The Lens of Freedom and the Lens of Indirect Control
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
where a game designer no longer needs to continuously add additional content to keep the activity fresh and engaging. The brain simply entertains itself.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
where a game designer no longer needs to continuously add additional content to keep the activity fresh and engaging. The brain simply entertains itself.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
koodos.substack.com • 🥲 Bad Incentives Ruined the Internet
The Atlantic • Lessons From 19 Years in the Metaverse
“The biggest differentiator between a studio that creates a really high-quality game and a studio that doesn’t isn’t the quality of the team,” said one person who worked on Destiny. “It’s their dev tools. If you can take fifty shots on goal, and you’re a pretty shitty hockey player, and I can only take three shots on goal and I’m Wayne fucking
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