|
|
Pearls Before Breakfast - washingtonpost.comApril 11th, 2007 |
This article has an awful lot to say about why games are the way they are — especially the go-go-go level-up-madly sorts of virtual worlds.
Specifically, I’d call back to these two posts of mine:
Is it even possible to design a game where people stop to admire the beauty? And if so, how?
(via Kim)

You can follow any responses to this entry through the RSS 2.0 feed. Responses are currently closed, but you can trackback from your own site. [?]Type in a relevant tag, and click the button, and help organize this blog's information.
[More Help]



































[...] Pearls Before Breakfast - washingtonpost.com [...]
Damned Brightcove; I can’t play the videos. So no, I haven’t heard him. =/ [edit:] 37s: http://www.37signals.com/svn/posts/364-subway-stradivarius (incl. piano version of Chaconne, which I am listening to right now; 15 minutes) Raph Koster: http://www.raphkoster.com/2007/04/11/pearls-before-breakfast-washingtonpostcom/
[...] is a thought that I wanted to elaborate on later but a recent post on Raph Koster’s blog prompted me to talk about it now. The post is about that really good [...]
[...] to a post at Raph’s blog, I found an article/story at the Washington Post that can be summarized pretty quickly for [...]
blog, of all places) describing an experiment they did to essentially see if people would inconvenience themselves for something unexpected and beautiful. They took a world renowned violinist and plopped him down as a street musician in a commuter packed