Mindshift

Fast Company:

A platform that changes the input to a simulation or video game based on the user’s physiological state.

Alan Pope, NASA Scientist, as quoted by Fast Company:

In terms of applications, we’re looking for places where this can be deployed as a form of entertainment and also training. There are a number of situations where someone could be trained using a video game-like task. It could be sharpshooters in the military, surgeons who would need to control their attention and anxiety—any kind of task that puts pressure on someone while they’re performing the task with their hands or manually.

While I struggle with my internal “simulation” v. “video game” terminology debate, I thought I’d share this neat interactive mechanic.

Games Done Quick raises $700,000

Polygon:

Summer Games Done Quick, the mid-year fund raiser of Speed Demos Archive, nearly tripled the amount it raised in 2013, hauling in $713,000 over a week long stretch, the proceeds of which go to Doctors Without Borders.

Hacking, puzzle-boxes and company culture

Lucy Boyes on her Boyes Club blog:

The second example of hacking – the magical shortcut approach – is a whole different problem. It’s fine for inanimate objects and codebases, assuming the “magic” does actually work, but in the context of human beings it’s an appalling way to operate. The idea that you can “hack” human things – people, culture, communications, you name it – is at least somewhat predicated on the puzzle box mentality. The linked example describes a particular way of perceiving women which can lead men (assuming this is a cis, hetero scenario) to believe that there’s a magic combination of words, actions and/or behaviours which will convince a woman to give up the “prize” of sex to men who figure out the puzzle. It’s a mentality which keeps pickup artist in lucrative business selling books and lecture dates. And this leads to all kinds of not-okay behaviours, like persistent stalking, harassment, creeping, etc., because the dude’s entire framework of belief tells him that if he just keeps trying hard enough he will eventually unlock the magic sex box.

Awesome, and it gets better…

This pertains to hacking culture thusly: the myth of the incredible founder, while it exists, legitimises doing fucking stupid shit to your people in the name of culture. The guy in charge thinks he’s in charge because he’s The Best. He succeeded by being The Best. And the most obvious way to make the company more successful as a whole is for everyone to be More Like Him. Which is why so many startups have crippling long-hours cultures (and lionise said crippling cultures even as everyone is balls-deep in the business of burning out), and why the culture and how the company relates to people is allowed to be run according to the whimsy of someone who hasn’t spent long enough thinking about how the world works to realise the unlikelihood, the tenuousness, of their own success. They drink their own Kool-Aid, and then they make everyone else drink it too.

Terrific read. Worth every word. Follow up with Klei.

Freemium v. Premium

Neil McFarland, director of games at Ustwo (Monument Valley), as quoted by Gamesindustry.biz:

Freemium effectively focuses on a niche - they just happen to be whales who spend unlimited amounts of money. Despite freemium games being seemingly for everyone, they’re not really.

[Premium’s] clearly not the best business model, but it was about our passion and the need to communicate something about gaming; a meaningful contribution to the medium, and to not overstay our welcome. Just give people something and that’s it - we’re not going to press you for endless hours of your time.

I thank the team at Ustwo for a fulfilling and concise experience. Only 90 minutes yet the sights and sounds of Monument Valley still linger in my mind. Relinking my review here.

Looking forward to the release of the Monument Valley original soundtrack by Stafford Bawler, Obfusc & Grigori.