The true opposite of obedience is not disobedience but independence. The true opposite of order is not disorder but freedom. Most profoundly, the true opposite of control is not chaos but self-control. Source: Orion Magazine – The Politics of Play
Author: Cathie
Journal of Geography in Higher Education: Vol 45, No 4
A speciall issue on teaching wicked problems Source: Journal of Geography in Higher Education: Vol 45, No 4
Wicked Problems Archives | Wonkhe
Saving this stuff for future reading Wicked problems: how could universities be better at change? Source: Wicked Problems Archives | Wonkhe
How to balance a game – a deep dive into a real-world template – Entro Games by Chris Backe
As they’re most commonly used by designers, spreadsheets do four major things:Organize dataHelp with balanceMake it easy to share data with collaborators, publishers, graphic designers, etc.Make it possible to import data into services like Component.studio or Nandeck Source: How to balance a game – a deep dive into a real-world template – Entro Games by […]
Assessing My First Attempt at Ungrading | Dr. Ian O’Byrne
as I dig in and develop my system, this is all about my journey as I strive to decenter myself in learning environments. Source: Assessing My First Attempt at Ungrading | Dr. Ian O’Byrne
The Story Paradox
Storytelling, the very tradition that built human civilization, may be the thing that destroys it. Jonathan Gottschall: The Story Paradox Source: Skeptic » eSkeptic » January 18, 2022
GameTek #12: Generation P | Revue
procedural narrative generation – specifically crafting a story in response to player actions. Source: GameTek #12: Generation P | Revue
Common Designer Pitfalls – Carla Kopp
Perfectionism is paralyzing. Focusing on Perfection vs Improvement Source: Common Designer Pitfalls – Carla Kopp
Which fake ape NFT is the real fake ape?
A pair of non-fungible token projects are testing the boundary between plagiarism and parody. Source: OpenSea bans NFT projects selling flipped Bored Ape Yacht Club avatars – The Verge
Randomness, and “Random Value Absorption Thresholds” – KEITH BURGUN GAMES
As with many things in game design, the objective with this random value is to make sure that we have enough of it that it’s doing the job of randomness, but not so much that it is the thing driving the car. We want the player to be mainly driving the car; we want the […]