Here, we examine the role of a single variable, the difficulty of training, on the rate of learning. In many situations we find that there is a sweet spot in which training is neither too easy nor too hard, and where learning progresses most quickly. We derive conditions for this sweet spot for a broad […]
Author: Cathie
(35) How to enter ‘flow state’ on command | Steven Kotler for Big Think – YouTube
Peak performance mind hack explained in 7 minutes. Source: (35) How to enter ‘flow state’ on command | Steven Kotler for Big Think – YouTube
Note Taking Lessons
Ok zettelkasten fans. Unless someone can come up with an earlier source, the inventor of the zettelkasten method for excerpting and note taking is Konrad Gessner in 1548. (Again it’s not Niklas Luhmann!) Source: | Chris Aldrich
Extending the Mind – Finite Eyes
Valorize motion, not sitting still. Source: Extending the Mind – Finite Eyes
The Default Number of Players is One – KEITH BURGUN GAMES
I believe I have isolated the fundamental properties of a certain kind of machine. It is a machine which arranges its information in such a way so that a user may make inputs to the system and receive meaningful feedback about that system. The user is attempting to reach a certain state – the “win” […]
Game Design 101: Help, My Design is Too Complicated! – Entro Games by Chris Backe
I’ll call it a Piece Of Information I Need to Think about, or POINT for short.As you begin to take your turn, where and what are you looking before making your strategic decisions? Source: Game Design 101: Help, My Design is Too Complicated! – Entro Games by Chris Backe
magictools/README.md at main · ellisonleao/magictools
A curated list of game development resources to make magic happen. Source: magictools/README.md at main · ellisonleao/magictools
Cumbersome: “Challenge” vs “Difficulty”
We have learned that Difficulty comprises two aspects: Depth and Unfairness. One of those increases Challenge, and the other does not, but both increase difficulty. I don’t think I’m out on a limb saying difficulty that increases challenge is “Good Difficulty,” and difficulty that does not increase challenge is “Bad Difficulty.” Source: Cumbersome: “Challenge” vs […]
From mechanisms to experience – why we need a shift in the discourse – Board Games & business innovation
Learn the right things from other games that have been successful at capturing an audience. Look at the experience created, dig into why that experience was successful and for what audience. Then iterate on the entirety of the experience of the product. As opposed to looking at successful games from a mechanical standpoint in order […]
From mechanisms to experience – why we need a shift in the discourse – Board Games & business innovation
If we focus on the experience, we include more people. You can describe the game experience without requiring knowledge of the board game lingo. Instead of the back of the box scaring the potential consumer away with mechanical how to play instructions, the consumer is welcomed by a capturing description of what it will be […]