Watercooler
I don't think this requires any explanation...
I don't think this requires any explanation...
With the enormous success of online casual games and the Wii, we've seen that there is a huge market of people wanting to play games. We've seen that a game made to appeal to the larger market of people can sell more copies, and gain more money, than those created for the niche market of people with the latest graphics cards. The more universal the appeal of the game the more successful it is.
We know this. This is true for most media.
But we find in other forms of media, the focus on the specific. The home video, the journal entry, the mother's lullaby. Sometimes these are incomprehensible to those outside the intended audience, and sometimes these are universal. What makes the difference?
Is there an equivalent in games?
An effective system at not letting anyone in or out.
So here's how it works. We have two doors, the wood door and the metal screen. Each door has a lockable doorknob and a deadbolt.
And because neither I nor my wife are the best at locking the doors in a consistent manner, every time one of us goes through the door the position of the locks are randomized.
Blocks in Thoughts
Blocks in Thoughts in box on Knox...
So I took the "Space Totem" blocks for Tracy's system analysis assignment and thought I'd blog up some of my initial thoughts.
Basically "Space Totem" is a block style reproduction of a series of paintings by artist Tim Biskup, which combine from top to bottom to form a giant totem pole - in space! (Hence the name...)
Anyway, the blocks can be recombined in both order and direction, so starting from this: