apitaru
Joined 17 years ago
Joined 17 years ago
It did however make me think of an almost opposite activity for the next time I interview someone:
Pick a difficult trick question (like Binary Tree reversal but harder/arcane) that neither of us can solve, and spend some time working on the problem together with the candidate.
After all, solving problems together (directly, or indirectly) is what we'll be doing day to day.
This might not be a good idea, but I'll definitely try it out once and find out.
There's also no mention of the thrill of the hunt for the right abstractions - which can be both intellectually and emotionally stimulating.
The less these two factors come into play, the less motivated one would be to sit in front of a computer and click those keys all day long.
If you're set on finding out, and if you require the structure that an academy provides, and you understand the financial implicatios, then don't let this article dissuade you from trying.
Discslaimer: I'm co-founder of http://kitchentablecoders.com and http://sfpc.io
That said, the term 'Mechanic' in game design has multiple meanings. My favorite is in context of Dynamics and Aesthetics, as explained here - (pdf) http://www.cs.northwestern.edu/~hunicke/MDA.pdf
More than anything I was trying to respond to the parent's question about why the game works at all, especially compared to so many bad single-switch games in the app store.
(In writing this I just realized - Maverick Brid is not a single switch game like Flappy Bird. Not that it matters - even without the dive key it's superior).
And then - by allowing a quick restart, any frustration is overshadowed with the desire to try again.
There are other interesting fine-details. For example, notice when the bird starts to dive (an experience game developer pointed it out to me). It happens when the bird goes under the last flap-point. This allows for a much deeper control system than the one-switch interaction suggests. This depth is intuitively grasped by the gamer on some level, providing more fuel to try again.
Many games introduce difficulty through complexity. Here's a game that's simple to grasp, hard to play, yet not boring or frustrating.
I wish this was acknowledged more often, as it might have made the developer feel more comfortable being associated with his game's meteoric success.
(meta: yes, just a simple comment to say its great. Lets not forget to post these as well once in a while)
At the same time, I'm happy Mitchell and Webb stayed in comedy rather than attempt to cure cancer.
If you feel a calling to a particular space or venture, follow it - even if its Angry Birds. On the other hand, if you think your calling is in medicine, think well before attempting a go at this "golden age of entrepreneurship", as chances are you'll regret not doing what you love.
http://pitaru.com @pitaru
http://fiftythree.com
http://sfpc.io/ http://kitchentablecoders.com