ja2ke
Joined 18 years ago
Joined 18 years ago
"If we are to truly make progress in getting our students to understand the concepts presented in the Common Core to the depth intended we must help them learn to stop looking for a right answer and start looking for a right reason."
Talking to a lot of teachers it is often not the provided Core material that is the issue, but not having enough time to actually provide the structure and context to help the kids internalize why any of it is important. It's also not a surprise that is the case, given that at least where I live (California) the school year is measurably shorter and class sizes are measurably bigger than they were when I was in the same grades.
I've heard looking at the first person movement code for Valve's games will make you wish for your own death, but stripping out the weird stuff which looks ideologically wrong just makes the game play worse.
Not that there isn't precedent for their model. I remember being fascinated to read that the Big Mac and Ronald McDonald both came from local franchise restaurants, not corporate HQ. It's just a frustrating position to take. It feels short sighted.
A really cool fried who suddenly shows up for lunch in a suit, then eventually stops calling you. Your mom reads about them in a magazine and excitedly tells you what they're up to for a few years, then you stop hearing about them.
The Steam front page, though it may seem a little sloppy or insane, is extremely successful at pointing me to games I am interested in, at a cheap price. It's going to get weird, and very nebulous, if a copy of Adobe Premiere is up there in the hot picks slider along with Assassin's Creed 3.
Amnesia wants to use its interlocking game systems to make you feel afraid: You stay sane longer in the light. You have a limited amount of lamp oil with which to create light. Monsters make you insane (and kill you). Monsters can see you better in the light. Monsters make you go insane more quickly if you look directly at them (in the style of Lovecraft, gazing on things you should not see rend your mind).
The end result of this is a pretty wonderful set of rule balancing where, upon seeing a monster, the player immediately douses their lamp and hides in a dark corner staring at the wall, slowly going insane from a horror they cannot look at, knowing that looking at it will make them go truly mad, and turning on light for comfort will bring them a swift death.
It helps that on the art side, the visuals and audio are all built around creating and enhancing the mood, of course, but it's rare that there are a bunch of interlocking systems which can shape your behavior in a way that's that harmonious with an expected emotional output, a mood, tone, etc.
The game is rough around the edges and definitely created by a small team, but what it achieves is pretty rare.
Podcast: http://www.idlethumbs.net