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"…hard-core players are comfortable mentally manipulating Peggle's complex physics. They can build models about where the ball is going to go, even after the seventh or eight collision. A frustrated casual gamer looks at Peggle and sees chaos; a hard-core one sees causality." Oh – now that _is_ an interesting way to look at things.
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This is great: a 25-minute video from Blurst looking at a short prototype they built. During the retrospective, other members of the team question the designers/developers about their intentions, their goals, and examine ways to make the prototype into a better game. There's some good questioning, some nice explanation, and it's a great insight into a process built around rapid prototyping and execution on top of Unity. Interesting to see how another company work on rapid prototypes and then try to "find the fun". Also: making the prototype public is another great piece of explanatory work.
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Lovely interview with Dylan Cuthbert, of Pixeljunk, about some of the design processes behind the Pixeljunk games.
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"A frequent question people ask us is “how do I transfer my database between my local workstation and my Heroku app?”" The answer is: using taps. Database push/pull, to/from Heroku, and to/from different database vendors. Very, very clever.