Archive for the ‘Human Factor’ Category

Game, The Definition

What is a game? Why is it fun to play games?

There is no “official”, or at least a commonly agreed-upon definition of a game. Wikipedia offers several definitions, which are all kind of true. Chris Crawford’s definition is probably the best articulated. But all of them lack the “essence” of a game, as the sum of components is not the whole in this case. It’s like defining an elephant as an animal with four pillar legs, a small tail, a trunk and big ears – while true and useful, it does not necessarily add up to an elephant.

Another piece of the puzzle lies in the “play” part. Wikipedia to the rescue again, and we see the same pattern – opinions of what play is are quite divided, and the definitions are rather generalizing than specific of what play is. (more…)

The 80/20 Rule of Development

Human perception is logarithmic. This goes for sound, light, force, and so on. Even the stock market charts are displayed on a logarithmic scale. There is plenty of academic research in this area already, but I guess grasping change and making something meaningful of it has more sense in relative terms than absolute, and hence our logarithmic scale of perception.

Regardless of why it works this way, our perception of quality is also logarithmic. And this has a very counter-intuitive impact on the amount of work we put into projects in development. (more…)

People Behind Tech

You know why ideas can not be stolen? You know why the top team members get to sign “stay” agreements when their company gets acquired?

Well, actually, ideas and tech can be stolen and copied. Specifically their implemented form. And this surely can do some damage in the short term. But it doesn’t really matter in the long run. (more…)