This is a great talk by Zach Gage, from PRACTICE (I believe) on how to both design difficulty into games, but more importantly, how to help people become better at problem-solving, and the very specific relationship between shapes of problem, learning style, and difficulty. Great reading for game designers, but also recommended for any interaction designers, really.
I'm going to need to do this at some point.
"If you want to know about the inevitable end-state of the Tarkovsky/Strugatsky zone, you should look at the development of the Alps (& now the Himalaya). What was a nightmare is controlled into a form of play by skill, technique and equipment. What used to kill you is now so well understood that you can enjoy it. Or, to put it another way: what used to kill explorers first begins to kill only experts who push their skillset too hard then winds up only killing the tourist the experts usher up the mountain for money–and even then only often enough to keep up the activity’s reputation."
17 November 2014
People will ask me what’s the most exciting wildlife you saw, and I suppose I could say the ibises, or the pelicans, or the field full of kangaroos, and those were all pretty special, but you know, it was the sea.
Soft in the bays and inlets; warlike on the rocky coasts; broad and grand at Bondi. Every wave is new; every iteration unique. I could watch it roll, listen to it roar, taste the salt sprayed into the air for hours.
And gosh, the colour; they really don’t call it the Sapphire Coast for nothing.
Wild, untamed; not like the Pacific on the West Coast, not like the Atlantic. Something else. My favourite wild thing.
This is a good list, from Toby Litt, and clearly one earned many times through fire.
Charming branding from Porto – just a lovely use of a system, but also one with wit and charm aplenty.