apitaru
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.
Transform any literary text into a patent application
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://bukowskiforum.com/threads/16-bit-intel-8088-chip.2791...
Learn to code from an artist
I'm especially curious because GS is mentioned in the title of the post, which suggests it must be important to the poster and perhaps relevant to HNers.
Great job!
// A Dramatization //
Consider a young developer that knows a bit of PHP and wants to get started on her project. Then she (or "he", or "they" .. whatever) reads HN and finds out that PHP sucks. HN is Mecca to her, so she now spends the next 3 months figuring out that (truly) superior language. She picks whichever framework most HNers are (innocently) promoting at the time.
What she doesn't know is that those karma-gods took their sweet time to figure out 10 other things (== 1000 hours) before using said superior language and framework. It's supposed to be easy, she thinks. She gets frustrated because no-one had told her about those 10 other things. Time is running out on her savings. "I'm not a real hacker", she thinks. She never airs her project.
// End Scene //
Now run the same story, only she doesn't read HN and just codes the thing in PHP. It's actually a pretty cool project and ends up on first page of HN ...
Artist Creates Realistic Portrait Sculptures Using Paper
I'm always amazed the influence that personal projects have on which kind of work comes through the door. There's a reason why many companies have a public 'labs' page. Featuring these projects will pull in clients that appreciate your sensibilities (I believe these are the best clients to have).
btw - the fact that you're on the first page of HN is a good start!
LiveCoding - live coding using Javascript and OpenFrameworks
Heodore Zaballos - the 10 year old data visualizer
I think this is at the heart of how we are capable of creating something from nothing ('create wealth' as pg would say).
There's also a dark side - I've come to notice that people who cannot 'fool themselves' are less happy, and at times dangeruosly so.
We are indeed a self-winding spring.
Fair enough. But again - this wasn't a judgement. Maybe I expected a quick vague reference to one of these obvious points.
> How do we do teach them? Not sure.
On one side kids will be kids. On the other hand, adults fail in similar ways, sometimes spectacularly - and then millions of people are allowed to die (Sorry for the dramatic delivery).
These situations have a certain 'smell' to them, which I think kids can identify. Maybe it's not as stinky as stealing, but there's definitely a fragrance.
It'll be great if we can have a red light blink in their heads at the point - an inner voice saying:
"I know what's going on. It's just as wrong as stealing. Option 1: stay away from the situation. Option 2 (better): fine a way to stop it."
How do we teach our kids that it's wrong to steal and lie? I'm guessing here: Train them to defer instant gratification in favor of a higher ground.
I hope I don't sound silly. I'm a young parent and Bob Dylan is playing in the background.
1) These kids are evil. 2) Are they spoiled rich kids? 3) How do I reduce the odds of my kid behaving like that in 10 years.
btw - I'd like to hope the kid who video-taped it knew exactly what he /she was doing. Maybe a silver lining in an otherwise depressing bus ride (that and the 100k).
Because I'm human, I guess. Sometimes I'm flattered and sometimes I'm not. It has a lot to do with the nature of project, how it has been copied, who copied it, why they did it.
Understanding this, I'm now trying hard to position myself in situations where I'll be flattered when it happens and disappointed when it doesn't.
> Do you believe ideas can be owned?
I do not, hence the entire premise of my parent post.
For starters, the comic you've linked to suggests that I don't come up with many new ideas, but a glance at my HN profile might reveal otherwise.
I think it has more to do with how long I spend in open-mode. I suspect longer than others. I like to marinate on my ideas. I try to give myself a lot of time to solve a problem. The result is a certain level of depth that I might feel extra ownership over. This is a side-effect and an unintentional one at that.
I'm now working hard on optimizing my work-flow to counter this issue. Some of it has to do with releasing things sooner than later (thus feeling less invested in them at that point).