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    <title>Pinboard (infovore)</title>
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    <description>recent bookmarks from infovore</description>
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      <rdf:Seq>	<rdf:li rdf:resource="http://augre.net/post/3723007546/cant-force-this"/>
	<rdf:li rdf:resource="http://www.youngfoundation.org/learning-launchpad/news/grit-the-skills-success-and-how-they-are-grown"/>
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  </channel><item rdf:about="http://augre.net/post/3723007546/cant-force-this">
    <title>AUGRE - You can’t force AR</title>
    <dc:date>2011-03-08T16:04:35+00:00</dc:date>
    <link>http://augre.net/post/3723007546/cant-force-this</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[This is very true: "There’s too much emphasis on the significance of the placement, which is trivial in this medium, and not enough emphasis on creating good AR art, which is hard... rather than try injecting AR pieces into popular venues, I’d like to see someone focus on AR pieces so compelling that people are willing to travel to see them. That would be revolutionary."]]></description>
<dc:subject>ar art transgression challenge</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:3dc266365b4e/</dc:identifier>
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<item rdf:about="http://www.youngfoundation.org/learning-launchpad/news/grit-the-skills-success-and-how-they-are-grown">
    <title>Grit: The skills for success and how they are grown | The Young Foundation</title>
    <dc:date>2009-12-21T23:03:47+00:00</dc:date>
    <link>http://www.youngfoundation.org/learning-launchpad/news/grit-the-skills-success-and-how-they-are-grown</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Grit: The skills for success and how they are grown, a new Young Foundation book published on Tuesday 30 June argues that Britain's schools need to prioritise grit and self-discipline. Drawing on evidence from around the world it shows that these contribute as much to success at work and in life as IQ and academic qualifications."
]]></description>
<dc:subject>education learning difficulty challenge via:matlock</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:cbe5498a2a25/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:education"/>
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<item rdf:about="http://www.mojang.com/notch/j4k/l4kd/">
    <title>Left 4k Dead</title>
    <dc:date>2008-12-23T16:35:55+00:00</dc:date>
    <link>http://www.mojang.com/notch/j4k/l4kd/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Left 4k Dead was made by Markus Persson, for the 2009 Java 4k Competition. The entire game is less than 4kb." Impressive, and even a bit fun.
]]></description>
<dc:subject>games programming java left4dead small challenge</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:703c3dae21b4/</dc:identifier>
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<item rdf:about="http://blog.wired.com/games/2008/12/review-conseque.html">
    <title>Review: Consequence-Free Prince of Persia Reduces Frustration, Loses the Fun | Game | Life from Wired.com</title>
    <dc:date>2008-12-03T12:33:10+00:00</dc:date>
    <link>http://blog.wired.com/games/2008/12/review-conseque.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Yes, it's true that at no time while playing Prince of Persia did I feel any of the frustration that I felt on a regular basis in Mirror's Edge. But neither did I ever feel the joy of doing something right, of stringing together a perfect series of vaults and wall-runs and feeling like it was based on my own skill. Can one exist without the other? Is it impossible to create joy without difficulty? I don't know. But Prince of Persia lost something significant." I'm a bit worried about the new Prince, especially having read this; the challenge/reward balance is hugely important to it as a series, especially since the marvellous Sands of Time. Also, more worryingly: are developers shying away from letting players fail any more?
]]></description>
<dc:subject>princeofpersia review games gameplay mechanics challenge failure reward</dc:subject>
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    <title>GameSetWatch - Braid's Blow: 'How To Make Games That Touch People'</title>
    <dc:date>2008-11-23T19:14:10+00:00</dc:date>
    <link>http://www.gamesetwatch.com/2008/11/braids_blow_how_to_make_games.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Perhaps the problem is that we so deeply rely on reference points like film, which require stories progressing over time, when we could be referring to things like sculpture or painting, which require no timescale and people find just as moving." Some good thoughts from Jonathan Blow; I think his point about games' unique ability to challenge is an important one.
]]></description>
<dc:subject>games art braid jonathanblow migs talk presentation challenge difficulty</dc:subject>
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