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    <title>Pinboard (infovore)</title>
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    <description>recent bookmarks from infovore</description>
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  </channel><item rdf:about="http://stfj.net/DesigningForProblem-Solvers/">
    <title>Designing For Problem Solvers - Zach Gage, Nov 2014</title>
    <dc:date>2014-11-29T13:00:46+00:00</dc:date>
    <link>http://stfj.net/DesigningForProblem-Solvers/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[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.]]></description>
<dc:subject>zachgage difficult gamesy design learning problemsolving</dc:subject>
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<item rdf:about="http://www.polygon.com/2013/12/23/5227726/anatomy-of-a-spelunky-miracle-or-how-the-internet-finally-beat">
    <title>A breakdown of 2013's most fascinating video game moment | Polygon</title>
    <dc:date>2013-12-23T19:45:40+00:00</dc:date>
    <link>http://www.polygon.com/2013/12/23/5227726/anatomy-of-a-spelunky-miracle-or-how-the-internet-finally-beat</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["In another view, the "true Spelunky" is the live-streamed experience, both for broadcaster and spectator. Spelunky - as a concept, as an experience, as an entity — isn't just the game binary that you download onto your computer. It's also the Twitter banter about the game; it's the daily slog to get better at the game, slowly but surely, death after death; it's the communal effort to uncover new exploits and weird secrets; it's something that's equally "ours" as it is Mossmouth's. Spelunky, like any sport or game that matters — I mean really matters — is inseparable from the culture around it." Doug Wilson's analysis of Bananasaurus Rex's Solo Eggplant Run makes a great late contender for games writing of the year. It's precise, expert, and yet exciting, all at once; it demystifies and celebrates all at once. Great stuff.]]></description>
<dc:subject>spelunky dougwilson difficult streaming sharing games writing feedbackloops</dc:subject>
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<item rdf:about="http://blog.ihobo.com/2009/04/ten-game-development-vices-part-one.html">
    <title>ihobo: Ten Game Development Vices, Part One</title>
    <dc:date>2009-04-29T12:24:07+00:00</dc:date>
    <link>http://blog.ihobo.com/2009/04/ten-game-development-vices-part-one.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["In this piece, each of the departments involved in making a videogame are examined and accused of one particular vice. In making these assessments, the assumption behind each is that the purpose of the videogames industry is to make games that players want to play, and not to make the games that developers want to play." It is good, and I'm looking forward to the second part.
]]></description>
<dc:subject>development games industry criticism difficult casual mainstream budget</dc:subject>
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<item rdf:about="http://www.break.com/index/super-mario-brothers-is-frustrating-part1.html">
    <title>Super Mario Brothers Is Frustrating pt1 Video</title>
    <dc:date>2008-08-28T12:57:15+00:00</dc:date>
    <link>http://www.break.com/index/super-mario-brothers-is-frustrating-part1.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[In which an entertaining man plays a hacked, super-hard Super Mario map, swears at his TV a lot, and still manages to be pretty good at it. It's a nice illustration of the problem-solving process, and it's rather funny. "This is worse than Panic At The Disco. This is worse than Ann Coulter."
]]></description>
<dc:subject>nintendo hacked supermario difficult hard games walkthrough video swearing funny humour</dc:subject>
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