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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://www.blog.radiator.debacle.us/2013/09/teaching-struggle.html"/>
	<rdf:li rdf:resource="http://www.acceleratingfuture.com/michael/works/intelligentfailure.htm"/>
	<rdf:li rdf:resource="http://www.wired.com/magazine/2009/12/fail_duke_nukem/all/1"/>
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	<rdf:li rdf:resource="http://cruiseelroy.net/2009/04/who-needs-to-win/"/>
	<rdf:li rdf:resource="http://agamesdesignblog.com/2009/03/26/failure-and-learning/"/>
	<rdf:li rdf:resource="http://mychemicalromance.com/blog/gerard/video-games-i-quit-force-unleashed"/>
	<rdf:li rdf:resource="http://blog.wired.com/games/2008/12/review-conseque.html"/>
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  </channel><item rdf:about="http://www.blog.radiator.debacle.us/2013/09/teaching-struggle.html">
    <title>Radiator Blog: Teaching struggle.</title>
    <dc:date>2013-09-18T12:20:01+00:00</dc:date>
    <link>http://www.blog.radiator.debacle.us/2013/09/teaching-struggle.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I think as experienced game developers / engineers / artists / makers, we don't realize how we've developed strong senses of "vision" -- the ability to visualize and maintain this thing in our head, and gradually work to realize that thing into existence despite countless obstacles. Frequent failure is expected! But this kind of emotional intelligence, to be patient with yourself and your work, takes time to cultivate. People have trouble grasping this if they are new to making things, and maybe it's our mission to help them own their constant failures." This is a really good way of expressing this issue. And, in particular, spending time understanding what's going wrong, rather than throwing hands up at the first error message. Those tracebacks, however weird they may seem to begin with, are designed for the reader, and they help with the journey.]]></description>
<dc:subject>programming teaching learning failure mistakes</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:de4e484127da/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:teaching"/>
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<item rdf:about="http://www.acceleratingfuture.com/michael/works/intelligentfailure.htm">
    <title>Why Intelligent People Fail</title>
    <dc:date>2010-07-04T10:57:26+00:00</dc:date>
    <link>http://www.acceleratingfuture.com/michael/works/intelligentfailure.htm</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Passed without comment, but something to come back to when I'm beating myself up.
]]></description>
<dc:subject>failure success intelligence motivation</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:e52955d5d423/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:failure"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:intelligence"/>
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<item rdf:about="http://www.wired.com/magazine/2009/12/fail_duke_nukem/all/1">
    <title>Learn to Let Go: How Success Killed Duke Nukem | Magazine</title>
    <dc:date>2009-12-23T16:15:46+00:00</dc:date>
    <link>http://www.wired.com/magazine/2009/12/fail_duke_nukem/all/1</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...the Duke Nukem Forever team worked for 12 years straight. As one patient fan pointed out, when development on Duke Nukem Forever started, most computers were still using Windows 95, Pixar had made only one movie — Toy Story — and Xbox did not yet exist." Fantastic, dense, Wired article on DNF from Clive Thompson
]]></description>
<dc:subject>games business take2 3drealsm dukenukemforever technology development failure</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:328fd0f382fc/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:business"/>
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<item rdf:about="http://tomewing.tumblr.com/post/119864265/all-the-blogs-ive-ever-stopped">
    <title>Blue Lines Revisited - All The Blogs I've Ever Stopped</title>
    <dc:date>2009-06-08T09:37:15+00:00</dc:date>
    <link>http://tomewing.tumblr.com/post/119864265/all-the-blogs-ive-ever-stopped</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["...there are an awful lot of excellent reasons for ending a blog, and that many blogs which do end are by no means “failures”. Social media coverage in general should focus a lot less on the things people do or don’t “achieve” via these tools, and more on the fact that conversation, writing, collaboration and suchlike are pleasants thing to do in and of itself. Reclaim social media for the flaneurs, is I guess what I’m saying!" Tom Ewing is right.
]]></description>
<dc:subject>blogs socialmedia success failure flaneur dilletante experiment</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:1ead36942e20/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:blogs"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:socialmedia"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:flaneur"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:dilletante"/>
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</item>
<item rdf:about="http://www.gamesetwatch.com/2009/06/interview_maxis_bradshaw_on_fr.php">
    <title>GameSetWatch - Interview: Maxis' Bradshaw On Freedom In Games, Failure As A Positive</title>
    <dc:date>2009-06-07T08:20:24+00:00</dc:date>
    <link>http://www.gamesetwatch.com/2009/06/interview_maxis_bradshaw_on_fr.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["There've been studies on how gamers actually become better business leaders," she says. "They're very familiar with that creative, collaborative team space that's so much a [part of] our businesses." And creative, unstructured play means letting players fail, she asserts.

Giving players the opportunity to have failure states -- not just a "strict message that's being delivered" -- is the right way to encourage players to learn and explore. She noted educational game Electrocity, a SimCity inspired resource-management game, that allows for mistakes and consequences. "Sometimes in those moments is when people 'get it' strongly," says Bradshaw.
]]></description>
<dc:subject>wgrtw failure games learning play business collaboration leadership</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d5f70d04cfa2/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:wgrtw"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:learning"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:business"/>
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</item>
<item rdf:about="http://cruiseelroy.net/2009/04/who-needs-to-win/">
    <title>Cruise Elroy » Who needs to win?</title>
    <dc:date>2009-04-12T19:34:18+00:00</dc:date>
    <link>http://cruiseelroy.net/2009/04/who-needs-to-win/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["As I listened to Wil’s surprisingly impassioned speech, and the protestations of the other party members, a thought popped into my head: role-playing is when you make poor gameplay decisions on purpose." Dan values narrative success over ludic, rules-based success.
]]></description>
<dc:subject>games play gameplay roleplaying success failure drama narrative</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:8edef2306ade/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
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<item rdf:about="http://agamesdesignblog.com/2009/03/26/failure-and-learning/">
    <title>Failure and Learning | A Games Design Blog</title>
    <dc:date>2009-03-27T10:00:08+00:00</dc:date>
    <link>http://agamesdesignblog.com/2009/03/26/failure-and-learning/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["You don’t need to be able to lose for a game to be enjoyable or challenging. You just need to be able to fail." Some good notes on the purpose of failure in games, and how to sensibly work failure as a mechanic into games without irritating players.
]]></description>
<dc:subject>design games play learning progress failure feedback</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:31b99445b933/</dc:identifier>
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<item rdf:about="http://mychemicalromance.com/blog/gerard/video-games-i-quit-force-unleashed">
    <title>Video Games I Quit On: Force Unleashed | My Chemical Romance</title>
    <dc:date>2009-02-23T10:28:38+00:00</dc:date>
    <link>http://mychemicalromance.com/blog/gerard/video-games-i-quit-force-unleashed</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I shouldn't even explain it- you should probably just youtube some gameplay footage if you're interested and watch the insanity." Gerard Way on quitting Force Unleashed - and hinting that he's going to talk more about other games he's given up on. That should be interesting.
]]></description>
<dc:subject>games writing mychemicalromance failure gerardway defeat frustration</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:0ce74260a1f3/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
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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>
<dc:identifier>https://pinboard.in/u:infovore/b:f9a377ccca16/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:games"/>
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<item rdf:about="http://lostgarden.com/2007/10/lesson-about-failure.html">
    <title>Lost Garden: Lessons about failure</title>
    <dc:date>2007-10-23T09:48:32+00:00</dc:date>
    <link>http://lostgarden.com/2007/10/lesson-about-failure.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["If you want someone to fail, you want them to fail fast, before they spend a lot of money... [Miyamoto] would just say, 'Find the fun, and I'll be back in three months to take a look at what you have.'" Good advice.
]]></description>
<dc:subject>design failure fun play games</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:3cf59d38a77f/</dc:identifier>
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