Yeah, lots to learn from game design there :slight...
# thinking-together
i
Yeah, lots to learn from game design there 🙂
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I spent a long time looking into this. I know @Ivan Reese has lots of thoughts around how we should take inspiration from games as well.
One of the more interesting things to consider in your own efforts is the notion of pacing. How do you create enough action to be exciting, but not so much to be draining? How do you intersperse moments of intensity with reprieves?
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w
Not to mention the gradual reveal of mechanics and – quite essentially – practice! Easy to underestimate being in the habit to readily recognize and apply a conceptual tool.
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i
A sufficiently good VPL should allow the documentation to be as rich/visceral/joyful as a video game. A favourite example is the editable tutorial patches in Max/MSP, which are mostly a series of whoa! cool! audio effects that are intrinsically fun to play with (and picking up Max/MSP tends to be a thing done by people looking to play with whoa! cool! audio effects). The "tutorial" is, in effect, the encouragement to rip apart those effects and see how they were built. Very constructionist.
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I feel like literate programming made some feints in this direction, but all the ones I've ever played with still have too much spooky-action to be truly discoverable (in the HyperCard sense) by someone with no prior experience.
w
The worst is that it's hard to tell how much spooky-action there will be. As a consummate Rubyist, I don't know how anyone can follow Rails callbacks. Even my best TracePoints are at a loss.