Yomi vs. Nash Equilibria
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I was rereading David Sirlin’s World of Warcraft Teaches the Wrong Things as part of a conversation with a friend and I got to pondering his concept of yomi. I’ve previously mentioned it as having an influence on my game designs, so I’ll just quote his short definition:

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Hackers and Gamers
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I’ve been meaning to mention for a while that I’ve been contributing to the tumblelog Hackers and Gamers to share interesting links at the intersection of business, code, and gaming.

The blog was started by Peter Christensen and has one or two other contributors. With two Peters involved, here’s the handy guide to tell us apart: He’s the guy in Chicago named Peter who’s building a startup around an unconventional web-based game and I’m the guy in Chicago named Peter who’s building a startup around an unconventional web-based game.

Domain Registration Survey
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I’ve had all my domains registered at Name.com for a few years – great price, decent control panel, and competent support. Last week I went to renew some domains and found that Name has quietly doubled their prices by charging for the whois privacy protection that used to be free.

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One Fine Git Book: Pro Git
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As long as I’m reading too much, let me suggest that you can skip the couple dozen blog posts and half-dozen books about Git. Read this one introductory blog post and, if git sounds like a good tool for you, you can read one fine book about Git and be thoroughly informed.

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Admitting Diminishing Returns
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In 2009, I acted like this equation is true:

(I chose The 4-Hour Work Week and Hacker News because they’re two very popular resources, but there’s dozens I could’ve chosen.)

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Finish a Project
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The first 90% of the code accounts for the first 90% of the development time. The remaining 10% of the code accounts for the other 90% of the development time.

This annoyingly true aphorism has an important implication: an unfinished project, however close it seems to completion, is worth far less than a completed project. With that in mind, I’ve created a useful tool.

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Efficiency Replaces Autonomy
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I’ve been pondering the rise of metrics-driven game design — from the sites I follow it sounds like the game industry at large has been as well. The makers of retail games are realizing they can make more money with less risk by careful analysis of how they directly charge gamers in the free-to-play (F2P) model.

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Competition and Bluffing
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Direct competition is when a game is decided by how the opponents interact, how well they stop each other from succeeding. Indirect competition is when opponents can’t influence each others’ successes, like in a sprint.

I love the way that poker straddles the line between the two. The contest of who has the best hand is indirect, I can’t take cards out of your hand, you can’t prevent me from drawing, we make our separate choices and win solely by ranking.

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Game Influences (7/6): Warstorm
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I thought I’d finished the six post series on games that influenced Athenge, but I soon saw a game that changed my plans. This post is about how I analyze games by verbs, decision timing, and business concerns.

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