It’s been a busy week, so while I’m finishing up the cast, here’s today’s critical thought. I talked about the challenge of defining video games and if there is a way to put a definition on them.
Two years ago, Nintendo made waves with their Amiibo line and attempt to get into the lucrative toys-to-life genre. Combining quality figurines with the promised of in-game rewards, Nintendo fans like yours truly jumped at the collection.
Today, things have taken a different turn. The fan-fare surrounding them has all but disappeared. There are reports of reprints of the first few waves, but even I’m having trouble getting excited about it. Nintendo was poised to make one of the biggest touchdowns in their history, but they’ve managed to stumble right at the end zone.
Zachtronics continues its domination of the programming/puzzle market with their latest game SHENZHEN IO. While the game is currently in Early Access, the design is all done, and just like advanced play of their games, all that’s left is refinement.
And also just like their previous works, this is a game that you will either love or hate, depending on what you think of programming.
Recently, I’ve been playing Zachtronic’s latest game SHENZHEN I/O. The game is about using assembly level programming to create programs by using circuitry and CPUs. To help, the game features a 41 page manual that reads like the company manual you get at work. Despite the manual, I had to turn to outside help to learn the basics of the game.
Trying to learn the game, I started to think about how we learn things both in and outside of a class setting, and that games might hold a better solution.