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The Explorables Jam... is done! + 19 new explorables!

🕑 Added 2018-08-20 20:41:03 +0000 UTC
The Explorables Jam... is done! + 19 new explorables!

Comments

Nicky Case

Oh awesome! I hope the GameUp community likes & benefits from these new explorables! :)

Scott Price

Hello, Nicky - I'd like to join the chorus thanking you for organizing this ... and for writing it up and discussing the work *around* the jam entries. I'm looking forward to exploring these, and to reaching out to some of the author/designers to consider putting them in front of young explorers through GameUp. This is fantastic work and I hope that this event only galvanizes more designers!

Nicky Case

Thank you! I saw you were working on this sim on the r/Explorables subreddit. (I forgot to leave a reply – ack, I'm a lurker, there's too many social media stuff to be active on) I'm fascinated by bio-regulation feedback loops; I'm currently learning systems bio, and just started reading Uri Alon's Intro to Systems Bio textbook! > I want a high explore to explain ratio to encourage play, but dang they can get lost... Oof, yeah this is a really hard design problem! (And as Chris Walker pointed out, I sometimes go too far the "explanation" direction, with Too Many Words: <a href="https://blog.polytrope.com/too-many-words/" rel="nofollow noopener" target="_blank">https://blog.polytrope.com/too-many-words/</a> ) It's tricky! One thing I try to do is split the simulation into a series of simulations, each one introducing *ONE* new element or *ONE* new interface control. (And any explanation goes in-between those simulations) This way, the reader/player can climb the ladder of abstraction one rung at a time, instead of being asked to jump to the top in a single leap.

Jon Darkow

Nicky, I am a high school teacher and I love the idea that a phenomena can be explained/taught with an explorable. I created the insulin sim. I like using minimal words to communicate an idea with the hope that the intended dynamics can be discovered through exploration. I still find it super-challenging to address the exploration-to-explanation ratio. I want a high explore to explain ratio to encourage play, but dang they can get lost... Thanks so much for your inspiration.

Nicky Case

I really liked the Taxicab one! Very well designed, nice buildup of the explanation, and hopefully helps others understand Bayes Rule – a very beautiful and useful idea I think more people should know, especially now. Also, thanks for the feedback re: jam length! I was worried that multi-week-long jams might be bad for people *with* jobs, since that feels like a larger time commitment, but you're right, opposite could be true: more time means, well, more time

Nicky Case

Oh my gosh, that's so beautiful! <3 <3 <3 I'm so happy things went well with you and your parents, and I'm deeply, deeply honored that my story could help a fellow queer out in some small way. I'm going to frame _your_ Patreon comment now. Thank you! Kick ass at Psych 101!! 💥

Gal Green

Hi Nicky, I'm the one that made the Taxicab one, thanks again for organizing this jam :) I think the three weeks time frame worked well, I would've never made it on time if I had only one week. Maybe if I didn't have a job, but I'm guessing most people have jobs / school... So I think future jams should be at minimum two weeks if we want high-quality creations. Anyways, thanks again for making this whole thing happen <3

ShadowSandbag

Wow these were super neat, I'm going to go look at the rest of them, it was awesome for you to host this!

Jacob Hopkins

Dear Nicky Case, it's me again you probably forgot about me, I made one comment a long time ago about coming out simulator, and the game, you replied to my statement and I framed it, I got into college, I'm now a full time student and I just wanted you to know that I wouldn't have been able to get this far without the new found confidence I got from coming out to my parents, and that's all thanks to your coming out simulator, your my role model, keep it up, gtg psych 101


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