Hey #gameDev, is there a compact phrase in the industry for "design elements that the player picks up on, but, not explicitly"?
Things like lighting on grabbable ledges is making affordances clear; I'm thinking more like subtle color shifts as the player goes into dangerous areas.
(Side note: this is related to my past PhD work, so I'm not looking for starter tips; instead, I'm seeking to understand how intentional this design is within a community.)
@afeinman What do you see as the problem(s) with email? - other than today's kids not reading it and not replying to their parents unless you also poke them on WhatsApp, of course.
@TimWardCam Email to corporate accounts like those used by the bulk of people won't get to recipients unless sent from another approved corporate entity. Email from private servers is unreliably delivered and treated like it's 100% spam.
Meanwhile, actual spam is let in via the "you were on our website once" excuse.
"Alex, how can your ebooks be just $9? Isn't that a bit cheap these days?"
Yes, but my rich husband (err, day job) subsidizes the publication costs. What remains is the vig the distributor charges for putting the book on your phone.
If you're strapped for cash and want to read stuff, let me know and we'll work something out.
Anyone have recommendations for a slick, hopefully cheerful sci-fi heist movie?
The closest I'm coming up with is Space Sweepers, which was awesome but not really a heist. I want Ocean's Eleven with ray guns and teleporting clones.
No. No you're not. And advertisers and propagandandists depend on that arrogance.
(Being wrong feels just like being right. We are not diviners of truth. This is why science exists--to help us prove shit. Because we're deeply imperfect.)