170 karma · joined April 23, 2012
Not sure about other languages, but most of the client apps I make don't use hardcoded urls - they use a base API url, and then modifications for specific resources. The RestSharp library for C# is a great example of how this works, and even in javascript it's not hard to refactor things so they use a base url and append path & parameters based on the models you're working with.
I'm not arguing the simplicity of it, although it would be more simple to implement if we agreed on a standard like in the original article. I'm just arguing the value.
TL;DR - there's no value in discoverable (hypermedia) APIs short of some generic API browser that end users don't really want.
We stick to 1-hour games mostly because of the lunch hour restriction, if you're spacing the game out over a series of days it might be more interesting to play some of the longer games since it doesn't matter how long you take anyways.
At work we use board games on a daily basis for team building, usually play a 1-hour-or-less game over every lunch. It's amazing how quickly you get to know someone and how those relationships build and blend into your work as well. You can see how someone teaches a new person how to play the game, how they interact with alliances and respond to attacks from other people.
Some 1-hour games we play for reference, if anyone's interested:
Dominion - Already discussed in another post :) (http://boardgamegeek.com/boardgame/36218/dominion)
7 Wonders - Drafting based card game where you interact with your immediate neighbours (http://boardgamegeek.com/boardgame/68448/7-wonders)
Race for the Galaxy - Card game where action choices enable other players (http://boardgamegeek.com/boardgame/28143/race-for-the-galaxy)
Lords of Waterdeep - D&D themed worker placement game (http://boardgamegeek.com/boardgame/110327/lords-of-waterdeep)
Stone Age - Most "german" game of this list, worker placement and resource gathering with dice (http://boardgamegeek.com/boardgame/34635/stone-age)
Space Alert - co-op game where the main game mechanic is "communication" (http://boardgamegeek.com/boardgame/38453/space-alert)
Galaxy Trucker - fun tile-based spaceship construction game (http://boardgamegeek.com/boardgame/31481/galaxy-trucker)
The Resistance - 2 out of the 5 players are secretly spies (http://boardgamegeek.com/boardgame/41114/the-resistance)
I wrote this list out in a bit more detail on my website: http://rtigger.com/blog/2012/12/14/board-games-are-great/
There's a few points on here I'd like to debate:
- I haven't played an RTS recently, but the last time I dived into the genre there was lots of innovation: World in Conflict had an entirely new resource-based deployment system, Warhammer 40k Dawn of War and Company of Heroes both employed brand-new "capture and hold" territory-based gameplay. You could argue that League of Legends and DOTA both contribute to this genre as well.
- The author mentions several times that they didn't have the time or resources to spend on map creation. Level design is a pretty important aspect of any game development - maybe the Hard Vacuum game would've taken off if they had content?
- "A team like this today can not even hope to create a major blockbuster game". See: decent indie studios all over the world. Maybe it's just that the definition of "major game" has changed since the 90's.
While I agree with the main premise of the article, that game designers need to take a critical, uninfluenced look at the genres they design games for, it feels like the author hasn't attempted to play a game in the last 10 years.
Synopsis: I like Michael Feathers’ comment that having Design Standards is much more valuable than Code Standards, but they need to be reviewed regularly in order to prevent stagnation and much of the same detriments mentioned in the OP.
http://thecodelesscode.com/case/45 as an example.