The transcript of a presentation on the intersection of ethics and accessibility.
Oregon Trail, updated for our times. There should be appreciably less dysentery in this game.
Play the part of an AI pursuing its goal without care for existential threats. This turns out to be ludicrously addictive. I don’t want to tell you how long I spent playing this.
Keep your eye on the prize: remember that money (and superintelligence) is just a means to an end …and that end is making more paperclips.
Such a great primer on game theory—well worth half an hour of your time.
You are on a website. There are exits to the north, south, east and west.
This is a fun game (I scored a measly 73/100). The idea is to develop a feeling for the balance between font-size, line-height, and line length …just like the three sides of an equilateral triangle.
Too many of them still set line-height, font size and line width as independent features when in fact they should all be considered together. The equilateral triangle is a perfect representation of how the three features work in harmony.
The Internet Archive is now hosting early Macintosh software emulated right in your browser. That means you can play Adventure: the source of subsequent text adventures, natural language parsing, and chatbots.
Colossal Cave Adventure (also known as ADVENT, Colossal Cave, or Adventure) is a text adventure game, developed originally in 1976, by Will Crowther for the PDP-10 mainframe. The game was expanded upon in 1977, with help from Don Woods, and other programmers created variations on the game and ports to other systems in the following years.
In the game, the player controls a character through simple text commands to explore a cave rumored to be filled with wealth.
Tetris in your browser. Visit it once and it works offline (if your browser supports service workers) so go ahead and add it to your home screen.
I’m no fan of mega menus, and if a site were being designed from scratch, I’d do everything I could to avoid them, but on some existing projects they’re an unavoidable necessity (the design equivalent of technical debt). In those situations, this looks like a really nice, responsive approach.
I thoroughly enjoyed playing this game. On the face of it, it seems like little more than a cow-clicker, but the way that the plot and the gameplay unfolds is really delightful.
This feels like the kind of game that would only work on the web—keep it in a browser tab in the background, revisiting occasionally throughout the day.
Here’s a fun game to help practice those CSS selectors.
The text adventure, like poetry, tends to attract a small band of devoted fans rather than hundreds of millions of casual players. And yet, those who care about writing know that they are where the form starts; and I can’t help feeling that videogames in general would be better if they took as much care over their words, and over their narratives, as text adventures do.
An immortal deer wanders the world of Grand Theft Auto for all eternity. It’s remarkably calm and relaxing.
This is superb!
Flexbox can be tricky to get your head around, but this exercise does a great job of walking you through each step in a fun way. I highly recommend trying all 24 levels.
Pacman meets Pong meets Space Invaders.
Get your next design game off to a quick start with this handy generator of nonsensical-yet-vaguely-plausible product ideas.