1. Human shareable codes

    Back in the NES era, one’s progress in games unlocked passwords that allowed you to continue the game from a certain level instead of the beginning. These codes have seen less use now that random access storage is more available.

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  2. Further adventures with walking simulators

    Another year, another dump of light adventure games that focus heavily on exploration and less on the pixel-hunting of the yesterdecades.

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  3. Building an asset pipeline for Jekyll with Gulp

    With the recent release of Jekyll 4.0, it was a good time to revisit how I manage my blog’s assets. The web and its tools continue to move in a break-neck speed and new versions like to break things so finding up to date best practices and code samples was a bit difficult. This is one reason why I’m writing this post.

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  4. How game streaming can affect the game market

    The launch of Google’s game streaming Stadia and its preceding rumors have made many wonder and speculate how games will be delivered in the future. I have recently written a bit about platforms, and game streaming can potentially cause a huge shift in the power balance as the underlying hardware (or even storefronts) becomes irrelevant. There are many new hopeful entrants wanting to get a piece of hopefully an increasing pie.

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  5. The next hype: Games as a Platform

    Bubbling under the Games as Services (GaaS) phenomenon are platforms (GaaP). I previously on these subjects in my post on Games as Services and on platforms in general. In business terms, it is the next evolution in the attempt to capture the added value of long-running games and recoup the investment in the massive virtual worlds.

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