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miete ("thought") + lause ("phrase")

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Clean Code (Robert C. Martin)


The first half and the last chapter (heuristics) are more useful than the rest, but overall it does a good job of hammering home the importance of naming and keeping things well-defined, small, and at the correct level of abstraction.
tags: review



Linchpin (Seth Godin)


Repetitive, but has a worthy message. Break free of the indoctrination society thrusts upon us: get a degree, get a job, do your time, follow the instructions, don't make waves, stay safe, stay comfortable, retire. Instead, be indispensable. Forge connections. Create art. Give gifts. Rail against the rulebooks. Re-write the rulebooks. Draw your own map.
tags: review



Moonwalking With Einstein (Joshua Foer)


A wide shotgun blast of the neuroscience, psychology, and philosophy of memory, with a few detailed deep dives; enough interesting anecdotes to keep the pace strong.
tags: review



Reality is Broken (Jane McGonigal)


This book has good messages and good ideas, and I gleaned some useful insight into why I feel what I feel about games. However, the middle to late sections didn't really land with me, and most of the solutions proposed and implemented are either now defunct or changed completely. I would be interested in reading followup coverage of the topic to see any long-term studies and impacts of the implementations mentioned in this book. There was a heavy emphasis on social engineering and interaction and how we can use both to leverage the gaming community into solving real world problems. The focus almost seemed to be around how we can coerce people who play video games for fun into working for free without realizing they are doing work. My cynical side says there will always be someone there to turn that free work into a profit and corrupt any goal of leveraging this creative bandwidth in the first place.
tags: review



The Subtle Art of Not Giving a F*ck (Mark Manson)


Great read. The relationship advice was unexpected, but not unappreciated.
tags: review



The Ultimate Guide to Video Game Writing and Design (Flint Dille)


Fragmented and not very interesting in itself. Would be a useful resource during development of specific portions of the story. As it is, it is probably too much information all at once for a beginner (unless you're really devoting a lot of time to it and the action items within). There are too many other tasks to accomplish, and a lot of this would probably be forgotten before it could be put to use. The best approach is to note interesting references in each section and refer to the book as a resource later in the process. This is actually slightly humorous, because as I wrote that this was probably more information than I needed, the book goes on to talk about player expectations: "Avoid long expository speech like a wise old wizard who tells us lots of interesting things that we never get to see." Although, ultimately, maybe chapter 2 is just exceptionally dry and this review is unfair. We shall have to wait and see.
tags: review