• "There is a rhythm to hiking, as there is in walking. And once you find the cadence — after a day or two — your mind empties. All your social obligations related to work and friends and life are muted. They aren’t gone: they just no longer require your direct attention. There is a shocking beauty to this silence. It’s as if every day of our lives is filled with a white noise. And suddenly, in the presence of these unbelievable peaks, the noise is gone." Lovely pictures, but, more to the point, strong truth, from Craig Mod.
  • "DOOM doesn’t belong in a museum, not because it’s not worthy, but because it’s rock and roll. It’s too fast, too loud, too hard, and too fucked up to be in a museum. There are some games that will work in a museum and some that won’t ever and that, by itself, doesn’t say anything about their value. We need both." Frank Lantz is right.
  • "In this digitally distant world full of information that appears to only be moving faster and faster, you get to choose: how much will I consume and how much will I create?"
  • Fascinating article on pseudo-3D graphics, and raster-based road graphics in particular; coders and gamers alike might enjoy this, although it's quite technical. (And: Racin' Force is just beautiful; I forgot how gorgeous voxels could be).
08
February
2010
  • "I think this is something that’s mostly forgotten about in games writing: for a lot of the people who play games, there’s not much separation. The games get mixed up with the same insecurities and pettiness that exist in real life and the experience is emotionally heightened as a result. Planetarion is forever imprinted in my memory entirely because of these arguments, and despite the immaturity of fighting, it’s heartening to think of gaming as such a direct extension of real world relationships and emotions." Some nice stuff from Graham Smith. I too played Planetarion for a while at secondary school too, although with my Quake chums, looking for something to be played in the working week, away from 2fort5.
07
February
2010
  • "…the next seven issues of the eight issue series will document parallel journeys through the house. One where we follow Joe descending through the house from the attic to the basement (where I am assuming his medication is?) and the other where he follows a a Narnian/Wizard of Oz like adventure populated by his toys and the contents of the house. The domestic as landscape for epic adventure." Oh, that sounds great.
04
February
2010

Links

Tagged as:
, , .

  • "…you can’t help but wonder if there was some genius in the aggregate. Like Gerhard Richter’s “Atlas”, perhaps Winogrand’s greatest work wasn’t in the brilliant moments or creative editing, but in the Complete Everything, in the performative act of making hundreds of thousands of images, of the people, with the people?" Michael David Murphy on Gary Winogrand, and the value of his work perhaps being in the entirety of it.
  • "The pattern we see here is to keep crises small and frequent, as Ed Catmull of Pixar says in an excellent recent talk. When describing the difficulty Pixar's artists had with reviews ("it's not ready for you to look at"), he realized that the only way to break through resistance to reviews was to increase the frequency until no one could reasonably expect to be finished in time for theirs. The point was to gauge work in motion, not work at rest." I liked this quotation, but as usual, the rest of Mike's post is great.
  • "Goblin Slayer is a quick, easy to play boardgame of heroic adventure and underground combat for two players." Tabletop dungeon-crawl boardgame with nice little board structure and not bad artwork.
01
February
2010
  • "Trace Holden Caulfield's perambulations around Manhattan in "The Catcher in the Rye" to places like the Edmont Hotel, where Holden had an awkward encounter with Sunny the hooker; the lake in Central Park, where he wondered about the ducks in winter; and the clock at the Biltmore, where he waited for his date." Lovely.
  • "Dreamed up by American and European SF writers in the late 19th and early 20th centuries — at a time when Lamarckian evolutionary philosophy, which posits a tendency for organisms to become more perfect as they evolve (because such change is needed or wanted, e.g., by “life”), remained popular — many of the first fictional supermen were portrayed by their creators as examples of a more perfect species towards which humankind has supposedly long aimed. Radium-Age superman was, that is to say, homo superior, an evolved human whose superiority was mental, physical, or both." Lovely essay; a nice bit of SF history (and originally published on IO9, I believe).
  • "I saw these two videos of Rock Band Network tracks over at RBDLC and couldn’t resist sharing them. The first is a serious jazz tune: “Footloose and Fancy Free” by Bill Bruford’s Earthworks. The thing that’s interesting about this is that the “guitar” track is actually piano — something Guitar Hero has done in the past but Rock Band has generally shied away from. But what’s even neater is that the “vocal” track is actually a sax line, intended (one would assume) to be played with a sax or other horn; the “lyrics” are simply the notes being played." There's no question that building tunes for RBN is hard wokr, but god, this Bill Bruford video is stonking, and the sax-as-vocal idea is cracking.

Hello

My name is Tom Armitage. I write, I design and develop for the web, and I think quite hard about many things best described as “new media”. I also take photographs, play videogames, and cook. This is my personal website.

Photographs

  • The Finished Article
  • Halfway
  • HORPPS BXDST
  • First lunch in the new microwave
  • What I see at 7:15am each day.
  • Tea Coffee Biscuits Beer
  • The best present a man can get is the gift of eggcups
  • Takeaway Fish and Chips from the Sea Cow

More photographs at my Flickr profile

Endnotes