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"Every once in a while a video comes along which requires no comment at all. This is That Video." G1 JOCKEY!!!
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"There is only room enough on this earth for one majestic horned beast, thus the Unicorn and Narwhal must clash to decide the fate of their species. Two previous battles ended in a tie, with both sides claiming to be the victim of dirty tactics. Now you can settle the score with your very own Unicorn vs. Narwhal Play Set."
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Contains photographs of a PIG in TINY WELLINGTON BOOTS.
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"The problem with all this is that we're asking the wrong question. The “are games art?” question is boring…
The interesting question, to me, is what /kind/ of art games are. That is, we should be asking ourselves what kind of formal dynamics and pleasures are inherent in the medium, and be able to identify when these formal capacities are used well." Sensible, rationally thought out, and also a reminder as to /why/ Kane is used as a benchmark. "Command of formal capacities" is an important phrase. -
"Clearly we had not been invested enough in the narrative."
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Francis has gained his own clothing line, and I need this shirt like a red wizard needs food.
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"This jQuery plugin generates sparklines (small inline charts) directly in the browser using data supplied either inline in the HTML, or via javascript." Nifty.
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"…when we step into the shoes of that avatar, be it 1st-person, 3rd-person or otherwise, we exit the darkened movie theater paradigm and enter an intricate, performative, exploratory lab of untested ideas and speculation. We enter a playful space that feels and responds much more like a live theater rehearsal than an interactive movie or a triggered series of movie clips." Michael debunks the games-as-cinema analogy with an interesting take that considers them as more like theatre rehearsal.
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"This is not a book about the VCS, nor breakout, nor video games and video game culture; it is a chronicle of the experience of that entity we might call “the player.” Oddly, there is little I can take from it in terms of approaches to video gaming or thoughts on the VCS Breakout. But it did enlarge my perspective and help me think about physiological, cognitive, and, let us say, monomaniacal aspects of video game play. Nervous, very dreadfully nervous Sudnow has been, but why would I say that he is mad?" Sudnow passed away very recently; I really ought to read his book, more than ever.
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"[s3fm]… lets anyone run a streaming radio station, with just a folder of MP3s. Put those MP3s in an Amazon S3 bucket, and give your friends the S3 FM link."
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Matt's talk (in English) from Lift 09, on scientific fiction, stories, and the design process. Good stuff – not too long – and wonderfully filmed: the cameraman focuses on his hands as much as his face, which is just perfect.
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NeoGAF users band together to make a perfect, eight-stage, LittleBigPlanet rendition of Contra. Remarkable, especially the behind-the-backdrop puppeteering that makes the walking-into-the-screen levels possible. This had better not get a takedown slapped on it, because it's phenomenal.
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"Perfect gift for any World of Warcraft player or other MMORPGer in general. You get one "main" glass and one "alt" glass. Serving idea: fill your main with your alcoholic beverage and your alt with your chaser since mains are typically stronger than alts." Oh dear. (But: good gag, and dangerous for drinking games).
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"SFZero is a Collaborative Production Game. Players build characters by completing tasks for their groups and increasing their Score. The goals of play include meeting new people, exploring the city, and participating in non-consumer leisure activities."
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"One of my enduring passions is exploring graphic design with programmatic and generative systems. While some aspects of design require the skilled hand of the designer, others can be formalized and explored by computer. For those tasks, Mathematica is an exceptional tool." Some lovely thinking around generative design.
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Jaw-droppling good. More on this soon, but in a nutshell: you have about a week, and it's incredible. Do not ignore the queues inside it, either: they are all for excellent things.
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"My crystal ball tells me you will hear music – great classic rock tunes – and you will believe, truly believe, that you are playing that music on your toy guitar. And you will feel, truly feel, that you are cool. A hero of the guitar." Lovely.
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"It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties."
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"XP is adapted to a context where motivation is expensive and change is cheap. Interaction design (at least how Cooper explains it) is adapted to a context where motivation is cheap and change is expensive. It should be obvious that contexts of both kinds can exist in the world: there are situations where it's easy to return to previous decisions and modify them (software, for one), and there are other situations where it's not (e.g. buildings, dams)."
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Um. An "artwork/game/digital poem/world of scribbles" from Jason Nelson. Stop trying to "get it".
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"My Favorite Book Covers of 2008" Some I'd seen before; some I'd not. Some very beautiful things here.
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"I come from a software background, as well as an artsy-fartsy one. I want to see games as art, but they’re also supposed to work as logically-constructed bodies of code. And in a lot of cases, reviewers need to see them as software rather than as art. Here’s why…" I think Steve has some good points here, but I'm not totally swung yet; after all, games might _be_ software, but do we _experience_ them as software? I'm not sure that we do, and that's why we respond to them in the manner we do.
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"The ultimate resource in grid systems."
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Pretty much spot on. Especially when it comes to GRIMDARK PIRATE COMICS.
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"Does the road to ludonarrative unity really lead us where we want to go? Is the destination reachable? Is it possible to embrace a design aesthetic that takes us in another direction that could be just as fruitful, if not more so? Okay that was three questions, but it's my blog so I get to ask as many as I want. Now if I could only answer them." This is going to be interesting when I come to write about Far Cry 2.
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"a poster-sized calendar with a bubble to pop every day". Yes please!
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"We've seen this all before… [but] these Smule globes seem strangely different and much more interesting, largely I think because you hold the phone in your hand instead of the laptop or monitor on your desk. It's a more personal, touched engagement with the screen that makes visualizing an earth-spanning army of phone lighters and flute blowers more physically personal."
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"But succeed or fail, my awareness of game design is omnipresent, and I like it that way. It enriches my experience of playing. The in-world experience remains my first thought, but my second thought is nearly always focused on the system, especially when that system demonstrates originality or beautiful execution. I don't think I'm the only gamer who behaves this way." No, but it requires a certain degree of awareness of the medium to think about the second; the first is much more immediate, and the second is about an engagements with games, rather than a particular game.
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"If I only have so many hours in the day to devote to genuinely insightful things, Gladwell’s track record screams at me to ignore Outliers. At least for now. At least until I’m stuck on a cross-country flight, liquored up, and ready for a good fight." Jack Shedd is bored of anecdotes.
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"This is a lexicon of terms relating to John Horton Conway's Game of Life." Very comprehensive, with lots of examples.
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Ignoring the background music and a lot of Trajan, I really like this series of pictures from Brooks Reynolds; particularly, his use of lighting and depth of field. I'm a big fan of concept-series; they tend to be more than a sum of their parts.
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I don't care that it's not playing the game or anything, there is no way in the world that this is anything less than super-awesome.
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The results are now out. No surprises that Soundless Mountain II wins, but nice to see a late entry from the entertainingly Crush pastiche, "Squish". In Squish, a 2D game gets flattened to a 1D game at the touch of a button! Brilliant.
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"I used to scoff at paying a premium for jeans that come with holes in them already. Then I saw just how much work goes into distressing jeans, and I realized that these people are artists."
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"The main screen of the application. All operations are performed using this screen." And you can tell, you know. What a UI!
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…and then a massive anonymous slagging-match and name-calling session begins in the comments. Some reasonable commentary in amongst a lot of mud-slinging about the state of EALA…
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"Take the hassle out of organising football". It's been done before, but perhaps the brand, mobile experience, and quality of product will win out for Nike's team-management app. They showed us the MMO with Nike+; now they're doing guild management for the masses.
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"In essence, the in-game physics cooked up by Pure's designers isn't merely a matter of being realistic or unrealistic. The physics is evocative, creating your worldview within the game, and even metaphoric: When you play Pure, you realize that physics is one of the truly artistic elements of an action title." Yes! Spot on, Clive Thompson.
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"After all, what is science? It's a technique for uncovering the hidden rules that govern the world. And videogames are simulated worlds that kids are constantly trying to master. Lineage and World of Warcraft aren't "real" world, of course, but they are consistent — the behavior of the environment and the creatures in it are governed by hidden and generally unchanging rules, encoded by the game designers. In the process of learning a game, gamers try to deduce those rules. This leads them, without them even realizing it, to the scientific method."
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Jason Kottke republishes the supposed rules that Chuck Jones and other Road Runner animators stuck to whilst making their cartoons. Perhaps a little apocraphyl, but I like the idea of rules for things that aren't games.
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"Merb’s routing shiznits needs some serious documentation love. Whilst I have a shot at getting some proper docpatches together here’s an overview of how to use routing in Merb 0.5." Thank god for that – was finding Merb's docs a little patchy in places.
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Cannot believe I only just discovered this: it's a sleeping bag with arms and legs. Incredible.
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"…it’s my feeling that experiences can’t really be designed. You can only provide the resources for people to have an experience; then it’s the people (users) themselves who create the experience." Dan Saffer hits the nail on the head at his new studio's blog. Can't wait to see what comes out of Kicker.
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"This leads into something else that felt very clear after the conference; the need to look outside of what we already know. If, as Matt Jones, posited, execution is more important than ideas, we’re going to need an understanding that is based on people who are not us, and that understanding is going to have to incorporate all the richness of what they know, how they model their worlds, and how they model their interactions with the world around them." Looking forward to more from Alex on dConstruct
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"The Box is an ambitious and unique year-long project for BBC News to tell the story of international trade and globalisation by tracking a standard shipping container around the world." Awesome. What's better is that it's a working container, which means it's not significantly contributing in a negative way to environmental damage any more than other containers. Could be interesting.