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  • Left 4 Dead Infected & Weapon Statistics | Hellforge | HellForge | Diablo 3
    "A dude by the name of Phoebus has posted a collection of his research on Left 4 Dead's infected and weapon damage statistics over on the official Steam forums. I think that it'll be of great interest for any serious player of the game to delve into this information." There's a question over their accuracy, but there's still a decent amount of detail here, and the details on tail-off of weapon damage is useful to know. Also a relief to have the hellacious friendly-fire damage on Expert confirmed.
    (tags: games reference statistics numbers left4dead )
  • Oldschool parkour…
    Fascinating to watch some of the body shapes – the hunched run, and in particular the the saut du chat – carry through to modern Parkour; that which is practical has always been so. As with all parkour: parts of it are beautiful, parts of it entertaining, and parts of it superhuman.
    (tags: video retro parkour blackandwhite movement 1930s )
  • The Bourne Infrastructure « Magical Nihilism
    "Bourne wraps cities, autobahns, ferries and train terminuses around him as the ultimate body-armour, in ways that Old Etonians could never even dream of." More on this topic from Jones; still think there's something we're not quite hitting yet, but it's all good stuff.
    (tags: motion cities architecture bond mattjones infrastructure jasonbourne espionage )
  • STACK independent magazine subscription and delivery
    Stack lets you subscribe to a selection of independent magazines; you choose how many you want a year, and they send you a selection. A really nice idea, although it'll be interesting to see them broaden their horizons a bit.
    (tags: subscription magagzine print music film independent publishing )
  • DM's Esoteric Programming Languages – Chef
    "Program recipes should not only generate valid output, but be easy to prepare and delicious." Chef is a programming language where the programs are also valid (if strange) recipes. The syntax description is proper crazy; gives Homespring a run for its money, easily, in the realm of metaphorical programming languages that embrace their metaphor.
    (tags: software programming recipe chef language bonkers )
  • DM's Esoteric Programming Languages – Chef – Hello World
    "This recipe prints the immortal words "Hello world!", in a basically brute force way. It also makes a lot of food for one person."
    (tags: chef recipe programming program bonkers )
  • Chris Heathcote: anti-mega: blown
    "I still consider glass to be an extreme craft – you’re working with and fighting gravity and momentum in those 60 seconds before it starts to harden – but you learn to take your time, even if there are lots of moments of extreme concentration to keep a piece from disintegrating." Chris writes up his glass-blowing course; sounds great.
    (tags: glassblowing chrisheathcote teaching course art learning glass )
  • GameSetWatch – Braid's Blow: 'How To Make Games That Touch People'
    "Perhaps the problem is that we so deeply rely on reference points like film, which require stories progressing over time, when we could be referring to things like sculpture or painting, which require no timescale and people find just as moving." Some good thoughts from Jonathan Blow; I think his point about games' unique ability to challenge is an important one.
    (tags: games art braid jonathanblow migs talk presentation challenge difficulty )
  • Future of Video Game Design – Jason Rohrer's Programming Online Games – Esquire
    "Rohrer is trying to make art in a medium that most people don't even think is capable of art. He can create this space of pure freedom, as artists have done in the past — isolation, introspection, ascetic poverty. But ultimately he has to send these works out into the world, and people have to respond to them. And right now the audience doesn't know what to do with them." Fantastic writing from Esquire; mature, sensible, and at no point apologist.
    (tags: games jasonrohrer design writing esquire art )
  • Keith Stuart: Do game reviewers really understand innovation? | Technology | guardian.co.uk
    "The 'better sequel' mentality is damaging both to the games industry and to the quality of games journalism. It is a deferral of critical responsibility, a patronising pat on the head for the developer who dared to dream and fell short in some mythically vital way. I don't want to be frustrated by dodgy controls either, but then I'm willing to blunder through if I'm going to get an experience I never had before." And this is why I've been sticking with it; I think Keith is on the right lines with this quotation.
    (tags: games innovation criticism writing keithstuart review mirrorsedge )
  • Tabs, Pads, and Boards (and Dots)
    I really like the dot/tab/pad/board delineation, and the fraction/inch/foot/yard scale that accompanies it. A nice way of framing these issues.
    (tags: ubicomp interaction design hci )
  • Avant Game: These Games are Experience Grenades
    "Someday I hope game designers really are seen as trusted personal trainers, and that we have the chance to take people through proven processes that pay off in the long run. More gamesight, a surprising social safety net and support system, a more engaging environment, a higher quality of life." You trust a good designer to deliver good experience, regardless of the pain they put you through.
    (tags: education learning games pain pleasure play design experience )
  • chewing pixels » Second Hand Memories
    "Unknown games are always the best ones… They are always stronger, funnier, cleverer and better-executed than their realities and so that walk home from the store, when the game is tangible in your hands but still imagined in your mind, is oftentimes the most potent moment in the videogame experience." A lovely piece from Simon on what the end of a certain kind of retail experience will really mean.
    (tags: games simonparkin writing retail shops purchasing anticipation )
  • rodcorp: All that is solid melts into lair
    "Steve Rose notes that the recent films have seen Bond visit and destroy as much villain-architecture as ever ("The villains are the creators; Bond is the destroyer. He's basically an enemy of architecture"), and suggests this can be traced back to Fleming's difficulties with Modernist architects." Rod on Bond is always good, and bonus points for the punning title.
    (tags: rodmclaren bond kenadam jamesbond architecture )
  • An ABC of R2 | Help | guardian.co.uk
    "A series looking at different aspects of guardian.co.uk's rebuild and redesign project, which ran from October 2005 to September 2008." Looks like there's going to be some good stuff emerging from this; great to see the Guardian making it so public.
    (tags: architecture software development design guardian publishing online blog )
  • My Connect-the-Dots Tattoo was chosen for a Book O' Tattoo Weirdos on Flickr – Photo Sharing!
    "Pretty sure I'm not the first person in the universe to come up with this idea, but I've yet to see another connect-the-dots tattoo." Beautiful.
    (tags: tattoo bodyart jointhedots art illustration )
  • Economic science fiction – Paul Krugman – Op-Ed Columnist – New York Times Blog
    "It’s somewhat embarrassing, but that’s how I got into economics: I wanted to be a psychohistorian when I grew up, and economics was as close as I could get." Paul Krugman, you are the best.
    (tags: sciencefiction scifi asimov economics paulkrugman )
  • The Theory of Interstellar Trade – Wikipedia, the free encyclopedia
    "The Theory of Interstellar Trade is a paper written in 1978 by economist Paul Krugman…. Krugman analyzed the question of 'how should interest rates on goods in transit be computed when the goods travel at close to the speed of light? This is a problem because the time taken in transit will appear less to an observer traveling with the goods than to a stationary observer.'" Paul Krugman, winner of the 2008 Nobel Prize for Economics, is officially awesome.
    (tags: paulkrugman sciencefiction economics trade sublighttravel )
  • Food and Flowers Go Boom. – A Photography Blog.
    "The New York Times Magazine food issue had plenty of fun this weekend; Looks like photo editor Kathy Ryan gave photographer Martin Klimas a 22-caliber rifle and told him to embrace his anger. He decimated an ear of corn, an apple and a pumpkin so thoroughly that the editors could not decide on a favorite." Beautiful.
    (tags: photography food fruit flowers vegetables )
  • Asp – E McNeill
    Strategy game that requires you to work within the boundaries of limited – but potentially powerful – AI, and act as a guiding "real intelligence" for your ships.
    (tags: games play ai strategy java )
  • Goldfinger Titles – The World Of Kane.
    "Brownjohn had never worked with live action before, nor had his animation assistant Trevor Bond. Using techniques taught by László Moholy-Nagy, Brownjohn's team beamed light over three separate models; a belly dancer, a snake dancer and a model for close-ups." Short blogpost – with archive behind-the-scenes images – on creating the title sequence for Goldfinger.
    (tags: film bond design media titles jamesbond goldfinger projection )
  • LittleBigPlanet Review – Eurogamer
    "LittleBigPlanet lets [players] run wild, with unprecedented results, but it locks the majority out of the creative process, because it's time-consuming and simply not very enjoyable. We hoped it could do both those things. That it doesn't isn't the let-down it might have been, thanks to the untamed community of brilliant nutjobs that's already out there, appending their DIY masterpieces to this beautiful, mildly flawed, magnificently multiplayer platform game. We salute them, we salute Media Molecule for making it possible for them, and we salute Sony for its total commitment to this brave, hare-brained project. But mostly, we're just happy to see a flagship game for a modern system that's about running from left to right and jumping over things."
    (tags: games play creativity editing review eurogamer ps3 littlebigplanet )

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