• "If most of the value is now in the initial creative act, there’s little benefit to traditional hierarchical organization that’s designed to deliver the same thing over and over, making only incremental changes over time. What matters is being first and bootstrapping your product into a positive feedback spiral with a constant stream of creative innovation." (Michael Abrash is scary smart, at Valve, investigating wearable computing, but this line – about the value of being first and being innovative – was the most important here for me.)
  • I swear, just go and read this right now; it might look like it's about games, but really, it's about space, and memory, and Memory Palaces, and wrapped around a retrospective of a marvellous game, and a little bit about how games make us who we are, in ways their creators might never have imagined.
  • "We already know the decapitated Statue of Liberty in Deus Ex can tell a story; perhaps I want to know if a building can tell me a poem.

    In that vein, "Butte, Montana. 1973" is a game where you dig around in a box of dirt."

    This is marvellous; thoughtful, interesting, perhaps not entirely successful, but the trick of the rain at the end is a very, very nice touch.

  • "At this moment of awards-giving and back-patting, however, we can all agree to love movies again, for a little while, because we're living within a mirage that exists for only about six or eight weeks around the end of each year. Right now, we can argue that any system that allows David Fincher to plumb the invention of Facebook and the Coen brothers to visit the old West, that lets us spend the holidays gorging on new work by Darren Aronofsky and David O. Russell, has got to mean that American filmmaking is in reasonably good health. But the truth is that we'll be back to summer—which seems to come sooner every year—in a heartbeat. And it's hard to hold out much hope when you hear the words that one studio executive, who could have been speaking for all her kin, is ready to chisel onto Hollywood's tombstone: "We don't tell stories anymore."" This is good, and sad.
  • "If you’re like us, your knowledge is spread across several places: Gmail, Google Docs, Basecamp, and more. Redwood makes it easy to search across these sources, right from your desktop." Clever.
  • Bot that buys dirt-cheap goods on TradeMe and tells Twitter what it's buying/bidding on. Seems we need a Rule 38: if software is described in an XKCD comic, the chance of it being brought into reality approaches 1 as t approahces infinity.
  • "…the game of chess is much more than the set of instructions needed to move the pieces on the board: the players’ intellectual and emotional interaction during a game is also the system of chess. The media hubbub surrounding Kasparov’s loss to Deep Blue: that is chess. The southwest corner of Washington Square Park where New York City players wager, talk trash, and square off across stone tables: that is chess too." So much good stuff in this essay from Frank Lantz and Eric Zimmerman
  • In which Laura Parker looks at what "mainstream" games can learn from the type of success indie titles such as Limbo have had, with contributions from Nels Anderson, Manveer Heir, and – would you believe it – me. It's a really nice feature; I hope Laura can get more of this sort of stuff published on Gamespot, because it deserves a bigger audience than being buried on the staff blog.
  • "RACER is an analogue recreation of a coputer racing game in the style of the classic WipeOut. It consists of a modified vintage arcade machine, a RC model car with a wireless camera, an a self-constructed racetrack/game level made entirely from cardboard." Brilliant.
  • "It fools the government into thinking Local Development Agencies (LDAs) attract young creative people in “the regions”, and it fails to support the local young talent who probably prefer hanging out with their laptop in a place with perfect coffee. After all that’s how the Royal Society was created… I’ve been up and down the UK and those innovation spaces have the worst coffee in the universe. Just saying."
  • "We made no attempt to check the accuracy of the story before publication and did not contact Rockstar Games prior to publishing the story. We also did not question why a best selling and critically acclaimed fictional games series would choose to base one of their most popular games on this horrifying real crime event… It is now accepted that there were never any plans by Rockstar Games to publish such a game and that the story was false. We apologise for publishing the story using a mock-up of the game cover, our own comments on the matter and soliciting critical comments from a grieving family member. " The combination of "no attempt to check the accuracy" and "soliciting critical comments from a grieving family member" is really quite astonishing. Idiots.
  • "I suspect a lot of people aren't sure what's the top idea in their mind at any given time. I'm often mistaken about it. I tend to think it's the idea I'd want to be the top one, rather than the one that is. But it's easy to figure this out: just take a shower. What topic do your thoughts keep returning to? If it's not what you want to be thinking about, you may want to change something."