• "In school most people got to try drawing or playing instruments. Trying out code should sit in the same category: as a creative pursuit that you should at least try before you decide whether you like it or not. There is a huge drive now to get kids to do just that, whether it’s to give them skills required by the modern world or whether it’s about teaching creative ways of thinking. CodeClub is one of the initiatives that has the potential to not just show how much this is needed, but provides the solutions. Kids will be okay." [this is good]
  • "Design critique is not a place to be mean, but it’s also not the place to be kind. You’re not critiquing to make friends. Kind designers don’t say what they mean. ‘Kind’ is not about the work, and design critique exists to make us better, but mostly, it’s to make the work better." Mark Boulton talks about the value of crits. I was introduced to the vocabulary and tone of the design/art-school crit at Berg, and find it useful, though I daren't think what 18-year-old me would have made of it. Stressing that it's not personal, it's about the work, and that that is contained within a magic circle, is really difficult, and it's really important.
  • "It’s okay if they don’t completely understand how a program works after they’ve played with it a little. Very few ideas are completely original. The more material you give your students to plagiarize, the wider the range of derisive works they’ll make from them." Perhaps my favourite point in this very good piece. (Though I've found GameMaker way less of a "kit" than it makes out). But yes: no-one wants to learn to program (for its own sake). People want to learn to make things for screens; programming is incidental.
  • "If school programming languages that serve children best end up looking quite a bit different from conventional programming languages, maybe it’s actually the conventions that need changing." Several good points from Alex, and some good points about breaking away from equating "computational" with "procedural".
  • "I’ve been having a lot of conversations with people recently about how they bookmark stuff. It seems to be on a lot of peoples’ minds as more and more of our reading moves onto screens. So I thought I’d share a few things, and ask for some feedback." James on bookmarking and annotation – something I'm a big fan of.
  • "For the past 20 years I’ve had this urge to make a series of games that never were – mainly to suggest lost archives now discovered; to create an emotional resonance akin to that experienced by, say, new-found Beatles demo tapes – but also the idea of recreating contemporary games and themes in an old style to suggest an alternative past and present." Lovely writing, smart ideas, nice little game, but the clarity of thought is the real stand-out here. Another example of why I love Denki so much.
  • "…The teachers, by applying the rules and practices of arithmetic to play, prepare their pupils for the tasks of marshalling and leading armies and organizing military expeditions, managing a household too, and altogether form them into persons more useful to themselves and to others, and a great deal wider awake.” Well done, Plato.
  • "…the bullets biodegrade when they hit flesh, leaving nothing behind but a blog post." It is a little sad that, as ever, I'm the millionth person to write "I LOVE VALVE" on the internet, but seriously, as I keep saying: I love Valve so much. (I want my white earbuds).
  • Brilliant.
  • "But then, nobody’s expected to be able to sight-read the Pro guitar tracks. It’s meant for actual students of the guitar. And if you use the game’s slowed-down Practice mode, the game packs the potential to become a real tool for learning to play music." The notion that Harmonix were always a music company, who just happened to make games, becomes ever more true. Proper tab notation, proper strings on the Pro instruments? Well done.
  • "The dwarves hide in the shadows of the trees from the wandering light. The burning tea-light (adult player) moves through the dark forest and tries to find the small dwarves in their hiding places. If a dwarf is touched by the light, it is frozen and not allowed to move anymore. The other dwarves try to release it. To achieve this they must wait until the light has gone far enough so that one of them can join it in the shadow. All the dwarves try to unite under one tree while the candle tries to freeze the dwarves. Who will win, the light or the dwarves?" How the hell did I not know about this? Asymmetric boardgame for adult/children – one player, made of light, hunts down other players, hiding in shadow, shutting their eyes between turns. Magical.
  • "Augmented Shadow, by Joon Moon, 2010. used openframeworks. It's a tabletop interface on where artificial shadows of tangible objects displayed. You can play with the shadows lying on the boundary between the real, virtual, and fantasy." Now stop reading and watch. Beautiful, simple, engaging, playful and storyful all at once.