-
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.
-
"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."
-
"The main screen of the application. All operations are performed using this screen." And you can tell, you know. What a UI!
-
…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…
-
"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.
-
"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.
-
"The technology will probably improve, but in lieu of the promised emergent web AI, we need to build more small tools, more games to bootstrap datasets, and more simple ways of encouraging people to play their part in the semantic web without ever having to explain what it is." tt++.
-
Fantastic presentation from Giles Bowkett, which is about generative music, art, shipping, Ruby, and building things for yourself.
-
"Paine does have a descendent, a place where his values prosper and are validated millions of times a day: the Internet. There, his ideas about communications, media ethics, the universal connections between people, the free flow of honest opinion are all relevant again, visible every time one modem shakes hands with another." Fantastic article
-
"At its core, what should this product be best at? When users think of this product, what is the central feature(s) that should spring to mind? Everything else is distraction, clutter, cruft."
-
"I think this vision of artistic expression as a form of collaboration is a truer description of the nature of game design than of any other medium, because video games are inherently interactive." Pliskin on Steve Gaynor, and the gap between the screen and the gamepad.
-
Portal-inspired homebrew game for the DS. Looks rather sweet, although not keen on collect-em-up mechanics.