• "I think as experienced game developers / engineers / artists / makers, we don't realize how we've developed strong senses of "vision" — the ability to visualize and maintain this thing in our head, and gradually work to realize that thing into existence despite countless obstacles. Frequent failure is expected! But this kind of emotional intelligence, to be patient with yourself and your work, takes time to cultivate. People have trouble grasping this if they are new to making things, and maybe it's our mission to help them own their constant failures." This is a really good way of expressing this issue. And, in particular, spending time understanding what's going wrong, rather than throwing hands up at the first error message. Those tracebacks, however weird they may seem to begin with, are designed for the reader, and they help with the journey.
  • "Jones said how most open city games tend to come with about 100 licensed tracks, but that they realised that most players would far rather listen to their own mp3 collection. But this is an online game. So they’ve done a deal with Last.FM to use their technology in such a brilliantly imaginative way. If you’re listening to a favourite track in your car, and drive past some other players, should they have the same track on their hard drive the game will find it, and they’ll hear it from your car as you go by. Should they not have it, the game will find a track that’s similar and play that instead." Just that quotation alone is remarkable, but it really does sound like APB is something special; let's just hope it's a success.
  • "…there are an awful lot of excellent reasons for ending a blog, and that many blogs which do end are by no means “failures”. Social media coverage in general should focus a lot less on the things people do or don’t “achieve” via these tools, and more on the fact that conversation, writing, collaboration and suchlike are pleasants thing to do in and of itself. Reclaim social media for the flaneurs, is I guess what I’m saying!" Tom Ewing is right.
  • "For the past three decades, Popovich has been one of a secret tribe of big game hunters who specialize in stealing jets from the jungle hideouts of corrupt landowners in Colombia, Mexico and Brazil and swiping go-fast boats from Wall Street titans in Miami and East Hampton. Super repos have been known to hire swat teams, hijack supertankers and fly off with eastern bloc military helicopters. For a cut of the overall value, they'll repossess anything." As jobs go, this one is pretty extreme; it's a great article.
  • "There is one thing that our current consoles are terrible at; lighting. Our current lighting solutions are improving, but for the moment we have much difficulty simulating indirect lighting, especially in real-time… To hide this problem, we tend to instinctively desaturate everything. The mere presence of saturated colors unbalances the rest of the image. Since we often have some form of ambient occlusion in our environments, this visual effect makes the game look more visually convincing." And so: everything is brown.
  • "There've been studies on how gamers actually become better business leaders," she says. "They're very familiar with that creative, collaborative team space that's so much a [part of] our businesses." And creative, unstructured play means letting players fail, she asserts.

    Giving players the opportunity to have failure states — not just a "strict message that's being delivered" — is the right way to encourage players to learn and explore. She noted educational game Electrocity, a SimCity inspired resource-management game, that allows for mistakes and consequences. "Sometimes in those moments is when people 'get it' strongly," says Bradshaw.