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"I am currently using heart measurement equipment for an experiment as part of my PhD and for fun (N=1 isn't usually great Science) I thought I would bring the equipment home last weekend and see what my heart looks like when I am playing a mutliplayer game of Halo Reach (Slayer DMRs on Zealot – Blue Team). Here is what I found."
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"Leave the libraries alone. You don’t know the value of what you’re looking after. It is too precious to destroy." I know that the rhetoric works better as a speech than in writing; still I can't help but agree with this. It tugs at things important to me, and what a small village public library meant for my childhood.
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"By enabling the brain to manipulate with virtual systems, to engage with simulation, it creates systems than span the mental and the virtual, the biological and the electrical. Also, even more significantly to my point, our imagination is not a description as a book is a textual description, or a film is a visual description. It is, instead, a model." This is good, and the links are great, too.
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"Reach, on the other hand, without its player, is an epic waiting to happen, a set of ludics waiting to be given enactment. More than any other comparison I could make, I think this one points out the value of thinking about games like Reach in the light of epics like the Iliad: these two kinds of practomime share the enormously important characteristic of living through re-performance, of gaining their meaning through iteration according to the rules laid down by the practomime." This is good: game as structure, the core loop as enacted by the player being what brings it to life, structures it according to its audience.
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"Here's how important the music is: In all of the Halo games to date, Bungie has left out the option to turn the music off." Nice article on Marty O'Donnell's work for Bungie; I really enjoyed the shot of the "stripey room".
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"YOU CAN ONLY WORK FOR PEOPLE THAT YOU LIKE… I discovered that all the work I had done that was meaningful and significant came out of an affectionate relationship with a client. And I am not talking about professionalism; I am talking about affection. I am talking about a client and you sharing some common ground. That in fact your view of life is someway congruent with the client, otherwise it is a bitter and hopeless struggle." All of Milton Glaser's points are worth thinking on, but this one feels particularly acute.
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"So there seems to have developed a general consensus in the iPhone development community that if you’re planning to develop a sprite-based game, the cocos2d-iphone framework that we mentioned waaaaaay back when and a bit later on is the way to go. So since we’re planning on doing exactly that, here’s a roundup of resources for your cocos2d development!"
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"Here’s a round-up of the top 10 readily-available monospace fonts for your coding enjoyment, with descriptions, visual examples and samples, and download links for each." I think I roughly agree with Dan on these.
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"Get over your ridiculous programming-language prejudices and stop endorsing real prejudices. It's this crazy little microcosm/macrocosm mirror effect. You never find bigotry in people with options. It's true in programming and it's true in real life as well, and it looks as if it's true in both places at the same time and for the same people." Giles is right, and the idiots who reached for their retweet button are definitely wrong. Less of this, please.
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"No. That would be your mother." Valve drop the next "Meet The…" video, and it's perhaps the best yet – certainly in terms of editing and choreography. And I love how the other characters – especially the Soldier – are still being developed in this.
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"This is a mod. And that’s kind of relevant, for two reasons. Firstly, we don’t want to pay for this kind of thing. Hell, look at The Path: people are upset that even exists, let alone that its developers had the guts to charge seven quid for their remarkable efforts. But this is the sort of thing I’d love to pay for. It seems illogical that we’ll all happily splash out fifty pounds for the same old story of science-fiction revenge, yet aggressively avoid anything that encourages us to engage our brains and challenge ourselves a little."
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"What’s fascinating about Grifball is how well it emulates a sport (or rather a sport game.) Like basketball or hockey, players must alternately think offensively and defensively as the bomb changes possession. Movement suddenly trumps aiming, as players must gauge distance for successful attacks and create openings to score. The best players are the ones who can move in tricky, unpredictable ways and psych out their opponents. In terms of skill and strategy, Grifball has much more in common with virtual rugby than it does a shooter." Matthew Gallant on Grifball, and more forms of consensual play.
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"Being able to go back and fix your mistakes is not the same as being forgiven for them. Maybe that’s what all those storybooks were trying to tell us." Lovely.
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"If you’re an adult who’s at a place in life where you need to pretend you’re interested in people whom you are not actually interested in, then “fake following” should be more than adequate for your needs. But, if you’re here to actually read things and to enjoy the thoughts, photos, and opinions of actual people who have good and bad streaks, it wouldn’t hurt to have an easy way to hit “snooze” for a while." Merlin Mann is very sensible.
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"It seems to me that Tim and the nameless characters of the epilogue represent archetypes of some kind. They don’t stand in for every man and woman, certainly, but they’re emblematic of a certain kind of dysfunctional relationship, one where “I’ll protect you” turns into “I’ll control you.”" A smart, sharp reading of Braid, that understands its gameiness.
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"The mouse is a continuous pointing device; the finger is discontinuous. That’s a profound difference that I wish I were able to clearly understand and explain." PPK on how MobileSafari responds to Javascript's mouse actions.
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"I think, in these fleshed out circumstances, an RPG could be the most remarkable place for getting to grips with matters like abortion and euthanasia. I think _because_ they’re the sorts of subjects it’s completely pointless to talk about in the pub, because it inevitably descends into people entrenching themselves in their currently held position and then hurling stones at the other side, that the RPG would be a space in which the emphasis of thought and consideration would be squarely on you." John Walker on the problem with BioWare's attitude to morality, and some potential solutions.
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"Opentape is a free, open-source package that lets you make and host your own mixtapes on the web. Upload songs (via web or FTP), reorder, rename, customize the style, and share what you like on other sites with an embeddable player."
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"I've heard that Japanese developers, who have traditionally held American game development in low esteem, have a great deal of respect for Bungie, and you can understand why. Bungie has done for shooters what Nintendo did for platformers: they've turned the visceral joys control and motion into the centerpiece of the game."
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"Thomas Finchum, an American diver competing in Beijing, describes the view from the 10-meter platform at the Water Cube." Incredible, interactive panorama from the top board in the Water Cube.
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"Greebles are the parts that "look cool, but don't actually do anything". There's an entire discipline here composed of special effects artists and asset designers working to hide the plywood spaceships and simple game world polygons beneath an encrusted surface texture." And this is the trick to make the little bits look like part of a whole. Lovely talk from Mike at UXWeek.
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"One of the new features of FriendFeed (a Twitter-like thingie) is "fake following". That means you can friend someone but you don't see their updates… It's one of the few new social features I've seen that makes being online buddies with someone manageable and doesn't just make being social a game or competition."