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Lovely trailer from BBC America for Law & Order UK. Sadly, it illustrates roughly what the British trying to make American-style procedural drama looks like. Lots of slamming things down. And tea. (Although: they don't know what "knackers" means, clearly.)
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"The iPad is an intensely personal device. In its design intent it is, truly, much more like a "big iPhone" than a "small laptop". The iPad isn't something you pass around. It's not really designed to be a "resource" that many people take advantage of. It's designed to be owned, configured to your taste, invested in and curated." On the assumptions built into devices, and what understanding them requires.
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"Ships will subscribe to the service through a third party, and receive the latest copy of the book when they dock at port. They tear out each page, and apply the relevant changes to their paper maps with a pencil and transfer paper. They’re paper map diffs, if you like." Awesome. And, as Tom said, it's a beautiful book.
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"Here at the Cow Clicker ranch, we've learned an important lesson about cow clicking: people don't just want one chance to click a cow every six hours. They want as many opportunities as possible to click a cow every six hours." And then Ian launches the API. And Connect. And everything else. And wins again.
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"And I don't think games are happiness engines, either. They are complex, rusty machines built to show us that the world is so much bigger and weirder than we expected. I play games to remind me of this. I make them for that purpose too." Lots of great stuff in here, especially the stuff about "winning" versus "coming to understandings". As someone whose happiest experiences of media are often the slow, subtle, dawning ones, I think I might be on Bogost's side here. But: I haven't read the book yet.
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"One succeeds because it leverages the player's motivated, explorative, self-driven experience; the other fails because it relies on a hackneyed, disjointed "epic" plotting (told in 3 separate plot-lines via cutscenes) with incongruous settings and 2-dimensional characters. One succeeds because its formal systems directly feed the player's connection to the world and characters; the other fails because its formal systems bear no discernible relationship to the stories the game wants to tell." This is strong stuff from Michael; I am increasingly fed up of the focus on (poorly-told) stories in games.
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"Know that there are no "accidents" in this game design. Everything you notice about the game, and every subtle interaction that you experience, is intentionally packed with meaning." (Gravitation, still, being my favourite of Rohrer's games, I think).
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"Crucially, Goodrich entreats the public to note the following: "this change should not directly affect gamers, as it does not fundamentally alter the gameplay." This one statement should cause considerable distress, as it suggests a troubling conclusion about Medal of Honor as a work of public speech.<br />
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To wit: it suggests that the Taliban never had any meaningful representation in the game anyway. If a historically, culturally, and geographically specific enemy can simply be recast in the generic cloth of "opposition," then why was it was called "Taliban" in the first place?<br />
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And if the Afghan war in which the new Medal of Honor is set was one explicitly meant to drive the Taliban from their strongholds in Afghanistan, why should it matter that the game is set in that nation in the present day at all? In short, how was this Medal of Honor title meant to be a game about this war in particular?" This is a marvellous, critical piece of writing from Bogost. -
Nice post on Awk basics – most of which I knew, but the examples are still great, especially those involving variables. The links out to the Hacker News and Reddit threads are also full of good stuff.
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"In cinema and theater, we often hear about method acting, a technique by which actors try to create the situations, emotions, and thoughts of their characters in themselves in order to better portray them. In creating Cow Clicker, I rather felt that I was partaking of method design, embracing the spirit and values and ideals of the social game developer as I toed the lines between theory, satire, and earnestness." Bogost calls it Method Design; I've been describing it as "systemic satire" – the making of satirical mechanics.
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"The secret to winning this game is rolling "Rock." If you can continue to roll "Rock", you're going to win eventually, because Nothing Beats Rock."
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Brenda Brathwaite is awesome. This is brilliant. You should watch it. (This is also in tune with so many things I'm banging on about at the moment).
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Spy Part is sounding – and looking – increasingly good. Can't wait.
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"…there is something far more interesting at work in Heavy Rain: its successful rejection of the primary operation of cinema. The game doesn't fully succeed in exploiting this power, but it does demonstrate it in a far more synthetic way than do other games with similar goals. If "edit" is the verb that makes cinema what it is, then perhaps videogames ought to focus on the opposite: extension, addition, prolonging. Heavy Rain does not embrace filmmaking, but rebuffs it by inviting the player to do what Hollywood cinema can never offer: to linger on the mundane instead of cutting to the consequential." Ian Bogost is smart, and this is brilliant (and also provides a citation for "film is editing", which is something I've blathered about before).
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On Shadow of the Colossus: "When the game is up, the player-character suffers a terrible price for destroying these strange, animate monuments. It is one of the few videogames in which the protagonist dies – horribly and permanently – when the game is over. It is a game where destroying the evil lair might well have been the wrong thing to do. And yet it is _all_ you can do. Such is the inexorable, linear fate of the videogame avatar." Rossignol hits up BLDGBLOG, and (as if you couldn't have guessed), it's good.
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"Guru Meditation also reminds us of the long history of experimentation with physical controllers in the mainstream consumer videogame market, even when both that market and its critics would have us believe that physical interfaces are as new as DDR or Nintendo Wii." A game for Atari 2600 + Joyboard, and also available as an iPhone port; make the yogi fly by sitting perfectly still, and perfectly upright. Written in assembler, and everything.
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"The problem is, it doesn’t have a smug website with fancy branding, so you probably overlooked it the first time. Go back and take another look." Worth knowing about, even if it's a long while since I've need continuous builds.
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Spaff is now a Molecule, hurrah! Excited by what a community management team for Media Molecule might cook up…
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"…let's end the era of Bushnell's Law, not because it's useless or base, but because it's wrong. It doesn't explain the phenomenon we have assumed it does. Or more precisely, let's excise the first half, and keep the rest: 'A game should reward the first play and the hundredth.' How? By culturing familiarity and constructing a habitual experience. By finding receptors for familiar mechanics and tuning them slightly differently, so as to make those receptors resonate in a new way, and then coupling those new resonances with meaningful ideas, practices, or experiences." A rather good – and certainly thought-provoking – Ian Bogost piece over at Gamasutra.
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If you tilt N64 cartridges, amusing glitches happen. What you might not predict: loads of Japanese (real-world) videos pastiching "tilted" Goldeneye. This is bonkers.
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"LÖVE is an unquestionably awesome 2D game engine, which allows rapid game development and prototyping in Lua." And it all looks rather pretty, too. Must investigate further!
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danah's PhD dissertation. I need to bookmark this, and have not read it yet, but am sure, at some point, I am going to plough through it, for work, recreation, or (most likely) a bit of both. Until then: just a bookmark.
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"I still have nothing but respect for my more traditional industry colleagues, but I’ve stopped worrying about impressing the games industry and its pundits. Or at least, I’ve stopped worrying about impressing them first. Instead, I’ve started focusing more on the people who might be interested in different kinds of game experiences. People who fly for business more than three times a month, or people who read all of the Sunday newspaper, or people who have kids with food allergies, for example. I am sure these people read magazines and watch television and listen to the radio. But it would be short-sighted to label them ziners or tubers or airwavers. They are just people, with interests, who sometimes consume different kinds of media." Bogost is right, and I'm concerned I'm always going to be ashamed I chose to use that word.
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"It is a commonplace that if it weren’t for computers we couldn’t fly to the moon, or even keep an accurate record of the national debt. On the question of how it does what it does, however, the computer has always remained essentially mysterious—unfathomable to all but a small handful of initiates. An officer of one major computer concern guessed recently that not more than 2% of his employees really know how it works." 2% seems awfully high these days. Detailed, technical article from Life in 1967.
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"This is not intended to be a fun game. It has all the trappings of a LEGO game. It has the forgiving game mechanics. The ease of control. But it uses these elements to create a cognitive dissonance between the ease of the actions and the terrible nature of their real world counterparts." Corvus hypothesises what A Lego Clockwork Orange might look like. Thoughtful stuff.
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"So why not embrace it? That's why You Have To Burn The Rope is fantastic… for games to become art there must be an awareness and a conversation with its own history. Film, music, and literary critic call this allusion, but for the creators, this isn't just a word, it's a dialogue. Which means it should invite participants. For me, I'm far more intrigued by stop-motion artist Patrick Boivin's attempt at turning a linked sequence of videos into Youtube Street Fighter." I'm not sure I agree with Wang on YHTBTR, specifically, but this paragraph is reasonably sensible.
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65 years since the end of the siege of Leningrad, this LJ post shows photographs from the late 1940s merged with images of the location in the present. All are striking; some are very sad. Great contextualisation, though.
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"Left 4k Dead was made by Markus Persson, for the 2009 Java 4k Competition. The entire game is less than 4kb." Impressive, and even a bit fun.
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"Mirror's Edge is not a perfect game, perhaps, but it is something more important: it is an interesting game. It can be played and experienced on its own terms, for its own sake, if players would only allow themselves to take a single videogame specimen at face value rather than as yet another data point on the endless trudge toward realistic perfection." Ian Bogost taking a considered approach to Mirror's Edge.
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"'Why do you build your own computers?' Gloria asked earlier this week. 'Why don't you buy just buy one that's already built?' … It's because computers are fire… If I was a caveman (I'd be dead, because I can't see clearly two feet in front of myself without glasses, but that's not the point), I wouldn't go to the guy who discovered fire and ask if I get a light off his torch. I might let him explain the process–documentation, as it were–but then I'd go off, hold the torch backwards, cut myself with the flint, and generally do it wrong."
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This appears to be some kind of 3D-tinged mind-mapping software; Flatblack were behind the rotoscoped look of Waking Life and A Scanner Darkly; this is clearly an interesting digression for them.
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The Offworld 20 "…isn't just a list of independently made and under-appreciated games, it's a list of the games that celebrate what makes Offworld Offworld: the beautiful and the bizarre, and the games trying to push the medium forward and give us something we've never seen before, in whatever incremental way." Smashing. I love Offworld already, and this is a lovely list.
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"Monopoly, in spite being the classiest of all board games, unfortunately is packaged just as boringly and uncreatively as every other garbage board game on the shelves. So, I decided to repackage it… turning the class up to 11." Very pretty, but I miss the original typeface: the 30s-style sans-serif was very important to the tone.
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"…my feeling is that the barriers to verismilitude in video games aren't technological– lighting effects, texture work, mocapping– but /technical/. They're matters of technique, mastering the extant toolset in order to produce the novelistic details that make for the feeling of authentic transport. Game design doesn't need a better camera, or a holodeck. What it requires is old-fashioned artistry and imaginativeness, an obsessive and nerdish Flaubert who will come along and show us how games work."
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"…it’s become apparent to me that social software is a medium turns all communication into a self-representation game whose ultimate goal is popularity."
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"I am a terrible gaming evangelist. Every time I think I’m onto something my mind’s invaded by Marcus Fenix and his sweaty, homoerotic pecs, by Cloud and his implausible sword and cod-philosophy and, most poignantly, by me, in my pajamas aged nine playing Tetris on the toilet and by me, in my pajamas aged twenty-nine, playing Tetris on the toilet." And Simon powers straight into /my/ favourite games writing of 2008. Bravo.
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Big guide to levelling hunters. Lots of good hunter stuff on here, actually, which muggins needs to learn quite fast.
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"What I like about the rhetoric idea is that it places the accent on how the work operates on the player, and this is essential for an interactive medium. What I don't like is that it's a resolutely utilitarian framework for critical analysis: it focuses in on the way that games might change our opinions for good or ill at the expense of the way games might transport, entertain, humiliate, and ravish their users." Pliskin on Bogost's Procedural Rhetoric; both the post and its comments are smart, nuanced discussion around the idea.
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"There was a correlation between their performance on the game and their improvement on certain cognitive tests, Kramer said. Those who did well in the game also improved the most on switching between tasks. They also tended to do better on tests of working memory." Playing the game (Rise of Nations) didn't affect all tasks, but it had improvements on some – seemingly those involving task and process management.
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"Regardless of the dubious value of trying to dubiously value the art, one thing is immediately clear: in a reversal of casino logic, we value the rarity of the green stripe: 0, house wins."