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"So, given this [zero-button, move and look] interface, whence interactivity in Dear Esther? I say: from an understated but deadly-precise sense of attention design through spatial design.
You walk along the beach; a path goes up the bluff, another along the strand. You go one way or the other. There are no game-mechanics associated with the choice, and a plot-diagram analysis would call them "the same place" — you can try either, back up, and go the other way. But this misses the point. Precisely because the game lacks keys, switches, stars, and 1ups, it has no implicit mandate to explore every inch of territory. Instead, you want to move forward. Backtracking is dull. Worse: given the game's sedate walking pace, it's slightly frustrating. (They left out the run button for a reason, see?) Moving into new territory is always the best-rewarded move, and therefore your choice of path is a choice. You will not (unless you thrash hard against the game's intentions) see everything in your first run-through." Cracking writing about immersive, environmental storytelling in Dear Esther, and why it's clearly a game.
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"…he still remembers his frustration at encountering "sliced-up ghettos of thought" – sculpture, architecture, fashion, embroidery, metalwork, product and furniture design all in separate departments – "which I don't believe are absolute. It's just the way we categorise things and the way we chose to educate people."" Quite excited to see the Heatherwick show.
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"Super-simple baseline .mobi templates. Here ya go."
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It's basically a satellite that's an external Android peripheral, and they're chucking it into space with a phone attached. Impressive.
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"A photograph has to be rational. It has to be rational in itself. It has to be rational and complete. … it is the illusion of a literal description of what the camera saw. From it, you can know very little. It has no narrative ability. You don't know what happened from the photography. You know how a piece of time and space looked to a camera." As usual, I'm reminded how much I love Gary Winogrand.
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The ninth day of the Hindu Navaratri festival, the "Worship of Implements", where "weapons are worshiped by soldiers, and tools by artisans"; "In the cross cultural development that has revolutionized the society, with modern science making a lasting impact on the scientific knowledge and industrial base in India, the ethos of the old religious order is retained by worship of computers and typewriters also during the Ayudha Puja, in the same manner as practised in the past for weapons of warfare."
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Jon is smart, and one of the best writers of interactive fiction (in all its forms) that I know. So I am looking forward to this.
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"I have made a custom Mapnik style file that's optimized for Amazon Kindle display." Pretty.
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"Get great articles delivered to your Kindle without any extra effort." Curated content, delivered direct to your Kindle via the email interface. Will try this for a bit: it's a really obvious opening in the space, and scope for there to be many of these.
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If you're going to write a review for a digital medium about a recursive game, this is as good a way as any to do it. Bravo.