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"I wonder if the use of the calibration pose will fade to the point where it becomes retro, included only by nostalgic programmers who that want to create that old 11-bit flavor of early depth cameras in their apps. Will we eventually learn to accommodate ourselves to a world where we’re invisibly tracked and take it for granted. Will the pose fall away in favor of new metaphors and protocols that are native to the new interface world slowly coming into existence?"
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"…after spending this weekend fighting Resident Evil 5's grabasstical interface I am somewhat persuaded that there's a real divide when it comes to eastern and western design sensibilities, and this divide has everything to do with the design-centric and productivity-centric tendencies of North American tech culture." Which is an interesting way of looking at it; I'm going to hold my thoughts until Iroquois has written more on this. Manveer Heir (of Raven Software) leaves an interesting comment on the post.
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"Playdar is a music content resolver service – run it on every computer you use, and you'll be able to listen to all the songs you would otherwise be able to find manually by searching though all your computers, hard disks, online services, and friends' music collections." Feels a lot like Audioscrobbler did when that first launched; it'll be interesting to see what user-friendly services get wrapped around it.
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"The PushButton Engine is an open-source game engine and framework that's designed for a new generation of games. This game engine helps you spend less time with code conventions and more time designing fun experiences." Flash and Box2D from the looks of things. This could be really, really interesting.
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"…these ideas have been massively influenced by friends working in game design, agile website design or service design. Narrative media is still (outside of gaming) light-years behind the curve compared to the work going on in these disciplines, so a lot of the time I’m trying to act as a translator – taking concepts and ideas from more functional design disciplines into narrative/editorial contexts. When I speak to indies or producers, there’s a set of blogs/presentations that I tend to refer them to, so I thought i’d start by sharing this reading list." This looks like it's going to be an excellent series from Matt Locke.
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Takahashi being wonderfully perceptive and making some interesting observations. Also, describing some lovely design decisions in the beautiful, soothing, and bonkers Noby Noby Boy. I still need a soundtrack CD for that game.
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"Sheeeeeeeeeeeeit! BBC, you just don’t deserve to get your hands on these shows." Yes – whilst we all binged on the Wire when we had it on DVD, that doesn't mean that the "binge" is the correct method of consumption. 60 episodes across 12 weeks? Madness, and I say that as a Wire fan.
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"Which I think meant they were telling me they'd be happy if I pretended to follow them but then used technology to ignore them in favour of other people. What? So not only would they rather I pretended to follow them they wanted to explain to me how this dishonest artifice could easily be achieved." Dave Gorman on a kind of pretend-following, usage patterns of Twitter, and keeping tools useful for yourself (amongst other stuff; this is very good).
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"…I never thought I’d be banned from something for liking it in the wrong way. It’s interesting to discover completely different attitudes to these new ways of interacting online." Yes, I find this a lot; my actions and behaviours are shaped in a particular way, to the point that I've found myself recently (in the case of Twitter) recommending a totally opposite manner of usage to a friend.
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"The Whale Hunt is an experiment in human storytelling." 3000+ photographs, with what seems like a confusing-and-shiny interface to explore them – but hides a detailed metadata manipulation layer underneath. Beautiful pictures, too. Something really quite special; the "interface" pages should explain more.
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"Still, overall, Left 4 Dead's opening cinematic is a shockingly complete primer to the rest of the game. With only a few exceptions, almost any player going into Left 4 Dead for the first time will know exactly how to play the game: they already know the gameplay, the weapons, the enemies, the win scenario and the strategies they need to get through the game alive… the only thing not covered in the opening movie is the specifics of the interface." Yes – had this exact same conversation a few days ago. Although John is awfully down on Louis, which seems a tad unfair…
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"The obstacles that exist are mere impediments to my motion, puzzles placed only to slow me down or stop my free-flow kinetic improvisation. No time to think or overanylize, only time enough to move. This is what the essence of gaming should feel like: a sincere, wholehearted attachment to the action (or actions) that one sets into play. It is a moment where the motivation at hand is intention only, whose aim is exploration and discovery, refined. It is the escape, distilled and realized." GWJ on Mirror's Edge, and never rewinding, never looking back.
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"Metro Rules of Conduct is a game about the awkward situation of commuting in my hometown, Stockholm. Look at mobile phones, MP3 players and breast for score, but whatever you do – avoid eye contact!" Wonderful; the art-style works really well, as does the head-bob.
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"Melville was torn between writing a ripping nautical yarn and a metaphysical odyssey, and it shows. Rockstar was torn between constructing a sandbox and a stage, and it shows. The result was a tenuously fused work of genuine Americana: a disorderly paean to the American city, a bit of ultraviolence, a stonkingly beautiful soundtrack, a fable, a simulation, a gonzo critique of capitalism. It's a game we deserve. " Pliskin on what GTA4 meant. Perhaps hyperbolic, but it's an important signifier of this year. The Redding quotation about Far Cry 2 is also a stonker.
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All 226 entrants for the 2009 IGF. Heard of – and played – some of these, but many are unknown. Exciting to see the list, though, if only to be reminded that there's this many games being made and funded independently, at the large and small scale.
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"aphex twin + vassily kandinsky + doom 2" – now that's a tagline.