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"That is the point that I am trying to make. The web is not, despite the desires of so many, a publishing medium. The web is a customer service medium. “Intense moderation” in a customer service medium is what “editing” was for publishing." Paul Ford is great.
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"I have worked for an hour to create this sight, shedding the mistakes of my previous drafts as I go. But each ill-fated Meat Boy, each mistimed jump and buzz-saw victim, deserves to be here in the replay with me. Without each of them, my successful run would not exist. By collapsing my attempts into one moment, Super Meat Boy depicts not time wasted on failed runs, but experience gained as I slowly perfected my craft." Like I said, one of my games of the year, and this deftly explains why.
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Post-Eyjafjallajökull microfiction.
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"Primarily, spaghetti code is a literary failing. Through my observations of the developers responsible for these wrecks — they often turned out to be poor prose writers and some were very arrogant about their coding abilities. I believe the core skill that these cowboys lack is that of editing – an instinctive drive towards pruning and tweaking that all good writers know is one of the most important components of literary creation." Some good stuff in here, especially around technical literacy (and, by extension, literate programming).
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Quick tutorial in add_meta_box – the way to add custom fields to WordPress forms.
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"Cheating is hacking for the masses. It is one of many opportunities to ‘soft programme’ our technologies and culture without heavy reliance on advanced knowledge. Cheating creates an opportunity to play with design, think about it, and tinker around. By effectively unbalancing a game, we can move behind the screen to consider games through their limits. If you put too many assets on screen with the Sonic debug mode, the system would freeze and crash. In this it taught young players an important truth about games; that they aren’t infinite systems, but rather careful gestures reliant on an economy of elements. Cheats of the kind seen in Sonic fostered a generation of gamers to be both critical and respectful of what games are. Knowing that the level is one configuration among many comes from a point of view only afforded through cheating." David Surman is writing more about games, and it is a good thing.
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"I came up to Will Wright after the panel and I asked him this question. Is this urge to dominate these fictional systems just human nature, or is it something we've learned? Have years of 8-bit humiliation at the hands of games designers turned us into this kind of gamer, or is this just how the third chimpanzee is wired to behave?" Lots of good stuff here about domination vs understanding, mastery, learning, and the sterile utopias we so often turn systems into.
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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.