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"A lot of the stuff going on just isn’t very ambitious. ‘The thing about the advertising model is that it gets people thinking small, lean,’ wrote Alexis Madrigal in an essay about start-ups in The Atlantic last year. ‘Get four college kids in a room, fuel them with pizza, and see what thing they can crank out that their friends might like. Yay! Great! But you know what? They keep tossing out products that look pretty much like what you’d get if you took a homogenous group of young guys in any other endeavour: Cheap, fun, and about as worldchanging as creating a new variation on beer pong.’" Still thinking on this article a bit. It touches on lots of things I have issues with – the startup scene, and in particular the US startup scene, and the usefulness of what it makes; wrestling with the idea that making IS value, something I do a lot; having watched recent Bret Victor videos, what something meaningful would work like. But also: it reminds me why I've chosen some of the work I have recently, that values are something you reassess and fight for, that value isn't just curing cancer or better pill bottles, but also charm and joy and wit and provocation and art. (It's probably not another niche dating service).
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"Which game is being called the Citizen Kane of games?" This is why I love Mitch Krpata.
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"Dawn H Foster tweeted this weekend asking whether she was alone in feeling less intelligent now than she did when she was younger. I know exactly what she means. Those earlier versions of me were more certain in their ability because life hadn’t chipped the armour plating of arrogance off them. I’m at a point where I have let that go too far though and wear away at the confidence beneath it. Whether the next incarnation of myself turns out to be paranoid and shaky like the Thin White Duke at his darkest or on the cusp of a new prospects like McCartney circa 1961 is up to me." This is very familiar.
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"My energy is flagging and he is disappearing over a rise. I wonder: Had he even known I was there? Had I imagined our moment of shared transcendence? And I wonder: Will no one take my ammo?" Battlefield is often like this, which is why it's frustrating, and why it's brilliant.
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"The puzzles [in Limbo] aren't brain-busters, and even though you die a lot, it always puts you right back where you started. It's just so capricious. It never bothers to set limits or rules for the world you're in. Its sole concern seems to be killing you for no apparent reason. Instead of asking you to apply what you learned from your previous deaths, the game keeps changing the rules so it can kill you again. It's as though it's making things up as it goes, like a rambling first draft that could use a good revision."
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"Then, after the Prince topples the evil Vizier and rewinds time, back to before the Sands destroyed everything, it's as though they've never met. When we realize that the Prince has been talking to Farah all along, and not to us, it is a perfect storytelling moment: funny, surprising, achingly romantic. I don't remember if Farah falls in love with the Prince after that, but I did." Mitch writes about Sands of Time in his end-of-decade list. It's still, I think, my favourite game of the decade.
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"I've developed a habit of delivering a drum solo at the beginning of every Rock Band track — just a little wailing away while the song cues up. It's a way of making the songs mine. You can't do that in The Beatles. Hit a drum pad before the song starts, and nothing happens, because that sound isn't on the original recording… More important, it's the game's way of making sure that you don't dare mess with perfection! I'm not a huge fan of that attitude. Past — and, technically, current — Rock Band games are about engaging with the music on an equal level. This game, though, is a ball-washing of the highest order. Maybe the Beatles are more deserving of such treatment than any other band, but I don't think any band deserves that treatment. Not now that I've seen the alternatives." Mitch Krpata on his problems with Rock Band: The Beatles.
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"The Beatles: Rock Band is the total opposite [of Rock Band 2]. The "characters" are untouchable, and the tracks don't even toss you a freestyle section. Your only choices are to get the song right, or not. Sure, it's a cliché that most videogames make you save the world, but at least in those games, you know you're needed. I've never felt less important in a game than this one." Chris Dahlen makes an excellent point in the midst of his excellent (and otherwise uniformly positive) review of The Beatles: Rock Band for Pitchfork.
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"A year with a single Leica and a single lens, looking at light and ignoring color, will teach you as much about actually seeing photographs as three years in any photo school, and as much as ten or fifteen years (or more) of mucking about buying and selling and shopping for gear like the average hobbyist." This is not a bad point.
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"It will [violent metaphor] you." Mitch has seen one too many press releases, methinks.
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"High-resolution renders of gameplay from Shadow of the Colossus, including earlier versions of the game (where the colossi had differently-shaped eyes, as one example). Most of the screenshots are at or around 2048×1526 resolution – perfect for making wallpapers of any size." Ooooh.
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Lots of (large) images; detailed, wonderful. A post to go back to and pore over
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"I must admit that I would have loved to get this richness of backstory into the actual game itself, but the longer pipeline of game asset development and integration made that impossible." Clint Hocking explaining the background behind the fictional blog for Far Cry 2.
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The blog of Reuben Oluwagembi, the fictional journalist you meet in Far Cry 2.
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"A few weeks ago we released our shapefiles via the API, and while most people were excited, some folks were a bit confused about what it all meant. Which is why Tom Taylor’s beautiful Boundaries application is so exciting. It helps you visualize the Flickr community’s twisty changing complex understanding of place." Tom is on code.flickr.com! Hurrah!
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"Renaissance ‘lace books’ have much to offer the modern digital designer, who also faces the challenge of portraying clear and replicable images in a constrained environment." A brief history of pixelfonts.
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"Obama's FCC transition co-chair is a WoW player, and has played in two different endgame guilds, including Joi Ito's famous We Know guild." This is exactly the kind of thing I was banging on about at Gamecity. Presentation online soon!
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"We're still going through the stats, but at the time of writing there were almost 170,000 messages on the Strictly [Come Dancing] board." Holy hell. Poor moderators. (And: for such an uninteresting story, as well!)
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"If the Barack Obama presidency fails to unite us as a country, I'm going to hold out for a fast-zombie apocalypse." Iroquois on co-op, and the way Left 4 Dead sees online co-op – and the bad behaviour of players online – as design problems to solve, rather than to ignore.
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"Who designs a character for gamers to never go near? Who spends the time to create the most terrifying creature imaginable, and doesn’t impose it on players? Well, clearly Valve. The temptation to have her be aggravated from great distances, to force her to attack when encountered, must have been there. But then she’d have lost her power. Her power comes from just sitting there. It’s that benign, ragged, vulnerable form. It’s the combination of singing and crying. Oh God, the singing *and* crying." John Walker examines the horror of Left 4 Dead's Witch. A little over-written perhaps, but he totally nails the fear the character instills, and the way you always notice her a split-second too late.
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Mitch just isn't inspired by user-generated content, no matter how charming a core game might be. The comments thread on this one is really good.
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"The next generation on from them – e.g. Jonathan Smith, Doug Church and of course Greg Costikyan (from whose classic essay on developing such a critical language the title of this post is lifted) are always eloquent, passionate and insightful speakers and spokespeople for their medium. Unlike Molyneux." Not too annoyed I missed this, given Matt's comments.
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"…the players are there for their character, not for your story. Your story is just the path for their characters, the medium through which they can play their persona. Once the GM realizes this, they should then realize that respecting the player and the character is paramount to their story. And it’s a surprisingly easy skill to master, because it really is as simple as recognizing what the players and characters want, what they came to do and then give it to them."
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"Demeter quit his bank job two months ago and has launched a company, Demiforce, to develop more electronic games. Now he has a salaried staff, five games in development and two coming out by Christmas, including a spinoff to "Trism" called "Trismology."" I hope his success continues; scaling up always seems scary, but Trism was – and is – superb.
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"The conundrum is that no path, no vision of progress – technological, social, moral – will be plausible today if it does not include the complexity of costs, yet it will not be desirable if it does. That makes our society blind." Some good, if dense, Kevin Kelly.
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"I wrote a script that lets you see what this money could buy if we weren’t throwing it at second-rate comedians or third-rate bankers. What if we spent it on schools, or teachers, or wispas instead? My script lets you see that by altering the text of Guardian articles as you browse." Ben's hack was brilliant in its simplicity, and really does change the way you read the news.
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"Turf Bombing is a location-based turf battle game which rewards and encourages traveling and learning about different neighborhoods." Location-based game that forces you to travel out of your normal areas, and potentially explore transport networks. Also: not designed around specific devices, just laptop+wifi.
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"Fallout 3 is a tribute to intent. It's not a rallying cry for any cause or even a cautionary tale about the hypothetical horrors of nuclear holocaust. It's a statement on the worthlessness of inaction. It's about not staying in the vault."
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"Far Cry 2 doesn’t so much attempt to define a memorable experience and effectively communicate it to the player as it does to define a set of rules and an environment in which memorable experiences are likely to happen, letting the player loose in that world." One of my favourite pieces of writing on FC2, if only because it captures the nature of the game so well.
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"Oddly, although Left 4 Dead only comes out today, Gamestop.com has already switched from their previews to reviews. You'd think that wouldn't be enough time for their users to appraise the game. You would even think that they'd want to play the full game before trumpeting their thoughts and throwing around phrases like "game of the year." You would be wrong." Mitch is harsh but fair.
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"See what's been discovered by the Wasteland inhabitants!" Collaborative slippymap of what people are finding in the DC Wasteland in Fallout 3.
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"Images don't automatically attach to emails. I hope you and your husband can work things out though." Oh dear.
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"For all the prioritizing and severitizing (which costs a lot of time during bug input) the best method of bug sorting was human communication." Yes. Too much time has been lost in too many custom installs of JIRA.
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"Hi everybody, I'm Brandon, and this is Offworld." Oh! This could be good.