• "The Fretless Fader concept involves a cross fader which can move vertically as well as horizontally, allowing an extra parameter to be controlled simultaneously with the traditional fader movement – most notably, pitch. It’s probably best demonstrated in video…" Nice chat about productising this, but seriously, the first video is marvellous – it's "Drunk Trumpet" all over again…
  • "YOU CAN ONLY WORK FOR PEOPLE THAT YOU LIKE… I discovered that all the work I had done that was meaningful and significant came out of an affectionate relationship with a client. And I am not talking about professionalism; I am talking about affection. I am talking about a client and you sharing some common ground. That in fact your view of life is someway congruent with the client, otherwise it is a bitter and hopeless struggle." All of Milton Glaser's points are worth thinking on, but this one feels particularly acute.
  • "So there seems to have developed a general consensus in the iPhone development community that if you’re planning to develop a sprite-based game, the cocos2d-iphone framework that we mentioned waaaaaay back when and a bit later on is the way to go. So since we’re planning on doing exactly that, here’s a roundup of resources for your cocos2d development!"
  • "Here’s a round-up of the top 10 readily-available monospace fonts for your coding enjoyment, with descriptions, visual examples and samples, and download links for each." I think I roughly agree with Dan on these.
  • "Get over your ridiculous programming-language prejudices and stop endorsing real prejudices. It's this crazy little microcosm/macrocosm mirror effect. You never find bigotry in people with options. It's true in programming and it's true in real life as well, and it looks as if it's true in both places at the same time and for the same people." Giles is right, and the idiots who reached for their retweet button are definitely wrong. Less of this, please.
  • "No. That would be your mother." Valve drop the next "Meet The…" video, and it's perhaps the best yet – certainly in terms of editing and choreography. And I love how the other characters – especially the Soldier – are still being developed in this.
  • "This is a mod. And that’s kind of relevant, for two reasons. Firstly, we don’t want to pay for this kind of thing. Hell, look at The Path: people are upset that even exists, let alone that its developers had the guts to charge seven quid for their remarkable efforts. But this is the sort of thing I’d love to pay for. It seems illogical that we’ll all happily splash out fifty pounds for the same old story of science-fiction revenge, yet aggressively avoid anything that encourages us to engage our brains and challenge ourselves a little."
  • "What’s fascinating about Grifball is how well it emulates a sport (or rather a sport game.) Like basketball or hockey, players must alternately think offensively and defensively as the bomb changes possession. Movement suddenly trumps aiming, as players must gauge distance for successful attacks and create openings to score. The best players are the ones who can move in tricky, unpredictable ways and psych out their opponents. In terms of skill and strategy, Grifball has much more in common with virtual rugby than it does a shooter." Matthew Gallant on Grifball, and more forms of consensual play.

This is Rose Ball:

To explain what’s going on:

this is Street Fighter IV, in practice mode versus mode. Both players are handicapped so they have a pixel of health, and both have selected Rose as their character. They are playing best of 9. At the beginning of each round, one of them “serves” by performing Rose’s “Soul Spark” move – a half-circle towards on the joystick, and a punch button. Then, they take it in turns to perform her “Soul Reflect”, which can reverse projectiles; this is a quarter-cirlce away on the stick, with a punch button. Whoever fails to time the parry correctly will get hit by the “ball”, and the other player will win the round.

So: they’re playing Pong, inside Street Fighter IV.

This is clearly awesome.

What I like most is that it’s consensual – there’s nothing to stop one of them just walking over and pounding the other player, bar good conduct. The game of Rose Ball only works if you both play fair. Later in the game, you’ll see one player move closer to the other, upping the difficultly of the game, as there’s less time to parry the ball.

It’s always interesting to see consensual games like Rose Ball emerge from other games. An obvious corollary is Cat and Mouse in the Project Gotham series; whilst it was a player-derived, consensual mode in PGR2, by the third and fourth games in the series, it turned into a fully fledged game mode.

See also some of the new consensual gameplay modes that people have made for Halo 3 – the four-team, eight-player racing game that is Rocket Race, or Grifball, the two-team ballgame that’s hugely popular online.

Consensual play – breaking the “official” rules in an agreed manner – is something that always emerges when you give players rule-based systems such as videogames. Few systems are robust enough to make it worthwhile, though. Cat and Mouse is quite fragile if someone doesn’t understand the rules; by contrast, the Halo 3-derived games are much more robust, as there’s more customisation of the rule-system available to players. These kind of games are important, though, because they require no modification or custom code, no downloads or installation; they’re just new layers of player-generated rules on top of pre-existing, developer-designed rules.

And: they usually turn out to be lots of fun, because anything that can survive the mill of hundreds, perhaps thousands of Xbox Live players playing – and refining – it is probably pretty good.

Hence the survival of Cat and Mouse into a canon game mode; hence the popularity of Griffball. And Rose Ball? I think that’s going to stay a novelty for relatively skilled players, but it’s still nice to know that such a thing is possible within systems like SF4.