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"If losing a normal game of monopoly is frustrating, losing to this strategy is excruciating, as a losing opponent essentially has no path to victory, even with lucky rolls. Your goal is to play conservatively, lock up more resources, and let the other players lose by attrition. If you want to see these people again, I recommend not gloating, but simply state that you're playing to win, and that it wasn't your idea to play Monopoly in the first place."
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"keep some parts of myself severely to myself, am thus able to maintain a deep fruitful disjunction between this real world & the real real world." (and: of _course_ the "Robin" commenting on MJH's blog is Robin Sloan)
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"The lineage of luxury in art – from lapis lazuli, to bronze casting, gold plating or diamond encrusting – extends now to graphics cards, ray-tracing, skin rendering, reflection mapping and to processor speeds, hyperthreading, render farms and the complex world of outsourcing, government subsidies or mineral extraction. It’s important and interesting! Curators take note!" This is good / the Ed Atkins also sounds good.
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Bookmarked for reference – Dan's lists are usually good.
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Beautiful. (via Denise).
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"King Lear would have killed it in Silicon Valley." More Maciej, and yes, it's great.
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These are also good. And funny.
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Seems like a reasonable set of tools to help out with this.
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"MailCatcher runs a super simple SMTP server which catches any message sent to it to display in a web interface. Run mailcatcher, set your favourite app to deliver to smtp://127.0.0.1:1025 instead of your default SMTP server, then check out http://127.0.0.1:1080 to see the mail that's arrived so far." Useful!
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"The reason I am able to make Twitter bots is because I have been programming computers in a shitty, haphazard way for 15 years, followed by maybe 5 years of less-shitty programming. Every single sentence in the big preceding paragraph, every little atom of knowledge, represents hours of banging my head up against a series of technical walls, googling for magic words to get libraries to compile, scouring obscure documentation to figure out what the hell I’m supposed to do, and re-learning stuff I’d forgotten because I hadn’t used it in a while." This paragraph also represents my experience of both programming and how I write my toys; a slightly round-about set of experience to get to where we are now, with lots of reading the manual and doing things in dumb ways occasionally. Programming!
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Yep, this all seems like a very good list to me. Filed away for the next time I have to do anything with maps.
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Enjoyed this a lot: Kim Stanley Robinson on California, SF, and the relationship between the two. For me, timely.
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"In this film I wanted to look beyond the childish myth of ‘the cloud’, to investigate what the infrastructures of the internet actually look like. It felt important to be able to see and hear the energy that goes into powering these machines, and the associated systems for securing, cooling and maintaining them." Looks beautiful: Timo's customary look in enveloping, three-screen 4K. Gosh. Also: the uses of stills-as-film is really interesting to me at the moment.
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"One-thousand dollars invested at a 20% discount with 5% interest (calculating interest every 3 turns, but simple, not compounding interest) means a player will have starting debt of $1000. After three turns the debt is $1050, 6 turns is $1100, 9 turns is $1150, etc. Totally manageable. The banker is your friend and wants you to succeed."
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A lovely game – almost a poem, but definitely Enough Game – by Holly Gramazio, about being a blackbird in a city. It made me feel many things, which is what the best writing does. Also, I shall now probably play it again.
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"We foresee an amazing future where not only can your household devices communicate with each other, they can also communicate with us over the same Internet lines. How cool would it be if your fridge could post a Medium here on Medium every time it needed you to buy more milk? And that’s just one idea." There are many more ideas in this post.
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"Houdini received this sort of letter every day, but Clayton Hutton's was different. Clayton Hutton was different. By accepting his challenge – by promising Clayton Hutton the considerable sum of £100 if the packing case in question defeated him – Houdini set in motion a strange chain of events that would, in a wonderfully mad and circuitous manner, impact the course of a vast global conflict that was at the time still 26 years away." Somebody please commission Christian to write a book? Soon? Thanks! (This is great).
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"My challenge to you is as follows. Design a game which is appealing to play, which will go on to be a huge commercial success and yet illustrates through its systems the abject and total horror, the inhumanity, the alienation, the banality, the evil, and the hell-on-earth of a socio-political practise taken to extreme. The game must be named honestly. It must be easy to learn. It must be a game for all the family." As expected, this is great, but of course it is, because Martin is great. More to the point: it's shrewd and useful. (And: excellent nous from Cara to pick up this piece from someone who clearly could become a major games journalism talent. Please keep commissioning this "Martin Hollis")
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"Left 4k Dead was made by Markus Persson, for the 2009 Java 4k Competition. The entire game is less than 4kb." Impressive, and even a bit fun.
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"Mirror's Edge is not a perfect game, perhaps, but it is something more important: it is an interesting game. It can be played and experienced on its own terms, for its own sake, if players would only allow themselves to take a single videogame specimen at face value rather than as yet another data point on the endless trudge toward realistic perfection." Ian Bogost taking a considered approach to Mirror's Edge.
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"'Why do you build your own computers?' Gloria asked earlier this week. 'Why don't you buy just buy one that's already built?' … It's because computers are fire… If I was a caveman (I'd be dead, because I can't see clearly two feet in front of myself without glasses, but that's not the point), I wouldn't go to the guy who discovered fire and ask if I get a light off his torch. I might let him explain the process–documentation, as it were–but then I'd go off, hold the torch backwards, cut myself with the flint, and generally do it wrong."
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This appears to be some kind of 3D-tinged mind-mapping software; Flatblack were behind the rotoscoped look of Waking Life and A Scanner Darkly; this is clearly an interesting digression for them.
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The Offworld 20 "…isn't just a list of independently made and under-appreciated games, it's a list of the games that celebrate what makes Offworld Offworld: the beautiful and the bizarre, and the games trying to push the medium forward and give us something we've never seen before, in whatever incremental way." Smashing. I love Offworld already, and this is a lovely list.
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"Monopoly, in spite being the classiest of all board games, unfortunately is packaged just as boringly and uncreatively as every other garbage board game on the shelves. So, I decided to repackage it… turning the class up to 11." Very pretty, but I miss the original typeface: the 30s-style sans-serif was very important to the tone.
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"…my feeling is that the barriers to verismilitude in video games aren't technological– lighting effects, texture work, mocapping– but /technical/. They're matters of technique, mastering the extant toolset in order to produce the novelistic details that make for the feeling of authentic transport. Game design doesn't need a better camera, or a holodeck. What it requires is old-fashioned artistry and imaginativeness, an obsessive and nerdish Flaubert who will come along and show us how games work."
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"…it’s become apparent to me that social software is a medium turns all communication into a self-representation game whose ultimate goal is popularity."
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"I am a terrible gaming evangelist. Every time I think I’m onto something my mind’s invaded by Marcus Fenix and his sweaty, homoerotic pecs, by Cloud and his implausible sword and cod-philosophy and, most poignantly, by me, in my pajamas aged nine playing Tetris on the toilet and by me, in my pajamas aged twenty-nine, playing Tetris on the toilet." And Simon powers straight into /my/ favourite games writing of 2008. Bravo.
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"IE 6 is a riskier proposition, but can show improved image resizing when the AlphaImageLoader CSS filter is applied, the same filter commonly used for properly displaying PNGs with alpha transparency." Oh, that's interesting.
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Mirror's Edge 2D flash game – which look, by all accounts, to be an official spin-off. Can't wait to see the full version; it's a very impressive little game.
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"You want to know what I think? I'll tell you what I think. Here's what I think: Java Java Java is is is too too too damn damn damn verbose verbose verbose. That's what I think. And I'm sticking to it. So there."
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"The Nietzsche Family Circus pairs a randomized Family Circus cartoon with a randomized Friedrich Nietzsche quote." This one is particularly good.
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Wonderful, wonderful, stop-motion trailer for a Megaman 9 built out of the real world. Hypnotic, and lovely.
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"Director Ridley Scott will helm the bizarre big screen adaptation of popular boardgame Monopoly… According to the Hollywood Reporter, Ridley will give the Monopoly movie a futuristic edge akin to his 1982 epic Blade Runner… The unlikely subject matter is just one in a line of Hasbro games to get big screen makeovers as part of an exclusive pairing with Universal Studios… Transformers filmmaker Michael Bay is producing a Ouija Board feature, while a film version of beloved classic Battleship is also in development." I know what "development" means, but still, this is the craziest games-to-film news I've seen for quite some time. Hollywood is strange.