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Roo writes up his first experiments with his microprinter. The barcode stuff is particularly interesting.
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"Hackers across the country are buying up old old receipt printers and imaginatively repurposing them into something new. We call them microprinters." pbwiki site for gathering resources around microprinters. Nice! Still waiting on mine (from the same load as Roo's) to arrive, though…
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"With that in mind, I present to you a gallery of paintings made by one Hoenikker J. Troll, hunter at large and painter at other times. He dragged an easel and paints all around this world. Of Warcraft." WoW screengrabs run through artistic filters. Some are really quite pretty, as, to be honest, is the source material.
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"…video games are driven by the player, experientially and emotionally. Fictional content–setting, characters, backstory– is useful inasmuch as it creates context for what the player chooses to do. This is ambient content, not linear narrative in any traditional sense. The creators of a gameworld should be lauded for their ability to believably render an intriguing fictional place– the world itself and the characters in it. However the value in a game is not to be found in its ability at storytelling, but in its potential for storymaking." Some commentary on the scale of storymaking games offer, from Steve Gaynor. Also: I like the word "storymaking", as opposed to "storytelling".
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A pretty comprehensive list, I think.
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AASM is "a library for adding finite state machines to Ruby classes. AASM started as the acts_as_state_machine plugin but has evolved into a more generic library that no longer targets only ActiveRecord models." And as a result, I might be using it a bit.
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"LÖVE is an unquestionably awesome 2D game engine, which allows rapid game development and prototyping in Lua." And it all looks rather pretty, too. Must investigate further!
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danah's PhD dissertation. I need to bookmark this, and have not read it yet, but am sure, at some point, I am going to plough through it, for work, recreation, or (most likely) a bit of both. Until then: just a bookmark.
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"I still have nothing but respect for my more traditional industry colleagues, but I’ve stopped worrying about impressing the games industry and its pundits. Or at least, I’ve stopped worrying about impressing them first. Instead, I’ve started focusing more on the people who might be interested in different kinds of game experiences. People who fly for business more than three times a month, or people who read all of the Sunday newspaper, or people who have kids with food allergies, for example. I am sure these people read magazines and watch television and listen to the radio. But it would be short-sighted to label them ziners or tubers or airwavers. They are just people, with interests, who sometimes consume different kinds of media." Bogost is right, and I'm concerned I'm always going to be ashamed I chose to use that word.
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"It is a commonplace that if it weren’t for computers we couldn’t fly to the moon, or even keep an accurate record of the national debt. On the question of how it does what it does, however, the computer has always remained essentially mysterious—unfathomable to all but a small handful of initiates. An officer of one major computer concern guessed recently that not more than 2% of his employees really know how it works." 2% seems awfully high these days. Detailed, technical article from Life in 1967.
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"This is not intended to be a fun game. It has all the trappings of a LEGO game. It has the forgiving game mechanics. The ease of control. But it uses these elements to create a cognitive dissonance between the ease of the actions and the terrible nature of their real world counterparts." Corvus hypothesises what A Lego Clockwork Orange might look like. Thoughtful stuff.
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"So why not embrace it? That's why You Have To Burn The Rope is fantastic… for games to become art there must be an awareness and a conversation with its own history. Film, music, and literary critic call this allusion, but for the creators, this isn't just a word, it's a dialogue. Which means it should invite participants. For me, I'm far more intrigued by stop-motion artist Patrick Boivin's attempt at turning a linked sequence of videos into Youtube Street Fighter." I'm not sure I agree with Wang on YHTBTR, specifically, but this paragraph is reasonably sensible.
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65 years since the end of the siege of Leningrad, this LJ post shows photographs from the late 1940s merged with images of the location in the present. All are striking; some are very sad. Great contextualisation, though.
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"in the meantime, I decided to do an absolutely crucial bit of game science. Something that I am entirely sure is mulled over constantly, but never properly investigated. The question is but stated thusly: how long would it take the Little Prince to roll up an entire room based on a random path algorithm?" Julian is having fun.
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"Take it easy on the kid, SilverFox316; everybody kills Hitler on their first trip. I did. It always gets fixed within a few minutes, what's the harm?"
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"For all the talk of immersion and realism it seems gamers still want games that provide for them, that make them the centre of the action, the pivotal agent in the events of the world, the nexus around which everything is focused." And this is one of the big conflicts within games: you have to make the player feel wanted whilst they're playing the game, make them feel the centre of attention, because without them the game is nothing. But at the same time: can you still tell stories that aren't about them? I expand a little in the comment on the blogpost proper.
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"Over the past few months we’ve had to create a few iPhone mock ups for presentations… Since we know we’ll be doing more of this, we created our own Photoshop file that has a fairly comprehensive library of assets – all fully editable." Could be useful.