"We are making a model of how a product is, to the degree that we can in video. We subject it to as much rigour as we can in terms of the material and technological capabilities we think can be built.
It must not be magic, or else it won’t feel real.
I guess I’m saying sufficiently-advanced technology should be distinguishable from magic." This is a lovely pulling-together of things from Matt J, and really manages to express the notions of "physics" and "rulesets" that I always enjoyed so much.
11 million player deaths in Just Cause 2 – a big open world game – plotted in 3D; a map of the world made only out of player-deaths.
What happens is: the map becomes visible, but not it’s quite the “real” map. Unstead, you see obvious things like the really tall buildings – skyscrapers – and the really tall sites – mountains – becoming very evident.
Strange things happen underneath tall stuff – under the biggest skyscrapers, and the casino that hangs in the air like an airship – the shape of the object is very clear at the top, but then disappears into fountains and fluid shapes underneath it, as everybody falls off, hits things on the way down, corpses collecting on the ground underneath the airship – see 00:58 for a really obvious example.
So it visualises both the objects in the world, and the physics of the world. Yes, there are surfaces where people have been shot or run out of health for other reasons, but then there are all the points that extruded from those surfaces according to curves defined by velocity and world-gravity. The world and the system all at once. You could, I suppose, reverse-engineer one from the other. And, of course, what you’re seeing here isn’t geography – it’s just the visualisation of a systemic layer in the game (player-death).
And in that sense, the visualisation shows just how closely the world and its systems are linked. Pretty.
" For our project, we had to find three scenes from any movie or TV show and use physics to find out if something was or wasn't possible. I got 100% on it." In this case: 'Physical Impossibilities in My Little Pony: Friendship Is Magic'. He's really not wrong about the animation.
"We attempt to further examine the nature of the chicken: is it a particle, or a wave? Watch to find out." Great experiments of physics, built in Minecraft, applied to chickens.
"More important: the game, Sand-dancer, is a good game. It is not the sort of example that exists to have one of everything in the manual. It is the sort of game that exists to make IF better. Aaron puts it together on your workbench. You can see the parts going in, and I don't mean rules and action constructs now; I mean character, background, voice, theme, and narrative drive. He explains what he's doing, and what each game element is for. He talks about story structure and shape of interactivity. He discusses what you have to do to get the player involved and what you have to do to put the player in control." This sounds great. Add-to-cart.
"I want all the young present-tense storytellers (the old ones have won prizes and are incorrigible) to allow themselves to stand back and show me a wider temporal perspective. I want them to feel able to say what happened, what usually happened, what sometimes happened, what had happened before something else happened, what might happen later, what actually did happen later, and so on: to use the full range of English tenses." There's lots in here. I think it might be good; it is definitely interesting, and worth returning to.
"In this programme we hear from colleagues, friends and former students as well as the great man himself about the beauty of nature and the importance of science to our understanding of the world." A lovely Archive Hour on Radio 4, on Richard Feynman; only available for a few more days, so grab it whilst you can. Delightful, and nicely structured.
"If there is a bigger Splinter Cell fan than myself, I haven't yet met them; but in their zeal to promote the newest iteration, Ubisoft has caused Sam Fisher to tweet. And I don't mean they've made him chirp, which would be preferable. They've given him a Twitter account where he tweets in a supremely earnest way about how tormented his shit is.<br />
<br />
*No.*" Oh dear.
"A team of scientists has succeeded in putting an object large enough to be visible to the naked eye into a mixed quantum state of moving and not moving." Oh boy. That's quite a thing (and: quite a sentence!)
"I've been using Copy with Style command, which I took from this blog post. It copies text selection as RTF so when the code is pasted into Keynote, it looks exactly the same as it looked in TextMate, including font style, size and colors. Code can be then modified in Keynote, while the style is preserved." Useful!
"Let's Go Find El Dorado is a physics-based remake of Oregon Trail which plays a bit like Excite Bike." Seriously, do you need to know any more to click the link?
Comprehensive notes on Ben's talk from Ruby Manor – looks really, really good, and lots of things I should probably know. This is the kind of hacking I'm a big fan of.
Mike Darga's blog is a smart, insightful, data-driven look at game design, especially for MMOs. It's very good, and goes straight into my subscriptions.
"Clipstart complements your photo application to give you a place that is designed for home movies. Import your movies, tag, search, and upload with one click to Flickr and Vimeo. You can even quickly upload a trimmed portion of a movie without needing to save a new copy." Looks like an interesting alternative to iMovie for most of the uses I make of video.
"Size has been one of the most popular themes in monster movies, especially those from my favorite era, the 1950s. The premise is invariably to take something out of its usual context–make people small or something else (gorillas, grasshoppers, amoebae, etc.) large–and then play with the consequences. However, Hollywood's approach to the concept has been, from a biologist's perspective, hopelessly naïve." Fantastic: transcripts of a series of lectures about the biology of B-Movie monsters; funny, accurate, informative.
"I find the watchclock fascinating not simply because it’s a kind of steampunk GPS, a wind-up mechanical location-awareness technology. I’m further fascinated at how this holistic system of watchclocks, keys, guards, and supervisors succeeded so completely in creating a method of behavioral control such that a human being’s movements can be precisely planned and executed, hour after hour and night after night, with such a high degree of reliability that almost a century goes by before anyone thinks of ways of improving the system as originally conceived." Fantastic.
"Sweet Sue's Canned Whole Chicken (without giblets) is an entire cooked chicken in a can (a big one)." For reference: I am not whole chicken-in-a-can hungry.
"…hard-core players are comfortable mentally manipulating Peggle's complex physics. They can build models about where the ball is going to go, even after the seventh or eight collision. A frustrated casual gamer looks at Peggle and sees chaos; a hard-core one sees causality." Oh – now that _is_ an interesting way to look at things.
This is great: a 25-minute video from Blurst looking at a short prototype they built. During the retrospective, other members of the team question the designers/developers about their intentions, their goals, and examine ways to make the prototype into a better game. There's some good questioning, some nice explanation, and it's a great insight into a process built around rapid prototyping and execution on top of Unity. Interesting to see how another company work on rapid prototypes and then try to "find the fun". Also: making the prototype public is another great piece of explanatory work.
"A frequent question people ask us is “how do I transfer my database between my local workstation and my Heroku app?”" The answer is: using taps. Database push/pull, to/from Heroku, and to/from different database vendors. Very, very clever.
Almost Atari 2600-era platforming, but with a couple of (big) twists. Compulsive, and cross-platform, it's almost definitely worth an hour of your day.
"This jQuery plugin generates sparklines (small inline charts) directly in the browser using data supplied either inline in the HTML, or via javascript." Nifty.
"...when we step into the shoes of that avatar, be it 1st-person, 3rd-person or otherwise, we exit the darkened movie theater paradigm and enter an intricate, performative, exploratory lab of untested ideas and speculation. We enter a playful space that feels and responds much more like a live theater rehearsal than an interactive movie or a triggered series of movie clips." Michael debunks the games-as-cinema analogy with an interesting take that considers them as more like theatre rehearsal.
"This is not a book about the VCS, nor breakout, nor video games and video game culture; it is a chronicle of the experience of that entity we might call “the player.” Oddly, there is little I can take from it in terms of approaches to video gaming or thoughts on the VCS Breakout. But it did enlarge my perspective and help me think about physiological, cognitive, and, let us say, monomaniacal aspects of video game play. Nervous, very dreadfully nervous Sudnow has been, but why would I say that he is mad?" Sudnow passed away very recently; I really ought to read his book, more than ever.
"[s3fm]... lets anyone run a streaming radio station, with just a folder of MP3s. Put those MP3s in an Amazon S3 bucket, and give your friends the S3 FM link."
Matt's talk (in English) from Lift 09, on scientific fiction, stories, and the design process. Good stuff - not too long - and wonderfully filmed: the cameraman focuses on his hands as much as his face, which is just perfect.
NeoGAF users band together to make a perfect, eight-stage, LittleBigPlanet rendition of Contra. Remarkable, especially the behind-the-backdrop puppeteering that makes the walking-into-the-screen levels possible. This had better not get a takedown slapped on it, because it's phenomenal.
"Perfect gift for any World of Warcraft player or other MMORPGer in general. You get one "main" glass and one "alt" glass. Serving idea: fill your main with your alcoholic beverage and your alt with your chaser since mains are typically stronger than alts." Oh dear. (But: good gag, and dangerous for drinking games).
"SFZero is a Collaborative Production Game. Players build characters by completing tasks for their groups and increasing their Score. The goals of play include meeting new people, exploring the city, and participating in non-consumer leisure activities."
"One of my enduring passions is exploring graphic design with programmatic and generative systems. While some aspects of design require the skilled hand of the designer, others can be formalized and explored by computer. For those tasks, Mathematica is an exceptional tool." Some lovely thinking around generative design.
"Xbox Live Friends is a tool for keeping a vigilant eye on what all of your friends are doing." It's much improved from previous versions, too. Enjoying this quite a lot.
These feel about right. Or, at least, about right if you agree with Rams as both a designer and a provider of commandments. He's hard to argue with, for sure.
Defend Moscow are a friend's new band, and their single "Manifesto" is out very, very soon; big, eighties-influenced pop, with slightly filthy bass and that classic boy/girl harmony thing going on. Hoping for good things for this, so into the links it goes!
This is a pretty accurate explanation of the state of the majority of SF4 online. It's also quite funny, and is the reason the phrase "Flowchart Ken", used to described a particular kind of player, is already entering the SF4 Lexicon.
"Ryanair can confirm that a Ryanair staff member did engage in a blog discussion. It is Ryanair policy not to waste time and energy corresponding with idiot bloggers and Ryanair can confirm that it won't be happening again." Ryanair's social media strategy is pretty much on-brand, it seems.
'A morose-looking guy stood at the bar talking to his friends, wearing a Flashbang Studios t-shirt. Emily leaned across the bar next to him, and shouted giddily over the music: "hey, I like that developer."' A lovely piece of speculative writing from Duncan Fyfe.
"This summer will you be, or not be? It's Resident Evil meets House of the Dead, IN DENMARK." Epic Eegra thread taking the Dante's Inferno-shaped ball and running a very, very long way with it.
"[Wrestle Jam is] completely playable. There was an intro screen, character select, win / loss conditions, opponent AI, eight different attacks," Furino explained. "It was as close to a genuine old-school wrestling game as I could make it in the time allowed. I even mapped an old Nintendo controller to the input system so they could play it that way." Gosh, that's lovely, if not totally unexpected from Arronofsky. Lovely interview, too.
"...kids are utterly, utterly obsessed with fairness. It's the most important element in any game. And human rule-enforcement is automatically deemed unfair. There is no referee, umpire or god-like grandparent that can escape being seen as unfair at some point, for some decision. But the commanding voice of Cosmic Catch escapes all that. The relentless, ineluctable judgement of the RFID machine brooks no argument, is prey to no human frailties and biases and is immediately seen as fair."
"Not to be outdone (well, maybe a little outdone), we've combed through hours of imaginary data here at Consumerist HQ and put together a similar animation that illustrates Starbucks' explosive growth over the past 20 years. Enjoy." I did.
Obvious, when you think about it; if you're going to mash up one track in five, why not find another? What's remarkable is how well Brubeck's piano and Paul Desmond's sax fit the melody, as well as the stilted rhythm, of Radiohead's "Fifteen Step".
"SmartSwitch doesn't restrict the user from turning on a light, but rather it passively encourages behavior change. SmartSwitches can be programmed to respond to either personal or communal electrical usage. In a home wired with SmartSwitches, lights can become harder to turn on during hours of peak demand." Just right.
"I shouldn't even explain it- you should probably just youtube some gameplay footage if you're interested and watch the insanity." Gerard Way on quitting Force Unleashed - and hinting that he's going to talk more about other games he's given up on. That should be interesting.
Almost Atari 2600-era platforming, but with a couple of (big) twists. Compulsive, and cross-platform, it's almost definitely worth an hour of your day.
"...or the past and future of practical city magic". Jones drops the presentation bomb and it's really very very good; it doesn't feel "weird" as he suggests at all; instead, it's all one great big joined-up mishmash of coherent thought and a dash of wonder.
"F.lux fixes this: it makes your computer's lighting adapt to the time of day, warm at night and like sunlight during the day. It's even possible that you're staying up too late because of your computer. You could use f.lux because it makes you sleep better, or you could just use it just because it makes your computer look better." Perhaps not right for things that need to be color-managed... but might be good for everything else. And healthier.
"In the 14 months since [TeamFortress 2] shipped, the PC version of the game has seen 63 updates – “that’s the frequency you want to be providing updates to your customers,” [Newell] adds. “You want to say, ‘We’ll get back to you every week. The degree to which you can engage your customer base in creating value for your other players” is key, says Newell. “When people say interesting or intelligent things about your product, it will translate directly into incremental revenue for the content provider.”" Great write-up from Chris Remo of Gabe Newell's DICE talk.
"This is a sort of thorough, empirical, sociological study of art students at two British art schools at a very interesting moment, the late 1960s (a moment when, as the book says, anti-art became the approved art, bringing all sorts of paradoxes to the fore). I find it fascinating that such a subjective thing as developing an art practice can be studied so objectively, but then I find it amazing that art can be taught at all. The book shows the tutors and students circling each other with wariness, coolness, misunderstanding, despair, appreciation." Some great anecdotes and observation.
"Busker Du (dial-up) is a recording service for buskers through the telephone (preferably public payphones hidden in subway stations). Audio recorded will be posted to this audio-blog and made available to all who cherish lo-fi original music. Try it out at your favorite subway station or street corner." Dial-A-Song comes full circle.
"Poole - HAL 9000 is a fictional chess game in the movie 2001: A Space Odyssey. In the movie, the astronaut Frank Poole is seen playing chess with the HAL 9000 supercomputer... The director Stanley Kubrick was a passionate chess player, so unlike many chess scenes shown in other films, the position and analysis actually makes sense. The actual game seems to come from Roesch - Schlage, Hamburg 1910, a tournament game between two lesser-known masters."
Lovely demo - some interesting interfaces that feel quicker than current alternatives, as well as experimental ones that, whilst slower and clumsier, represent information a bit better. I mainly like the form-factor, though - but what's the unit cost? These things get a lot better the more you have.
"Something like: Trying to create a reading list that gives the best introduction to everything. This may change." Phil is trying to collect the Good Books in many fields. It's an interesting project, for sure; it'll also be interesting to see how it pans out.
I was a little excited from the ongoing Offworld love in, but Oli Welsh's review suddenly makes me insanely excited about Keita Takahashi's new plaything. Why is it that all the reasons for me wanting a £300 PS3 are £3 PSN titles?
"...the biggest consequence [of a universal micro-USB adaptor] will be the ease of transferring data/content from street service provider to consumer, and consumer to consumer... There is a place at the edges of the internet where the level of friction makes content and data grind to a halt. It's largely unregulated. And it just got seriously lubed."
"30 Second Hero is an action RPG which consists of really short battles that require no interaction, as players race against the clock to save the kingdom from an evil wizard's wrath. As indicated by the title, you only have thirty seconds to level up your character sufficiently for the final battle, although additional time can be bought from the castle at the cost of a hundred gold pieces per increment of ten seconds." Hectic; the entire early JRPG genre (FF1, et al) condensed into a minute-long rush. Grinding as poetry.
"I was convinced that it was a spoof. As if there’d be a genre called Donk. Everything is wrong about the video. The knowing subtitles over subtle Northern Accents. The presenter’s slight grin when he’s chatting to folk. The funnily named shops. Everything. There’s no way I’m falling for a prank like that. It reminds me heavily of the episode of Brass Eye where they whang on about Cake (the made up drug). And all the characters and the interviews look like they could be setups or clever edits." But no, it's real. Iain Tait discovers Donk.
"...with that sad note from Sarinee Achavanuntakul, one of the most enduring (if illegal) tributes to gaming history came to an end." Home of the Underdogs is no more; just gone, like that. It wasn't that it had the best games or the worst games, or that they were illegal, or free; it was history, and childhood, and the smell of cardboard and boot disks, all wrapped up in one giant cathedral to Good Old Games. Most things I played on my old DOS machine were there. A shame; I hope they're elsewhere. This is why we need proper game archives.
Tweaking a game five months after launch to make it both more playable, and also more realistic; understanding that realism is key to NHL09 fans, and delivering on that as an ongoing promise.
"Warcraft’s success has always been substantially due to the extraordinary physicality of Azeroth, to the real sense of land transversed, of caves discovered, and of secrets shared. Players old and new bemoan the endless trudging that low-level travel requires, but it’s crucial for binding you to the world." Yes. Despite QuestHelper, I'm always in awe of the new areas. I just wish more people were playing the game as slowly and badly as me. Another beautiful One More Go, and one that resonates a lot right now.
Requires a chunk of configuration, but this is not half bad: allows you to use PHPUnit from the command line to actually, properly test CI models. Even lets you use YAML configuration files. Not bad.
There are not expletives strong enough. In a nutshell: it's a pyramid scheme for following people you don't know on Twitter. It asks for your username and password. Terrifying.
"Warning - this is a collection of half-formed thoughts, perhaps even more than usual." They seem pretty well-formed to me, even if the blogpost is a dense infoburst. Lots of solid gold in here, worth reading twice, slowly, and thinking on. And then working out what the conclusions are.
"...you go to any page on Wikipedia; a "start" button appears on the page. You click it, and it sends you to a random Wikipedia page, and then displays your "target" page in a box at the bottom of the browser window (as shown in the illo above). Your goal is to navigate from the start page to the target page, using only links in the main body of each article; the game is timed, so presumably you're attempting to do it in the minimum amount of time." A Greasemonkey/js entrant to the Global Game Jam - unusual, to say the least, and an interesting move.
"Solid Snake, the special operations agent who frequently amuses himself by hiding in cardboard boxes, has been taped up and shipped to a warehouse in Oslo, Norway. Details are scarce at this point, but it appears Mr. Snake, famous for single-handedly dismantling Outer Heaven and destroying countless Metal Gears, made an error while shipping classified documents overseas and was picked up by a Fedex truck. The rescue operation has proved fruitless as of the time of this writing."