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A little bit of nostalgia, a little bit of fact, a few reminders of the past. Especially the old Kit-Kat wrappers.
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"In the game you are rewarded for keeping your tracks together while navigating through the surreal world of an "architectural" diagram. The camera moves in continuous motion and the object is to finish the course with as many points as possible." Watch the trailer; it's astoundingly pretty. Can't wait for this one!
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"On my todo list still is an evil twin of iamnear, designed to be difficult and disorientating in use, but rewarding in unexpected ways should you persevere with it. As Kevin Slavin recently said in his talk at the BLDGBLOG book launch: “a world and a life in which you are always the centre of the map… fuck that”."
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"I work at a used and rare bookstore, and I buy books from people everyday. These are the personal, funny, heartbreaking and weird things I find in those books." Bookmarks, dedications, receipts, adverts. Lovely.
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"So to come full circle with the sense of dissatisfaction with open world games: I think the way we experience them, by comparison with linear games, says something about how our gaming imagination functions. We seem to understand that when linear games point us in a certain direction, that’s the way to go. When an open world game appears, its very structure suggests something about how we should behave, or want to behave, and predisposes us to judge on the basis of how it entices us to go somewhere that the game itself hasn’t suggested, and on how it then deals with that action." Jim on open-world gaming.
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"While creepily capitalist in its language, the scholarship within it is sound – echoing theories that Jacobs, Alexander others presented decades ago. What’s more – it contains a lot of the same arguments for iterative design that you see in traditional game design tomes. (For a special treat – try replacing the phrases like “destination” and “retail” with “MMO” and “boxed-game”)"
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"Appfrica Labs is an investment company and software development firm that facilitates and incubates technology entrepreneurs in East Africa. We do this by offering a physical space with a solid internet connection, servers, software and computers that allows entrepreneurs a place to develop their ideas in a constructive environment with industry professionals as mentors, outside of school. Entrepreneur projects are refined and prepped to help them secure funding and launch sustainable, profitable businesses." I met Jon who runs Appfrica at TEDGlobal last week; it's a great idea and, by the sounds of things, doing very well.
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"Locative social media is especially interesting because it directly affects how people move through the city. It can be terrifically fun and useful for people who fit its prescribed social model." This kind of proscription (or encouragement) of behaviour is interesting, and I think there are a variety of ways to do it "sensibly". And: how did you expand the group of "people who fit its prescribed social model"? Small changes of behaviour, amongst larger groups, are much, much more interesting.
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"Apple is creating an ecosystem of the kind of customers I don’t want. With the ridiculous approval process leaving bugfixes to take over a week to show up, with prices being driven down to nothing by farting apps… it just feels hostile to me. While I have plenty of great customers who have been raving about the app, all it takes is one little issue and it all comes crashing down." Sad, really.
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It's the hip-hop-songs-as-charts meme, but about being a PC gamer. Moderate chuckles abound.
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"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.
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"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.
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"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.
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"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."
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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.
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"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.
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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?
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"…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."
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"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.
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"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.
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"…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.
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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.
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"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.
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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.
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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.
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"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.
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"…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.
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And Kanye's datamoshing too. This is a bit more subtle and polished than the Chairlift video, but ideally suits the song.
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"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."
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"Red dot fever enforces a precision into your design that the rest must meet to feel coherent. There’s no room for the hereish, nowish, thenish and soonish. The ‘good enough’." Dingdingding. +5 points to Taylor, as usual. Place, not location.
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"TinkerKit is an Arduino-compatible physical computing prototyping toolkit aimed at design professionals. The interest in physical computing as an area in development within the creative industries has been increasing rapidly. In response to this Tinker.it! is developing the TinkerKit to introduce fast iterative physical computing methodologies to newcomers, and particularly design professionals." Standardised modules, standardised connectors, Arduino-compatible. I remember Massimo showing me his keyboard-emulating board ages ago. Nice to see Tinker productising the platform, too.
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"The buttons are designed to look very similar to basic HTML input buttons. But they can handle multiple interactions with one basic design. The buttons we’re using are imageless, and they’re created entirely using HTML and CSS, plus some JavaScript to manage the behavior." Dark, dark voodoo, but very impressive – and excellently explained by Doug Bowman. It's nice to see Doug blogging again.
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"If 2009 is going to see the emergence of high-quality browser-based games, then 2009 is going to be the year of Unity. It has: lots of powerful features; iPhone support; Wii publishing; a developing community; quality developers using it; and an upcoming upcoming PC version. In short, it is about to make a major splash. I feel compelled to jump in with it — the indie license is cheaper than the Flash IDE."
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"bash completion support for core Git." Ooh. This looks really, really nice.
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A nice post to end the year from Kars – it feels like a top-trump of so many things that have risen to the surface in my head in 2008.
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"Today is a fairly momentous day in the history of Ruby web frameworks. You will probably find the news I’m about to share with you fairly shocking, but I will attempt to explain the situation." Yehuda Katz weighs in with a great, informative post.
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"Merb and Rails already share so much in terms of design and sensibility that joining forces seemed like the obvious way to go. All we needed was to sit down for a chat and hash it out, so we did just that." No, really. Not an April Fool. It sounds like the architecture changes that are going to be made are going to be a big win for Rails 3. Looking forward to it.
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Not concerned with the Javascript bundle, but the Vibrant Ink syntax-highlighting link is lovely.
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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."