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"So what happened when you removed collision detection?" "Players started looking for other ways to get more feedback. Helping each other yielded the most feedback so they began to do that instead. It was fascinating." A lovely interview – and great piece of writing fro Simon – with Jenova Chen. The parts on how players regress is particularly interesting, as is Chen's ambition to be _different_ rather than just 'artistic'. I particularly enjoyed the anecdote about collision detection, hence quoting it.
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"Videogames are systems, not themes, but dress a system in the right theme and you can catch the attention of someone who would not otherwise be interested. So it is for my father, who, in these awkwardly rendered moments, catches a glimpse of what I'd been seeing my entire childhood." Lovely, lovely piece of writing from Simon.
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Fanfic, if you like, about App Store products. Lovely.
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Animated gifs made of three frames of film. Not all are safe for work, though none are obscene. You might love it; it might make you feel a bit ill.
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"…the ongoing charm and usefulness of the animated .gif lies in this very economy. Like a good one-liner, the animated .gif can tell a joke with the impact of a one-inch punch, trimming away the fat of unnecessary frames to deliver its message with streamlined effectiveness." All too true. And Simon gives me my own discovery of the day
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Simon Parkin interviews Martin Hollis. As with much of what Martin says, it is gentle, readable, and dotted with nuggets of purest gold. And the word "teleportage". Martin's a lovely, lovely chap, and he really, really knows his stuff; reading this should convince you of that.
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"‘sdfsdf ‘means, I would argue, ‘I am testing’, or even more specifically, ‘I am now testing what can be seen’. It’s another performative expression because there is no semantic distance between typing this string and doing what it says, in the same way that there is no semantic distance between saying ‘I do’ in your marriage vows and actually performing your marriage vows. Saying is doing."
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"But in truth you don’t get to choose the games that make you. Rather, these are the ones that time and circumstance pair you with. You don’t get to pick your DNA." I think Simon's short fragment was my favourite by a mile of the RPS "Gaming Made Me" features.
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"Sometimes, when the wind is warm and low, when the gear ratio is perfect and the tyres pumped, and when the road is soft and quiet, I feel weightless."
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"A few lonely zombies are looking for love on the Bay Area Craigslist." Lovely.
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"…while there will no doubt be a small but vociferous core of Third Strike veterans who cry foul over the series' apparent simplification, they will be vastly outnumbered by those players who get to fall in love again with the Street Fighter of their youth: one that's easy to pick up and play, yet near-impossible to master. As a result this is, in almost every way that matters, the perfect Street Fighter." Very excited. Very, very excited.
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"I've had too many conversations with game-makers (particularly from my Scottish locus) who, when presented with a range of possible game motivations and scenarios that don't involve spectacular male violence in urban settings, shake their heads and say, "just don't see the game in that, Pat. You gotta see the game." I've always suspected that this was male geek laziness on the industry's part. Incidentally, this report is based on a sample set that was 85% male." Maybe; but sometimes, "seeing the game" is an important part of game design. That doesn't always call for free-roaming urban-carnage, but I'm not sure I can entirely agree with Kane's quotation here.
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"The problem with remakes and ports for the critic, especially those of old beloved games, is emotional baggage. It's difficult to give a cold, measured critique of something you've loved since childhood. How can you give an objective appraisal when every time you hear the game's start-up melody your mind soaks happy in memories of warm endless school holidays, and that delicious, pure, all-encompassing escapism unique to children who play videogames? This game's story is also a part of my story, so it's impossible to get much distance between the two." A lovely paragraph in Simon's review of the DS Chrono Trigger re-release.
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"Auditorium is about the process of discovery and play. There are no right or wrong answers; there are many ways to solve every puzzle." Sounds gorgeous; looks beautiful. So much loveliness.
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"I still consider glass to be an extreme craft – you’re working with and fighting gravity and momentum in those 60 seconds before it starts to harden – but you learn to take your time, even if there are lots of moments of extreme concentration to keep a piece from disintegrating." Chris writes up his glass-blowing course; sounds great.
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"Perhaps the problem is that we so deeply rely on reference points like film, which require stories progressing over time, when we could be referring to things like sculpture or painting, which require no timescale and people find just as moving." Some good thoughts from Jonathan Blow; I think his point about games' unique ability to challenge is an important one.
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"Rohrer is trying to make art in a medium that most people don't even think is capable of art. He can create this space of pure freedom, as artists have done in the past — isolation, introspection, ascetic poverty. But ultimately he has to send these works out into the world, and people have to respond to them. And right now the audience doesn't know what to do with them." Fantastic writing from Esquire; mature, sensible, and at no point apologist.
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"The 'better sequel' mentality is damaging both to the games industry and to the quality of games journalism. It is a deferral of critical responsibility, a patronising pat on the head for the developer who dared to dream and fell short in some mythically vital way. I don't want to be frustrated by dodgy controls either, but then I'm willing to blunder through if I'm going to get an experience I never had before." And this is why I've been sticking with it; I think Keith is on the right lines with this quotation.
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I really like the dot/tab/pad/board delineation, and the fraction/inch/foot/yard scale that accompanies it. A nice way of framing these issues.
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"Someday I hope game designers really are seen as trusted personal trainers, and that we have the chance to take people through proven processes that pay off in the long run. More gamesight, a surprising social safety net and support system, a more engaging environment, a higher quality of life." You trust a good designer to deliver good experience, regardless of the pain they put you through.
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"Unknown games are always the best ones… They are always stronger, funnier, cleverer and better-executed than their realities and so that walk home from the store, when the game is tangible in your hands but still imagined in your mind, is oftentimes the most potent moment in the videogame experience." A lovely piece from Simon on what the end of a certain kind of retail experience will really mean.
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"Steve Rose notes that the recent films have seen Bond visit and destroy as much villain-architecture as ever ("The villains are the creators; Bond is the destroyer. He's basically an enemy of architecture"), and suggests this can be traced back to Fleming's difficulties with Modernist architects." Rod on Bond is always good, and bonus points for the punning title.
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"A series looking at different aspects of guardian.co.uk's rebuild and redesign project, which ran from October 2005 to September 2008." Looks like there's going to be some good stuff emerging from this; great to see the Guardian making it so public.
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"For even if all it does is sit ceremonially on your mantelpiece next to a bar of Toblerone and a signed photo of Swiss Toni as a tribute to all things Swiss, you will have achieved greatness, my son." Best. Product. Description. Ever. (This feels like an April fool, but apparently no).
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Oh jesus it's a Watchmen videogame and it's been converted… into a free-roaming beat-em-up. Rorschach in Streets of Rage 3D. Shoot me now.
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Yes.
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"ACME is a worldwide leader of many manufactured goods. From its humble beginnings providing corks and flypaper to bug collectors ("Buddy's Bug Hunt/1935") to its heyday in the American Southwest supplying a certain coyote, from Ultimatum Dispatchers to Batman outfits, ACME has set the standard for excellence. For the first time ever, information and pictures of all ACME products, specialty divisions, and services featured in Warner Bros. cartoons (made by the original studio from 1935 to 1964) are gathered here, in one convenient catalog."
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"…while almost all of the game’s residents are free to go as they please, heading off to new towns and lives on a whim, once you step off the bus and choose a house in which to settle, you’re here for good…. you are the local constant, the hick who’s never left its borders and there is some comfort in the knowledge that the places the other animals leave for can never be known by you." Simon's original version of his Wii Animal Crossing review; some lovely analysis of the series to date.
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"Uses the Flickr shapefiles to show you where the world thinks its neighbours are." Damnit I wish Tom would stop magicking up awesomeness all the time.
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…and bloody frustrating too.
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Clive Thompson on how Mirror's Edge "hacks" your proprioception: "it explains, I think, why Mirror's Edge is so curiously likely to produce motion sickness. The game is not merely graphically realistic; it's neurologically realistic."
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Detailed write-up from Alice of a presentation from Turbine – the stuff on where to draw boundaries between game and web is really, really interesting.
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Oh god, pets now have talent trees. Why does the game get complex just as I've begun?
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"Making games is easy! Well, okay, maybe it's actually kind of hard, but starting out is easy at least! Especially when you have Kongregate's shootorials (shooting tutorials) to guide you through the process." Tutorial on making a 2D shooter in CS3. Awesome!
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"So to recap, we have scraped some data from a wikipedia page into a Google spreadsheet using the =importHTML formula, published a handful of rows from the table as CSV, consumed the CSV in a Yahoo pipe and created a geocoded KML feed from it, and then displayed it in a Yahoo map." Wow, etc.
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"The dataspace of the well-tempered environment will soon be invaded by logos, credits, banners and offers. The financial temptations will, I suspect, be too hard to resist." Loads of excellent stuff in here besides this, though. Can't recommend enough.
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This is wonderful "wilfully fictional" advertising: an affectionate pastiche of the geek's love of unboxing videos, with some wish-fulfillment as to what unboxing ought to really look like.
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"And if all videogames could ever aspire to was being big, dumb, blockbusting escapism, does that even matter? Hasn’t every generation that ever lived created make-believe worlds to climb into and take refuge? I don’t know. I don’t know. I just wish we’d asked each other the questions a bit more fifty years ago." Too many quotations to choose from in this; wonderful writing from Simon Parkin.
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"The upcoming presidential election has seen record fund-raising by the candidates and a host of new donors. Now we want our users to be able to analyze and reuse some of the data we’ve been looking at while reporting on the campaign."
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"Do you really want them campaigning in your hobby? I don’t."
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Fascinating to see such emphasis on the manufacturing process, accompanied with wonderful footage of factories that takes me straight back to the documentary sections in Playschool and Sesame Street. The milling sequence is beautiful. (The product isn't bad, either, but I'm mainly interested in raising awareness of mass-production in an age of coming scarcity).
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"Alternate movie posters about film brand integration." Beautiful, typographically speaking, and definitely honest.