"All true Londoners have a south London past. There they experienced their first flat, their first date, their first taste of city life, with nothing too exotic. They dallied in Clapham, flirted with Dulwich, tested their mortgage muscle on Stockwell. (I lived awhile in Upper Norwood.) South London is the kind of place, as was said of George Bush, that “reminds every woman of her first husband”." I enjoyed a lot of this article by Simon Jenkins, although he goes *way* too far when he mentions Cyprus and Yugoslavia…
Much as I respect their output, I do find Tale Of Tales attitude towards games is increasingly… asshole-ish, frankly. Their behaviour (reported) at Art History Of Games only makes them seem like trolls; I fear their ultimate end will be obscurity, more than anything else. Which is a shame, because there really is value in what they're doing. There's just no value in trolling anybody else.
Ooh, this is interesting: reviews of screenplays circulating around Hollywood; well-written, incisive thoughts on the writing process, and some great links (from time to time).
"Glitch is a massively-multiplayer game, playable in the browser and built in the spirit of the web. It is currently in development and will launch late in 2010. Private alpha is beginning shortly and a public beta period will begin this summer." Exciting!
Daniel Terdiman interviews Stewart Butterfield and Cal on Glitch, which is what Tiny Speck are making. Good interview, and worth noting just how often they threw things out.
"I think this is something that’s mostly forgotten about in games writing: for a lot of the people who play games, there’s not much separation. The games get mixed up with the same insecurities and pettiness that exist in real life and the experience is emotionally heightened as a result. Planetarion is forever imprinted in my memory entirely because of these arguments, and despite the immaturity of fighting, it’s heartening to think of gaming as such a direct extension of real world relationships and emotions." Some nice stuff from Graham Smith. I too played Planetarion for a while at secondary school too, although with my Quake chums, looking for something to be played in the working week, away from 2fort5.
"In [Nude] she was always sorry for the clumsy pins, and the uneven parting in her hair. But Edward Weston regretted the shadow on her right arm, which spoiled the symmetry of her body curving like an architectural form or a tree, or like a curling wave on the coast, lines as lovely as any in Nature. To her lasting astonishment, he had glorified her." I love Economist obituaries, and this one – of Charis Wilson – is no exception. Lovely.
"All the characters fom Home Alone, the project starts on the 22nd." 22 Twitterbots, performing Home Alone, in realtime, starting Dec 22nd. Awesome. Bonkers, but awesome (and takes the concept I used in Twit 4 Dead to a new level).
'"We studied these online gangs at the same time I was looking at the offline gangs and it turned out the model we were developing to explain the behaviour of the online guilds began to coincide with the offline gangs," says Johnson. "We could explain the data using the same mathematical ideas."' Which all makes sense, you know, but it's still interesting to see this stuff being done and taken seriously.
"In this project, we consider the problem of reconstructing entire cities from images harvested from the web. Our aim is to build a parallel distributed system that downloads all the images associated with a city, say Rome, from Flickr.com. After downloading, it matches these images to find common points and uses this information to compute the three dimensional structure of the city and the pose of the cameras that captured these images. All this to be done in a day." Woah.
"This is my boot fetish Pong game". I first saw James at OpenTech demonstrating his prawn-sandwich powered BBC Micro clock. It is good to know he is still building brilliant things. And: more Ellie Gibson interviews in the world is never, ever a bad thing.
"Fast-forward ten years, and I'm now using all those accessibility features on a daily basis. At some point during the dot-com bust it turned out that the written word was the payload, and regular people started using alternative (browsing) devices to access text from the web. Arguments about device-independent, semantic markup and graceful degradation suddenly have an additional halo of legitimacy because they affect everyone."
"LEDs pulse back and forth in the mantle to indicate roughly how many friends are on Xbox Live. It goes into red alert if anyone's playing Left 4 Dead." Nicely done; might poke something similar into life for myself, just for kicks.
Tim O'Reilly on what he learned from studying the classics at University. Simply because of competence at the languages, I know more of the Romans than the Greeks, but this is thoughtful stuff. I was often asked at school by peers why I'd study something of "no practical value"; O'Reilly has some smart answers.
"I think that there are really obvious reasons this isn't currently happening. Tech-oriented, web-trained, fast-paced, hard-nosed Silicon Valley culture is not really that similar to game developer culture. Outside of GDC Austin… I haven't seen a lot of opportunities for the two industries to mix. Most crucially, everybody's too damn busy trying to get their jobs done to really spend a lot of time or thought on the issue." That gap in culture is something that still fascinates me.
I find Skate exciting because it’s a prime example of a game that understands Generation C; it allows players to share game-information outside the game – and in a manner that is so much more easily referenced, due to it having a permanent link – just as they share movies, photos, and blogposts.
The original Skate had an impressive community website, for sharing screengrabs and videos. It wasn’t without faults, though – it was very difficult to permalink to, as every request to Reel (the video-sharing community) first asked you what country you were in, and then redirected you to a homepage, rendering the permalink useless.
How refreshing, then, to see the improvements made to the new Reel site for Skate 2, released at the beginning of this year. Now, permalinks are encouraged – here’s an example – but the concessions to creative end-users go several steps further.
Once you’ve uploaded a video, Reel not only lets you view it and share it with friends, but also now provides proper good embed code, making it trivially easy to re-contextualise the video on your own site. Even more remarkably, though, Reel allows you to download the FLV (flash video format) file for the video, so you can upload it somewhere else – Youtube, Flickr, Revver, wherever you store your video. Here’s a video of me skating a short session – just click on it to watch:
They let you download the FLV! That’s brilliant. Because, you see, even though Reel is good, it’s not where my friends are; my friends are on Youtube and Flickr. When the first game was out, smart Skate-rs wanting to upload their videos to Youtube had to rip the FLV file by peeking into the source of the page; now, EA are enabling them to do that licitly. The file is, after all, still watermarked with the Skate 2 logo, still understood as a fragment of that product – so what if somebody wants to tweak it in iMovie or Windows Movie Maker, or cut it into a best-of compilation, or re-upload it to Youtube? They created the content, and so they should be free to do what they want with it.
The web facilitates and encourages this – the FLV file was always present, it was just obfuscated. By adding an explicit download link, EA demonstrate that they understand not only the fact that you want to share your footage, but also the reasons why you might want to share it, and also that they understand their place in the ecology of the web. They’ve provided the hard part: exporting video from a 360 or PS3 to the web. Now, you should be free to do what you want with it.
EA have even released a downloadable pack with more advanced cameras for filming replays – cameras that can track and follow motion-controlled patterns, for instance. Whilst you could argue that this functionality should have been free, it’s interesting to note an add-on for a game that’s about creativity and sharing, rather than gameplay – and more interesting to note that as well as providing more tools, the “filmer pack” also bumps the amount of video you can store online nearly four-fold.
The Reel site for Skate 2 is a great example of the enabling of permanence, and ‘going where people are”, that I discussed in my talks at NLGD and Develop last year. It’s also an interesting example of the kind of social play that’s much more common than simultaneous, co-operative play – namely, the sharing of play experiences around or after the fact; the objects that emerge out of play. That’s something I talked about at Playful last year (and which, I discover, shamelessly isn’t online yet. Will rectify that soon!) As ever, it’s always exciting to see real-world, big-money, examples of good practice in action. And, as a bonus: here’s my profile on Reel.
(I’ve been meaning to write this post for ages, and it’s been sitting in my draft folder for way too long. If in doubt: just release it into the world)
"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.
"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.
"As I listened to Wil’s surprisingly impassioned speech, and the protestations of the other party members, a thought popped into my head: role-playing is when you make poor gameplay decisions on purpose." Dan values narrative success over ludic, rules-based success.
"Tweenbots are human-dependent robots that navigate the city with the help of pedestrians they encounter. Rolling at a constant speed, in a straight line, Tweenbots have a destination displayed on a flag, and rely on people they meet to read this flag and to aim them in the right direction to reach their goal." And, it turns out, you really can rely on the kindness of strangers. If you're a cute robot. And boy, are the tweenbots adorable.
"Oftentimes when a videogame has a skewed, overhead point of view, we call it isometric. That’s rarely the accurate term, though, and it’s not just pointless semantics." A not half bad guide to the different kind of projections used in 3D – and pseudo-3D – games. And, of course, a reminder that most isometric games aren't, and that the projection in Ultima VII was *bonkers*.
Beautiful. And: insanely time-consuming; it's not just stop-motion, but two separate pieces of stop motion put together. I love it when they go swimming.
"I'm going to give you the answer right away and the answer is yes. The only difference between SimCity's 3D and a first-person game's 3D is that SimCity uses "orthographic projection" and limited view freedom. The intent of this article is to explain both of these differences and the reasons for the decision to implement them. Along the way I'll briefly mention some of the rendering techniques and used in SimCity 4 and the issues that come with them." Rather good article explaining about optimising 3D for fixed projections.
"I'm sorry to say that Demiforce is canceling plans for Onyx." This is a real shame, because I was somewhat excited that Demiforce wasn't just ramping up for "another game", and was instead building something that might benefit the platform. As it is: oh well. Those Apple T&Cs are killer, it seems.
"I was reading about arcades and how you'd have to queue to play popular games as well as follow rules like no throwing in fighting game or the others wouldn't let you play. This seems rather strange. The money cost must have gotten expensive pretty quickly as well. I'm not old enough to have been to them when they were around so I'm curious about what they were like." And then, 18 pages of wonderful gaming oral history; you'll be smelling the aircon and the chewing gum by the time you're through with this thread.
"The aim, then, is to explore what makes a good children's game, to consider how this oft-maligned market can sometimes reveal bad game design habits that we've been conditioned to tolerate, and to offer a guide to the best games for kids available now by looking at the four design areas that I believe are key to making a successful game for children." Dan Whitehead's roundup of games for children is really very good: some strong thinking, good comparative analysis, and best of all, parental insight. More like this, please, EG.
Wonderful interview with Marty Stratton and John Carmack on Quake Live; there's some really smart insight on development and business in here, and also some tidbits of Carmack talking code. Definitely one to mull over.
"…it turns out that a GBA and a cart isn’t any more use than a GBA on its own. It’s only when you build a machine out of a GBA and a cart and a me that you’ve got a real Rhythm Tengoku Machine. Bolt those three components together and you’ve built an entirely new organism, an extraordinary creature who can shoot ghosts, dance with monkeys, and climb stars like staircases."
"You’ll win the game if you’re the only one playing the game at the moment in the world. The game checks over the internet if there are other people playing it at the moment and it’ll kill the game if someone else is playing it. You have to play the game for 4 minutes and 33 seconds." High concept, I'll give it that.
"Durham University's Dr Shamus Smith, who helped spearhead the project, told BBC News that that while bespoke 3D modelling software was available, modifying a video game was faster, more cost effective, and had better special effects." Quite true. Although: "gamers" tend to treat it as a game, wheras "non-gamers" treat it as a training exercise, and behave accordingly.
Microsoft on their new MSN Music service, weighed-down by DRM. I don't normally link to stuff about DRM, but frankly, every single response in this is comedy gold.
"The results from two surveys, based on responses from over 2,500 people who participate in an Internet chat group focused on video games, found that the inclusion of violent content did nothing to enhance players’ enjoyment. What did matter was feeling in control and feeling competent. “Games give autonomy, the freedom to take lots of different directions and approaches,” says Ryan."
"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."