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It turns out that all the Tale of Tales interviews I found problematic possibly came down to Michael; this interview, between Robert Yang and Auriea Harvey, is gentle, charming, and insightful. Not what I expected at all; really worth reading if you're interested in a different approach to game/level design.
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"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…
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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.
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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).
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"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!
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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.
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"The premise is simple – it's the 1920's, and you're a guy on a decadent cruise liner, one of four you can pick from the outset. Something goes wrong, of course, and the ship begins to sink. You have one hour, in real time, to escape the ship, while rescuing as many survivors as possible. Halfway through the game, the ship begins to sink and floods with water. If the time runs out, you're dead." Wonderful sounding Clock-Tower-y survival game for the SNES.
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"This is my Sony Ericsson MBW-150 bluetooth watch, showing the next few SF Muni bus arrival times for a nearby stop. The code to fetch the arrival times is running on my Droid phone, and communicating with the watch using Marcel Dopita’s OpenWatch software for the Android platform."
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Dan interviewed Tale of Tales for Wired; this, published on his blog, is the full interview, and it's got lots of great stuff in it. I'm really not sold by them – indeed, I'm less sold by the firm than I am by their work – but it's interesting to hear something from the horse's mouth, as it were.
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"The walkthrough posted by Lee Beng Hai belongs in a “best games writing” list somewhere, not so much for the prose, but for the depth of his coverage and the gratitude I feel for it, like he’s the first guy in my tribe to wander into the jungle and come back with all his limbs." Chris Dahlen on why nobody's writing about Demon's Souls, but everybody's playing it. (Also: "It’s not “flow”, because flow implies progress; it’s more like tantric sex with a slide rule" is a brilliant analogy).
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"Clarity is a Splunk like web interface for your server log files. It supports searching (using grep) as well as trailing log files. It has been written using the event based architecture based on EventMachine and so allows real-time search of very large log files. If you hit the browser Stop button it will also kill the grep / tail utility."
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"a JavaScript GameBoy Emulator" Blimey.
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"Every family, it seems, has its own set of words for describing particular Lego pieces. No one uses the official names. “Dad, please could you pass me that Brick 2×2?” No. In our house, it’ll always be: “Dad, please could you pass me that four-er?”" So true. I'm trying to recall our own nomenclature.
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Great interview with Lantz, expanding on his "games aren't media" angle and some other interesting points on aesthetics; totally marred by Michaël Samyn's trolling of a comment thread (on his *own* company's blog). Still, read the top half!