• "I suppose the point I was driving to that I let myself get derailed from is that all these trends in western cinema developed over time. It moved in eras of film, from the silent film, to the beginning of the talkies, to the pulp westerns, to their revival with Stagecoach and the classical period of westerns, to the revisionist and spaghetti westerns to the brooding psychological westerns of today. What RDR fails to pick up on is that these are all products not only of the time they were set, but the time they were made." This is a good post on one of my problems with the (generally very good) Red Dead Redemption: rather than trying to be *a* Western, it tries to ape *all* Westerns, and thus is all over the place tonally. Better examples in the full body – worth a read.
  • "Thinking about what defines a particular game medium, one doesn’t always consider elements like the player’s physical posture, and where they sit relative to their fellow players. But the experience of playing a digital game with a friend on the iPad proves quite different than that of sitting side-by-side on a couch with Xbox controllers in hand, or sitting alone with a mic strapped to your head. Your sense of posture and presence is part of the game’s medium, as much as the material of the game’s manufacture. Playing Small World gave me a frisson of novel confusion, marrying the player-interactivity of a board game with the board-interactivity of a computer game. I felt the seam that joined them, but it felt right. This was something new, comfortable, and fun." Jason McIntosh on how tablet gaming is similar to the "cocktail" cabinets of old.
  • Today's Guardian, from Phil, which is brilliant, for all the reasons explained in his post about it.
  • "Although the finished site looks nothing like a newspaper I think it has more in common with newspapers’ best features than most news websites do. The sense of browsing quickly through stories and reading the ones that catch your eye, feels similar." Phil is smart. This is good.
  • "He's going to like that album, and then he's going to ask you about The Police, and he's going to want to know why they aren't together anymore. How are you going to explain what happened to Sting? You know, when he started singing about turtles and ponies and became an obsessive Beanie Baby collector. What are you going to say?" Bill doesn't want to have to explain Sting to Eli.
  • "To justify such an investment in time, a game would not only have to match the content of the course, but provide a learning experience that couldn't be accomplished through reading, writing and class discussion." Todd Bryant on how he integrated playing games into his teaching programmes; some nice ideas in here, notably using MMOs for language tuition, and some commentary on the suitability of various titles for this sort of thing.
  • "Maybe [games publishers] think there could never be enough competition, excitement, betrayal, surprise, defeat, skull-daggery, and general griefer-worthy assholeishness in a game without direct conflict. But the last year’s worth of news out of Wall Street tells a different story. It’s a tale of a system corrupted from the inside by the scheming, cheating, gaming of a few powerful and greedy individuals. If this is not prime material for a videogame, I don’t know what is."