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"But what if you make personalisation easier? Consider a game that brings your real world into your game world, all on its own. It could to grab data from the internet about the real world and the gamers that live in it, and weave it into the game experience, for an effect that is both surprising and personally meaningful. You would see yourself in a game without having to put yourself there. It’s not user-generated content: it’s user-generated, machine-mediated content – UGMMC, or as I like to say it, “Ugh-Meck.”" I am super-happy at how well Chris's writing for Edge Online is turning out.
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"…even if they make the rules explicit, it’s not going to help the “power-leveling problem” which is ostensibly the reason for all of this grief. Unless they remove all difficulty options from the system, there will always be easier and harder ways to level. And remember what I said above: users tend to prefer easier content with better rewards. This isn’t limited to user-created content — it’s true for designer-made content, also. But designer-made quests don’t get graded by the players. Player-voted content like this will always gravitate towards easy. And pick-up groups will always be picking the most rewarding content with the least annoyance. And the game devs will keep being unhappy about it." Smart analysis of the problems with City of Heroes' user-generated missions.
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"Games don't separate learning from assessment. They don't say "Learn some stuff, and then later we'll take a test." They're giving you feedback all the time about the learning curve that you're on. So, they're not the only solution to this problem by any means, but they're a part of the solution of getting kids in school to learn not just knowledge as facts, but knowledge as something you produce; and in the modern world you produce it collaboratively." Jim Gee is a smart guy. I need to read more on him.
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"I suggested that, when it comes to the design of embodied interactive stuff, we are struggling with the same issues as game designers. We’re both positioning ourselves (in the words of Eric Zimmerman) as meta-creators of meaning; as designers of spaces in which people discover new things about themselves, the world around them and the people in it."
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"Statisticians’ sex appeal has little to do with their lascivious leanings … and more with the scarcity of their skills. I believe that the folks to whom Hal Varian is referring are not statisticians in the narrow sense, but rather people who possess skills in three key, yet independent areas: statistics, data munging, and data visualization. (In parentheses next to each, I’ve put the salient character trait needed to acquire it)."
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Ron Gilbert plays The Secret Of Monkey Island again, and takes notes. Nicely measured – neither grumpy nor jubilant, it reads like an interesting director's commentary. Good stuff.
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"This week I've killed Steven Spielberg three dozen times. I'm feeling better about the whole thing now, so I'm not going to vent any more steam about his increasingly asinine – and frankly pretty arrogant – repetition of the 'games won't be important until they can make you cry, which up until now they haven't been able to, but don't worry I've come to fix things' line." Which, you know, is good, because it means Margaret can talk about the joy of cubes instead. Or Cube, to give him his proper name. A wonderful One More Go, this week.
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"This jQuery plugin generates sparklines (small inline charts) directly in the browser using data supplied either inline in the HTML, or via javascript." Nifty.
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"…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.
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"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.
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"[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."
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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.
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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.
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"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).
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"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."
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"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.
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Retrospective on Pinball Construction Set, as well as EA's subsequent forays into "construction kit" territory, as a brief history of accessible, mainstream game-creation tools.
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"Whiskey Media provides fully structured data APIs for the following: Giant Bomb (games) Comic Vine (comics) Anime Vice (anime/manga)". This is a really good page for both explaining what you can and can't do, and explaining what the damn thing is. Wonder how good the data is?
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"Have you ever wanted to sink your hooks into a gaming database full of release dates, artwork, games, platforms, and other sorts of related data? I'm going to guess that, for the bulk of you, the answer's probably no. But if you're out there wondering what to do next with your developer-savvy smarts, you've got another big source to pull data from. The Giant Bomb API is now available for non-commercial use." Giant Bomb really are doing some pretty interesting stuff, alongside their more traditional content.
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"Customers seem to respond better to the Sims than all the adventure games ever made combined together. Then there are Bejeweled and Peggle and other game games. Who needs a stink’n story? I prefer making interactive stories." The writer of "Dangerous High School Girls in Trouble", interviewed on RPS, drops an interesting one.
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"The baseline grid. Oh yes, the baseline grid. Let's be honest this is the sort of thing you know you need to know about. And you do know about, you know, sort of. But. Do you really know about it? Of course you do if you work on a magazine or a newspaper, but when was the last time you used one? I almost re-taught myself how to use a baseline grid. I certainly re-read all about it and it pretty much saved my life." Ben, on the details of The Paper. Good stuff in here.
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"This is by no means an exhaustive list, just a start. In each of these you’ll find other resources to help you dig deeper." Which, right now, is what I need. For a former front-end-dev, I'm a bit behind the curve.
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"So we’ve progressed now from having just a Registry key entry, to having an executable, to having a randomly-named executable, to having an executable which is shuffled around a little bit on each machine, to one that’s encrypted– really more just obfuscated– to an executable that doesn’t even run as an executable. It runs merely as a series of threads." Fascinating interview with a smart guy, who at one point in his life, did some bad (if not entirely unethical) work.
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"I do think that during the coming years we will continue to try to bridge the gap between simulated musicianship and real musicianship. That said, the path there is not obvious: As the interactivity moves closer to real instrumental performance, the complexity/difficulty explodes rapidly. The challenge is to move along this axis in sufficiently tiny increments, so that the experience remains accessible and compelling for many millions of people. It’s a hard, hard problem. But that’s part of what makes it fun to work on." There is loads in this interview that is awesome; it was hard to choose a quotation. Rigopulos is super-smart.
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"On June 17th, every year, the family goes through a private ritual: we photograph ourselves to stop, for a fleeting moment, the arrow of time passing by." Perfectly executed.
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"The Bop It commands are called out in different tones. These tones differ from version to version as well. In Bop It Blast, distinct tones are employed by both male and female speakers." I did not know that.
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"A couple of other examples of this kind of thing we like, are the bookish experimentations of B.S. Johnson, whose second novel Alberto Angelo contains both stream-of-conciousness marginalia, and cut-through pages enabling the reader to see ahead – possibly the most radical act I know in experimental books." Yes! And which I bang on about interminably. I love this stuff.
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"That is, the activity of making kleos, as a bard or as a player, is about forming an affinity group—people who think the game is a cool game, who want to talk about it, who would go to the mat for it. It’s about making fanboys. Odysseus is going to turn the Phaeacians into Odysseus fanboys, just as the bard of Odyssey 9 is going to turn his audience into fanboys of the Odyssey, just as he the bard is already such a fanboy."
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"Either way, I love reading these cables. The language is crafted so perfectly, despite the constraints. They’re caught between poetry and machinery." Yes. And what a different game it was then; lots to like in this taut post from Dan Hill.
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"Welcome to House of Bendie – a UK clothing line that takes classic, British suiting fabrics and creates unsuit-like clothes for men and women. We specialise in bespoke hoodies: hand-made, made-to-measure, hooded jackets crafted from exquisite suit materials." Oh, lovely.
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"Generated" certainly is the wrong word.
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Kotaku picked up on the L4D Twitterbots I wrote. Needless to say, the discussion thread descended into general Valve-baiting.
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"So why don’t we aim for a new tier – something that takes a chunk out of the 90, to lead it closer to the 9 and the 1? Why not give users a chance to enter something personal and creative, but let the system mediate, moderate and filter it into something useful?" Yes. The 90-9-1 pyramid is actually a very unhelpful metaphor, IMHO, and trying to explore and encourage creativity along a sliding scale rather than an absolute is important.
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Lots of good stuff in here, and, indeed, most of the blogs I started following this year. Somewhat flattered to have snuck in myself. It's a great starting point if you're interested in the games-crit-o-sphere, and nice that representative posts have been pulled out from each blog.
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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."
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"Demeter quit his bank job two months ago and has launched a company, Demiforce, to develop more electronic games. Now he has a salaried staff, five games in development and two coming out by Christmas, including a spinoff to "Trism" called "Trismology."" I hope his success continues; scaling up always seems scary, but Trism was – and is – superb.
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"The conundrum is that no path, no vision of progress – technological, social, moral – will be plausible today if it does not include the complexity of costs, yet it will not be desirable if it does. That makes our society blind." Some good, if dense, Kevin Kelly.
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"I wrote a script that lets you see what this money could buy if we weren’t throwing it at second-rate comedians or third-rate bankers. What if we spent it on schools, or teachers, or wispas instead? My script lets you see that by altering the text of Guardian articles as you browse." Ben's hack was brilliant in its simplicity, and really does change the way you read the news.
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"Turf Bombing is a location-based turf battle game which rewards and encourages traveling and learning about different neighborhoods." Location-based game that forces you to travel out of your normal areas, and potentially explore transport networks. Also: not designed around specific devices, just laptop+wifi.
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"Fallout 3 is a tribute to intent. It's not a rallying cry for any cause or even a cautionary tale about the hypothetical horrors of nuclear holocaust. It's a statement on the worthlessness of inaction. It's about not staying in the vault."
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"Far Cry 2 doesn’t so much attempt to define a memorable experience and effectively communicate it to the player as it does to define a set of rules and an environment in which memorable experiences are likely to happen, letting the player loose in that world." One of my favourite pieces of writing on FC2, if only because it captures the nature of the game so well.
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"Oddly, although Left 4 Dead only comes out today, Gamestop.com has already switched from their previews to reviews. You'd think that wouldn't be enough time for their users to appraise the game. You would even think that they'd want to play the full game before trumpeting their thoughts and throwing around phrases like "game of the year." You would be wrong." Mitch is harsh but fair.
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"See what's been discovered by the Wasteland inhabitants!" Collaborative slippymap of what people are finding in the DC Wasteland in Fallout 3.
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"Images don't automatically attach to emails. I hope you and your husband can work things out though." Oh dear.
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"For all the prioritizing and severitizing (which costs a lot of time during bug input) the best method of bug sorting was human communication." Yes. Too much time has been lost in too many custom installs of JIRA.
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"Hi everybody, I'm Brandon, and this is Offworld." Oh! This could be good.
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"there's a new form of graffiti in town, and it's extremely pleasant. so pleasant that i can't imagine even the harshest critics of regular graffiti getting wound up. i mean, who in their right mind would come face to face with a sweater-wearing tree and do anything but smile?"
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"…there are dozens of talented programmers who live outside of Seattle who can’t participate in our weekly chats. This makes me sad. So I decided to share some of our graphics as part of a brand spanking new game prototyping challenge. Free graphics + new game prototyping challenge = Happiness." Lovely idea. Wouldn't mind trying this at some point.
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"There are many reasons one might want to book a commerical space flight, but fleeing Earth just to reclaim rights on a crappy thrash metal midi track you made in Guitar Hero: World Tour when you were 16 and had way too much free time is never going to be one of them." EULA fail.
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It's something a bit like the first 2-3 minutes of Mirror's Edge. But in LittleBigPlanet. People are great.
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"I mapped the strength of the wi-fi signal across levels 1 and 2 of the Library, the primary areas that the Library’s wi-fi is used. By taking readings across the floor of both levels, using standard wi-fi-enabled consumer equipment in order to mimic the conditions for the average user […], I was able to construct a snapshot of the wi-fi signal strength across the Library." Some lovely work by Dan Hill.