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“The holy grail for me now wouldn’t be the game that can create infinite story – but a game that could procedurally generate infinite interesting content.” Jamie Fristrom on games and storytelling. Good stuff.
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“Google has to search through those blobs of stories to pull out that raw data again, thus undoing the work of the journalist. The two need to meet in the middle, argues Holovaty.” More data-driven journalism stuff; all spot on, really.
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“Film showings from London’s independent cinemas for the coming week.” A bit like Tourfilter for movies. Roland’s pet project, running on Sinatra/Thin/nginx (erk!). Looking forward to see it grow.
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Absolutely excellent. A little depressed but also pleased at the overlap with my NLGD talk. Here’s hoping I can munge together something good. And give credit where credit is due.
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“I’ve reproduced the list [of rules from Lockheed’s Skunk Works] here with an identification of a modern software development rule or business practice that it corresponds to.” Good stuff from Matt J. Can’t wait to see his book.
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“This requires a light touch. This requires respect for the gap. The gap is part of your toolset.” The importance of gaps is cropping up everywhere. It’s in the gap that magic happens.
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“I may not hear the Rocky theme song, or see the sunset anywhere, but for me, this may be a sort of conclusion.” Delightful Murakami article on running.
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“What I want to argue is that humans are uniquely talented at ‘thinking with our hands’, and its wrong to discard ‘intuitive’ engineering as a historical curiosity.” Tim Hunkin, on fire, about the importance of making.
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Nice alternative to the somewhat clunky fixture_replacement – factories for generating fixtures for your tests and specs. Yummy!
Upcoming Conference: NLGD
08 June 2008
Some exciting news: I’m going to be talking at NLGD, the Dutch Festival of Games in Utrecht, in two weeks time.
I’m going to be talking about “What games can learn from social software”. There’s lots of interesting stuff going in social software and Web 2.0 as a whole that really isn’t permeating far enough into the games industry – yet – so this talk is designed as an overview of some of the more interesting (and not immediately obvious) aspects of social software, and how they might apply to games. I think it should be both fun and informative, and despite the usual pressures, I’m looking forward to writing it a lot.
The talk itself is spun out of my session at Gamecamp, which turned out to be incredibly successful – lots of great discussion and enthusiastic feedback.
And so I’m going to Utrecht. Looking forward to it, if only because it’s always exciting to attend a conference outside your core interests. I’ve spoken about games before, but never to the games industry, so that’ll be quite exciting: lots of new people to meet, lots of new perspectives to hear.
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Wells Fargo hired Pentagram to overhaul the UI of their ATMs. Interesting article.
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The Yahoo! Patterns library on Reputation; a new section, I think, and with lots of good points about game-inspired design for social software.
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“But it’s a joke! A REALLY FUNNY joke.” Entertaining because it’s accurate and awkward, all at once.
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A nice reminder about the perception of interfaces (as opposed to the reality).
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“Plainview is a full-screen web browser.” Simple, Webkit, and effective. Useful if you need a kiosk-mode Safari in a hurry.
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“Given that real terrorists, and even wannabe terrorists, don’t seem to photograph anything, why is it such pervasive conventional wisdom that terrorists photograph their targets?” Great article from Bruce Schneier.
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“All the _around_ stuff, never the _it_ stuff.” Which is an interesting way of putting it.
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Some lovely portraits and lighting; also, a really gorgeous, DHTML site with no Flash. Rare for a photographer like this.
Killing Jeff: Epilogue
04 June 2008
It only seemed appropriate to post an update to my tale of morality in Liberty City, given that Jeff is now dead. It’s also appropriate, this time around, to talk slightly less in the first person.
Once again, the player bumps into Jeff on the street – a small blue icon on the map. Niko bumps into him; he’s staring through a pair of binoculars at a house across the road. Niko is really unenthusiastic about meeting Jeff again, which I was pleased about. One trend that emerges throughout GTAIV is that whilst Niko has no hesitation about doing dirty work, that’s all very dependent on the reasons behind it. He’s angry that Brucie made him kill people simply because Brucie was hopped up on steroids, for instance; he’s less angry about crimes that fit within his moral spectrum.
Niko is really angry with Jeff. This made me feel somewhat relieved, if only because it felt like this was going to pan out a bit better. It turns out that Jeff has remarried (an instance of GTA’s somewhat liquid attitude to time) and is sitting watching his wife meet her ex. Of course, he’s decided this is a bad thing, and he wants Niko to kill her.
Niko’s having none of it, and gets quite angry with Jeff. Jeff starts yelling; Niko is “just like all the others“, it seems, and Jeff crosses the road to do the deed himself.
At this point, I’m thinking: is this where I get to kill Jeff, right? This is where Niko gets to demonstrate a wider spectrum of his morals.
And then a supercar piles down the street and runs Jeff over. He bumps over the windscreen, scattering the contents of his wallets, and lies splayed on the pavement. A lawyer-type leaps out of the car, gets on the phone, starts telling the police he’s had an accident. Jeff is still, splayed in the road.
Jeff has been killed in an accident appears, as a legend at the bottom of the screen.
I’m glad; I’m disappointed; I’m chastised. I’m glad he’s dead. I’m disappointed I didn’t get to kill him. I’m chastised for thinking about murdering a civilian.
The Jeff arc is a tiny, optional, three-mission plot in GTAIV, and I’m sure many players won’t experience it. I’m not sure it does much for the game’s misogynist reputation, which is something I am still sitting on the fence about – I have issues with some of its characterisation, for sure, but am not convinced of all the criticism thrown at the game. At the same time, it addresses an interesting issue that hasn’t really come up in the series (even in San Andreas, where it might have been an obvious fit): namely, the gap between criminals and civilians, and also more objective viewpoints of “good” and “bad”. The game is so heavily based upon subjective morals that it’s a really interesting shift of perspective.
Whilst the Jeff missions were presented as a real arc, rather than a series of disparate events, I’m still totally frustrated by the lack of freedom offered in the second Jeff mission, which was really quite unpleasant and made me genuinely angry. Still, I’m glad I played through to the end of the arc. For what it’s worth, there was a sense of closure.
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A brief – but useful – guide to getting data out of the Wii Nunchuck.
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“I don’t think iPhone brings anything new to the table. It has a great user experience, but that’s all.” This is the problem with corporate IT condensed into a single quotation.
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I’ve been enjoying the Reuters Photographers blog for a while now; this post reminds me how remarkable some of the lengths their correspondants go to.
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I am amazed that anyone would have the patience to respond to Mike Arrington’s general arsery, but it seem the Twitter team do. They are better men and women than I.
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Great for designers, or anyone else with no knowledge of version control, but a not-half-bad introduction to Git at the same time.
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16×2 LCD and a d-pad, all wired up as an Arduino shield. Slap it on, and off you go. Looks fun.
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“WMD is a simple, lightweight HTML editor for blog comments, forum posts, and basic content management. You can add WMD to any textarea with one line of code.” Very impressive; very coherent. Worth further investigation.