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“…by stringing together “first-order” desires for loot and approval, these games train us to be passive pursuers of one desire after another rather than engaged critics.” Part 2 of Pliskin’s analysis of Benjamin Barber’s “Consumed”.
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“Wetherspoons is a model of market efficiency. Prices are low, economies of scale are passed on to consumers and people are offered real choice, on the assumption that they are intelligent enough to deal with it.”
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I like some of Lipo’s design ideas – Pillar Values, Pillar Verbs – but I’m not convinced by the examples he uses; I always get scared of this development-by-list idea. Still, more on focus on limitations, and the “resources without meaning” point is good.
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“When asked if she planned to pursue her interest in fashion, she said no. ‘I want to work with computers because they give you power.'” Some great stuff on “Passion Communities” as an alternative means of learning and education.
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Gosh. Long, detailed, smart, wonderful interview with Jonathan Blow. I can’t even begin to find a suitably quote for this box so: please, just *read* it.
Back to Bioshock
27 July 2008
or: trust the designer, not the mechanic.
I have a problem with not finishing games. I doubt I am the only one. But sometimes I become disappointed with my inability/lack of time to finish a game, and Bioshock is one title I’m disappointed not to have put more time into.
Most games stop being played either because my interest wanes or beacuse they demanded too much time. Bioshock did neither. Bioshock was, whilst I was playing it, wonderful: simple mechanics, but deep design; beautiful architecture; solid story-telling.
I was really enjoying it, and really into it – and then we broke up. We broke up because of what it asked me to do.
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