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"With this unique book, programmers, administrators, and others who handle data can learn by example from the best data practitioners in the history of the field. Modeled after O'Reilly's highly-acclaimed book, Beautiful Code, Beautiful Data lets readers look over the shoulders of prominent data designers, managers, and handlers for a glimpse into some of the most interesting projects involving data. In an engaging narrative format, the authors think aloud as they explain their work, highlighting the simple and elegant solutions to problems they encountered along the way." Oh. This could be lovely.
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This is both good and bad in places; I'm not totally convinced by the "What would players rather shoot — a wall, or a Nazi?" argument, but I'm very interested (as per my previous writing on Far Cry 2) in notions of non-player characters as protagonist; the player as lens through which story emerges, rather than hero of said story. Stuff to think on, for sure, but I'm still working out how to respond to this; I'm not sure it fulfils its goal of discussing "how writers and designers can collaborate smoothly and successfully"; it just shows me some examples.
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"We are defined by what we build. It’s not just the engineering ambition that designed these structures, nor the 20 people who died building the Brooklyn Bridge. It’s that we believe we can and decide to act." This is good.
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Chemically, this makes sense, but I'd never thought this might be possible.