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"That is not to say that videogames need to be more sensationalist, more vulgar, or more crass, but that they need not fear being more transgressive, or more expressive, or more visceral. They need not to shy away from their darker depictions of our fantasies, or become embarrassed when people point out how they dwell on violence and excitement. This, the safe excursion to the gladiatorial arena, is what games do best." Rossignol on Ballard, and jolly good too.
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"In this piece, each of the departments involved in making a videogame are examined and accused of one particular vice. In making these assessments, the assumption behind each is that the purpose of the videogames industry is to make games that players want to play, and not to make the games that developers want to play." It is good, and I'm looking forward to the second part.
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"…as developers, we need to deal more honestly with the disparity between our reach and our grasp – which is to say, what we tell ourselves our games are about, versus what they are actually about. History will see this decade as the period when games struggled with their destiny in this way." 2K Marin's JP LeBreton with a smart, insightful take on the road ahead for games design, and the many positive steps being taken along it (and: a decent commentary on the "shooting people" issue).
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"With limited influence, unlimited hands in the pie, a low barrier to critique, and the perception of triviality, frontend engineers are the janitors of software development. Rather than cleaning up trash, the boulder they toil beneath is skew: the distance between team member's conceptions of a project." This really feels very familiar: it's the most under-appreciated art in the stack of software development, and the one that takes the brunt of the crap.
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"Best of all, for impatient gamers the developer plans to conceal load screens with a mini-game where players can connect a USB keyboard and write an undergraduate thesis on the illustrations of Gustave Dore." Seriously, this already sounds much better than the Redwood Shores version…
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Farbs quit 2K Australia. This is his resignation note. It's fun, and not in any way mean.
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"Produced in extremely limited quantities by the fair trade toy gurus at Squishable, this chubby little Red Robot wants to get close to your heart… so he can tear it out with love." Squee. I would quite like one.
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"Even discussions of the ban are being locked. At the bottom of the thread "GLBT discrimination in forums?", community manager Sean Dahlberg wrote, "As I have stated before, these are terms that do not exist in Star Wars. Thread closed."" How depressing: can you really hetero-normalise an online, social, MMO? Makes me a bit angry, and I'd have thought BioWare would have been more sensitive around this. Is this Lucasarts turning the screws?
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"When their fond memories of these games are challenged, they become nearly catatonic. Really, most of these players were just mashing ‘fierce punch’ as hard as they could and occasionally pulling off a quarter-circle turn. Once they’re faced with online competition… Well, they may be in for a terrible shock.”
Skate 2: Sharing play experience done right
28 April 2009
I’ve written about Skate before, in the context of designing online games for a generation of players used to a world where they are in control, and where everything is shareable. Writing last year, I said:
I find Skate exciting because it’s a prime example of a game that understands Generation C; it allows players to share game-information outside the game – and in a manner that is so much more easily referenced, due to it having a permanent link – just as they share movies, photos, and blogposts.
The original Skate had an impressive community website, for sharing screengrabs and videos. It wasn’t without faults, though – it was very difficult to permalink to, as every request to Reel (the video-sharing community) first asked you what country you were in, and then redirected you to a homepage, rendering the permalink useless.
How refreshing, then, to see the improvements made to the new Reel site for Skate 2, released at the beginning of this year. Now, permalinks are encouraged – here’s an example – but the concessions to creative end-users go several steps further.
Once you’ve uploaded a video, Reel not only lets you view it and share it with friends, but also now provides proper good embed code, making it trivially easy to re-contextualise the video on your own site. Even more remarkably, though, Reel allows you to download the FLV (flash video format) file for the video, so you can upload it somewhere else – Youtube, Flickr, Revver, wherever you store your video. Here’s a video of me skating a short session – just click on it to watch:
They let you download the FLV! That’s brilliant. Because, you see, even though Reel is good, it’s not where my friends are; my friends are on Youtube and Flickr. When the first game was out, smart Skate-rs wanting to upload their videos to Youtube had to rip the FLV file by peeking into the source of the page; now, EA are enabling them to do that licitly. The file is, after all, still watermarked with the Skate 2 logo, still understood as a fragment of that product – so what if somebody wants to tweak it in iMovie or Windows Movie Maker, or cut it into a best-of compilation, or re-upload it to Youtube? They created the content, and so they should be free to do what they want with it.
The web facilitates and encourages this – the FLV file was always present, it was just obfuscated. By adding an explicit download link, EA demonstrate that they understand not only the fact that you want to share your footage, but also the reasons why you might want to share it, and also that they understand their place in the ecology of the web. They’ve provided the hard part: exporting video from a 360 or PS3 to the web. Now, you should be free to do what you want with it.
EA have even released a downloadable pack with more advanced cameras for filming replays – cameras that can track and follow motion-controlled patterns, for instance. Whilst you could argue that this functionality should have been free, it’s interesting to note an add-on for a game that’s about creativity and sharing, rather than gameplay – and more interesting to note that as well as providing more tools, the “filmer pack” also bumps the amount of video you can store online nearly four-fold.
The Reel site for Skate 2 is a great example of the enabling of permanence, and ‘going where people are”, that I discussed in my talks at NLGD and Develop last year. It’s also an interesting example of the kind of social play that’s much more common than simultaneous, co-operative play – namely, the sharing of play experiences around or after the fact; the objects that emerge out of play. That’s something I talked about at Playful last year (and which, I discover, shamelessly isn’t online yet. Will rectify that soon!) As ever, it’s always exciting to see real-world, big-money, examples of good practice in action. And, as a bonus: here’s my profile on Reel.
(I’ve been meaning to write this post for ages, and it’s been sitting in my draft folder for way too long. If in doubt: just release it into the world)
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"So, is it possible to mix segments and querystring?" Sort of, maybe, seems to be the answer.
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"The original Keynote Kung-fu article describes how to set up and use Keynote for the first time, but once you’ve done a couple of presentations, you’re going to want more." Rands drops some Keynote science, and I learn at least one new thing.
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Even if it's got a long way to go, there's so much promise and potential here – and it's interesting to see how refined some of the puzzle ideas are. And: mind-bending in the way the best puzzle games are.
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"I'm looking forward to working with new, clever people and getting my hands dirty again. I'm charged with leading the Open Library into fresh, fun territory; to enlist many hands to make "a page on the web for every book ever published" a great resource. I'm thrilled to be working with Brewster Kahle and his crack team in an important time for books on the web." What a perfect hire. Can't wait to see what George brings to it.
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This is epic and brilliant and has so many jumping-off points I need to read it again, and again, and again.
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"Now that suburban housewives in Missouri are letting their thoughts be known via Twitter, it's as if writing itself is thought to be under attack, invaded from all sides by the unwashed masses whose thoughts have not been sanctioned as Literature™. In many ways, I'm reminded of Truman Capote's infamous put-down of Jack Kerouac: "That's not writing, it's typing.""
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Pop band from Bristol, made good singles, got a deal, rather than touring recorded an album, album got shelved by label that had wanted them to tour, band broke up, album now sees light of day from SVC, for three quid. Phew!
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Yes, it's advertising, but that's really, really, really clever. Nicely done.
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"The Whole Earth Catalogue, our bible as self-builders of our residences in the hippie-ish days of the 1970s, was subtitled ‘access to tools’. ‘With tools,’ ran the editorial preface, ‘you can do more or less anything.’" Lots of good quotations, including this, and also on fires.
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I've linked to a single photo, because it makes me think: what it must be, to be taking photographs for Science, millions of miles away via radiowaves, and to have them not only be useful, but to turn out as beautiful as this one. How wonderful to know that the universe is as beautiful as the world, and that even in the name of research, we can take such beautiful pictures.
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"82 x 82 cm burned square, the size of one pixel from an altitude of 1 km."
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"Miegakure is a platform game where you explore the fourth dimension to solve puzzles. There is no trick; the game is entirely designed and programmed in 4D. Because humans can only see and move along three spatial dimensions, pressing a button allows to "swap" one regular dimension with the fourth, invisible dimension. Armed with this, the protagonist can see inside closed objects, walk through walls, move objects from one dimension to another, hide under 3D shadows of 4D objects, and more. " You read right. Four spatial dimensions. Now: how can I play it?
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"For every human being who looks up at the moon in the nights to come will know that there is some corner of another world that is forever mankind." Bill Safire's speech for Richard Nixon, on the event Armstrong and Aldrin were marooned. A glimpse of alternate history.
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"I hate the way I’m expected to give up trying to open you when I see the words “this door has been locked from the other side” or “this door opens elsewhere”, as though they’re a command from God himself."
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"Locative social media is especially interesting because it directly affects how people move through the city. It can be terrifically fun and useful for people who fit its prescribed social model." This kind of proscription (or encouragement) of behaviour is interesting, and I think there are a variety of ways to do it "sensibly". And: how did you expand the group of "people who fit its prescribed social model"? Small changes of behaviour, amongst larger groups, are much, much more interesting.
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"Apple is creating an ecosystem of the kind of customers I don’t want. With the ridiculous approval process leaving bugfixes to take over a week to show up, with prices being driven down to nothing by farting apps… it just feels hostile to me. While I have plenty of great customers who have been raving about the app, all it takes is one little issue and it all comes crashing down." Sad, really.
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It's the hip-hop-songs-as-charts meme, but about being a PC gamer. Moderate chuckles abound.
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Contains photographs of a PIG in TINY WELLINGTON BOOTS.
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"The problem with all this is that we're asking the wrong question. The “are games art?” question is boring…
The interesting question, to me, is what /kind/ of art games are. That is, we should be asking ourselves what kind of formal dynamics and pleasures are inherent in the medium, and be able to identify when these formal capacities are used well." Sensible, rationally thought out, and also a reminder as to /why/ Kane is used as a benchmark. "Command of formal capacities" is an important phrase. -
"Clearly we had not been invested enough in the narrative."
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Francis has gained his own clothing line, and I need this shirt like a red wizard needs food.