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"Dwarf Fortress may be the most complex video game ever made, but all that detail makes for fascinating game play, as various elements collide in interesting and challenging ways. The trick is getting started. In this guide, Fortress geek Peter Tyson takes you through the basics of this menacing realm, and helps you overcome the formidable learning curve." Excellent idea, O'Reilly, and lovely cover, too!
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Paul Ford is always a joy, but this is a particular joy. To be savoured, and to let filter through you. There are lots of pithy quotations, but what sticks is what lies between the lines.
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"The real Grim Meathook Future, the one I talked about back when I wrote that thing and the one I see now, is the future where a relatively small slice of our species lives in a sort of Edenic Eloi reality where the only problems are what we laughingly refer to as White People Problems, like being able to get four bars’ worth of 4G signal at that incredible pho joint that @ironicguy69 recommended on Twitter, or finding new ways to lifehack all the shit we own into our massive closets…while the rest of the world is reduced to maintaining our lifestyles via a complex process of economically-positioned indentured servitude and clinging with the very tips of their fingernails onto the ragged edge of our consumer leavings, like the dorky dude who shows up the first day of school with the cheap K-Mart knockoffs of the pumped-up kicks the cool kids are wearing this year. In other words, the Grim Meathook Future is the one that looks like the present, the one where nothing changes."
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"In my philosophy, Street Fighter is a game, but really it's a tool. It's like playing cards or chess or tennis: it's really about the people. Once you know the rules it's up to the players to put themselves in the game, to choose the nuance of how they play and express themselves. I think fighting games flourish because it was this social game. If it had been a purely single-player thing, it would never have grown so popular."
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"Greg tweeted ‘Markov Guybrush Threepwood’ the other week. I thought that was a good idea so I spent a bit of Sunday making Markov Guybrush. It’s a Twitter bot that generates random Guybrush-ish Tweets." Excellent work by Basil.
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"At the moment, however, the prevailing wisdom seems to be that audiences have to be tricked into buying digital toys. Toys have to be disguised as something else. They don't yet have the framework of expectations around them that allows people to decide whether the proposition is worth it on its own or not, whatever that phrase really means. They're yet to feel entirely legitimate." Lots of lovely stuff in Christian's article here, but this stood out particularly: having to disguise toys to sell them to current expectations and the current marketplace.
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"Over the past few months I have been collaborating with her to curate her first ever career-spanning exhibition. Retrospective Posy Simmonds: Essentially English opens on June 12th at the beautiful Art Nouveau, Victor Horta-designed Belgian Comic Strip Centre in Brussels and continues until November 25th 2012. I’ll be adding photos from the exhibition shortly, but below are the texts I have written for the explanatory graphic panels." Paul Gravett on Posy Simmonds – some great sketches in here and details of early work.
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"[Bradbury] told them about a child he had watched, teased by his friends for wanting to enter a toy shop because they said it was too young for him, and how much Ray had wanted to persuade the child to ignore his friends and play with the toys." That, forever.
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"Have thought about this a lot. The SYN/ACK of an acoustic coupler is like a tattoo that got written on the inside of my head, sometime in the 80s. For me the greatest transition over these 20 years hasn’t been to broadband connectivity, but to persistent connectivity, without that little handshake to say hello, are you with me?"
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"The therapeutic role of digital media is to allow an instrumental view of social relations to be propagated, in which the instrument somehow suspends any sense of moral causality or responsibility. Between the 'input' and the 'output' is a machine that we are blissfully unable or unwilling to understand. Hence, the possibility that clicking "send" might stop a stoning in Iran." This is very good.
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Lovely article exploring the various ways of implementing 2D movement in platform games (though some of these tips/methods apply to all 2D games, when you think about it.)
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"In this context, Google+ is not the company’s most strategic project. That distinction goes to Glass, to the self-driving cars, and to Google Maps, Street View, and Earth—Google’s model of the real, physical world. Maybe in twenty years we’ll think of Google primarily as a vision company—augmenting our vision, helping us share it—and, oh wow, did you realize they once, long ago, sold ads?" This is good. I like the distinction between pictures and vision a lot.
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""And thus ends all that I doubt I shall ever be able to do with my own eyes in the keeping of my journal, I being not able to do it any longer, having done now so long as to undo my eyes almost every time that I take a pen in my hand; and, therefore, whatever comes of it, I must forbear: and, therefore, resolve, from this time forward, to have it kept by my people in long-hand, and must therefore be contented to set down no more than is fit for them and all the world to know; or, if there be any thing, which cannot be much, now my amours to Deb. are past, and my eyes hindering me in almost all other pleasures, I must endeavour to keep a margin in my book open, to add, here and there, a note in short-hand with my own hand." Well put. Well done, Sam. Well done, Phil.