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"The Bones gathers writing about fandom and family—about gamers, camaraderie, and memories— and ties them together where they meet: our dice. These are essays and anecdotes about the ways dice make us crazy, about the stakes we play for and the thrill we get from not knowing what the next roll will bring."
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"You’ve either shipped, or you haven’t. You’ve either poured weeks, months or even years of your life into bringing a product or a service into the world, or you haven’t." … "And the next time someone produces an antenna with a weak spot, or a sticky accelerator, you’re more likely to feel their pain, listen to their words and trust their actions than the braying media who have never shipped anything in their lives." Tom on the validity shipping gives you, about which he is very right.
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RubyQuiz on A* pathfinding.
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"WonderLab was three days of performers and playmakers coming together to do what you do in a lab – tinker, theorise, experiment and make. A fantastic group of musicians, writers, composers, actors, directors, producers, commissioners, game designers, coders, artists and philosophers and spent three days sharing their brains. I’ve rarely had a greater treat than getting to lead their explorations." Margaret on lots of things, including the marvellous Wonderlab (which is where I've been for the past three days).
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Another potential response to my regular "come on, where's Hypercard?" query.
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"I suppose this goes to show that, from an anthropological point of view, the truly interesting part of any human encounter is its beginning. I can instantly identify friends and colleagues from the rhythm of their knock at the door, or the slight pause before they identify themselves on the phone – those tiny gestural and auditory signatures, both idiosyncratic and culturally produced, that make us human." Greetings and openings, principally, to do with telephones.
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Tom on writing the Noticings Uploader – and making the code open-source.
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"That's why guys like Tarn Adams or Vic Davis are a thousand times more interesting. They're making games, not DLC or marketing or anything else. A game, to them, isn't the launching pad. It's the rocket."
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"It’s important to note that this number does not reflect either the number of people owning a mobile phone and that the United Nations Millennium Declaration remains a crucial milestone to reach for the mobile industry. However it shows that homes, bridges, cars, laptops and netbooks, white goods, plants, spimes, and other objects have a mobile phone subscription and are likely to become the most important target segment for mobile operators around the world." Which begs the question: how do you market to things?
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It Just Works and is good.
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Learning datamining, using the WoW Armory as a data set.
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"This page documents the web API calls that allow you to retrieve information from the item system in Team Fortress 2." Steam now has a Web API. Ooooooooh.
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"I thought this was a fascinating take on the need within companies for stories… Companies spend a lot of money looking for these stories. Traditional product companies had to ask people and users to tell their stories, normally through market research. Web companies are at a huge advantage: they have rivers of usage data flowing through their servers, and the problem inverses – how to make sense and tease out meaning and interest from such a torrent." This is very good; I'm looking forward to future installments.
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"If Ferelden has room for priests, elves, mages and golems then why doesn’t it have room for sceptics and scientists too?" Lovely notion – roleplaying an aetheist in Dragon Age (as best possible within the game). In this case, the player character believes in magic, but not in the montheist religion that much of the world ascribes to; miracles are really just magic at work. Subsitute "magic" for "science" and you begin to see his point. It's a nicely thought-through piece.
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"The closer has confounded hitters with mostly one pitch: his signature cutter." Lovely motion infographics – informative, and powerfully confirming the narration.
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"The move during the past 10 years or so has been from cameras being precision mechanical devices to molded polycarbonate containers for electronic components. This has meant a lowering of overall physical quality. What one gets in terms of features, functions and image quality is higher than ever before, but the satisfaction of owning and using a high quality mechanical and optical device has for the most part evaporated. Only the top models within any brand produce a tactile satisfaction and please one's esthetic sense." The quotation is from Michael Reichmann; the discussion that follows is as thoughtful as usual from TOP's readers.
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Passed without comment, but something to come back to when I'm beating myself up.