• "Over at The Border House, they’re having a bit of a backlash against the constant presence of Stubbly White Male Shepard in the marketing for the Mass Effect series.  (Seriously, who is that guy anyway?) Border House writers are posting details of their Shepards, and I was asked if I’d post mine. So, here is something that might give some idea." I'm rather enjoying this series, although this entry in it is probably my favourite.
  • "The premise was this: Division 9 would have put players (and their friends) in the middle of an ever-encroaching zombie menace. Co-op gameplay, scarce resources, base-building, and strategic rescues were a part of the conceptual blueprint." Big interview with Ken Levine – including some video footage – of Irrational's cancelled take on the zombie genre. In a nutshell: slower, more strategic, more long-term survival than L4D's short campaigns, and had it been released, would have come out around 2006/2007.
  • "This suggestion was derided by EA execs at the time — they literally couldn't imagine going to Wall Street with a message of increased profitability rather than top-line revenue growth. They wanted to make the transition to digital while continuing to grow the packaged goods business." Great Mitch Lasky post on the problems facing EA – and, indeed, almost every big games company out there. Though it stems from their announcement that they missed their targets last year (again), really, it's about the changing shape of the games industry.
  • "Die Hard asks naive but powerful questions: If you have to get from A to B—that is, from the 31st floor to the lobby, or from the 26th floor to the roof—why not blast, carve, shoot, lockpick, and climb your way there, hitchhiking rides atop elevator cars and meandering through the labyrinthine, previously unexposed back-corridors of the built environment?" Marvellous, marvellous article, citing that Weizman piece I always end up citing, and looking how John McClane traverses the Nakatomi Plaza tower not through its corridors and elevators, but by literally infesting it.
  • "As computer technology has evolved to make artificial images look ever more real – so that the latest generation of shooter and war games will look as realistic as possible – ajpeg is intended to go the opposite way: Instead of creating an image artificially with the intent of making it look as photo-realistic as possible, it takes an image captured from life and transforms it into something that looks real and not real at the same time." Beautiful.
  • "But I think to succeed eReaders need to meet the needs, not just of the direct user, but of those around them, the friends and family who may not welcome their loved one’s absorption in this exciting new media. They are the “next largest context” within which the new device must win acceptance… The first question [with a digital device] is no longer “what are you reading?” It’s “what are you doing?” – a question that somehow already carries a hint of reproach."
  • Beautiful: capturing graffiti with an ultra-basic setup (torch sellotaped to pen and webcam), and then translating that into vector geometry that can be stored as an XML dialect. I like how simple and open it is, and the fact that Graffiti Markup Language is designed to be used in the field (even if it can't be yet).
  • "In one sense, Up Against the Wall, Motherfucker! is a truly exotic bit of esoterica — a game on the Columbia riots, printed back in 1969 in the pages of the Columbia Daily Spectator, and designed by James F. Dunnigan, one of the finest and most prolific designers of board wargames… In Up Against the Wall, Motherfucker! you play either as Columbia University's administration, or as the radicals who have seized control of Fayerweather Hall. You are attempting to influence the opinions of various stakeholders in the university — students of different sorts, the alumni, and so on. Random event cards influence play. Ultimately, the side that gains the greatest sympathy on the part of university stakeholders wins."
  • "Zoom in on that spot there." Blade Runner has a lot to answer for; notably, this.
  • Dan on Torchlight and Borderlands: "…they both tickle the same fetishistic urge to collect, developing bigger and better attacks to have much the same effect on bigger and better monsters as your last set of attacks had on the last set of monsters. Every single decent-sized beastie in each one drops loot when they die. Throw in a two-car carport and this is a precise map of adult life, except fun." I really need to do my goty.cx write-up quite soon.
  • "Use [ffffl*ckr] to find the photography you like using the simple idea that people whose work you like, probably like stuff you'll like. You start with a set of pictures – if you authenticate, it'll use 20 of your last 100 favorites – otherwise it'll start with somebody's favorites. Click any picture to load more. Don't like what that person likes? Scroll back and click a different picture you like. It's that simple."
  • Fascinating: GPS satellites are both high enough, and travelling fast enough, that you need to correct for relativistic effects in order for them to be effective.
  • "To whomever it may concern, In response to the unfortunate circumstances, some wives of Rockstar San Diego employees have collected themselves to assert their concerns and announce a necessary rejoinder, in the form of an immediate action to ameliorate conditions of employees." Jesus. Once again: the games industry treats its staff appallingly. As the first commenter says: "It's a video game people. Find a way to make one without imposing unethical, illegal, and debilitating working conditions."
  • "One of the world's finest compact fountain pens, the excellent Tasche measures just 98mm closed, but opened up becomes a full-size pen at 145mm long. The secret is the extra-long cap, which almost entirely swallows the rest of the pen when closed, but posts firmly onto the top of the pen to create the full length." Possibly another distraction before I succumb to buying a Vanishing Point