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It's a digital clock made out of scrollbars; divs being resized to force overflow and generate a scrollbar make up the seven-segment display. Bonkers.
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"Using a simple correlation scale comparing marketing spend and sales against Metacritic rating and sales, Divnich found that marketing influenced game revenue “three times more than game scores”… “There is no compelling reason to focus on quality, you should literally just spend that money and time on marketing.”" I'm not sure he's suggesting this is a /good/ thing, but he is pointing out that it's what the numbers say. It's still depressing.
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"Grackle68k is a twitter client for early Macintoshes running System 6 through OS9."
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Does what it says on the tin. Blimey. But also: awesome.
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"Tommy, I appreciate you. You do so much for me. You make an excellent vegetable chili. And that time I was on a trip for work and you caught that mouse all on your own, you were really brave. On the flip side, Nick, Coach and your brother Ellis, they offer the security of a well-oiled killing machine. We cover each other. We share health packs. And we don’t cook vegetable chili."
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"SoI think it's not unreasonable to read that the article is presenting the stance that the evolution of the status of games from 'toys and entertainment' to 'art' is fundamentally linked to the idea of authorship coming from the singular creative vision of an individual. For the record, I strongly disagree with this stance – and furthermore, I feel it is treacherous ground in which to plant the 'games are henceforth art' flag, as I suspect it is ground that will quickly be lost to (or surrendered by) the first generation of artists who even attempt to question it (in fact – for those of us 'in the know' it has been and continues to be, questioned all the time)."
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"…sometimes I fear our endless preoccupation with making the case for video games is self-defeating. It feels defensive and, at its worst, produces a kind of micro-culture obsession with analysis: a 24/7 bloggo-Twitter tilling and re-tilling of the same small plot of dirt. In this self-absorbed environment, each new game's worth is measured by its ability to move the needle on emergent narrative, artistic expression, genre refinement…or whatever criterion we're applying this week to prove games matter to people already convinced." Yes. Not the reason I've been taking a break from writing about it, but something that plays on my mind before I put fingers to keyboard.
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In which the Guardian links to Noticings – hurrah! – and describes it as "Random I-spy for grown-ups."
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Really interesting interview on game localisation and translation, with lots of examples; from Euldamos, an academic journal on games.
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"Eons ago, in 1996, Next Generation magazine asked me for a list of game design tips for narrative games. Here’s what I gave them. Reading it today, some of it feels dated (like the way I refer to the player throughout as “he”), but a lot is as relevant as ever. I especially like #8 and #9." Jordan Mechner is a smart chap; nice to know he was on the right lines so long ago.
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"A rain-proof planetarium machine could be installed in public, anchored to the plinth indefinitely. Lurking over the square with its strange insectile geometries, the high-tech projector would rotate, dip, light up, and turn its bowed head to shine the lights of stars onto overcast skies above. Tourists in Covent Garden see Orion's Belt on the all-enveloping stratus clouds—even a family out in Surrey spies a veil of illuminated nebulae in the sky." This is lovely, though no idea if it'd, you know, work.
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"Noticings is possibly one of the first services to integrate the Yahoo Geoplanet Data deeply". Tom explains how we're using Geoplanet inside Rails. Really good stuff if you're interested in that geo malarkey
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"if the Choose Your Own Adventure books are just another Finite State Machine, it should be possible to use some of the same techniques to examine their structure." And so begins a lovely, lovely post on data visualisation, and what visualisation can tell us about the changing editorial strategy of CYOA books. Be sure to check out the "animations" at the top of the page. It's all very beautiful.
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"My guess is that you, dear reader, either like bananas or you love them. I love them. I’ve gone through three or four or more in a day, and rare is the day that I go without one. Whether you like them or love them, my guess is you’d be sad to see bananas disappear from your grocer’s shelves. This is entirely possible; in fact, a shortage of bananas, or a significant increase in their price, is virtually guaranteed." Some fascinating stuff on the state of bananas today.
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"A game with almost no visual component, but one that turns the tilt, shake, touch, and even GPS location of an iPhone into “knobs” on a radio that can be used to “tune in” to conversations taking place elsewhere in the timestream… literally a radio that listens to the future. As players learn how to navigate a landscape they cannot see but only hear, their powers expand to include the capture and release of key audible moments, which they will use to change the future AND unravel a mystery that spans more than a hundred years." This is the high concept pitch, but I'm excited to see how it turns out. Interactive audio drama seems a great fit for the device.
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"For 27 months, Ian Fisher, his parents and friends, and the U.S. Army allowed Denver Post reporters and a photographer to watch and chronicle his recruitment, induction, training, deployment, and, finally, his return from combat. A selection of photos from Ian’s journey are posted below." The link to the full project page isn't working at the moment, but the pictures alone are striking.