• "CCP often touts this sort of thing with the bland marketing lingo of 'player generated content.' What that actually means is that you get to share a galaxy with Russian aluminum magnates, French-Indonesian nightclub-owning hackers, self-aggranziding 'spymasters,' and people who will cut the power lines to your house to destroy your internet spaceship. There's something deliciously addictive about the sweeping, endemic insanity, one of the ever-present yet rarely remarked upon facets of this most unhinged of MMOs." Some first-hand evidence of just how deep, how hard, and how crazy EVE gets.
  • "We are a loose collection of mostly London-based comic-artists, illustrators and writers, who have grown up listening to the Magnetic Fields and got together over a mutual love of the songs. One day, on Twitter, a couple of us decided that illustrating – or writing a comic – or a short story – inspired by all 69 songs was a worthwhile and exciting pursuit, so here we are!" Let's see how this will turn out.
  • "Players need to understand all the inputs and all the outputs to make interesting, informed decisions. These are the mechanisms through which we express our will in the game. This is the machinery that transforms our medium from passive to interactive… This is a multifaceted (and as far as I'm aware, relatively unexplored) issue, but we can begin making inroads. Making games more readable begins with two things- empathy and data." Nels on Don Norman and readability, amongst other things.
  • Blimey. Video from the 4k demo competition. Yes, that's terrain generation, that looks *that* good, in 4k. Eek.
  • "Many deep, sophisticated emotions can emerge from those three plots. But they should emerge in the experience, in the actions the players take, in the reactions they receive, in gestures and decisions and deaths and tasks and achieving or failing to achieve a goal. They should not emerge from people sitting around talking to each other in a cartoon." Chris Dahlen on post-GDC09 narrative.
  • "This project, shot on 4"x5" film, documents London's remaining professional darkrooms. It is based on my nostalgia for a dying craft (there are no young printers). It is in these rooms that printers have worked their magic, distilling the works of photographers such as David Bailey, Anton Corbijn and Nick Knight into a recognisable 'look'. I have lit these often-gloomy spaces to reveal the beauty of the machinery; enlargers are masterpieces of industrial design. And I have sought to shed light on the surrounding personal workspaces (snapshots of family members, souvenirs from globetrotting photographers, guidebooks to Photoshop, out-takes from glamour shoots, lists of unpaid invoices)." Gorgeous.