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Roo writes up his first experiments with his microprinter. The barcode stuff is particularly interesting.
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"Hackers across the country are buying up old old receipt printers and imaginatively repurposing them into something new. We call them microprinters." pbwiki site for gathering resources around microprinters. Nice! Still waiting on mine (from the same load as Roo's) to arrive, though…
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"With that in mind, I present to you a gallery of paintings made by one Hoenikker J. Troll, hunter at large and painter at other times. He dragged an easel and paints all around this world. Of Warcraft." WoW screengrabs run through artistic filters. Some are really quite pretty, as, to be honest, is the source material.
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"…video games are driven by the player, experientially and emotionally. Fictional content–setting, characters, backstory– is useful inasmuch as it creates context for what the player chooses to do. This is ambient content, not linear narrative in any traditional sense. The creators of a gameworld should be lauded for their ability to believably render an intriguing fictional place– the world itself and the characters in it. However the value in a game is not to be found in its ability at storytelling, but in its potential for storymaking." Some commentary on the scale of storymaking games offer, from Steve Gaynor. Also: I like the word "storymaking", as opposed to "storytelling".
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A pretty comprehensive list, I think.
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AASM is "a library for adding finite state machines to Ruby classes. AASM started as the acts_as_state_machine plugin but has evolved into a more generic library that no longer targets only ActiveRecord models." And as a result, I might be using it a bit.
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"nanoc is a tool that runs on your local computer and compiles Markdown, Textile, Haml, etc. documents into static web pages, ready for uploading to any web host." Easily build static sites with a teeny bit of templating.
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"This library implements the Software serial Arduino library to establish a serial connection to a Mobile phone. The methods methods hides the AT+ commands from the user allowing messages to be sent by passing the method on a phone number or email and the message." Oh, now that is interesting.
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"Late last year, my family found a line-a-day diary maintained by my great-aunt from 1937 to 1941. She was in her early teens, living on a small farm in rural Illinois with her two brothers, one of which was my grandfather." Now it's being syndicated, one line per day, on Twitter.
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"This is the real line-a-day diary of a young farmgirl in 1937. It is maintained by @griner."
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"We should be an embodied person in the world rather than a disembodied finger tickling a screen walking down the street. We need to unfold and unpack the screen into the world." Wonderfully put. I love Jones.
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That's sad; he was a fount of statistics since I first listened to TMS, and long before that.
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"By wrapping and extending Flash 8's sound API, SoundManager 2 brings solid audio functionality to Javascript." Dark voodoo. Dark, clever, voodoo.
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This was actually a pretty good tutorial for the jQuery UI Slider control, if only for illustrating how much code – notably markup/styles – you have to provide before the slider works.
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Kyle Gabler of 2D Boy gives the first Global Game Jam keynote. Seven minutes, seven tips, packed with goodness. He's not wrong.
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"I’m much more interested in automated nostalgia than automated presence – data feeds that gradually acrue in your wake, rather than constantly dragging your focus on to the next five minutes." Yes.
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"LÖVE is an unquestionably awesome 2D game engine, which allows rapid game development and prototyping in Lua." And it all looks rather pretty, too. Must investigate further!
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danah's PhD dissertation. I need to bookmark this, and have not read it yet, but am sure, at some point, I am going to plough through it, for work, recreation, or (most likely) a bit of both. Until then: just a bookmark.
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"I still have nothing but respect for my more traditional industry colleagues, but I’ve stopped worrying about impressing the games industry and its pundits. Or at least, I’ve stopped worrying about impressing them first. Instead, I’ve started focusing more on the people who might be interested in different kinds of game experiences. People who fly for business more than three times a month, or people who read all of the Sunday newspaper, or people who have kids with food allergies, for example. I am sure these people read magazines and watch television and listen to the radio. But it would be short-sighted to label them ziners or tubers or airwavers. They are just people, with interests, who sometimes consume different kinds of media." Bogost is right, and I'm concerned I'm always going to be ashamed I chose to use that word.
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"It is a commonplace that if it weren’t for computers we couldn’t fly to the moon, or even keep an accurate record of the national debt. On the question of how it does what it does, however, the computer has always remained essentially mysterious—unfathomable to all but a small handful of initiates. An officer of one major computer concern guessed recently that not more than 2% of his employees really know how it works." 2% seems awfully high these days. Detailed, technical article from Life in 1967.
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"This is not intended to be a fun game. It has all the trappings of a LEGO game. It has the forgiving game mechanics. The ease of control. But it uses these elements to create a cognitive dissonance between the ease of the actions and the terrible nature of their real world counterparts." Corvus hypothesises what A Lego Clockwork Orange might look like. Thoughtful stuff.
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"So why not embrace it? That's why You Have To Burn The Rope is fantastic… for games to become art there must be an awareness and a conversation with its own history. Film, music, and literary critic call this allusion, but for the creators, this isn't just a word, it's a dialogue. Which means it should invite participants. For me, I'm far more intrigued by stop-motion artist Patrick Boivin's attempt at turning a linked sequence of videos into Youtube Street Fighter." I'm not sure I agree with Wang on YHTBTR, specifically, but this paragraph is reasonably sensible.
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65 years since the end of the siege of Leningrad, this LJ post shows photographs from the late 1940s merged with images of the location in the present. All are striking; some are very sad. Great contextualisation, though.
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"Oh, that's because it's an alternate reality report…"
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"And so my holiday was spent with games on the opposite ends of the spectrum: World of Goo's patient instruction versus Shiren's school of hard knocks. And despite their different approaches I felt that each, in their own way, did credit to the core competence of games as a medium: inspiring the pleasure of finding things out."
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"Bio i am a house elf but no one understands me. i like wearing black tea cozies, listening to my chemical romance, and bdsm. sometimes i do emo weed with hermione." Fanfic invades Twitter.
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In its entirety, on Google Video.
Taking Turns
27 January 2009
Steven Johnson thinks that Candyland is a terrible game.
There’s a consistent theme to all these old-school game introductions: almost without exception, I have been mortified by the pathetic game that I’ve excitedly brought to the kids.
I don’t really agree with him.
For a more considered take on Candyland’s many failings (as well as successes), it’s worth reading this Play This Thing post (and, if you’re not aware of Candyland – it’s very much an American game – the Wikipedia page might prove useful).
I think Greg Costikyan’s Play This Thing post is a better judgment on the game. Namely: judged on its game mechanics, Candyland is a terrible game. But: games are about more than mechanics, and the things we learn from games are about more than games.
Candyland is a great first game; literally, the very first. It teaches turn-taking. It teaches the mores, the manners, the culture of playing boardgames. Later, when a child comes to a game where the rules are more complex, the turn process more intricate, the customs of gameplay are already learned; rather than focusing on learning the social interactions, they can focus on the complexity of the game itself.
And I’m totally fine with the idea of a game to teach you how to play games. After all, there are loads of games that teach you all manner of things; what’s wrong with the ideal of the first one teaching you about the medium itself?
Johnson also has a problem with games of chance – specifically, of total chance. And, he’s right, Candyland is such a game. But few games of total chance really are.
Consider Battleships, which he’s also not a fan of. Battleships begins with randomness: working out where to place your first shot. But the second the result of that hit is revealed, the game stops being random. As the locations of enemy ships are uncovered (or not), state emerges from the board, and you start exercising logic, and knowledge of the game rules, rather than firing totally into the dark. That, right there, is the game; the only truly random shot is the first one. .
In that sense, it’s not that far away from Go, a game where I dread the opening moves. There are 361 places to place a piece, and I know that I’m likely to be punished much later on for a bad opening. And yet: because my skill at the game is so low, the opening feels random to me. A skilled player will likely tell you it’s anything but.
In addition to “most games of chance aren’t“, let’s add “if it appears to be random, you might not understand the system as well as you think you do“.
The big difference between even the simplest videogame and the boardgames he describes is that the videogame keeps its mechanics to itself. The first thing that falls out of the box of a boardgame is the rulebook – the entire system of the game.
When you open a videogame, the first thing that falls out is the manual. It tells you the goals of the game, explains how to interact, sets you up with the world, but it hides the rules themselves.
And so the first move in any game is starting to infer the rules, and deduce the logic behind the system. In Super Mario Bros., you know that you have to rescue the princess – the goal is made clear upfront, in the game and in the manual. But the rules of the system aren’t. And so, using only “run” and “jump” (to begin with), you start to work out what you should and shouldn’t do, what the shortcuts to success are, what enemies are dangerous and when, and by doing all this you slowly build up a picture of the rules.
I enjoy Johnson’s writing a great deal, but in this case, I think his argument is flawed. Much as he does in Everything Bad Is Good For You, he takes a few shortcuts in his judgments upon the sophistication of (a) culture. I think the problem here is that he’s mistaking a kind of sophistication that videogames specialise in for a failing of boardgames (and particularly boardgames aimed at the very young). I don’t think Johnson puts forward a very fair argument, and I think that the holes in his argument are as significant as the points he makes.
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"I’m a web developer at heart, and a scripting language user by preference. Coding for the iPhone doesn’t feel as fluid in text handling or HTTP access as the environments I’m used to. Fortunately I’ve been able to find some fantastic open-source libraries and wrappers that make up the difference. Here are my favourites so far:" A useful – and interesting – set of links from Matt B.
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"Oh words, words, words." Beautiful. Thanks, Simon.
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"The Wii has captured the imagination of millions of people who didn't consider themselves gamers at all. Why are we so surprised? All this has happened before." And, no doubt, all of it will happen again. Some good insight and quotation from Mitch Krpata on a history of Nintendo's console marketing and sales strategies.
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War reporting from a virtual world; Jim Rossignol documents the first skirmishes in the Offworld/RPS/Escapist conflict. Looking forward to more of this.
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"It is from the era when people were all 'we will not know if acid is dangerous until we test it on THE FOXIEST GIRLS IN ENGLAND.'" Too right.
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If you can see it, it exists. If you can't, it doesn't. Lovely, tough, fun.
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"We were delighted to have George Oates, ex of Flickr who started and managed the Commons, come to visit us at the National Maritime Museum in November 2008. When she was here she curated some Commons content for us. This set is the first of this content." Some wonderful selections; the full archive must be remarkable.
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"Perhaps more charities should project a less glamorous image, and remind us that they still have to do all the boring stuff that everyone does at work. And perhaps then we wouldn’t have such unreasonable expectations. Sponsor a filing cabinet, sir?" The thing I like most about this is being told exactly where your contribution goes; you get a real connection with a real thing. I'd rather buy charities a shelving unit than £25 of vague platitudes.
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"Unlike other screenshot services, we are able to process a large number of capturing jobs in parallel and in realtime, making it the fastest service that we know of." Ooh. That could be useful.
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"This article provides a simple positive model for preventing XSS using output escaping/encoding properly. While there are a huge number of XSS attack vectors, following a few simple rules can completely defend against this serious attack." Pretty comprehensive, and some clear guidelines if, like me, you're unsure where to start when protecting against XSS.
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"Kodu is a new visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The programming environment runs on the Xbox, allowing rapid design iteration using only a game controller for input." Which is interesting. I know it's only a research project, but it'd be lovely to play with some time.
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"Today it feels harder than ever to get the tools to play with science at home and I want to be able to give my son a chemistry set that he would relish getting out to experiment with. One that he could pass on to his younger brother when the time is right. One that will instill the joy of science, exploration and discovery in him. If I can’t buy one then I am going to make one, so this site will record my attempts to put together the best chemistry set a boy or girl could wish for." Smashing.
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"Transmission is a fast, easy, and free multi-platform BitTorrent client." Impressive OSX version, for a multi-platform tool, too. Very pleased with this after Tomato gave up the ghost.