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"I have plenty of great uses for bacon in a barbecue pit, but the longer I thought about it, the more I wanted to step it up a notch and clog a few arteries for those guys. Behold, BACON EXPLOSION!!!" Oh sweet jesus.
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"Porsche’s move took three years of careful maneuvering. It was darkly brilliant, a wealth transfer ingeniously conceived like few we’ve ever seen. Betting the right way, Porsche roiled the financial markets and took the hedge funds for a fortune. Betting the wrong way, Adolf Merckle took his life." A powerful example of how much you can lose when shorting goes wrong.
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"Instead of encouraging you to join a group, find new friends, or spread the word, Burger King’s new Whopper Sacrifice Application is offering you a free Whopper if you DE-FRIEND 10 people from your friend list." Um.
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Two hours of HD Dwarf Fortress tutorials. Will they make it any easier? No idea, but it's got to be a start.
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"We spend a lot of time talking about games and films, but a much more useful corollary is music. The processes are spookily similar. Creators devise an experience, and commit it to code. The code then sits there, lifeless, until a performer picks it up. Then, through a complex tool which requires substantial manual dexterity to master, the performer interprets the experience the creator devised. No two people will play the code the same way. Some players will perform better than others. Some will get stuck and give up before the end."
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"These sketches should make Arduino-based web-controlled home automation, and remote-responsive spaces a lot easier. The advantage of working with an ethernet shield is that you no longer need to tether the Arduino to a computer in order to access Pachube and other network services!" Some useful examples, to be returned to.
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"In one moment the game had broken the tacit agreement between us. It had failed to respect my character decisions, it had made a pretense of allowing me to define whether Faith violent or not only to pull the rug away at the vital moment and strip all control from me. It lied. Any actions I might have taken to avoid combat up to then were for nothing. It had failed to show me respect so had lost mine." Breaking the unwritten contract with the player is definitely a bad thing, and I didn't notice this – but only because I'd not been aiming for the "no kills" achievement.
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Japanese Bioshock commercial. Nifty: no in-game footage, but there's something that feels like it overlaps right.
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"I am a terrible gaming evangelist. Every time I think I’m onto something my mind’s invaded by Marcus Fenix and his sweaty, homoerotic pecs, by Cloud and his implausible sword and cod-philosophy and, most poignantly, by me, in my pajamas aged nine playing Tetris on the toilet and by me, in my pajamas aged twenty-nine, playing Tetris on the toilet." And Simon powers straight into /my/ favourite games writing of 2008. Bravo.
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"I was startled to realize that stock photo and video purveyors actually create material in anticipation of demand… These suppliers of the world's commercial imagery are making bets on what life will look and feel like in the near future." But of course.
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"The city is here for me to use, and it tells me so." Indeed.
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Lots of suggestions for simple but yummy puddings here. Will need to check this list out again.
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"If you need to perform data analysis, provide graphics for your users in your webapp, or produce high quality plots I encourage you to investigate the combination of ruby, GSL and GNUPlot." Looks good. I should probably give this a poke some time; could come in handy.
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"Feed cake to the cat for a megaburp; use the owl to block bullets." Lovely: you control the fat cat *and* the owl; the owl makes a path for the cat. It's slightly bulletty in places, and juggling two controls is tricky, but still quite laidback. A lovely, lovely flash shmup. The artwork and music helps, too.
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"So much joyful digital stuff is only a pleasure because it's hugely convenient; quick, free, indoors, no heavy lifting. That's enabled lovely little thoughts to get out there. But as 'digital natives' get more interested in the real world; embedding in it, augmenting it, connecting it, weaponising it, arduinoing it, printing it out, then those thoughts/things need to get better. And we might all need to acquire some analogue native skills." Yes. I am slighty frustrated by the attitude that you can make anything physical with an Arduino and some other stuff. It's the "other stuff" that's the important bit.
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"Our tireless multi-touch team is pleased to announce another bit of software meant to make your prototyping life a bit easier, via support for using a wiimote with our flash API to quickly turn any TV or projection surface into a multi-touch environment" Nice, simple, hacky.
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The comments thread on this is pretty epic, and I'm really not wading into that one. Suffice to say: it's quite a while before somebody mentions the word "criticism", and it's not in the main body of the article at all. That's the important word, to my mind.
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"Of all the adverts I’ve seen this year, I think this (late entry) surprised me the most. Not because of the concept – the hilarious coincidence that sometimes people who are not famous share names with people who are famous has been used before – or the clumsy copy. It surprised me because I actually know the person in the photograph. And she really is called Julia Roberts." So do I. She really is, you know.
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Lovely article about the White House cinema, the first occupant of which was Eisenhower. I came upon this post-"If Gamers Ran The World" if only to find out who the first film-literate (ie: willing to have it inside the White House) president was. The article is a gem.
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"…most public objects – and certainly all municipal objects – should offer APIs. Furthermore, specifically with regard to public infrastructures like transit systems, I believe that this should be a matter of explicit government policy. What’s a public object? A sidewalk. A building facade. A parking meter. Any discrete object in the common spatial domain, intended for the use and enjoyment of the general public. Any artifact located in or bounding upon public rights-of-way. Any discrete object which is de facto shared by and accessible to the public, regardless of its ownership or original intention. How’s that for starters?"
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Better than GetBundle, apparently – hunts down unofficial bundles on github and the like, as well. Nifty.
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"What a wonderful idea," Jennifer noted. "We never get to see the people who make the games." Michael Abbott is talking about LittleBigPlanet.
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Leanoard rounds up his favourite DS homebrew games. Some good stuff in here that I didn't know of.
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"This is just one of many examples that show you can participate in online community without having to pretend to be something you’re not. In fact, participating with authenticity is not just morally good, it’s measurably more effective."
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Powazek is right; this is definitely smart advertising, and full props to EA/W+K for just taking the credit and not trying to make it "viral"; it'll do that anyway. Although: it really is a glitch, you know.
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"Even sweeter, the folks at Pinball News have a clip from Pinball Expo 2004 where Medieval Madness sound designer Dan Forden plays a few takes of a mid-20s Tina Fey that didn't make it into the game. It's all a little too perfect, you know?" Super-awesome.
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"Timex sets their watches to precisely 10:09:36 while Rolex waits almost a minute until 10:10:31." Some lovely observations collated by Kottke.
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"Prince of Persia isn't Ninja Gaiden, and this is OK, because it's not aiming for the same tension-filled experience. It's a game that wants to be lyrical. It wants to be an musical instrument rather than a crucible, and it succeeds in this goal." Point taken. I might end up giving the Prince a chance, when my current crop of challenge-heavy games is worn down.
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"Zapm is a science fiction roguelike game by Cyrus Dolph. It's my humble attempt to create "the sci-fi Nethack". It is very much a work in progress."
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"As editorial director of Ladybird Books, Douglas Keen, who has died aged 95, was responsible for the first experience of reading of millions of children." Myself included; I learned to read with Peter, Jane, and my Mum, sitting on my bedroom floor each morning.
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Amazingly, a few in here I didn't know – "move selection" and "delete only whitespace" for starters.
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"I call this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. Covering both commercial and non-commercial games from the earliest arcade games through contemporaty titles, I look at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and education. The book reflects both theoretical and game-design goals." Add to cart.
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"I won’t rant about how our tax dollars pay for these images and how we deserve better. But what I do find alarming is that these documents are used to brief major decision makers. These decision makers may know a thing or two about policy and politics, but if decoding and understanding the armed forces budget is the goal of these documents, then there is a huge failure here." Datafail and slidecrime, all under one roof.
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"The true orator is one whose practice of citizenship embodies a civic ideal – whose rhetoric, far from empty, is the deliberate, rational, careful organiser of ideas and argument that propels the state forward safely and wisely. This is clearly what Obama, too, is aiming to embody: his project is to unite rhetoric, thought and action in a new politics that eschews narrow bipartisanship. Can Obama's words translate into deeds?" Nice article on rhetoric and oratory. Cicero really is quite the writer, you know; ages since I've read him, but this brings it all back.
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"When the mechanics are broken there – no matter what great ingredients or designs you had – the dish disappoints. Execution is very much part of the analysis there – as is service, mis-en-scene. Food is never evluated (in the Guide Micheline sense) out of context… but the mechanics are fundamental to everything else." Robin Hunicke on another parallel to games criticism; I think she might be onto something, and it's another good contribution to the mound of Mirrors' Edge coverage.
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"Though few gamers might be interested in long haul trucking, there is nothing wrong with concentrating on a small group of gamers and offering them the best experience they can get within their limited requirements. In fact, the more MMO developers who realize this—that a small group of loyal players is better than a huge group of disinterested players—the better, honestly." Very true – a nice conclusion to Matthew Kumar's round-up of a somewhat niche – but interesting sounding – browser MMO.
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"The moisturiser, far from the trusted friend and counsellor of the first reading, is The Picture of Dorian Gray." Alex tries to read that Nivea ad that's all over stations right now. It is confusing.
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"We think it's one of the greatest inventions of the twentieth century." Awesome. This is why kids go into engineering.
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"Maps, databases and other resources that help you dig deeper." A shame the raw data isn't available, but great they're collating this stuff and seeing it as another channel of news they provide.
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"A favorite on college Unix systems in the early to mid-1980s, Rogue popularized the dungeon crawling computer game dating back from 1980 (and spawned entire class of derivatives known collectively as "roguelikes"). gandreas software now presents the classic for the iPhone/iPod Touch." Oh god, Rogue for the iPhone. Unusual gestural interface, but it's a perfect port, and brings back memories of being 7 all over again. Needless to say, I installed it immediately.
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"Flare is an ActionScript library for creating visualizations that run in the Adobe Flash Player. From basic charts and graphs to complex interactive graphics, the toolkit supports data management, visual encoding, animation, and interaction techniques. Even better, flare features a modular design that lets developers create customized visualization techniques without having to reinvent the wheel." Oh, that could come in useful
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"This shocking but real dialogue that features in this film gives a clear indication of how the UK today is demonising children." Powerful advertising, for a strong campaign.
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"We MUST keep arguing for, and ensure, that all our young people are valued, challenged and that the highest expectation what they can do and where they can go is the minimum they experience when they are in the education system. We’re failing them if we don't and if that's the case then get somebody in who can do it." Yes.
Bike Hero-gate
21 November 2008
A lot of the content on Infovore is these days is in my links; I try to make sure that I’m not just chucking out URLs, but at least providing some kind of commentary or annotation on them.
You might have seen a Youtube video entitled “Bike Hero” in my links yesterday. I believe I said that “there is nowhere that this is anything less than awesome”.
Unfortunately, I’m going to have to retract that statement, because there is one way it could be somewhat less than awesome. And that’s if it isn’t quite what it purports to be.
Bike Hero, it turns out, is a “viral” ad for Guitar Hero World Tour, filmed by an advertising agency.
I’m disappointed not because it’s fake, but because they felt the need to disguise it as a real piece of footage. Derek Powazek puts it nicely:
Longer answer: It’s not that it’s a commercial, it’s that it’s a hidden commercial. It’s not the art, it’s the ruse.
Why don’t marketers and advertisers understand that, sometimes, the target audience for this kind of thing will like it just as much if it’s honest about being advertising? It’s a lovely piece of footage, and it ties into the garage-band, DIY ethos well; it’s a good fit for the Guitar Hero brand. As it is, I’m disappointed because I now know this wasn’t the product of hard-working fans, wanting to promote a product they love; it was the product of a lot of time/effort from people with money to spend on time/effort.
My other disappointment comes from another thing it pretends to be: it’s not one take. The CG staff that Gamecyte highlights were responsible for compositing the LED-handdlebar rig, and might well also have been involved in stitching together multiple takes. One of the things that had value in this ad was that it was real – why else would the cyclist turn his camera to the window he drove by other than to prove this isn’t some kind of fakery?
In the MTV Multiplayer blogpost linked above, Brad Jakeman, Activision’s Chief Creative Officer comments:
“This was always created and put out there to engage the creativity of our gamers. It didn’t take people very long, as we expected it to, for them to unlock the first of the codes, if you like… We wanted people to first figure out that it was something in the marketing realm and then dig in and have more of the conversation that we’re having about how it was done, have people figure out where all the cutting points were, where there was potentially CGI, and engage with that. It’s not meant to be deceptive. It’s meant to be fun.”
And what about people who aren’t “your gamers”? The point of viral videos is that they become viral; they have a life outside their initial target. Will that secondary audience be as inquisitive as the gamers you describe – and, to be honest, will even all those gamers engage in the manner you describe? I’d linked the thing up before I considered it might be marketing material. I enjoyed the video, and I assumed this was a product of effort rather than trickery simply because I’m not as cynical as Activision would like; if there’s one thing the Internet has taught me, it’s that people have a lot of reserves of creativity within them. Why assume that putting out trickery is OK just because you believe that your audience assume everything is trickery?
Sorry if I misled you. It’s still a great video, but it’s an advert, not a fan-made video, and you should probably know that going into it.
Katy, over at Kitschbitch, writes about Nokia’s new “transmedia” advertising campaign, and comments on it’s ARG-iness – or rather, its un-ARG-iness – and feels disappointed, saying:
…given that Nokia were the trailblazers of using immersive play to engage with consumers, doesn’t it feel like they’ve missed a bit of a trick here?
I was going to comment, but my comment grew and grew, and it felt like a post in its own right.
I’m not sure I’d agree with some of Katy’s criticisms. What’s emerged as a “traditional ARG” has basically consistently turned out to be very engaging for a tiny number of users, very costly to run, and usually exhausting for all concerned. They’re difficult to sustain and few companies ever go for a second ARG.
So a “campaign you can interact with” is a much more realistic interpretation of an ARG, you could argue: it requires far less involvement to get people in, meaning that your advertising dollar reachers more end users; it doesn’t require too much of a long term committment; it’s not community driven, meaning people can have the experience on their own, without having to invest time in building new relationships; whilst it’s interactive, it’s a constrained form of interaction, meaning it’s easier to control and keep on the rails.
The one thing it does have in common with an ARG is that it’s timeboxed: it runs for six weeks. Want to play it after those six weeks? Tough. That’s actually one of the biggest problems facing ARGs: getting away from that timeboxed nature.
So whilst it’s not the bleeding edge of ARG design, it’s probably a much more practical decision for an advertising division on Nokia: it’s less of a loss-leader than another Beast or ILoveBees; it’s engaging a broader degree of consumers but at a shallower level; it’s an order of magnitude or three less complex than a full-blown ARG.
I’m not necessarily convinced by the implementation, but I don’t think the lack of scope is reason for criticism per se; if anything, the “simple ARG” is perhaps harder to get right than the long, complex narrative that you can fix in retcon later on. The upfront budget – advertising, filming, media costs – here is bigger than most ARGs; the running cost is smaller. That sounds like a sensible way of keeping costs where you’re in control of them.
And so I think I’d argue that it’s actually more innovative than throwing a massive ARG budget at the problem: they’re trying to learn from ARGs to see what an affordable, practical interactive campaign, made by advertising/digital media agencies (rather than ARG agencies) might look like. That’s got to be worth a point or two.