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"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."
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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).
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"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."
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"Zoom in on that spot there." Blade Runner has a lot to answer for; notably, this.
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"…we’re still in talking-dog territory here, where the fact of socialness matters more than the outcome. This won’t last forever, of course. It probably won’t last out 2010." Tom is sharing some notes from that "140 Characters" conference; he's got some sharp insight/ideas.
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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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"The walkthrough posted by Lee Beng Hai belongs in a “best games writing” list somewhere, not so much for the prose, but for the depth of his coverage and the gratitude I feel for it, like he’s the first guy in my tribe to wander into the jungle and come back with all his limbs." Chris Dahlen on why nobody's writing about Demon's Souls, but everybody's playing it. (Also: "It’s not “flow”, because flow implies progress; it’s more like tantric sex with a slide rule" is a brilliant analogy).
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"Clarity is a Splunk like web interface for your server log files. It supports searching (using grep) as well as trailing log files. It has been written using the event based architecture based on EventMachine and so allows real-time search of very large log files. If you hit the browser Stop button it will also kill the grep / tail utility."
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"a JavaScript GameBoy Emulator" Blimey.
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"Every family, it seems, has its own set of words for describing particular Lego pieces. No one uses the official names. “Dad, please could you pass me that Brick 2×2?” No. In our house, it’ll always be: “Dad, please could you pass me that four-er?”" So true. I'm trying to recall our own nomenclature.
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Great interview with Lantz, expanding on his "games aren't media" angle and some other interesting points on aesthetics; totally marred by Michaël Samyn's trolling of a comment thread (on his *own* company's blog). Still, read the top half!
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"The camera itself will trap Harry, leaving him all the more vulnerable because he is alone." But of course. A wonderful opening to a wonderful, wonderful film; still, perhaps, my favourite film, and one so rooted in editing and film-making. The camera, constantly trapping Caul, boxing him in, is worth paying attention to, and this short description of the opening captures its predatory nature.
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'"We studied these online gangs at the same time I was looking at the offline gangs and it turned out the model we were developing to explain the behaviour of the online guilds began to coincide with the offline gangs," says Johnson. "We could explain the data using the same mathematical ideas."' Which all makes sense, you know, but it's still interesting to see this stuff being done and taken seriously.
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"In this project, we consider the problem of reconstructing entire cities from images harvested from the web. Our aim is to build a parallel distributed system that downloads all the images associated with a city, say Rome, from Flickr.com. After downloading, it matches these images to find common points and uses this information to compute the three dimensional structure of the city and the pose of the cameras that captured these images. All this to be done in a day." Woah.
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"This is my boot fetish Pong game". I first saw James at OpenTech demonstrating his prawn-sandwich powered BBC Micro clock. It is good to know he is still building brilliant things. And: more Ellie Gibson interviews in the world is never, ever a bad thing.
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"this is good level design." A lovely dissection of a couple of screens from Super Mario Land; detailed, spot-on, carefuly analysis from Anna Anthropy. Amazing what you can do with four types of block.
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"Why are so many people getting divorced today? It’s because most of us don’t have extended families anymore. It used to be that when a man and a woman got married, the bride got a lot more people to talk to about everything. The groom got a lot more pals to tell dumb jokes to." The rest of the quotation is where the magic happens.
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In which photographers, or, more likely, their assistants, upload lighting test shots. Some are striking; some are practical; some are made of awesome. Fun!
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The last keffiyeh factory in Palestine is going out of business; they're all made in China now. Well done, hipsters!
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Recommended by Matt Haughey.
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"Even the platform holders are excited about the potential for social networking to tie into games. At E3, Microsoft proudly announced integration of Facebook, music network Last.fm and Twitter with Xbox Live. The latter pair are fairly irrelevant, admittedly. Last.fm is solely a music service, while Twitter isn't actually a social network at all – it's a one-to-many broadcast system, which isn't quite the same thing." Oh. But that's where you're wrong, Rob. Sorry.
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'“The degree to which you can engage your customer base in creating value for your other players” is key, says Newell. “When people say interesting or intelligent things about your product, it will translate directly into incremental revenue for the content provider.”' Masses of good things in here – think I've quoted it elsewhere – but it's not on my Delicious, so in it goes.
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"DFC's main takeaway from the study is that the flexible, quickly-adaptable nature of online distribution services like Steam allow for developers to use a broad variety of promotions and incentives to keep their game communities fresh; individual promotions like the Survival Pack had a positive effect on both platforms, but it was the one-two punch of that DLC plus the followup free weekend through Steam that had the most meaningful impact on the game at any point on either platform."
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Art of the Title interview the chaps behind Wall-E's end credits, which knocked me out the first time I saw them, and still give me the loveliest buzz to this day.
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Generates a tiny file to do the most basic things, from the looks of it.
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"…even if they make the rules explicit, it’s not going to help the “power-leveling problem” which is ostensibly the reason for all of this grief. Unless they remove all difficulty options from the system, there will always be easier and harder ways to level. And remember what I said above: users tend to prefer easier content with better rewards. This isn’t limited to user-created content — it’s true for designer-made content, also. But designer-made quests don’t get graded by the players. Player-voted content like this will always gravitate towards easy. And pick-up groups will always be picking the most rewarding content with the least annoyance. And the game devs will keep being unhappy about it." Smart analysis of the problems with City of Heroes' user-generated missions.
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"Games don't separate learning from assessment. They don't say "Learn some stuff, and then later we'll take a test." They're giving you feedback all the time about the learning curve that you're on. So, they're not the only solution to this problem by any means, but they're a part of the solution of getting kids in school to learn not just knowledge as facts, but knowledge as something you produce; and in the modern world you produce it collaboratively." Jim Gee is a smart guy. I need to read more on him.
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"I suggested that, when it comes to the design of embodied interactive stuff, we are struggling with the same issues as game designers. We’re both positioning ourselves (in the words of Eric Zimmerman) as meta-creators of meaning; as designers of spaces in which people discover new things about themselves, the world around them and the people in it."
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"Statisticians’ sex appeal has little to do with their lascivious leanings … and more with the scarcity of their skills. I believe that the folks to whom Hal Varian is referring are not statisticians in the narrow sense, but rather people who possess skills in three key, yet independent areas: statistics, data munging, and data visualization. (In parentheses next to each, I’ve put the salient character trait needed to acquire it)."
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Ron Gilbert plays The Secret Of Monkey Island again, and takes notes. Nicely measured – neither grumpy nor jubilant, it reads like an interesting director's commentary. Good stuff.
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"This week I've killed Steven Spielberg three dozen times. I'm feeling better about the whole thing now, so I'm not going to vent any more steam about his increasingly asinine – and frankly pretty arrogant – repetition of the 'games won't be important until they can make you cry, which up until now they haven't been able to, but don't worry I've come to fix things' line." Which, you know, is good, because it means Margaret can talk about the joy of cubes instead. Or Cube, to give him his proper name. A wonderful One More Go, this week.
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"Valve subtly guides the player’s attention toward significant events and objects by using elements naturally found in the game world. This allows the player to retain control of their perspective without getting lost or confused, and contributes to an overall immersive experience." Matthew Gallant puts together a nice selection of screengrabs to illustrate Valve's craft.
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"There was an implicit value judgement in Greenfield's talk between the "purely sensory experiences" of raves or today's computer games, and the cognitive activities of reading a book or listening to a symphony, which, because they make us "see one thing in terms of another thing", involve a more mature mental engagement. For Greenfield, the Beethoven was a higher experience because it offered an "escape from the moment", where a rave was about losing yourself to the "thrill of the moment". I think that's a flimsy distinction, since both are about submitting to the sensory power of music. I'd like to see the difference in brain activity between somebody "escaping" life's mundanities and another person "thrilling" to the implacable now of the beat."
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"I thoroughly enjoy the more real time nature of these diary fragments popping up among my friends’ updates. It’s easy to picture @samuelpepys conducting his business and pleasure, travelling around London — from his home near the Tower of London to Deptford to Westminster — when he’s updating you on his progress during the day." Phil on the joy of small updates from things that aren't (quite) people.
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"Sony acts like a character in a Charlotte Brontë novel–they seem to think they have an entire lifetime to seize the moment."